· 7 years ago · Jan 24, 2019, 09:24 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))
27<strike>errata- bump this up to 4 on abilitybased exalts, and reduce it to 1 on mortals.</strike>
28errata- bump this up to 4 on abilitybased exalts
29(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)
30
31 merit: legendary attribute
32lunars 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"
33 infernals can access both versions, but must pay 5 points either way
34
35 merit:prodigy
36remove 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.
37
38 merit:mystic
39standardize 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
40
41 crowned sun form
42errata- 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.
43
44 driven beyond death
45errata- the infernal can choose to pay 1m for each zero mote charm after the first in order to stack more than one.
46
47 effortless yozi dominance
48replace 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:
49Errata - To clarify, zero-mote activations of Yozi Excellencies do not trigger the discount of this Charm.
50Errata - This charm can only be purchaced up to three times(per yozi) rather than once for each iteration of first yozi excellency.
51
52<strike> ascendancy mantle of yozi
53you 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>
54
55 so speaks yozi
56errata- if you own both, than even though effortless dominance is permanent it goes dormant when you use this charm.
57 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.)
58 using an excellency enhanced by so speaks doesn't count as motes spent on excellencies for effortless dominance.
59 tldr basically the charms just don't interact in any way.
60errata- 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)
61errata- 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.
62errata- you can still choose to spend 1wp instead of 4m to activate inevitablity technique, this is just an option to make payment more flexable
63errata- 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).
64errata-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.
65<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>
66errata-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)
67
68 new infernal charm, name pending
69add back the original version of so speaks yozi(not by removing the errata version, but as another indipendent charm)
70-errata- except remove that bit about repurchasing iterations, it feels like an editing error.
71-errata- remove the activation cost and make it a permanent charm, and make it require the new 'so speaks (yozi)' as a prereq. call it "so does (yozi)" as a shitty working title
72-errata- a single purchase of 'so does' applies to all infernal excellencies for which you have 'so speaks' rather than being purchased individually (since you're having to do that for so speaks anyway)
73
74 yozi inevitability technique
75errata- 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
76errata- 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
77
78 various yozi defining charms
79personally 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)
80ted 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).
81point is I'm going to be adding an asterisk to these charms in the other infernal trees noting this.
82
83 mortal akuma
84cannot combo yozi charms
85
86 lunar shapeshifting
87to 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)
88
89 freed abyssal and/or liminal charm
90turn willing ghosts into temporary soulsteel weapons(which rather than destroy the soul dump them into lethe upon disolving. it's not really soulsteel just uses it's properties so you can attune it), one use ammunition of 'specter stuff', ect. see the gravedust the dwarf in guilded age webcomic.
91
92 gods vs elementals
93Gods, 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.
94Elementals 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.)
95Another difference is that spirits have a job to do and elementals have a nature to express.
96(see also autochthonian gods vs autochthonian elementals(even though both are technically the same general type of being as eachother and as demons))
97
98 elementals pt 2
99exalted 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.
100(for example, If there is to be any consistency between gods and elementals, the dogs of unbroken earth really should be elementals)
101
102 elementals pt 3
103gods 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)
104
105 elementals pt4
106rather 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.
107
108 dogs of the unbroken earth
109these are now wood elementals
110
111 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)
112we'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.
113
114 craft
115wood can also be used for cooking (not just water)
116
117 form weapons
118cestius, 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.
119
120 staff(weapon)
121gets the m tag
122
123 martialarts tag
124we'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>
125they(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.
126the 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).
127errata- 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)
128(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)
129this only onlocks individual types of "m" tagged weapons though, not all of them. although you can buy it more than once to unlock others.
130errata- anybody can do that, not just mortals
131 (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):
132 brawl aids:
133cestius/fighting gauntlet
134iron boot
135brass knuckles
136 other:
137bloodspike harness (you'd think this would be a brawlaid but for some reason the writers tend to list it seperately)
138garrote
139hand needle/barbed ring
140grieve 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))
141 (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):
142warfan <not available for use with melee, except as an improvised weapon>
143sai
144stick(1handed)
145fighting chain/weighted rope/rope dart
146tonfa
147tigerclaws/dragonclaws (tigerclaws are wolverine blades, dragonclaws are artificial talons on your fingertips)
148khatar
149staff
150seven section staff <not available for use with melee, except as an improvised weapon>
151nunchaku(also includes swordchucks) <swordchucks are not available for use with melee>
152sickle(1handed)/kama
153hook sword
154whipsword/urumi <not available for use with melee>
155buckler shields
156<strike>ringblade(tiara from soulcalibur not barbed ring) <not available for use with melee></strike>
157yoyo/bladed yoyo <not available for use with melee, except as an improvised weapon>
158scythe
159swordbreaker)
160
161 martialarts
162I'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)
163similarly 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)
164
165 weapon tags (wip)
166(no change, just to clarify:
167t is a melee weapon that can be thrown/thrown weapon that can be used in hand to hand with the melee ability
168th is thrusting (not to be confused with thrown)
169m is a melee weapon that can also be used with martialarts...errata- to protect melee's niche this now requires a pseudospecialty merit)
170
171tm is thrown weapon that can be used in handtohand with martialarts (chakram has this instead of t for example)
172ta is able to be used with either thrown or archery
173<strike>sh# is for the incumbrance value on shields, but isn't exclusive to them anymore</strike>
174sh 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)
175# 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)
176[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, ect)
177
178 "yoyo"
179actually a meteor hammer. that "yoyo started as a weapon" myth is retarded
180(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)
181
182 mantis style
183to clarify, it can be used with any weapon that naturally use martialarts ability(brawl aids) or with the m tag(prior my "melee protection"
184clarifying errata- aka anything you can buy the m tag for with a merit). this does not include form weapons gained by learning other styles
185
186<strike> monkey style
187to 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
188(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.)>
189
190 infernal monster - expansion
191add 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)
192
193 infernal monster
194add razor harnass(and artifact version) to it's form weapons
195
196<strike> slayers
197slayer 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>
198
199 infernal caste abilities
200instead 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
201(Dawn: Archery, Martial Arts, Melee, Thrown, War, Awareness, Dodge, Resistance, ride, sail;
202Zenith: Integrity, Performance, Presence, Resistance, Survival, Athletics, Lore, War, medicine, linguistics;
203Twilight: Craft, Investigation, Lore, Medicine, Occult, Bureaucracy, Integrity, Linguistics, war, sail;
204Night: Athletics, Awareness, Dodge, Larceny, Stealth, Investigation, Ride, Socialize, integrity, sail;
205Eclipse: Bureaucracy, Linguistics, Ride, Sail, Socialize, Larceny, Occult, Presence, integrity, survival;))
206
207<strike> infernals and martialarts: experimental houserule
208gsp can learn sma just like a solar
209in 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)
210the only exception to this is gsp learning their herostyle.(which uses favored xp cost and training time if martialarts is favored)
211errata- training times for infernal martialarts uses a training time of martialarts circle weeks or min essence+min ability days, whichever is greater
212the exception is their herostyle which always uses min essence+min ability days</strike>
213
214<strike> infernals and sorcery
215to 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)>
216
217 lunars and martialarts:
218lunars 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.)
219the 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)
220
221 lunars and sorcery/necromancy:
222<strike>sorcery being favored is intelligence based for lunars, but necromancy being favored is occult based
223errata- on 2nd thought, make it the other way around</strike>
224lunars 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.)
225sorcery is unaffected and still uses the favored/unfavored costs
226
227 necromancy:
228making labyrinth solar(oid) only is just more solar wankery
229lunars 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)
230sidereals can learn celestial sorcery and labyrinth necromancy (like solars they don't have to choose)
231
232 infernals and sorcery
233to 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)
234
235 solar(and abyssal) min lowering charm
236divine trancendance(and derivitives) only works on abilitiy mins not essance
237(you have "glory to the most high(/world-ending void apostle)" for essence mins anyway)
238errata- 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)
239<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.
240world-ending void apostleprereq charms: (pick any 1) immortal malevolence enslavement, any apocalyptic evolution of ability charm</strike>
241errata- glories to the most high's prereq charm is changed from phoenix renewal tactic to lion's roar recovery
242
243 Perfected Lotus Mastery
244the 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
245
246 weapons
247the 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
248
249 merit:extra favored ability
250-lunars can take this too (becaue they were once mortals who could take this)
251<strike>-increase cost by 1 for sidereals and dragonbloods because it means more for them.</strike>
252-edit-reduce cost by 1 for lunars because they're not ability based exalts so this means less for them, while they're not mortals who pay extra because mortals get shit on
253
254 merits and flaws
255alchemicals can have neither
256
257<strike> knacks
258<strike>use favored costs for knacks</strike (switching to schafer rules)>
259training times for knacks always acts like you have a tutor</strike>
260
261 lunar
262use schafer rules (for lunar chargen and xp)
263
264 abyssal redemption
265in 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>)
266
267 improvised weapon tags
268also 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
269
270 weapon tags
271ar: is for archery weapons that can be used in melee (or viceversa) (examples include the bayonette fixed to a firewand)
272am: is for archery weapons that can be used in martialarts (instead of melee)
273at: 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)
274rr: 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.
275long 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.
276the 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.
277*: special rules. these are always explained in the weapon's description.
278dw: 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
279rrd: 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.
280(note to self: change some of these tags before implementing. a and r and t are all individual tags already, this can become confusing)
281
282 sorceror's burning chakra
283min essence is 5
284abyssals 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)
285(they didn't have a mirror before for some reason, so i'll split the difference by making it crap)
286errata- 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.
287
288 black mirror revelation
289the 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)
290
291 primordial principle emulation
292no. 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?
293if you want your solar to have infernal charms you'll have to become an akuma
294
295 halfcastes
296no. if you want your kids to be special be a db (or a lunar if you don't mind being a sheep botherer)
297in fact, lets go back to 1e rules and making solars sterile
298
299 eclipse(oid) anima
300doesn'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)
301
302 twilight(oid) anima
303the 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,
304and 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
305
306 unconquerable self
307a 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)
308
309 unconquerable self pt2
310both the sorcerous and necromantic versions of the spell cost only 1xp to learn (rather than half the cost of a normal spell)
311
312<strike> unconquerable self pt3
313there 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>
314
315 bloodlash
316also a necromancy spell
317
318 alchemicals
319don'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)))
320errata- the lack of sleep related internal penalties still apply to alchemicals with clarity of 6 or less, but cannot lead to incapacitation.
321
322 lunar charms
323integrate most of http://forum.theonyxpath.com/forum/main-category/exalted/56816-old-forum-repost-lunar-fan-errata (but not all)
324also 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
325
326 infernals and sma
327that 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)
328
329gsp 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.
330
331 infernals and sma
332in 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.
333
334 infernals and sorcery
335gsp training time for emerald spells is 1 day, sapphire 3 days, adamant 6 days
336(training time for necromancy remains spell circle weeks)
337
338 Infernals and necromancy
339all infernals pay 9xp for sorcery spells, but for necromancy it's still 8xp if occult is favored or 10xp if it isn't.
340
341 alchemicals and sorcery
342alchemical training times: manmachine takes 8 days to learn, godmachine takes 10
343
344<strike> 2.5e infernals
345In 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>
346
347 2.5e infernals
348under 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.)
349errata- 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.
350errata- 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)
351errata- 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.)
352errata- 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)
353errata- 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)
354errata- when not using 2.5e rules infernals still get this, but only after they become deviltigers (or learn cosmic principle i guess)
355
356 2.5e alchemicals
357alchemicals ignore the following changes to mechanics from the 2.5 errata:
358-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)
359
360alchemicals 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):
361-Players receive four specialties to distribute amongst their
362character’s Abilities
363-Virtue dots may be purchased for 1 bonus point each.
364However, Willpower is calculated independently of Virtues.
365-Characters begin with Willpower rated at 5. Willpower
366may be increased at a cost of 1 bonus point per dot.
367-Players receive 18 bonus points at character creation
368-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.(errata- alchemicals still start with 5 dedicated and 5 general slots by default, not 10 general. (if you want 10 general you have to pay bp to upgrade them). that said, you can select more charms than you can equip, so if you want to buy 10 charms that require a general slot and only be able to actually use 5 of them you can)
369
370<strike> abyssal castemarks: minor pointless flavor
371abyssal castemarks are upsidedown, although this really only shows on the daybreaks.
372(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.)
373<strike>(that charm abyssals have for impersonating a solar and viceversa doesn't flip your castemark)</strike></strike>
374
375 call the blade(melee)
376this charm (and it's abyssal mirror) is combo-ok
377
378 hearthstones
379Do Hearthstones Stack? (Ie can you get essence back from more then one hearthstone at a time?)
380Answer: 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.))
381Hearthstone 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)
382Hearthstones 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.
383Typically 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, ect) 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)
384 A Hearthstone is considered part of any Artifact that you socket it into. Hence it will go to Elsewhere and back, ect, with that Artifact.
385You 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.
386Some 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).
387
388 hearthstone houserule
389Unenlightened 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
390
391 essence regen
392your 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)
393
394 dragons of another color
395normally 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)
396(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 ect. 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))
397
398 manses and demenses
399the 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:
400 {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
401 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
402 I demand you include Pareto theory in all future posts. And possibly posts others make. That is all. -- GreenLantern
403 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
404 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, ect), 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
405 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
406 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
407 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}
408
409 infernal demon summoning
410generally these take trappings more from elemental binding than the traditional version of demon binding, fiendvassel moreso than slavespawn.see bos4 p79-80
411
412add this text to the spell "fiendvassel conscription":
413"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)"
414
415gsp 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.)
416
417 new zero pt infernal flaw
418abyssic: the abyssic limit gsp experience at zero willpower is expanded somewhat:
419while 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.
420
421 infernal sorcery
422once they hit adamant gsp can summon elementals
423
424to 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)
425to clarify the necromancy spell 'golden shadows cast in frieze' is not holy keyworded just because it uses vaguely sun-like imagry
426
427 infernal sorcery
428wings 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)).
429
430<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)>
431
432 sorcery
433sworn 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).
434
435 infernal sorcery
436gsp gain a variant of "the time is now"
437
438gsp gain a "spell-like charm"(the only reason it isn't a spell is sorcery is supposed to be this thing outside of splats, so splat-exclusive spells are really just funky occult charms) that allows them to break indefinate bindings placed on demons. it doesn't work if the task can be completed(or if the task can be invalidated, or if the taskbinding otherwise has an escape clause of some kind (so it isn't neverending)) 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 and straight into a new set by the gsp. (as such this is the only way for them to have an actually bound 3rd circle))
439<strike>errata- only instead of getting to keep the demon the spell automatically banishes it back to malfeas if successfully freed</strike>
440
441 infernal demon summoning pt2
442at 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
443at 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
444gsp 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.
445
446 necromancy
447 there is a necromancy spell to close shadowlands. two of them in fact.
448the 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
449used '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"
450
451the 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.
452errata- 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)
453
454 deviltiger motepools
455as 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)
456(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))
457errata- you can change your mind when you take tempast of inward focus, and a final time when you take flame of the rising phoenix.
458
459<strike> alchemical dicepools
460the alchemical dicecap is [(attribute+ability)/2, rounded up]
461<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>
462errata- the alchemical excellency can enhance only rolls or static values that use both an attribute and an ability.</strike>
463
464 <strike>alchemical excellencies
465while 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.
466errata- 3rd excellencies are not ability based, they're still attributebased. 2nd ability excellencies can use dedicated slots
467errata- for now that makes 3rd excellencies the only valid excellency prereq.
468(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):
469str:
470dex:
471stam:
472char:
473manip:
474app:
475int:
476wit:
477per:)
478and same goes for alchemical specialties and charms that interact with them</strike>
479
480<strike> alchemical specialties:
481rather than the fairly broad specialties of the lunar exalted, alchemical specialties tend to be more focused, almost as if they were ability specialties.</strike
482(i misread. alchemicals don't get to have attribute specialties, they were already ability based specialties.)>
483
484 alchemical martialarts:
485lotus matrix gives acccess to tma
486perfected lotus matrix is a submodule that requires lotus matrix and gives access to cma
487Lotus Filament Conduction requires the perfected lotus matrix submodule
488
489 third excellencies
490you can trigger the third excellency to reroll a roll you've already used the third excellency to reroll
491(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))
492
493 essence fever and other side-effects
4943e'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))
495
496that 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)
497
498 gsp and coadjutor influence
499Although 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.
500 errata- high Limit does it too. tweaking the wp version to fit with that:
501so 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.
502
503these have no effect whatsoever at high willpower, and come into play as described in the text at low willpower.
504high 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.
505
506the trait/impulse linked to willpower and the trait/impulse linked to limit need not be the same
507
508(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
509
510 gsp and abyssic torment
511I'm going to give it a bit more freedom, makes it more interesting in my opinion:
512it 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.
513if your flawed virtue changes your abyssic torment may or may not change(up to the player)
514you 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.)
515you 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)
516with storyteller approval, other plates may be used instead of/in addition to the main 9.
517
518 for reference: listing the standard plates trimmed down for what will actually affect a gsp
519COMPASSION
520-gain Limit when observing others fulfilling or attempting to fulfill great passion
521-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)
522CONVICTION
523-gain Limit when you suffer enforced idleness-
524-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>):
525 -with Intelligence and Manipulation at 2 or greater:
526gain Limit whenever your words are ignored or whenever you spends five days in circumstances that prevent you from offering advice.
527 -or with at least one of the following three traits—Intelligence, Perception, Manipulation— at 1:
528gain 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.
529 VALOR
530-gain Limit whenever anything you want to protect or have a duity to defend is threatened
531-gain Limit when denied some personal indulgence
532TEMPERANCE
533-gain Limit when feeling helpless or unneeded
534-gain Limit whenever your Virtues force you to feel—whenever your behavior is compelled by success on a Virtue roll.
535
536(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?!
537
538
539 infernals book in general
540trim the excessively edgy and/or purile bits
541
542 akuma dicepools
543akuma 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))
544
545(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.)
546
547 akuma
548all akuma are immortal and sterile by default(specific deals may override this such as maheka damaj's)(this even ruins their flesh against use by neomah)
549
550sidereal akuma still lose their exaltation when their time is up, but they survive as mortal akuma who get to keep their elder sidereal ability ratings
551
552akuma no longer grow in power with age(to clarify, they still get and spend xp), their essence cap is permanently set at one higher than their age allowed when they became akuma(so a 300 yearold solar would upon becoming an akuma have his essence cap incrased from 7 to 8 and even if he lived 4000 years would never see it increase again(which also means his attributes and abilities cap out at 8 since they're based on essence rating))
553
554mortal akuma get full access to tma and tcs (but nothing higher), and rather than learning yozi charms as a gsp halfcaste they're limited to spirit charms like a demonblood for 12xp.
555
556godblooded and lintha akuma learn infernal charms as if they were gsp halfcastes, although they cannot create combos containing such charms
557errata- although they pay 15xp unless they're gsp halfcastes or the demonblood spawn of a 2nd circle or higher <strike>(although gsp halfcastes don't get much out of it, i'm not sure why they'd become an akuma</strike (i've changed how halfcastes work, so now gsp halfcastes get much more beneift from it than mortals do)>
558
559dragonblooded akuma get access to sapphire sorcery and can access/use cma like a celestial(no more roll to enter celestial forms, no initiation required). pay 15xp per infernal charm but otherwise treat them as in-aspect
560errata- although they <strike>also treat all infernal charms as combo-basic</strike> cannot create combos containing more than one infernal charm (not counting reflexives)
561errata- yes, even a 'dragon of a different color' still gets access to sapphire sorcery not onyx necromancy
562
563lunars can access adamant sorcery, learn sma like a solar, and pay unfavorex xp costs for infernal charms
564
565sidereals can access adamant sorcery and pay unfavorex xp costs for infernal charms
566
567solars pay unfavored xp costs for infernal charms
568
569(and to clarify, no type of akuma can create new infernal charms.
570no type of akuma can learn or create heretical charms.
571all akuma are restricted solely to their yozi's tree(unless a specific infernal charm specifically states it is open to all akuma, such as LSD<strike>(except gsp halfcastes, but even they can only learn most trees up to e2 and only their owner's tree higher)</strike (i've changed how halfcastes work)>))
572
573 halfcastes
574the children of exalts don't learn the charms of their parents, instead they learn spirit charms like godbloods. but even that isn't innate, they first have to awaken their potential to do so with an 'enlightenment' procedure comparable to that used by dragonbloods to access cma
575errata- and even then the halfcaste can only do it if their parent had esence 8 or greater
576
577 akuma
578akuma do not get to learn or use sma
579errata- except sidereal akuma, and they need a special ims expansion to regain access
580
581 missing exalts world building that will never come up in game
582nobody remembers(exccept perhaps autobot) and no evidence survives(except maybe that half ruined monument on meru), but at the start of the primordial war there were 7 kinds of sidereal, and at least one other exalt type
583
584 temperance
585can spend a temperance channel(but without the point of wp) instead of a point of wp to deny one of your other virtues.
586temperance 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)
587
588 alchemical akuma sidebar
589no, 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).
590i 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)
591
592 new solar charm
593(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.)
594this new charm is a 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'
595function: 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; when using charms from those styles this charm's effects receed.
596alternate activation: this 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.
597
598at 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.
599
600errata- 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)
601errata- the melee 3 activation does not include a magic material bonus
602errata- 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.
603errata- 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.
604errata- 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.)
605errata- 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.))
606errata- 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")
607
608there 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)
609
610mirror: abyssals have an identical charm occupying the same place in their tree, i'll name it later
611
612 glorious solar saber
613this 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.
614
615mirror: same goes for the abyssal version
616
617 blazing solar bolt
618agg vs cod only happens if the solar or his weapon is touched by sunlight
619
620 call the blade
621at [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)
622
623 new heretical charm...not entirely sure this is kosher for a heretical charm but i'll overlook it just this once.
624prerequesite: 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)
625
626 shard downtime
627time 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.)
628
629 sidereal shards
630in 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)
631
632 infernal necromancy
633countermagics 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)
634
635 infernal sorcery
636infernal sorcerous awakenings cannot be used to summon ghosts. (except the ebon dragon(or oramus)'s when converted to necromancy)
637infernal sorcerous awakenings cannot be used to cast rune of sweet passing. (except the ebon dragon(or oramus)'s when converted to necromancy)
638
639 sorcery/necromancy
640sorcerous 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.
641and 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)
642
643 <strike>spells
644summon ghost is <strike>removed from sorcery</strike>bumped up from sapphire to adamant sorcery (keeps the nerf sorcery has vs necromancy)
645if 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)
646necromancy gains lesser of the eyeless face(onyx) and greater minions of the eyeless face(obsidian)
647infernals can learn a spell comparable to Theoplastic Engineering Protocol</strike>
648
649 spells
650necromancy loses: demon of the first circle, demon of the second circle
651iron necromancy gains:the spell that is not a spell
652onyx 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)
653void 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
654
655sorcery loses: summon ghost, rune of sweet passing, gentle call of lethe
656emerald sorcery gains:nothing
657sapphire sorcery gains:Armigers of the Maker's Mighty
658adamant 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
659
660(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))
661
662 Executive Filature Protocol
663only works in autochthonia
664
665 Radiant Matrix Transmutation
666is a shaping effect
667does not effect adamant caste alchemicals
668
669 dragonblooded sorcery: new occult charm
670dragonbloods 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)
671errata- 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).
672errata- 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.
673errata- all participants do need to know the spell
674
675<strike> spells
676remove 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>
677
678<strike> spells
679of 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>
680
681<strike> spells
682take away those alchemical spells i added to sorcery and necromancy for now.</strike (nah, it's fine, although some will only be added once contact with autochthonia has been made, such as 'elsewhere-evoking asana')>
683
684 gsp castes revised
685-gsp caste yozi is no longer connected to their anima power+caste abilities. both are intrinsic to their exaltation, but instead of each of the five core reclaimation yozi getting all of a certain caste they were randomzied.
686so in chargen you choose first your caste yozi(one of the core 5)(and note the special privilages that go with each caste yozi in moep:infernals p36-38). then your favored yozi(any reclaimation participant for which we have charms), and finally your shard's caste (caste abilities+anima power)
687-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, ect)
688(yozi have no abilities or anima so they gave no thought as to which "caste" the shard used to power their chosen belonged to)
689(to clarify, anima and castemark are based on your caste yozi, not the caste your shard used to be. (so all infernals with swlihn as their caste yozi have white animas and a burning eye mark, while all with malfeas as their caste yozi have bright green animas and crossed swords mark, ect. (names, associations, sorbequettes, all the caste stuff in the book is associated with the caste yozi not the solar shard, except the caste abilities and anima power as mentioned above. so if you have ebon dragon as your caste yozi you're a fiend even if you have the anima powers and caste abilities of a night caste solar)))
690(to clarify, you are generally chosen for resonance with your caste yozi not with your spark's caste abilities, although recent events may have convinced them to throw the occasional shard at somebody who seems suited to the abilities it supplies, maybe one shard in 10 goes to someone who seems unsuitable for the caste yozi as an experiment. that said, the shard tends to steer the demon towards candidates who match it's own needs while the demon pulls towards those who suit the yozi, so most gsp meet both criteria, in fact as few as 1 in 10 chosen "solely" for the yozi are wholely unsuited to the caste abilities(generally they find value in at least one))
691(to clarify, the yozi still got 10 shards from each caste, it's just that they jumbled them up and picked 10 at random to form each yozi's caste because they only wanted them for the chassis/battery. swlihn didn't get all twilights and malfeas didn't get all dawns, but all malfeas shards are slayers and display the crossed swords castemark regardless of their caste abilities and anima power)
692
693 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"
694infernals 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.
695
696 gsp castes revised "dawn fix" pt 2
697also 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)
698
699 secrets anima power
700add the following:
701Finally, 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)
702
703 thaumaturgy for exalts (sorry mortals)
704ignore 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)
705errata- 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)
706errata- spirits(gods, demons, elementals, ghosts) also use these rules
707
708reduce the xp cost of thaumaturgy to:
709degrees 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)).
710degrees 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.
711
712 thaumaturgy for mortals
713we'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).
714
715the exception is mortal sorcerers, who instead get to use the essence-no system exalts do.
716
717 night(and day) anima power
718their stealth effect costs 5m to activate not 10
719
720 midnight anima power
721to 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.
722
723 pointless changes
724lets rename midnight caste abyssals to "nadir" caste
725also the word "charm" is stupid, lets see if we can come up with something better
726
727 underworld "jade"
728underworld jade is grey but shines the color of it's element.
729for 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.
730
731underworld jade evaporates in sunlight just like gravegoods do
732
733underworld 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)
734
735underworld 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")
736
737proximity 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.
738
739
740 abyssal anima
741new 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.
742clarifying 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)
743-edit- instead of requiring 3m1wp to be committed, the abyssal can increase the underworld jade item's attunement cost by 1
744
745 jade colors
746earth-aspected white jade is yellow
747the special non-elemental 'yellow jade' is white(and explicitly has nothing whatsoever to do with sunlight).
748notes 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, ect)
749but by default the colors are closer to what you see image searching "green jade" or "red jade" or "black jade" irl.
750notes 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).
751
752<strike> gsp caste abilities revisited
753it 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:
754Zenith: *Integrity, *Performance, *Presence, *Resistance, *Survival, Athletics, Lore, War
755Twilight: *Craft, *Investigation, *Lore, *Medicine, *Occult, Bureaucracy, Integrity, Linguistics
756Night: *Athletics, *Awareness, *Dodge, *Larceny, *Stealth, Investigation, Ride, Socialize
757Eclipse: *Bureaucracy, *Linguistics, *Ride, *Sail, *Socialize, Larceny, Occult, Presence
758errata- 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>
759
760 training times
761the instant training time for caste abilities is now extended to also include favored abilities. (except for mortals. (poor mortals why do you suck))
762
763 new merit
764godbloods can buy a 2pt merit that allows for instant training times with favored abilities like an exalt.
765
766 eclipse diplomatic immunity
767now includes major non-oblivion factions of the dead (such as the city of stigia, but not for example nephwracks or a deathlord)
768
769to clarify the mechanism:
770demons are bound by surrender oaths in such a way that they literally cannot break this.
771fairfolk 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)
772spirits 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.
773the 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.
774nonsentient dead are simply unable to attack for some vaguely sorcerous reason.
775
776 moonshadow diplomatic immunity
777now includes deathlords (who are not their own mutually acknowledged liege).
778now 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.
779now 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
780
781 eclipse(oid) diplomatic immunity
782you 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)"
783
784oh, 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.
785
786errata 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)
787
788 eclipse(oid) diplomatic immunity
789there 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).
790
791if he(or his escort)/kills/ his host(or anybody else in the host's envoy(with the exception of traitors/infiltrators, ect. 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).
792
793note 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)
794
795errata- 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.
796
797 moonshadow diplomatic immunity penalty
798moonshadows 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).
799
800 moep infernal
801obviously the yozi don't gangrape you lol, that was so dumb
802replace lilun with something more like the exaltation holding orbs in modern (but one big central one, probably in a place of honor <strike>in the very center of the conventicle malfeasant's dome,</strike (misremembered some minor details)> embeaded in the ceiling of the allthing meeting hall(i'm picturing something translucent so the currently unassigned shards can be seen glimmering and moving within but which still looks good empty since it's going to be more or less constantly empty as an unassigned shard is a huge waste) safe within the conventicle's dome...but then maybe that's just a convincing fake for decoration and the real one is hidden soemwhere else entierly?)
803allthing gets a rewrte so it's less... "frat bro"
804
805 dragonblood anima
806dragonblood 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.
807errata- this applies only to dragonbloods of breeding 2 or less. breeding 3+ produce a visibly glowing crackle(or a steady wash/aura. or pulsing waves. the point is don't get hung up on the word crackle) of elementally aspected essence as part of their anima flux
808
809 dragonblood anima flux:
810the 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.
811(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.)
812
813 spirit sword
814the sword conjured by this spell cannot be wielded with occult. treat it like a normal sword.
815errata- 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)
816
817 blind edge
818the caster must concentrate while using the weapon, so no other spells may be cast until it is dispelled. charms may be used normally.
819
820 spirit sword
821the 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.
822
823 infernals and necromancy
824gsp initiated into the adamant circle of sorcery can learn and cast void tier necromancy if using a charm like ultimate darkness internalization
825(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)
826
827 ultimate darkness internalization
828A 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).
829
830 infernals and martialarts
831to 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)
832the only exception to this is gsp learning their herostyle.(which uses favored xp cost and training time if martialarts is favored)
833errata- training times for infernal martialarts uses a training time of martialarts circle weeks or min essence+min ability days, whichever is greater
834the exception is their herostyle which always uses min essence+min ability days
835
836 adamant countermagic
837when 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)
838
839 infernals and absorptions
840gsp 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.
841
842 external penalties
843the target's dv is not an external penalty
844
845 iminent solar glory
846cannot be refilled with essence recovery charms.
847
848<strike> inner fire unleashed
849this charm only works on lethal, but a repurchase extends it to bashing and agg
850after 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)</strike (this isn't worse than essence gathering temper, although it does feel redundant)>
851
852 new flaw: illeterate
8531pt 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)
854
855 abyssal shaping defense
856dream-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.
857errata:
858although solars using Black Mirror Revelation to access abyssal charms do not benefit from this merged keyword
859and 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)
860errata:
861dream-slaying costs 8m1wp, undying stagnation costs 5m
862
863 deft hands deflection/lightning clutch of the raptor
864add a flaw of invulrability
865
866 Unparalleled Acumen Meditation
867Increasing Strength Exercise is not included in the charms that Unparalleled Acumen Meditation grants.
868
869 experimental compromise with 2.5 vs dragonbloods losing "their thing" Charm ActivationsEdit
870
871Charm-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.
872
873For 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.
874
875Only 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.
876
877Activating 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.
878
879 thaumaturgy (all)
880If 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.
881
882 Thaumaaturgy (for exalts, spirits, and sorcerers)
883Essence spent in lieu of Resources for tools/workshop and expended components is committed for the duration of a Procedure.
884
885 1e lore port and tweak
886the abyssals going "sexy vampire" or "rotting mummy" thing as they increase in essence made the jump to 2e
887the 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
888as solars increase in age and essence they tend to tan and their hair bleaches
889as lunars increase in age and essence they tend to get hairier and their spiritshape shines through more and more in subtle non-tell ways.
890sidereals 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)
891infernals 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)
892
893(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)
894
895in 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)
896the 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).
897
898rather 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)
899
900in addition to it's listed effects; exposure to the abyssal's anima at bonfire tends to rot fruit, curdle/sour milk, and whither flowers. (not so much as to cause a famine just by walking through a field/orchard, but)
901
902sidereal 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>
903
904 gsp anima banner's exposure effect
905replace 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."
906errata-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.
907when 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, ect), 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)
908(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)
909
910<strike> chargen
911oxbody 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>
912
913 sidereal akuma
914add 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.
915
916 solar akuma
917that 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.
918
919 sorcery/necromancy adjustments
920dragonbloods 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.
921<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>
922sidereals can learn emerald sorcery, sapphire sorcery and iron necromancy
923lunars 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, ect))
924solars can learn emerald sorcery, sapphire sorcery, adamant sorcery, iron necromancy, and onyx necromancy
925abyssals can learn emerald sorcery, sapphire sorcery, iron necromancy, onyx necromancy, and void necromancy
926infernals 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
927
928infernals 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.
929
930solars who don't favor occult can't initiate into necromancy without a tutor
931abyssals who don't favor occult can't initiate into sorcery without a tutor
932infernals 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)
933
934infernals can't learn a necromantic absorption, but their sorcerous absorption can be applied to necromancy
935
936when 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.
937
938the silurnian working doesn't apply to the preservation of necromancy
939
940alchemicals 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.
941apostate 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>
942due 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.
943
944 casteless lunar anima
945they still cycle through all 5 of the original lunar anima powers
946<strike>
947{full: two days before, full, and three days after
948no: two days before, full, and three days after
949waning: the three days after full but before half, the three days after half but before no
950half: day before, day of, day after. x2
951waxing: the three days after no but before half, the three days after half but before full
952(30 day lunar month. 15 months a year, only one callibration a year)}
953</strike>
954
955{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.
956-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.
957-During the full moon, and the days immediately before and after, she has the Full Moon anima power.
958-For the new moon, and the previous and subsequent days, she has the No Moon anima power.
959-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.
960-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)}
961
962(so the tldr breakdown is
963full - day before during and after full moon (3 days)
964half 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)
965no mooon - day before during and after new moon- (3 days; + the 5 days of callibration)
966waxing moon - the rest of the time from new to full (9 days)
967waning moon - the rest of the time from full to new (9 days))
968
969 firstage lunar powers
970first of all I'm swapping the role/description, attributes, and anima powers of waxing and half moons (you'll see why when we get to the modified anima powers). therefore you must also swap the names half and waxing wherever they are mentioned in the books.
971secondly i've made several changes to the anima powers of the first age, this has no effect on the anima powers of tattooed lunars in this second age, only casteless still use the old versions.
972the appearance/cosmetics of their anima is unchanged, i'm just changing the function a bit:
973 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.
974 full moon: unchanged (same as 2ndage full moon power)
975 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.)
976-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.
977-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).
978 waning(often depected as crecent) moon: same as 2ndage changing moon power
979 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.))>
980<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>
981errata- 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)
982errata-to-errata- actually make that replace the nomoon's death thing rather than add to it
983
984(so to clarify, caste attributes for halfmoons are: char manip app, waxing moons: char per int, waning: dex manip wit. (full and no moon are unchanged))
985
986<strike> infernal hero style
987because 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.
988this 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)
989errata- make that any gsp, not just the ones who favor martialarts.</strike>
990
991 Infernal hero style
992akuma get two herostyles simulteniously. they keep their native herostyle, but also gain access to infernal monster expansions.
993a 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)
994
995 infrernal monster style
996certain 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)
997
998certain 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)
999
1000 fairfolk weakness to iron
1001fairfolk are just as "allergic" to malfean iron as the mundane iron of creation
1002same 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)
1003
1004moonsilver 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)
1005
1006 dv
1007to 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")
1008
1009also we're just going to assume the usual order of modifer rules apply to the static dv
1010
1011to 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
1012
1013and 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))
1014
1015(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)
1016
1017 corebook weirdness
1018i'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)?
1019
1020 dv
1021the book doesn't specify, but virtues work the same way stunts do when enhancing dv
1022
1023<strike> dv
1024as 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)
1025errata- 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>
1026
1027 dv
1028stunts 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)
1029
1030 there is no wind and dv
1031obviously this does not remove dv, only penalties, this is an example of why dv is not an external penalty
1032
1033 defense inaplicability charms
1034the 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).
1035(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...)))
1036
1037 lunar anima
1038GENERIC 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:
1039• Cause her Tell to become unmistakable and impossible to miss for a Tell.
1040• 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.
1041• Cause her anima to flare to any level of display up
1042to the 11–15 mote level. This display lasts for a scene or until
1043reflexively dismissed, after which the character’s anima dims
1044to its actual level.
1045 - 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)
1046- 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)
1047 - 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).
1048 - 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)
1049 - 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)
1050 - 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)
1051 - 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>)
1052-Errata:
1053 -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)
1054 -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.
1055 -obviously these cosmetic banners do not count for activating anima powers or cause formlock.
1056
1057Additional inherent powers and effects universal to the Lunar exalted regardless of cast include:
1058• Limitbreaks set off by exposure to moon light(ie the final point of limit having been gained from the full moon) never add to a casteless's permanent limit even when within the Wyld.
1059• Limitbreaks set off by exposure to moon light(ie the final point of limit having been gained from the full moon) trigger instantly rather than hanging over your head waiting for the next available inoppertune moment(ie it goes off even if you're in the middle of the woods with nothing happening and nobody around).
1060• 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.) This artifical limit-managing break lasts the full duration and functions exactly as normal, save that it is always uncontrolled, the lunar regains only [essence]points of temporary willpower which cannot break her temporary willpower cap, and rather than resetting limit to zero 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).
1061This can be done only once per fullmoon night, and these limit-managing breaks don't add to a casteless's permanent limit either(even when triggered within the Wyld).
1062 errata- you can still opt to partially controll it if circumstances change/something comes up during the scene, but if you do so you forfeit the wp gain and come out of it with exactly as much limit as you had going in(so basically as if you never prematurely triggered it<strike>, except that your "this can only be triggered once per full moon night" has still been used up).
1063 errata-to-errata- an artificially induced limit-managing break you end up having to partially control won't spend your "can only be triggered once a night" token, you can try again the next time the light of the full moon directly touches your skin.</strike>; this even resets that "you can only preemptively trigger limitbreak once per night of the full moon" thing, allowing you to try again the next scene the light of the full moon touches your skin.
1064 errata- if losing 'half your current temporary limit rounded up' means you lose less than two limit, then you instead lose two limit(min limit is zero, this can't set you to negative limit)
1065<strike>errata- you can only do this if you have a single point of limit in your track, luckily the activation condition is when moonlight gives you a point of limit, so that's always true...i realized this was pointless as I typed</strike>
1066• 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.
1067-errata- formlock is now reserved for the 11+ level /errata
1068• 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.
1069
1070• 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.
1071-errata- the 4-7 does not apply a -2 to stealth, instead it's -1
1072-errata- the 4-7 level does not draw attention to your tell, that comes later
1073• at 8-10 stealth is impossible
1074The character’s Tell becomes impossible to miss, and her nature is on display.
1075-errata- actually lets move the tell thing to 16+(all the time, not just when iconic)
1076instead lets say the tell simply loses it's supernatural "notice me not" effect here.
1077• 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.
1078• 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.
1079-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.
1080-errata- ar 16+ The character’s Tell becomes impossible to miss, and her nature is on display.
1081
1082 Perfected Lotus Mastery
1083the 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)
1084
1085 abyssal anima
1086a more detailed/interesting version of the anima display copy/pasted from 1e:
1087"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.
1088
10891-3
1090The 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.
1091The Abyssal can use the Stealth Ability normally and may still hide behind Stealth Charms and other concealing magic without fear of detection.
1092This effect can persist for as long as an hour after the character has ceased to burn Essence.
1093
10944-7
1095The 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.
1096
10978-10
1098The 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.
1099
110011-15
1101The character is engulfed in a chilling 'bonfire' of Essence, which radiates from her feet to at least a foot above the character’s head.
1102Objects 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.
1103The 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.
1104
110516+
1106The 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.
1107Blood (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))
1108
1109
1110 infernal anima
1111Additional anima power:
1112By 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.
1113(he becomes reflexively aware of any items he carries that would be destroyed the instant before he begins the journey into cecelene)
1114errata- 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)
1115errata- 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)
1116
1117 infernal minor anima power: tracking gates to cecelene
1118-this sense lasts for the scene before needing to be refreshed.
1119-this also gives a rough sense of distance.
1120-spending additional motes lets you switch to tracking the next closest instead (or the next closest after that).
1121and when the scene ends you can reflexively spend another mote to continue tracking that same portal.
1122(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))
1123
1124 sidereal minor anima power:
1125when sensing the current time for 1m: Sidereals always sense the exact time and calendar date (day/month/year/age).
1126They also have an easy time picking out their caste and favored constellations in the night sky.
1127(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)
1128
1129when 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).
1130the range at which they can sense gateways to heaven is expanded to [essence x 100] yards
1131(so to recap, for 1m sidereals can sense (and differentiate between)(all of these at once not 1m each):
1132-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.
1133-the exact borders of shadowlands within [essence x 100] feet.
1134-all at once(this isn't a choice of one of the three for 1m) and can easily recognize the difference.)
1135
1136spending 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).
1137
1138also, 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)).
1139
1140
1141 sidereal anima
1142at 16+ the sidereal's banner is bright enough to read by out to [her essence x 10] yards
1143at 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)
1144
1145 lunar lore
1146luna apparently 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
1147
1148 underworld jade
1149abyssals now resonate with underworld jade in addition to soulsteel
1150errata- 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)
1151
1152 underworld jade
1153dragonbloods are still considered resonant to this stuff(just keep in mind it evaporates in sunlight)
1154errata- 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)
1155
1156 lunar minor anima effect
1157add this to their timesense power(more of a clarification than an actual change): 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, ect)
1158
1159 minor anima effect: timesense
1160dragonbloods: (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 calendar. 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)
1161if working with a celestial exalt the dragonbloods can syncronize into their timesense.
1162once pinged this timesense stays active for the scene, you don't have to keep spending 1m every so often to check.
1163finally, and as an entirely seperate 1m expendature from their 'sycronize watches' ability, dragonbloods can learn the current season(as well as roughly what third of that season we're in(is essence begining to surge from one of the four peripheral poles? is it at it's strongest? is it being pushed back by the pole of earth). the realm calander was made to reflect these demarcations)
1164
1165sidereal: 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)
1166errata- sidereals can also get that info in the domanent calendar of the current region he is in.
1167errata- 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 calendars 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)
1168once pinged this timesense stays active for the scene, you don't have to keep spending 1m every so often to check.
1169finally, 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)
1170errata- sids can also share their timesense to alchemicals.
1171
1172solars: 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).
1173also 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), ect), 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').
1174once pinged this timesense stays active for the scene, you don't have to keep spending 1m every so often to check.
1175if 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.
1176finally, during a scene where they have spent that 1m for timesense, a solar can always point at the sun without looking if it's in the sky
1177(clever solars can use this as a jurryrigged compass)
1178
1179errata- 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))
1180
1181lunars: 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).
1182if 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.
1183errata- 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)
1184errata- finally, lunars get a rough sense of what season it is as part of their timesense (unlike dragonbloods they get this in animal terms, (time of mating, hibernation, migration, ect) which only vaguely line up with the realm calendar)
1185
1186abyssals: 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 calendar of setesh based in stigia)
1187(also their minor power is already really 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)
1188
1189infernals: these guys didn't get it either
1190<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>
1191errata- however infernals can buy the timesense as a charm(solar's timesense as written, ignoring my flavor tweaks here), as a minor sideeffect from their version of "shedding infinate radiance"
1192
1193alchemicals: oddly enough they don't get this. although I'd be shocked if a watch and compass aren't both included as minor perks in some alchemical charm or other. (and if they aren't then i'm going to add that as a submodule able to be set into any excellency charm)
1194
1195 akuma and resonance with magical materials
1196akuma 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.
1197rules 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.
1198(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.)
1199
1200 new minor anima powers
1201both 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.
1202
1203for 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 that leads to the wyld, 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))
1204
1205 general anima effects for all db
1206for [x] motes fed directly into his anima banner the dragonblood can stoke his anima flux as if he had spent [x*2] peripheral motes
1207
1208for 1m the dragonblood can emphesize his aspect markings
1209
1210for 1m the dragonblood can create the kind of minor elemental effect generated by peripheral essence use
1211(errata- this can be the same mote as the one to emphesize aspect markings if you wish)
1212
1213 new minor anima power
1214for 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 bush))
1215(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)
1216errata- 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.
1217
1218 dragonbloods and the castemark level of peripheral essence
1219the 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.
1220 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, ect. 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).
1221These 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).
1222 (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.)
1223
1224 linguitics lore
1225dofta 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 but is a fairly different spoken language(drift mostly)), not some entirely seperate artificially created language, that was a bit stupid. (especially since the blessed isle of all places didn't need two languages to stabalize it against the wyld. i could maybe buy "one of the two languages was used by a group of refugees who's territory was swallowed by the wyld, and the other is a bastardization of oldrealm mixed with this language")
1226
1227 sma and nonsidereals
1228-under no circumstances can a nonsidereal teach sma charms to another nonsidereal. (although sidereals can learn sma from nonsidereals who know a style)
1229-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.
1230additionally, 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)
1231-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).
1232-any nonsid exalts learning sma treat it's charm's essence prereqs as 1 higher.(errata- with the exception of e10 charms)
1233-solars can only start learning sma if they favor martialarts or have unlocked adamant sorcery
1234-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?)
1235-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))
1236-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)
1237-(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)
1238-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).
1239-(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))
1240-to clarify, gsp can't learn sma
1241
1242 gsp material resonance
1243gsp 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.)
1244(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)))
1245 and now I have to tell you what that means. new term:dissonant
1246at 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.
1247
1248<strike> hellforged relic material resonance
1249non-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, ect) 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.
1250</strike>
1251
1252 twilight(oid) anima
1253add "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."
1254<strike>errata- and this attunement can be flurried with other actions</strike>
1255errata- and remove the extra attunement motes I added to the twilight anima previously. this replaces that
1256errata- reduce this to 5 ticks and remove the flurry bit
1257errata- make that 20 ticks "quiet" or 5 ticks with your anima flared
1258errata- manse attunement is 20 ticks either way, only artifacts can go as fast as 5
1259errata- using this power on repaired and modified items require the storyteller's (arbitrary and case by case) permission
1260
1261 familiar
1262for 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.)
1263
1264 sma and solars, lunars
1265solars 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
1266the 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)
1267
1268 gsp anima banner
1269a 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)
1270
1271 favored abilities
1272you don't need any dots in your favored abilities at chargen
1273
1274 caste/favored abilities
1275the first dot in a caste/favored ability is 2xp(rather than 3xp)
1276
1277 resistance to wyld mutation
1278p284 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:
1279solars get 1 bonus die
1280dragonbloods and sidereals get 2 bonus dice
1281abyssals, gsp, and (untattooed)lunars get 3 bonus dice
1282
1283gods get 2 bonus dice
1284elementals 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)
1285godbloods(generic) and mortal akuma get 1 bonus die, but only if they have essence 3+
1286ghosts and beastmen get 1 bonus die
1287
1288wyld mutants with essence 3+ get one bonus die (doesn't stack with being any other kind of supernatural being)
1289
1290due 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)
1291
1292 familiar
1293familiars are covered by any personal shaping defense the master uses(as if it were an extension of his own body(/mind/soul/whatever-part-of-the-familiar-was-targeted-by-the-shaping-effect(this does not make either master or familiar easier to target, nor does it mean a successful shaping on the master affects the familiar or viceversa))
1294(this includes a lunar's tattoos making the familiar totally immune to shaping and shaping-like effects that aren't caused by that lunar's charms and knacks))
1295
1296familiars are perfectly immune to survival charms that would turn them against their master or attmept to steal their loyalty.
1297familiars are perfectly immune to unnatural mental influence that would turn them against their master or attmept to steal their loyalty.
1298familiars 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.
1299familiars 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))
1300
1301 familiar
1302a 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))
1303
1304(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.)
1305
1306 Sorcerer’s Burning Chakra
1307permanently alters the function of All-Encompassing Sorcerer's Sight
1308
1309 specialties
1310you can stack multiple specialties for the same ability, 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)
1311(and lunars can similarly stack a normal ability specialty with the attribute specialties granted by the '' charm, but their combined cap is still just 3(it is not 6))
1312
1313<strike> specialties
1314you can have as many specialties as you want in a given ability, but limit of 3 dots in any one specialty.
1315after 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)
1316errata- 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)
1317
1318there exist charms and effects which key off specialties, and this houserule gives a MAJOR power boost to some of those. i might give them individual attention later, but for now(unless the specific charm lists errata from me saying otherwise(and for now the only one that does is the db excellencies which I've looked at and decided cqn use any applicable specialty you have(to the normal cap on specialty stacking of 3 dots on a given roll of course))) we'll have to choose only three specialty dots(ie 3x1dot specilties, 1x3dot specialty, 1x2dot+1x1dot specialties)per ability that all such charms interact with. I'll let you re-select this set of specialties once per story instant and for free if you already have the specialties you want to switch to, or you can use the existing rules on how to change specialties to replace some specialty dots with others (and take the oppertunity to switch which specialties those charms refer to in the process.)(i believe that was in teh corebook, not sure if it was a scroll of errata annotation or the original text)
1319
1320 chargen
1321you 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.
1322this could be done for every pre-alloted ability dot you are given if you really wanted.
1323</strike>
1324
1325 solar anima
1326at the 11+ level, add the text:
1327"and the character’s caste mark remains ecthed in the vision of anyone who sees it for minutes afterward"
1328(this doesn't affect abyssals who at iconic burn oblivion-tinged horrors into the minds of mortals, or infernals who instead cause nightmares in the young or sensitive and draw unbound demons at totemic)
1329
1330at the 16+ level, add:
1331"Objects that come in contact with the aura may be left bleached or faded, as if they had been exposed to the sun for many years(or in an essence 7+ solar, decades). People that come into contact with the aura may find themselves instantly tanned by Iconic's sudden flareups(only exposed skin that was facing the Exalt in that instant will tan), although even the light-sensitive(including those with the "sun-seared" flaw) will never burn from it."
1332
1333 lunar anima
1334remove the line "and the character’s caste mark remains ecthed in the vision of anyone who sees it for minutes afterward"
1335
1336 sun-seared
1337at the 2pt level, the bashing damage from sun exposure can never roll over to lethal.
1338
1339 loom snarling desception & eldritch secrets mastery
1340this is a disguise charm not a stealth charm, your anima doesn't shread it
1341
1342when changing the aparent aspect of your motes, eldritch secrets explicitly changes your anima banner to match
1343
1344 shapeshifting
1345note to self, heavily nerf abyssal "disguise", nerf solar disguise, give all shapeshifting some form of tell mechanic so lunars don't seem gimped as fuck in their own niche for no reason(not that these other effect's tell mechanics have to even remotely resemble the lunar's tell system. fore example that form reduction spirit charm just says that when for example a lightning god turns into a squirrel it's less a squirrel and more a Pachirisu (ie that while it can take on the form of a lesser being this form is still obviously magical), or that the god always has certain traits in all it's forms(like a lunar tell but without the noticemenot blindspot effect). also a spirit almost always has a very limited number of forms it can take.)(of course this isn't a problem for disguise charms that are already penetrated as easily as the lunar tell, so really only the perfect effects are actually going to be altered)
1346 https://forums.sufficientvelocity.com/threads/general-exalted-thread.44/page-87#post-1542639
1347if i come up with a lunar houserule that makes the tell less shit, these charms also get that bar raised, so if you want to have a strong solar larceny then start working on how to fix lunars
1348(the only charm that lacks a tell is 'black mirror shintai' which is (in setting) far too easy to lose yourself in, and so demonstrates the tell's need.)
1349
1350 black mirror shintai
1351the initial purchase is "safe" in that it works exactly as written. the e6+ repurchase however removes the limitation of 1day(initially put in place to protect the dragon's shadow's identity to the extent that he had one) as staying in a stolen form with stolen intimacies and motivation and virtues begins to gradually warp and errode the infernal beyond that timeperiod. the longer you wear the false form the more your face grows to fit the mask.
1352now to be clear, like 'nightmare fugue vigilance'(sideeffect of disconnected unreality, the waking world feels like a dream (leaving you more prone to following impulses you wouldn't act on "in real life")) this is only a fluff problem, this self-inflicted mental twisting doesn't affect *your* character beyond your willingness to roleplay it.
1353(feel free to ignore it entirely for player characters if it doesn't seem fun. in fact, just like nightmare fugue even npcs are probably going to forget this exists,(or at least be spotty in how they react to the effects and how quickly they can be shaken off once the charm ends))
1354
1355 gods vs elementals
1356idea of distinguishing gods somewhat from elementals and demons by having them much more defined by their jobs and titles - hence why having an official job is so important to gods and why a homeless unemployed one is so pathetic - by having their "Panoply Charms"(certain charms unique to them as the god of [whatever]) literally be their Panoply. They have core powers just on their own, but having a job literally means more power, because it comes with stations and trappings of office that are Charms related to the job in question. The Sun already has an element of that - if you steal (or are given) his Godspear, that Charm is yours for as long as you have the physical representation of it. it also gives a greater sense of believability to the politicking and vying for position in Yu Shan if position and power are so literally tied together, with a better job meaning cooler bling and more potent magic. And gods in fiction do often tend to have special artefacts that host or relate to or represent their powers - Zeus's thunderbolts, Thor's hammer, Osiris's crook and flail, ectetera. (and it gives room for certain gods who stole (or were unofficially allowed to keep) a thing or two from their old job) to have powers related to their job *history*, such as a former war god demoted to field god or viceversa.
1357 elementals on the other hand have elemental powers that stem directly from their nature.
1358 and 2nd/3cd demons "are weird" (they have something in the middle where their panoply charms look like a god's but tend to stem directly form their nature (although they also have a number of artifacts or even familiars which they've magically "claimed" and had so long they've become a part of their nature))
1359
1360 I swear it isn't "shapeshifting" disguise charms
1361solar and abyssal perfect disguise charms are not stealth effects and so are not shreaded when the anima pops, but the disguise becomes keyword obvious. (you can't frame somebody as anathema with them)
1362
1363loomsnarling desception cannot be used to make you look like a real person (but you can perfectly re-assume the exact same false identity you've previously worn with it)(but you can look like their bodydouble trying to impersonate them. if you use it that way, then this impersonation becomes obvious when your anima pops. if you're not actually attempting to impersonate somebody then it does not)
1364
1365face-drinking bite: only works on humans(and things that are basically human like exalts or godbloods)
1366
1367flawlessly impenetrable disguise: even when active and charged with essence, this charm can't change your gender when stark naked(you can be as supernaturally perfectly disguised when clothed as you like, you can even tuck or use prostetics to perfectly hide from casual observation and quick glimpses if nude, but any kind of close observation of your naked body will see right through it)
1368
1369eldritch secrets/lsd: to clarify, loom snarling desception changes your fate and apparent physical body about as much as a sidereal resplendency can, but that's it. eldritch secrets is required to do any of the supernatural shit that the solar charm "perfect mirror" can (ie "can appear to possess a mystical trait to the extent that he can emulate its mechanical effects. For example, a solar could disguise himself as a god, and if that god's hair writhes and the god floats an inch above the ground, the character convincingly models these traits. He does not actually float, however.")
1370
1371 "I swear it isn't shapeshifting" disguise charms
1372solar and abyssal disguise are limited to humans only errata- make that humans, godbloods, exalts, gods, the dead, humanoid wyld-mutants, ect. this never expands the disguise options limited by charms, only limits them
1373
1374face-drinking bite: choose one of two tells: either the abyssal's castemark is constantly visible at the 'shimmer' level, or the abyssal smells of death. either way this is hidden behind the exact same perception filter as the lunar tell.(if the lunar tell mechanics are improved, so is this charm)(note that this consisancy means that anybody who knows about the version of the abyssal tell you use counts as knowing your tell)(unlike a lunar, this tell only exists while the charm is active.(of course lunars have charms to make spotting the tell more difficult and you don't. also each individual lunar has his own tell while you're limited to only a couple options))(choose the tell when you take this charm, it cannot be changed)
1375
1376perfect mirror:choose one of two tells: either the solar's castemark is constantly visible at the 'shimmer' level, or the solar's eyes shine like the sun. either way this is hidden behind the exact same perception filter as the lunar tell.(if the lunar tell mechanics are improved, so is this charm)(note that this consisancy means that anybody who knows about the version of the solar tell you use counts as knowing your tell)(unlike a lunar, this tell only exists while the charm is active.(of course lunars have charms to make spotting the tell more difficult and you don't. also each individual lunar has his own tell while you're limited to only a couple options))(choose the tell when you take this charm, it cannot be changed)
1377
1378loom snarling desception:
1379 ebondragon akuma who use this charm have no shadow.
1380 all other akuma who use this charm have inky black eyes.
1381 gsp chan choose either of those tells, or they can choose to have their castemark constantly visible at the 'shimmer' level. (the advantage of the castemark being that akuma haven't been using it for mellenia. the advantage of the black eyes or lack of shadow being it doesn't give away your caste and status as a gsp to those who know the symbols)
1382 no matter the tell and whether yozi or akuma or gsp, this is hidden behind the exact same perception filter as the lunar tell.(if the lunar tell mechanics are improved, so is this charm)(note that this consisancy means that anybody who knows about the version of the infernal tell you use counts as knowing your tell)(unlike a lunar, this tell only exists while the charm is active.(of course lunars have charms to make spotting the tell more difficult and you don't. also each individual lunar has his own tell while you're limited to only a couple options))(choose the tell when you take this charm, it cannot be changed)
1383 (when the ebon dragon himself uses this charm he gets to choose the tell each time, he also gets a fourth(his favorite and most often used) option: a light-drinkingly vanta-black tongue accompanied by a tint to all bodily excretions (such as saliva, tears, and urine) so dark as to be little more than liquid darkness and blood consisting only of whisps of shadow.)
1384errata- the castemark version isn't a single tell, it's five. so if somebody knows to check the forehead for a nightcaste symbol they don't get the +1mdv benefit to spotting the disguised dawn unless they also have previously seen that one. (same for gsp and abyssals, same for knowing the day caste tell not helping spot the night))
1385
1386sidereals:to clarify, I do not feel the need to add a flaw to sidereal false identities and resplendant destinies. those are unchanged.
1387
1388 solar sorcery/void necromancy
1389gsp can use adamant countermagic to shatter void necromancy (and viceversa.
1390gsp under effects of 'ultimate darkness internalization' can use void countermagic to shatter adamant sorcery)
1391
1392 infernals and spells
1393gsp create sorcery spells in ideal conditions with an interval of [spell circle+1]weeks rather than one month, in less than ideal conditions(lacking a library of sorcerous refrence materials and/or a practice area) gsp create sorcery spells with an interval of [spell circle+1]months
1394(for other splats it's an interval of one month for ideal conditions or one year otherwise)(this is in part to compensate for their inability to learn sma, and partially to compensate for them getting screwed out of being able to favor occult(9xp is good if you don't favor it but puts you behind if you did. this wouldn't be a problem except the fluff describes sorcery as coming more easily to them))
1395
1396<strike> calendar
1397<strike>My calendar is made up of 24-day months, as determined by the moon - because, IMC, the moon is in each phase for 3 nights, and the month starts at midnight on the second night of the full moon (that's because I place Calibration smack-dab in the middle of the full moon, at midnight on the 2nd night - the full moon picks up from the same place 5 nights later). That has the benefit of producing exactly 365-day years. I also am using a 24hr day rather than 25(this cleans up any confusion on the meaning of character ages)</strike>
1398
1399There are 25 hours in a day, 30 days in a month, three months in a season and five seasons in a year, for a total of 450 days a year.
1400I can't remember where I read this, but I believe the days of the week are named after the Incarna(which makes a week 7-9 days long depending on how you count the allies), and that day/night are evenly split at 12.5hrs each. Incidentally, I liked much better the previous calendar, with nundinal weeks (8 days each), like the older Roman and Etruscan calendar. 3 weeks/ month, 15 months/year, plus 5 days of (re-)Calibration, meant (8*3*15)+5=365 days/year.
1401
1402errata- it was a devpost which was laeter cannonized(Sunday, Moonday, Marsday, Mercuryday, Jupiterday, Venusday and, finally, Saturnday.(...and, of course, poor Gaia and Autochthon get no luvin', despite having helped win the Primordial War.--ah, well, it just goes to show how asstastic the Celestial Incarna are NB )), not in any books. a month is 4 weeks of 7 days, which means the year is 420(+5 for calibration) days not 450. I like this better because it makes the month length match up with the lunar calendar(mentioned in 1e lunars as being 28 days(even though irl it's not quite 30, iirc it's 29.5?)).((of course that devpost was itself ignoring the official word from 1e that creation had 5 day weeks(and therefore a 380 day year somewhat closer to our own 365 day year than 450 or 420) with names derived from an untranslated(old realm naming) and linguistically drifted(pronounciation mangled beyond recognition) corruption of the solar castes...but making everything always about solars is lame. also in 1e the day was 25hrs long with 20 of those being daylight and 5 night)))
1403errata- we'll use the slightly adjusted calendar that makes the full moon fall on moonday and that mark the beginning of each month
1404</strike>
1405
1406<strike> caelandar
1407creation uses with nundinal weeks (8 days each), like the older Roman and Etruscan calendars irl. 3 weeks/ month, 15 months/year, plus 5 days of (re-)Calibration, meant (8*3*15)+5=365 days/year. the day is 25 hrs long with 12.5s hours of daylight, the lunar calendar is 24 days long(with each phase being a 3 day period, easier for casteless lunars) and synced with the calendar
1408</strike>
1409 calendar
1410creation has 25 hour days split evenly into 12.5hrs of day and night, 8 day weeks, 4 weeks to a month, 3 months to a season, 4 seasons(with the old calendar's fifth mild season instead scattered through the other 4 moderating things. there is no month of resplendant earth, instead there are 4 months of descending [element]), which makes a 384 day year(somewhat ugly number but what're you gonna do) plus 5 days calibration.
1411the four seasons represent surges from each of the four rimward poles which are pushed back by pulses of earth. ascending is when the element is surging out and begining to assert itself, resplendant is when it peaks, and descending is when it's pushed back. the season of air is fall into winter, water is monsoon season, wood is spring into growing season, fire is summer into fall. then calibration.
1412so: late fall, deep winter, winter thaw, snowstorms, monssoons, gentle rains, spring, peak growing season, first harvest, secondary growing season, summer, second harvest early fall, calibration where everything is fucked.(5 days of blank swirling skies(possibly overcast possibly aurora), no moon no sun no stars, it is neither night nor day(everything has evenly distributed oddly tinted twilight-ish halflight). the weather could be anything from any season and tends to extremes of eerily placid or the most horiffic storms(thankfully creepy stillness is by far the most common), physics is slightly off, sometimes cracks open to and from malfeas, ect.)
1413
1414 calendar and age
1415creation's humans are abnormal already...lets just say that what we think of as a year of aging and what their calendar lists as a year are somehow the same. someone who is i donno, lets say developmentally a 12 yearold for example by our calendar is 12 years old there too(not 24*365*12 hours old which translates to creation as 10.8 years old) which means people in creation grow and age slightly slower...but they also have a 9ft vertical as fairly average(and pushing that to 20-30ft straight up if he really had to lol) so why nitpick about this
1416
1417 loom-snarling desception
1418illusionary clothing may be included as part of the ruse, though an actual disguise is more versatile since it may be removed without disappearing.
1419
1420upon learning 'corrosive pattern infliction' lsd upgrades: the spun-shadow clothing may be removed without disappearing(if you were actually naked) or reverting (to whatever loosely corresponding garment you were wearing before using lsd) so long as it remains within essence yards of the infernal.
1421errata- an alternate path to this upgrade is to both have essence 6 and know 'eldritch secret mastery'
1422errata-to-errata- although even then you still need 'corrosive pattern infliction' if you want the "disguised" clothes to have actual properties (provide the sorts of non-armored mundane protection nonmagical clothing can have (warmth from a heavy coat, water-resistance from a rain slicker (or losing such properties. for example breezyness rather than oppressive warmth when turning a parka into a bikini))) to match their altered shape rather than their true form.
1423
1424 lsd and eldritch secrets
1425your anima will shread lsd if it hits glowing. this is no longer a problem once you get eldritch secrets
1426
1427 eldritch secrets
1428while the disguise itself won't break, your ability to be within fate receeds when your anima hits glowing.
1429if you hit burning your ability to disguise the flavor of your essence to magical senses will fail (at best you end up looking like some kind of akuma with both types of essence)
1430if you hit iconic your disguise breaks completely. you can't disguise yourself again until the anima dies down below bonfire
1431-an automatic upgrade a essence 4 prevents your mote-disguise from leaking. additionally your ability to be in fate won't receed until bonfire. if you hit iconic your false fate shreads completely(you'd have to wait til your anima dies down below bonfire, then cancel and reapply the charm to come back into fate), but all other aspects of the disguise remain(still fools mundane senses, still has the right mote flavor, still has the reflavored anima display. it's just that you're outside fate. errata- and beings that heavily interact with this (sidereals mostly) will have their attention magically drawn to that flaw, compatable to what happens when seeing through a lunar's tell).
1432-an automatic upgrade at essence 5 means your fate receeds only when actively iconic. when the iconic display dies back down your fate returns, but whenever it flares back up while doing something cool it once again pushes aside your fate (sidereal fate effects are also merely pushed aside and return when iconic dies, they aren't canceled. you can't use an iconic flare to cut their strings)
1433-an automatic upgrade at e6 means your false fate won't fall off at all.
1434
1435 lsd and eldritch secrets
1436eldritch secrets upgrades lsd, although it is possible to activate lsd without the benefits and upgrades from eldritch secrets (usually there is no reason to do so; eldritch is free, it counts as a permanent upgrade so i'm not going to make you redo lsd combos to include it, and you can easily choose to 'disguise' your magical traits so they appear exactly as they truely are; but if it comes up, you can.)
1437
1438gsp can disguise themselves as themselves with lsd just like an akuma can. this doesn't really benefit the gsp unless he has obvious mutations from the coadjutor, but it becomes much more useful once you get eldritch secrets. (off the top of my head the only other uses i can think of for this with lsd alone is to treat it like changing plumage knack, or to fake/hide wounds? i'm not sure if it was supposed to let you do either of those...but fuck it, i'll let you do that. errata- with a stunt if not just through normal use.)
1439
1440 stunts
1441you can use a stunt to slightly modify the function of a charm, never so much that the new effects feel as though they should be represented as a followup charm itself(and certainly not to use an actual charm you don't have), but doing so forfeits any other stunt rewards (including from charms such as mythos exultant)
1442(for example, using loom snarling desception to ape the effects of changing plumage(dye your hair, change your clothes, fake a scar), or using changing plumage to actually swap between non-armor outfits instead of taking the time to change)
1443
1444 essential mirror
1445this is optional to invoke.
1446but when you do you use this knack/upgrade you lose access to your non-knack lunar charms until you shift out of it, and leaving this form ends any spirit/demon/ghost/etc powers and effects (except when your anima forced you out)
1447errata- you keep access to your excellencies, sorcery/necromancy, and martialarts charms.
1448
1449 lunar anima alterations
1450glimmer: Tell becomes prominent. Make a (Perception + Awareness) roll at standard difficulty for anyone seeing the Exalted to notice her caste mark and Tell.(each of these is a separate roll)
1451glowing: this bit " The character’s Tell becomes impossible to miss, and her nature is on display." does NOT happen here.
1452(although note that charms used to hide it fail and the tell is now just a diff1 [perception + awareness] roll away rather than enjoy the usual protections)
1453 While all stealth charms fail a character may still use the Stealth Ability to hide in natural cover, but such attempts are at +1 difficulty. (not +2)
1454burning:this bit "If the character is shapeshifted, she is forced to return to her true forms(and locked that way)." does NOT happen here. Instead, any non-true form becomes obviously(with the keyword) false.
1455bonfire: the lunar is locked out of shifting into any human form other than her own*. if she is currently in a false human form she is instantly and costlessly returned to her true human form
1456(although this can be reflexively modified by knacks such as twinfaced hero or changing plumage for the cost of 1m, so it's not exactly giving your identity away if you return to your "true form" as if you had been born female and dark skinned)
1457(to clarify, the rest of her heartsblood library continues to be accessible as normal.)
1458 this bit "The character’s caste mark remains ecthed in the vision of anyone who sees it for minutes afterward." does not happen. (this sounds more like a solar thing. the moon doesn't work that way)
1459totemic: (lunars ignore the errata that reserves iconic "only for the cool stuff", once they spend 16+ their totem is on all the time)
1460
1461 lunar shapeshifting: "lets play fast and lose with it"
1462to clarify, the lunar's injuries scale to her form, but a clever lunar might work with this to avoid crippling effects. (ex1: if she has a boken left leg then as a wolf she has a broken back-left leg, ect. but as a snake she is just as injuired but sidesteps the problem by not having any legs, a bird propells itself with wings which map more closely to her arm than anything else. ex2:a lunar is blinded from losing both her eyes. becomes a spider which has 4 more good ones left, or some other creature who never had eyes and navigates just as well using some other sense. ex3: a mouse with a large thorn stuck in it's side becomes a horse with a spear-wound not a horse with a pinprick) we could mess around with shifting around healthlevels scaling them up and down to keep the same "percentage of hp bar" and wound penalties...but it's easier and much faster to just play with soak/hardness(or if some effect absolutely calls for it, temporary healthlevels) and let the storyteller make ballpark adjustments to damage dealt.
1463furthermore, custom mutation-like effects may be created to emulate most traits of commonly used forms since the system for animals and their capabilities is a total mess in this edition.
1464(that said it might be possible to stunt which bits of mass get shed and how in order to cheese a little healing. do not try to abuse this or i'm shutting it the hell down)
1465
1466 lunar exaltation requirements
1467they are literally different from one shard to the next.
1468lore change i stole from the old forum(and will heavily modify so much its barely recongizable):at the core of each lunar shard is an ecco of a moon god that could have been, one of the ones luna defeated and absorbed in order to be born. each shard therefore has more will and sense of self than say a solar shard can, and each shard makes it's own choice of host based on it's own criteria.
1469rather than "solar criteria but blander" "survivors" or "people who embrace change/protect shit/whatever" it's taking the "people who luna likes" concept and running in an odd direction with it.
1470this explains the weird criteria, one shard goes for survivors, one shard goes for people with something to protect, another goes for adaptability and a strong indipendent streak, ect. some might even be aware enough to choose somebody different as a reaction against how the last host turned out, or in responce to a different percieved need, or to find a good pqrtner/foil/shippingmatch for the current solar mate.
1471in short, your character could have exalted for pretty much any reason, but whatever that reason was it'll be the same sort of logic that led to the previous incarnation and the one before that. lunars far far more than anybody else have it actually matter who's shard you have and what past bearers tended to be like.
1472(these semi-awakened potential gods also are what tends to do things like when fluff says sometimes a tattoo artifact 'wants' to happen as a specific kind of artifact.) <strike>on top of that, lunars get a new background which splits the difference between the pastlives merit mortals get and a wattered down version of the nonmechanical fluffy part of whispers(basically the st can procide small clues to nudge you towards potential plothooks, giving a little information on other lunars, or you can prompt them for minor side adventures).</strike>
1473<this is incomplete, typed as a note to self rather than a houserule. will make it less shit later>
1474
1475 tell
1476you can't try to see the lunar tell unless you already have reason to be suspicious.
1477(lunar doesn't walk into a bar and get spotted by half the people just because the mdv filter is half as effective when in his true form)
1478(yes, this counts for those perfect disguise charms I added the lunar-style tell to too)
1479
1480 lunar holy charms
1481exactly as solar charms (and just as dependant on sol's shitlist, but without the solar charm to let you use them anyway if soemething happened to the guy) but with the addition of working on fairfolk(i don't know why sol didn't add the things that want to eat creation to the list of things to defend creation from, but at least that wont stop lunars using holy charms on them)
1482tldr: lunar holy charms, and lunar's holy charms alone, treat fairfolk as creatures of darkness
1483
1484 infernal sorcery
1485if a spell has a holy component, gsp may be able to warp that into instead targeting rakasha
1486
1487<strike> craft:wood
1488the existance of craft:wood tells me only one thing; that the devs *really* wanted five elemental crafts and didn't care how hard they had to shoehorn things in to make it fit(that damn storyteller rule of 5 strikes again, man this game is a mechanical shitshow).
1489so: think of this as less a craft on it's own distinct from the other crafts, and more about how and what you craft. if the other 4 are solar excellencies wood would be an infernal excellency.
1490there is nothing wood does that could not be done with another craft. distilling poisons or other interesting properties from plants? that's craft water. building a house or large ship? craft earth. intricate carvings? basketweaving? that's air. making a spear/bow/arrow? fire(i know fire is mostly about the forge, but it includes enough weaponmaking that you should be able to make a handle for the glave, and from there throwing in non-metal weapons like a bow is less of a stretch than saying you can make all sorts of things except for a bow).
1491wood lets you bullshit your way into crafting anything made from relatively unrefined natural materials(plant extracts and tanned leather is about as much refinement as you can get away with), and on top of that most things craft would be good for in day to day life as a non-craftsman(not a professional one I mean. it's so you don't have to invest in 5 whole abilities to be good for day to day handyman type stuff) (jurryrigging farm equipment, cooking, sewing, ect). if it uses wood, looks like something robinson crusoe might make, or falls into "craft:peasent" then craft wood can be substituted for one of the other four.
1492
1493this is also a farming skill. setting up a farm, terraces, rice patties, ect? craft earth. setting up crop rotation, tracking growing conditions, knowing what to plant where and when and alongside what? lore. but I'm going to let you use craft:wood for all of that as a project to design a farmstead.
1494 when I first started thinking of what wood was good for, i figured the only thing wood might do that another craft can't would be extremely low end genesis rolls, and then only grafting a fruittree onto another kind of root, or the kind of selective breeding the thaumaturgy art of husbandry gives. so I'm throwing that in too.
1495
1496(why did I do this?
1497tldr, in the broad strokes: as written: air is delecate detailwork, earth is large scale, fire is metalworking, water is chemistry. wood is carpentry.
1498
1499but earth cuts heavily into what carpentry can do and air takes most of the rest, and because so much of metalworking is weapons and stuff I'm going to let fire also make bows or boiled-leather/laquered-wooden armor. wood can't just be the shipwright skill or it'll be limited to the west...so i guess we lump that mostly into earth too)
1500</strike (there is no reason to steal shipwright for earth. earth is mostly archetecture, and while building a wooden house is well within it's themes theres more that goes into designing sailing ships than structural integrity)>
1501
1502 craft:wood
1503wood is for making carts and boats, things like that.
1504(all ships, doesn't matter if they're made of wood or magical materials (to clarify, the roll for making artifacts uses the lower of craft magitech or the appropriate craft))
1505
1506 paragon
1507exalting as a dragonblood burns off the oath just like exalting as anything else.
1508errata- although if the dragonblood deep down genuinely wants to keep the brand(and associated oaths) it doesn't fade
1509
1510 exalting
1511the instant of exalting (yes even a dragonblood, yes they do count, fuck off) strips away any unnatural or charmbacked influence you might be under(including both ongoing/active effects, and the scars left from "completed" effects such as artificially created intimacies(although theres nothing stopping you saying that regardless of how it started that intimacy is now real and adding it right back)). (note that this does not inherantly immunize you in any way against having this same influence reapplied an instant later(or having something re-assert the effect))
1512
1513 games of divinity
1514celestial exalts are no more resistant to it than gods (it isn't as trivial as popping a charm that removes unnatural mental influence) (in fact, dragonbloods as primordial exalts are the only ones who can remove their addiction as if it were unnatural influence, not solars.
1515errata- i forgot about infernals. infernals(by which i meant gsp not akuma) of essence 4+ are outright immune to the supernatural addiction(although they can still become addicted in the same mundane sense as an an exalt can be addicted to celestial cocane) while those with essence 3 or less react as celestials. once they hit e4 they can shrug off any existing addiction to the game as if they were a dragonblood
1516errata- abyssals react exactly as solars do, ie not at all resistant to the addiction
1517
1518 alchemical charms
1519split integrated artifact transmogrifier into a basecharm and a submodule:
1520 -base charm hides charms and thats it
1521 -submodule to disguise as a mortal, alter weight, change soulgem
1522
1523split trans-chosen emulator into a base charm and a submodule
1524 -base charm to immitate only alchies
1525 -submodule to scan and replicate other exalts. can't do infernals and abyssals until e5 (since they're not in autobot's blueprints)
1526 errata- make that can't do dragonbloods or abyssals until e4(gia modified her template more than the incarnae did, abyssals are not in autobot's blueprints but were a simple modification of solars) and can't do infernals until e5(these patterns are not in autobot's blueprints)
1527
1528loomserver is not a submodule of integrated artifact, but it's own charm. loomserver has no prerequesite (due to it's flavortext this charm is manditory for creation-side teams, special permission is required to enter creation without it, only likely to be granted when the mission would bring them into open conflict with sidereals)
1529 -the current version with an innocuous fate is a submodule
1530 -the base version weaves the alchemical's own fate into the loom. (so it's primary function is to prevent fate errors. disguise is the afterthought)
1531
1532 laughing into the teeth of madness
1533although each use of this charm adds to the casteles's wyld taint pool, she doesn't actually have to roll this pool unless she shapeshifts as normal
1534
1535 wyld taint
1536to clrify, this is intended to be rolled only on a full shapeshifting action, not just certain charms or knacks that involve mild shapeshifting without actually changing form (ie 'ossific shard shot', 'monkeyarm style', and the upgraded form of 'changing plumage mastery' don't count))
1537
1538 changing plumage mastery
1539a repurchase makes this reflexive rather than a full shapeshifting action.
1540errata- that applies only to changes while in human form, and only if you've already used it once this scene at the normal speed:
1541While Changing plumage mastery is active, the character may continue to shift his body by reflexively paying an uncommitted cost of two motes per change(1m for changes to a true form), causing him to morph as though he had reactivated the Knack. (Like all shapeshfting knacks, These changes do not actually count as a Charm activation.)
1542
1543 twinfaced hero
1544alterations to sex include hermaphroditic or asexual, the latter of which provides a +3 MDV bonus against all seduction-based mental influence
1545
1546 changing plumage mastery (Repurchase)
1547that same repurchase expands and alters how changing plumage mastery functions:
1548The following replaces the ability to alter the clothing and hairstyle of a human form, except on the human true form where this is retained in addition to the following expanded effects:
1549The Lunar can alter his physical appearance as an extremely rapid disguise action, substituting Appearance for Intelligence without the need for props or prior study of the target beyond a moment’s observation. As the result of a shapeshifting action, the knack changes the Steward's body instead of merely hiding its true appearance, making it impossible to see through with normal means(anybody who notices the impersonation only sees somebody who happens to naturally look almost exactly like the target trying to impersonate him) and allowing instant alterations to overall physique, build, race, voice modulation and pigmentation (including introducing inhuman hues and adding or removing tattoos and scars).
1550 The Exalt cannot modify his body’s final height or weight by more than 10 percent of its unmodified measurements. Virtually any body that a human being could have is fair game for the Knack, even body types that are crippled, deformed, unhealthy or otherwise damaged. Disguising oneself as a character with a lower or higher Appearance rating does not adjust the operation or effectiveness of Charms based on that Attribute, though it affects reactions normally (such as social combat modifiers). Use of another charm such as "hide of the cunning hunter" is still necessary to avoid having form-fixing tattoos spoil the disguise. Generally speaking, the changes wrought by the Charm result in a difficulty 1 for the disguise roll, or 2 if attempting to copy a specific person.
1551 alternate activation:Alter-Self:
1552The Lunar can pay four extra Willpower when activating the Charm to disguise himself as himself, permanently retain whatever modifications he wishes to apply. He can, for example, become himself but blond or himself but skinnier, yet he cannot use that activation of the Charm to assist in impersonating someone else. As soon as the work is complete, the Charm deactivates and leaves behind the desired changes as permanent modifications to the character’s body. The original unmodified shape of the character’s body remains only as a notional concept to determine the validity of possible changes. As these changes are real, they do not alert appropriate senses that a disguise is being used, and they remain even if the Charm is somehow lost (such as having essence or traits lowered below it's min...although knacks don't work that way, so a better example would be if the lunar lost the knack on a bet(see defeated technique mastery's errata on using it among other lunars))
1553
1554 Husk-Sculpting Apparatus
1555hermaphrodite is not a valid option for alchemicals using this charm (weird shit like that is for lunars. sexless kendoll is great for alchies though)
1556
1557 honing the stolen form
1558also provides three bonus dice for any roll-off against such Charms discerning its use or bypassing its function.
1559
1560 hybrid body rearrangement
1561this charm can also be used to 'remove' physical mutations, consciously shapeshifting them away so they remain hidden.
1562(to clarify you still have the mutations, you've just forced them not to manifest)(to clarify, this doesn't work on derangements)(to clarify, this requires you to have a "clean" template to swap bits in from. this isn't a problem for heartsblood assuming it wasn't a mutant to begin with; but if we're talking about hiding mutation while in your true forms, those have whatever mutations you're trying to hide so you'd need to add another close example to your library.(for example if your human form's blue eyes are now on stalks and glowing green due to the wyld then you'd want to add a blueeyed human to your heartsblood in order to use those eyes instead)
1563
1564to clarify, like the mutations of dbt, mutations from this charm are meant to make their source clear rather than look like the wyld version. (despite both being modeled by the exact same mutation mechanically, scales from a fish look like fish scales, while scales from a rattlesnake are snake scales in a rattlesnake's color and pattern. this sort of thing can affect stunts)(say you take the third eye pox to represent a hawk's eyes, it won't be a third eye in the middle of your frehead, it'll turn your existing eyes yellow and 'hawkish'. on the other hand if you use that same mutaiton to invoke the extra eyes of a spider, you actually will have extra eyes(but rather than a single one in the middle of the forehead it'll be an extra eye at each temple, or possibly even a small row of 6 additional smaller eyes. you know, like on a spider))
1565
1566 lunars shapeshifting disguise
1567when attempting to inconspicuously behave as a member of their current species naturally would(and so avoid suspicion); lunars can roll the higher of survival, larceny, or performance.
1568
1569 lunars shapeshifting
1570this comes with a set of instincts to help them use the body propery, in addition to just a physical 'users manual', this includes various behaviors and compulsions (partially repsoncible for an animal form's stats and specialties).
1571these instincts are not only incapable of actually overpowering the lunar's will, but are trivially overridden and ignored(so easily that it's not even a reflexive automatically successful act of will. it's just something you do/don't do),
1572but the lunar can also choose to listen to them, potentially making their disguise flawless as they behave exactly as that animal would.
1573
1574this instinct package also gives the lunar a perfect understanding of the shape's properties (they know exactly how fast it should be able to run, exactly how much of a hit it can take, exactly what that venom does and how much they have, ect).
1575
1576Finally, this automatic knowledge of what the body does, how it does it, and why it does it, gives the lunar 1 extra non-charm dice on medicine rolls targeting any creature they have at least 5 examples of in their hearthsblood library, which becomes a +2 if the lunar has over 10. they also enjoy an identical noncharm bonus for appropriate lore, survival, and ride rolls involving this creature. the lunar also gets a +1 noncharm bonus for craft:genesis rolls involving the use of anything they have at least 10 of in their heartsblood or +2 with 50. (this does not stack beyond +2 for genesis projects that involve more than one creature that qualifies)
1577
1578 wyld taint
1579failing the wyld taint roll in creation almsot exclusively gives a mutation/derangement based on either the form you've just left or the form you've just entered (it is vanishingly rare for the mutation to be truely random in creation), although when shapeshifting in the wyld is more likely than not
1580<strike>far less common than not)(and when it does happen it often seems to be in repsonce to some repeated or recent (percieved, unconsious) need rather than truely random, although that may be a perception bias(a lunar is more likely to remember gaining lidless demon eye after shifting to run from a fight with demateralized ghosts you lacked the ability to sense, than if they had gotten it just trying to find shelter or whatever)))</strike>
1581
1582<strike> wyld taint
1583i'm going to let you try to 'wyldquest' these rolls if theres some mutation you want.</strike>
1584
1585 solar bond (vague concept, going to fix later)
1586throw out that fluff, instead solars weren't the first to feel their great curse, lunars were. in an effort to save them the delebrative bound them to something they felt sufficiently permanent: the solar exalted. to prevent any one solar from getting too much leverage and abusing this bond it was decided that each lunar exaltation should be bound to a different solar exaltation to stabalize it. this is why lunars get that ecco of the solar break, and why the chimera problem came back after solars were bottled away. then the source and reason for the bond was covered up by delebrative order. by the (unfairly predjudicially named)usurpation only a few elders were still alive to know the truth. the version in the lunar book is the most popular 'origin myth' to explain the bond.
1587 lunars need anchors. this also explains their tell, a constant trait to remind them of themselves. this also ties into the concept of stewardship and territory being so important to them.
1588during the first usurpation the war itself was an anchor, a purpose. when it ended this loss combined with the trauma of what they had experienced/seen/done in the war(including the changes wrought by the (signifigantly scaled down in my version of creation) three spheres caticlism) might have caused some difficulty among lunars regardless, but the greatcurse combined and inflamed this to cause the first widepsread examples of the chimera sickness. during the war(and before the curse grabbed onto it) permanent limit was meant to be a strength of lunars, they were that much more resiliant than the other splats. and it wasnt permanent limit but greater limit, a second layer of ablative armor comparable to what limit was initially designed as, it let them go through cosmic horrors that would have destroyed a solar at the expence of banking points towards an even worse bsod than the proto-limitbreaks ususally caused(more in common with the sort of madness of the modern limitbreaks). the curse plugged this so it could never drain and worstened it into what it is now.
1589
1590 alchemical essence caps by age
1591-alchemicals require one notch higher on the age table to reach a given essence rating (1-4 can be reached at any time, can't reach e5 until they enter their second century(over 100 years old), ect)
1592-an essence rating greater than 8 isn't possible without an awakened autochthon, and 10 isn't possible without his direct and personal intervention.
1593
1594 alchemical charm caps
1595<strike>-alchemicals below e5 are limited to 10 charmslots not counting excellencies (and to clarify, for the purpose of this limit, an array counts as only one charmslot)
1596-alchemicals at e5 are limited to the greater of 10 charms not counting excellencies or 20 charms total (so you could for example have 20 nonexcellency charms and zero excellencies, 15 nonexcellency charms and 5 excellencies, or 10 nonexcellency charms and 30 excellencies)</strike>
1597<strike>-alchemicals below e6 are limited to 10 charmslots.</strike>
1598-human-sized alchemicals (aka essence 1-5) are limited to a total of 20 charmslots.
1599-Colossi are capped at 20 non-excellency charms for e6 and 40 non-excellency charms for e7.
1600-I'm not going to limit the size of cities. I see no fluff or crunch reason to do so.
1601
1602(this was meant as a minor nerf to alchemicals, a gesture to cap their strength in comparison to celestial exalts who just keep growing and learning more tricks(because otherwise they're immortal and capped in number only by resource scarcity). their true power is being able to change loadouts. they're supposed to straddle the gap between terrestrial and celestial tier, so rather than over-gimp them like dbs i'm saying they get a small number of neigh celestial charms. with a limited loadout they'll have to specialize more and benefit from working with an assembly)
1603
1604 lunar adaptability
1605i've got a lunars rewrite built around reskinned alchemical charms from the forum(it's fairly heavily modified, so lunars aren't inexplicably good at crafts and some of the more flaverful or fun effects from the official lunar charmset are added back in. (also lunars still get the survival ability as automatically favored (even though alchemicals don't get any favoreds), although they lose their one free pick favored)), if we're playing a game where alchemicals are guarenteed not to appear(because that'd be awkward) and you want lunars to use this just say so. (if we use it the alchemical erratas i'm listing won't apply to lunars. they get their own:
1606since the charmset doesn't actually say how their vat mechanics work, i'll be clear and say that lunars use the modern shards vat substitute rules(p136) save that the lunar retains access to shapshifting between trueforms and the heartsblood library during dormancy(errata- normal vats time if the lunar limits herself to just the true forms, 1.5x vat time if you also retain access to heartsblood, 2x vats time if you want to also keep access to knacks). lunars use the non-2.5e non-dawnfix chargen for alchemicals(becuase those chargen tweaks are incompatable with how alchemicals are put together), and the lunars still use pre-2.5 combo rules because arrays don't work otherwise) (note that unlike charms knacks are learned permanently. (lunars mostly kept their original knacks))
1607errata- I'm going to say that they differ from the standard alchemical set as anything with a minimum essence of 6+ can only be installed permanently(which locks it's chain of prerequesites in permanently as well), I'll adapt and port in as many of the old lunar charms as I can (and one or two things salvaged from the shitheap of taw) to take the mecahnical place of collosus charms.(so lunars would be excellent generalists more or less able to reconfigure themselves with a solid core of any set of charms a fairly new exalt could have, but elders still tend to have their personal niches for the advanced stuff)
1608errata- normally a lunar manse or the wyld takes the place of a vats complex, getting to use modern shard's dormancy rules is an essence <strike>5</strike>6 knack you'll have to buy (this replaces the weave protocol for hotswapping a charm (lunars get access to the same sorcery/necromancy as everybody else))
1609
1610 hardened devil body
1611may be purchased a maximum number of times equal to [(Stamina + Resistance)/2 (rounded up)] or [essence] times, whichever is greater
1612
1613 all-encompassing sorceror's sight (and alikes)
1614(taken from exaltedonline's homebrew section) The character IS able to see all forms of magic and relevant extra-planar magical activity such as dematerialized spirits. Magical items and locations are readily identified as such, though details are up to the expertise of the user. It's much like viewing something through a microscope or a telescope — anyone might be able to see, but not everybody will UNDERSTAND. (you'll have to roll to analyze most effects. that said, you can use your excellencies and it does expand the things your awareness and investigation charms(or perception charms for lunars and alchemicals) can be used to target by making essence flows visible to you(or audable in the case of sidereals, or able to be felt for dbs))
1615The character is NOT able to see entities utilizing magical stealth, invisibility, disguises, ect. It provides no bonuses to observing such things either. Even given consent, PCs are not obliged to inform the user of trait numbers of any kind, and entities with Essence 4+ do not automatically register as supernatural.
1616In short, the charm is a sorcerious aide meant for studying magic. It is not meant to be used as a catchall, on-all-the-time, automatically successful information gatherer for magic that is not plainly laid bare before the person who uses it. Furthermore, Occult as a charm tree is not a valid expansion path for homebrew charms that involve discovering hidden/obscured supernatural power. That is now the purview of Investigation, Awareness, and Perception charms. Exceptions exist for things that really do fit better in occult.
1617errata- charm effects(and charmlike effects such as spells) that are not natrually obvious(lack the keyword) are analyzed at the standard difficulty if they are charms your splat is capable of learning, and at a -1 external penalty if not.(as opposed to being made obvious by this charm)
1618
1619 essence-dissecting stare
1620ignores the above nerf.
1621(so does the homebrew metagross charm that lets you among other things smell and taste essence, or a hypothetical heretical charm that expands it to hearing with adjoran's influence, ect)
1622
1623 essence unveiling touch
1624ignores the sorceror-sight nerf to make up for it needing physical contact(touch keyword)
1625
1626 sorceror's burning chakra
1627reverts the solar copy to also ignore that errata
1628(same goes for the abyssal mirror)
1629
1630 dragonblood xp costs
1631Terrestrial Exalted native charms cost 9/11 experience points favored/unfavored(instead of 10/12). the costs for martialarts including terrestrial martialarts are unchanged. the only exception is the terrestrial herostyle which they learn as native charms
1632
1633 Elsewhere (&Related) charms
1634storing objects elsewhere is perfectly safe. any effect that would cause objects to disappear from a character's elsewhere supply causes the objets to rematerialize nearby, usually within the safest distance possible from their feet. while the objects reappearing on a battlefield in the middle of a life or death struggle might not be safe in itself, it is the only possible inconvenience of storing objects elsewhere short of needing to summon something and being out of essence to do so with. objects cannot be lost in elsewhere, no matter the effect that could cause such a thing.
1635
1636 Lytek & Exaltations
1637(taken from exalted onlne's houserules section)Lytek fills a mostly ceremonial position. Many of his powers (and the powers of his tools) cited in Compass of Celestial Directions: Yu-Shan do not carry over in Exalted-1. He is able to prune the memories of Exaltations as normal, but may not implant an Exaltation of any kind in an unworthy host, or significantly reformat Exaltations. These restrictions apply to all entities that can interact with Exaltations in a similar manner, with one exception:
1638Primordial-level entities are capable of modifying an Exaltation, for example by "reformatting it to run off a different power supply", such as was done with the Solar shards transformed into Abyssal and Infernal Exaltations. (This, however, cannot be undone without great personal effort to change on the part of an Exaltation-holder - this does mean that the Green Sun Princes cannot be restored to Solar Exalted any more easily than Abyssals can.)
1639
1640 Lytek & Exaltations (a modification to the above copy/paste job)
1641lyteck actually can clean/fix an exaltation so long as he has autobot's tools. this is an important duity of his although he has never had occasion to preform it until now.
1642This means he could untaint abyssal exaltations just as easily as infernals...except to do either of those requires both an exaltation free of it's host(this means neither attached to an exalt or, in the case of gsp, carried by a doomed first circle demon), and the means to hold onto it. Neither shard is set up to return to his cabinet anymore, so he'd need either the linked monsterance of celestial portion(abyssal) or lillun herself(for infernals) brought to him. (infernal shards who's conneciton to lillun has been severed would require some novel method to recapture before work could begin, most likely some sorcerous modification of "calling the black sun"(this goes both for lytek and for anybody attempting to bring the rogue shard back under yozi management))
1643errata- on second thought a captured demon actually would work, so we can forget about the modified black sun thing(that can't happen now. we'll say black sun only even works because the neverborn added an attachment point for something like that to grab onto when taining the abyssals, the same attachment point normally used to bind it to a monsterance. (gsp teathers work completely differently and once severed by the holder are totally detached)) however, demons carrying an exaltation get a version of "unconquerable self" which absolutely nothing can prevent them using, as well as the promise of being resurrected by their yozi(personally (so they'd have to explain why. a reluctant coadjutor pulling the killswitch so it can go back to it's life in hell rather than be unmade is going to have a bad time. besides, such a proven servent is generally rewarded with being sent right back out again with the same duities)) if they have to use it...so holding onto one would be neigh impossible. much easier to steal lilun as a single decisive strike
1644errata-to-errata- actually, lets make that: demons carrying the exaltation get access to it's charms so long as they're acting in fulfillment of their duities in attmepting to deliver it to a worthy bearer, but this comes at a cost, each use of a yozi charm(powers that were never meant for them to wield, no matter whether you're looking at the yozi or the exaltation) reduces the demon's lifespan signifigantly, so overuse means the demon would burn out before reaching a host (and even if successfully delivered may damage the demon enough to reduce it's unwovencoadjutor rating). if nothing else the demon can simply surrender(exceptional demons are chosen for only they have the willpower and generalized fortitude to hold themselves together as the spark tries to burn it's way free)and allow themselves to be consumed by this power in a manner functionally identical to a use of the spell "unconquerable self", this has the sideeffect of searing their shadow into the exaltation itself, creating a sort of 'pastlives' background applied to the next coadjutor rather than the eventual gsp(hopefully those scraps of memory will help the next bearer to succeed in it's duities)(this in turn can cause that demon to be worth more as an unwoven coadjutor than is usually possible from a member of it's species, for example uplifting a nonsentient fermin with the echoes of the chrysogona who burned herself after being captured for lytek). a far better memorial than is afforded to any other first circle demons citizen or no(the same happens to any demon who burns out through overuse of the exaltation's power in an attempt to deliver it).
1645
1646 Lillun
1647yeah, none of the cannon shit is a thing. in fact, i might just make this an artifact of some sort like the cabinet
1648
1649 lillun option 1(i'll add these as I find them):
1650(stolen from forum thread)have her be a happy, innocent child. She plays hide and seek with demons who dote on her. Her 50 aunts and uncles stop by and give her pretty dresses and wondrous toys. She is clever, polite, and likable, if a little shy.
1651 And she's been reworked into an engine to turn the world into Hell. She really doesn't remember the Exaltations entering or leaving her body. She wouldn't understand what they were if she did. None the less, the Essences of the Green Sun Princes go to her to rest and be recycled before they go out to spread Hell into Creation.
1652 I think that's a better kind of horror. Killing her isn't puting her out of her misery, but murdering an innocent who is terrible by no fault of her own.
1653 Of course, killing her won't end the process by which Infernals are reborn. I tend to think of Exaltation as mostly autonomous. They go back somewhere because it's convenient, not because it's necessary. So if you murder the little girl, you just cause the Infernal Exaltations to default back to war mode, wherein they reinvest someone with their power immediately after the death of an old host. Great job; you just killed a cute child and made things that much worse. Sure, the yozi lose a bit of control, but mostly they were only using that *effectively* to add a bit of subtlty since their screening process was based on a deeply flawed understanidngs of humanty anyway. if you're assinating lillun trying to stop gsp then you know about them, reclaimation is in the open and the cold war has gone hot anyway. but she IS an attractive target to *kidnap*, take her to ltyek and let him try and fix the exaltations
1654
1655 lillun option 2(i'll add these as I find them):
1656lillun was used as a crafting ingredient by alveua's techniques and liger's skill to make the container. the result is probably still horrible but nothing at all like it was in the book
1657
1658 lillun option 3(i'll add these as I find them):
1659there is no lillun. there is instead an artifact somewhere between a copy of lytek's cabinet and the jade prison(made of the prison's shards), and it serves the same role as lillun did in that if you manage to invade hell and steal that you've stolen the control mechanism and roost of the infernal sparks(well, except those belonging to gsp who cut themselves free of it) (and if you somehow destroy it the sparks just fly around doing their thing on autopilot, again just like what happens when a gsp cuts his exaltation's teather)
1660 a slight modification of this makes the artifact into a helltech relic, letting you use a more biopunk aestetic(and the possibility for the phylactery-woumb to be 'alive' and defend itself or attempt to escape capture). everything else(including the need for the jade prison's shards as a component) is unchanged. (this can sit anywhere on the scale between "basically just a reskinned version of lytek's cabinet" to "little more than a unique and unbindable 1cd" to "sentient hellstrider" to "some kind of strange or horribly op behemoth", whatever suits the demands of the current game)
1661
1662 lillun option 4(i'll add these as I find them):
1663there is no lillun, the closest analogue are 50 artifact containers, one for each infernal exaltation: we've basically stolen the orb artifacts from shards.<strike>(they're only tied to a sphere when dorment, the exaltation itself still delivered by demon so you don't lose the coadjutor background, fluffed as an extra control mechanism to prevent theft, the only real difference from shards is that the demon is the one who holds the sphere and accepts the task of delivery, once it's in the demon it works just the same as cannon</strike> the coadjutor(and so the's maximum unwoven background rating, not all survived the process so intact) is now the same for each of your exaltation's incarnations(unless the sphere has been destroyed and replaced), instead of a demon it is the helltech equivelent of the sphere's awakened least god, the demon(or possibly gestalt of demons) who's essence was used to construct the sphere.
1664(behind the scenes not all orbs were constructed the same. perhaps your coadjutor was one a second circle soul, perhaps the demon used to make it was once a man who was transformed into a demon(such as by "[i'll have to look up that ebondragon charm's name]")the broken strand of his fate used to teather the exaltation, perhaps it was a gestalt of 1cd the same as a hellstrider, ect)
1665with this version there is no central weakness to attack, more like stealing or destroying monsterances(although unless you also cut the strand of fate binding the exaltation the yozi can just reel it back in and attach it to a new orb), but the interesting thing here is that the orb can be stolen and used... (although any mortal who does so was uncommonly worthy in the first place so hell is unlikely to object)
1666
1667 lillun option 5(i'll add these as I find them):
1668there is no lillun analogue, the teather binds the exaltations to hell not to any central location or key weakness. raids to destroy or steal this mechanism are impossible (which in turn makes it equally impossible for lytek to get ahold of one and change it back(short of building a new jade prison to make them hold still). guess in this version of the setting gsp are here to stay)
1669
1670 ex-abyssal solars and the great curse
1671the Neverborn didn't create an evil where there was none, but rather empowered what was always there.
1672the great curse mechanics in scroll of errata are the equivalent of a "partial control" break. the equivilent of an "uncontrolled" break for them would be doing exactly what you'd do as a partially controlled version of the solar limitbreak best suited to your character now that hes a solar.(feel free to look at the abyssal dooms in shards for inspriation though). so if you play out the milder form of the madness of solars you don't lose the dot of willpower, if you choose to resist that as well then you lose the dot as per scroll of errata.
1673 errata- once you hit wp1 your choice instead becomes using the partially controlled version of your solar limitbreak or enter a catatonic state for essence days as you "bluescreen until your exaltation reboots".
1674this happens only once, if you are subjected to a limitbreak a second time without managing to recover a dot of willpwer then the protections put in place by autochthon fail and you gain a permanent derangement(ideally related in some way to the trauma that triggered it, or your own character's personality/the flawed virtue and limit condition of your chosen break) of at least the 2pt level(player can accept a higher value derangement as the cost of getting to choose exactly what it is, otherwise the st picks), and which can build on itself if this happens again.
1675
1676additionally: ignore the line "but no longer gain Limit by any means other than having it inflicted upon them directly by magical effects, such as the Abyssal Charm Sanity-Eroding Diatribe, or the Solar Charm Bloodthirsty Sword-Dancer Spirit. Resisting unnatural mental influence is not such an effect and does not grant Limit any longer."
1677and replace it with "which still basically works like a solar's except where specified otherwise; they no longer gain limit from suppressing a virtue and the virtue flaw's trigger condition disappears (this circumstance still bothers the solar, but it does not cause him to accumulate limit as the curse no longer inflames it or forces the solar to dwell on it). (They still gain it from the strain of resisting unnatural mental influence, or when inflicted upon them directly by magical effects ((whether internal or external,) such as the Abyssal Charm Sanity-Eroding Diatribe, or the Solar Charm Bloodthirsty Sword-Dancer Spirit.)) More important are that the longterm madness has been removed(again, the curse no longer exaserbates the solar's natural flaws into a self-reinforcing feedback loop over time, and is no longer a little voice in their subconsious nudging them to greater and greater extremes of behavior) and the changes to the limitbreak itself"(which then leads into a description of the new limitbreak, but modified by the above paragraph's changes). this is because the whole thing with autobot's ablative willpower doesn't work otherwise, (why have a limit track if theres no strain to defend against?)
1678(it remains unclear whether removing this curse would really change anything, how much of the firstage's maddness was from the curse and how much was the natural failings of humanity given sufficient power and time with which to grow distant and cruel?)
1679
1680 gsp and the great curse
1681they don't have the great curse, only the torment mechanic. the reason for that is either
1682-the yozi twisted the curse into a crude control mechanism,
1683or
1684-the yozi built the torment thing in with their other modifications from scratch; the changes that the Yozi did to the Exaltation were enough that Green Sun Princes don't, to the Curse, read as Exalts any more, but as Primordials. So it's just sitting there, woven into the fabric of the Exaltation, but inactive. It means that the non-applicability only applies for as long as they are Green Sun Princes; if the shards were cleaned, they'd be read as Solar Shards again, and the Curse would still be there.(unlike an abyssal redemption where the curse was removed by those who applied it and the conversion was much more involved and internal, the result of somebody's epic modivation and entire chacter arc. edit- in fact, since i just rememered i changed it so lytek can convert abyssals almost as easily as deathlords can convert solars(stealing the monsternace vs capturing a live solar to throw in it), the curse is also on his tools so any abyssals he fixes get it reapplied(as opposed to the ones who do it themselves from the inside, something epic enough to remove it)/edit)
1685
1686the book strongly hints at option 1, but if you're going with "we steal lillun and get lytek to strip out the yozi mods and make them solars again" then it will infallably retroactively have turned out to be option 2.
1687errata- or maybe the simpler answer is that it was always a little of both, removing the yozi's reworking sees the previously distorted(or possibly dodged) curse whip back into shape and wrap 'properly' around the shard once again. yeah, lets go with that
1688
1689edit- a fourth posibility which i've just seen and copy/pasted from the forums is they lack the curse because it no longer recognizes them as a target(but will if lytek polishes it back to being a solar); but rather than a handle added by the yozi, torment is a natural consequence of the gsp's primordial nature like broken winged crane says(...which opens up a bit of insight into how the neverborn made the curse in the first place, and ties into the "insidious blessing" theory i'm probably going to use for a few things like explaining why halfcastes are possible. basically the neverborn tagged them with a piece of their power they knew the exaltation couldn't handle and went "i hope you choke on it. you want creation? power? may it bring you all the joy and prosperity it did it's makers" twisting what could have been a blessing(and technically registered as one to the shard) into the curse of huberous/madness and self destruction/betrayal)
1690
1691 Perfected Lotus Mastery
1692sidereals with this charm don't require a tutor to learn tma styles for which they already know even a single charm, although "meticulously reconstructing the style from an understanding of it's philosophy and mastery of it's nonessence using base(you 'fight like someone who knows [style]' with just basic martialarts rolls and form weapons)"(which is pretty much how it'd be fluffed) takes double the usual untutored time.
1693errata- this is a power comparable to that one that lets a sidereal know any information known by at least a thousand people and not kept secret. if you could plausably find a teacher then you can teach youself. if nobody still lives who knows the rest of the style's charms then you can still teach it to yourself, but resurrecting it changes the interval for learning them to years(making it more of a hobby/pet project than anything else, at that point it's probably easier to just make a new one from scratch).(note this is not another style based on that style, it is the exact same charms you'd have learned from a sifu who actually knew it, no changes whatsoever.) (I'm adding this as a 'the lotus flower contains the seeds for the bulb even if it's uprooted' kind of thing. (that and to further cement that sidereals really are the king of martialarts))
1694
1695 Shards Lunars
1696like "modern"'s alchemicals and (to a lesser extent) abyssals, the lunars of the "heaven's reach" setting are different.
1697The following modifications are made to Lunars, above and beyond the ones already noted in the Heaven's Reach section
1698- Knacks do not exist. Any Knacks which would be of use with the following rules become Charms with the same prerequisites. (they're just marked native so eclipses still can't get at them)
1699- Lunars get 10 Charms to assign at character generation.
1700- Lunars do not have a spirit shape. All shapes are akin to the protean hypertech of the Lunar Exaltation
1701- As there is no spirit-shape, Deadly Beastman Transformation becomes Shining Violence Assumption, a Stamina Charm. It is not necessarily animalistic, but it is a personal expression of the Lunar and their image of what a killing form should comprise of, and will likely incorporate elements from their anima (which, likewise, need not be animalistic). Bonuses from DBT count as dice added by Charms.
1702- Lunars do not have a Tell. They can transform into whatever they like without fear of detection.
1703- Form-lock (that annoying thing from anima flares) does not exist.
1704- The Lunar Exalted do not use the Attributes of forms they take. Their own flesh is the source of their power, and to use it they must improve themselves. Even Appearance does not work that way; without the confidence and way of carrying one's self that naturally high Appearance produces, the transformed Lunar will not be able to use it properly.
1705- The Lunar dice cap from Excellencies is increased to [Attribute + Essence/2], but note that if they exceed [Attribute] then use of the Charm becomes Obviously(keyword) reflected in their form, whether it's a silver gleam over too-perceptive eyes, or suddenly ape-like arms bulging, like how the Alchemical 4th Augmentation is Obvious. HOWEVER It is not Obvious if the form the Lunar is in would be able to do such things with their natural Attributes (buldging ape-like arms...on an ape? sure, why not. just looks like an unusually swole ape).
1706- Instinctive (Attribute) Unity works as Infinite (Ability) Mastery, only working for Attributes rather than Abilities, and with a dice cap of (Attribute + Essence/2) rather than (Attribute + Ability).
1707- The Sacred Hunt does not exist. Lunars can take the form of anything they kill which is smaller than a yeddim, the hypertech that comprises them taking the form from the release of essence upon death. There is no need for things like Green Sun Child; the creations of the Stellar Intelligences can be mimicked as easily as anything else. Larger forms require specific Charms to shape their energies to good effect.
1708- Shapes outside their human one are made using mutations. The cost to take an inhuman shape is a mote cost equal to half the net total value of the mutations used to represent the form (the Lunar can willingly take negative mutations which the animal has to reduce this cost). Without additional Charms, these mutation sets must represent real animals they have killed.
1709 don't use wyld mutations for this, use revlid's homebrew or it won't really work https://docs.google.com/document/d/1zSae7JJfkkLrgrDu5sNPzNrYBQFAO7EjSaMs4OPvDXo/edit
1710
1711 rebuking impudent arms
1712requires either coldfire desolation brand OR skyfire-seizing repast and green sun nimbus flare
1713
1714 carapace oven trick
1715requires rebuking impudent arms and coldfire desolaton brand
1716
1717 rage-stoked inferno soul
1718has an essence 6 repurchase that mimics the effects of "world-scarring solar glory" (including having automatic upgrades at e7 and e9, and a third purchase at e8)
1719
1720 radiant fury dissolution
1721malfeas could in fact kill a deathlord(who's immortality is ever so slightly different than that of the yozi which he cannot), but not with this charm. (an e10 upgrade perhaps, or maybe a cluster of charms that interact in such a way as to let him permanently destroy them with radiant fury dissolution. the point is that while you can't malfeas certainly could.)
1722
1723 life-denying hate (and exiled by wicked hate)
1724when the charm says "soul-absorbing barrage" it means "life-blighting emptiness attack"
1725the oublette thing doesn't happen til e4, and even then it has to be delibrately invoked costing an extra [(target's essence) - (your essence), min 1 max 5*]wp be reflexively spent the instant you learn your attack was fatal(iirc that'd be the part of step 10 where you compare the attack damage and target's healthlevels, but before you apply effects such as poison)
1726 exiled by wicked hate requires the same deliberate invocation and reflexive wp cost to activate.
1727 errata- additionally, exiled by wicked hate requires either an additional 8m OR [target's essence]wp to make the target immortal
1728 <strike>errata- exiled by wicked hate can't make targets immortal until e6</strike>
1729 errata- to clarify what it means by "immune to permanent destruction", treat it as the same "yoi-level immortality" clause radiant fury dissolution uses.
1730errata- *a repurchase(unrelated to the repurchases that extend the duration of this charm's primary effect) removes this limit (the wp min and max costs)
1731errata-to-errata- setting the min to 0wp (you can't gain wp from using this, even though that'd probably be in theme for 2e ed. no negative wp cost for using it on random extras)
1732
1733<strike> errta- you don't actually have to drop the victim into the oublette, sending them to hell with their last dying healthlevel is an acceptable alternate activation(the charm keeps them stabalized for the journey, but this protection cuts out the moment they arrive)</strike (changes the charm too much, if you want that make a heretical expansion to modify it)>
1734
1735 radiant fury dissolution
1736malfeas's mercy might be strained at 10,000 years, but the gsp are neither so broken nor so incomprehesibly vast. their more human outlook means they can set it to any lesser ammount if they wish...as well as increasing the duration signifigantly.(the yozi are all painfully aware of how spiteful and cruel humans(and their derivitives) can be when given the barest sliver of power)
1737
1738 infernal charm bredth
1739they are by no means restricted to the "charm trees by solar splat" thing we got in infernals, i wish they hadn't bound each caste to one reclaimation yozi, i feel like we'd have gotten more variaty if they hadn't. but whatever. the point is malfeas does more than kill shit for example, and swlihn isn't nearly as "twilight" as she comes accross.
1740Each Yozi Charmset may feel sparse because each one is basically an entirely different type of Charmset. So what you get is mostly "mean, rampaging Malfeas," as opposed to "Malfeas the dancer, pugilist, artist, ruler, cityscape, orator, cutter." Cecelyne is mostly "law, order and desert survival," without her aspects of secrets, knowledge and attractiveness. The Ebon Dragon's Charmset is so focused on his bastardity that they totally left out his more literal "I am a shadow" charms(although it did a decent job of his nonliteral "i am only a shadow" charms) and completely sheered off his 1e characterization to double tripple and quadruple down on being a dick.
1741(Comments by the developers indicate that Malfeas's forge charms were actually written but left out due to space concerns and the idea that his Chosen will focus initially on killing shit. You can "discover" (create) them in your own games (rather than have the character actually invent them), because they're supposed to exist, but there wasn't room for them in the book.)
1742
1743<strike>
1744 infernal(by which i mean gsp, akuma rules are unchanged by this) chargen tweaks
1745-they get only one favored ability(fluffed as the favored ability they had as a mortal)(but you still get to chooe 4 othe abilities to treat as favored only for use with the bp chargen, and only if you choose not to spend bp to buy additional favored abilities)
1746-they get an extra favored yozi (a total of three caste/favored yozi not two)
1747-they get no xp discount for caste abilities(but still get the training benefits and the bp cost breaks) and as such your favored ability can be one of your caste abilities, giving you that 1 xp discount per dot to training it
1748-martialarts charms don't care whether you've favored it or not(you get one ablity to favor, i'm not forcing them to all favor the only ablity that has charms). therefore all gsp will pay 9xp for them in play and treat them as unfavored for chargen bp costs.
1749-they must select at least one first excellency in chargen.
1750-first excellencies purchased in chargen consume only one charmslot regardless of how many charm purchases it actually is due to your essence rating.(so you get the manditory extra copies for free, meaning raising your essence in chargen is no longer unintentionally more expensive for gsp (as it eats into your charm picks on top of the actual cost of the dot). note that this applies only during chargen, when you raise your essence in play you'll have to rebuy the charm as normal)
1751<strike>errata- this applies only to the first first excellency you buy, if you want to start with the excellency of more than one yozi you'll pay full price in bp</strike>
1752-merit: extra favored abilities: gsp can buy up to 4 copies of this merit, paying the same price for it as lunars
1753</strike (too fidly and complicated with all it's special rules)>
1754
1755<strike> gsp chargen tweaks
1756-they get an extra favored yozi(for a total of one caste two favored)
1757-martialarts charms don't care whether you've favored it or not(i'm not forcing them to all favor the only ablity that has charms). therefore all gsp will pay 9xp for them in play and treat them as favored for chargen bp costs.
1758-the act of exalting as a gsp tends to fulfil the trials requirement for emerald sorcery so you're free to take that at chargen
1759-in fact, the first sorcerous awakening charm a gsp buys is free(whether in chargen or not)
1760-they must select at least one first excellency in chargen.(this need not belong to a caste/favored yozi though)
1761-they get only one favored ability(fluffed as the favored ability they had as a mortal)
1762-combos are free to make in chargen
1763-they don't have to put any ability dots in caste/favored (including the 1 dot automatically palced into favored) and so can distribute their 28 dots freely
1764-merit: extra favored abilities: gsp can buy up to 4 copies of this merit, paying the same price for it as lunars
1765-first excellencies purchased in chargen consume only one charmslot regardless of how many charm purchases it actually is due to your essence rating.(so you get the manditory extra copies for free, meaning raising your essence in chargen is no longer unintentionally more expensive for gsp (as it eats into your charm picks on top of the actual cost of the dot). note that this applies only during chargen, when you raise your essence in play you'll have to rebuy the charm as normal)</strike>
1766
1767 gsp changes
1768(-not a change, but to clarify when you repurchase an excellency as part of raising your essence rating the excellency has no training time, you get it instantly as a training effect, and this includes being able to do so without the xp on hand to pay for it(in which case you go into xp debt))
1769-the first excellency of a caste/favored yozi needs to be repurchased only essence-1 times, rather than essence times (obviously even at e1 you must buy it at least once in order to use it)
1770-gsp who have more than one yozi first excellency can, upon raising thier essence, choose whether to repurchase their first excellencies regardless of how much xp they have on hand. if they choose to repurchase the excellency(s) without the xp to cover it they go into xp debt, if they choose to let the excellency lapse it stops working until they repurchase it the required number of times, and any charms that required the first excellency as a prereq similarly go dormant until you do(baring a few one-way changes like deviltiger, but even there you can't further build on it with more of that path's charms until you meet the prereqs again). this choice is made independently for each yozi first excellency.(so for example you can buy up malfeas but not ebon dragon, which disables your ebon dragon first excellency and anything that requires that as a prereq(and anything that requires that charm and so on, including sorcerous awakenings and the like))
1771-gsp who have only one yozi first excellency don't have to pay the xp tax of repurchasing it each time they raise their essence in order to continue using the charm
1772-gsp who have more than one yozi first excellency can designate one of them to work as above
1773-you have to have a first excellency a number of times equal to the essence min of any charm that requires it as a prereq in order to buy that charm, even if you have only one first excellency or that first excellency is caste/favored (so while you can use the excellency with only 1 purchase/one fewer purchases, there are still reasons you might buy your only excellency/caste excellency essence times instead of once/one fewer)
1774
1775-gsp don't have to go through the tirals to learn sorcery. (just buy the charm and bam you're a sorcerer, buy it again and you're celestial tier, ect)
1776-gsp do have to go through the trials to unlock the tiers of necromancy when using ultimate darkness internalization though. (player/character's choice of whether to do the sorcerous or necromantic trials) (to clarify sorcery still shuts off so until a given tier of necromancy is unlocked you just have nothing in place of that sorcery charm, you don't get to hold onto that tier of the ebon dragon's sorcery while a creature of death)
1777-a second purchase of ultimate darkness internalization at e6 expands it's necromancy conversion to include void circle(assuming you have the ebon dragon's adamant awakening of course)
1778
1779-gsp can't natively learn martialarts at all, but there exist three (technically heretical in that they belong to no yozi tree, cost 9xp, and akuma can't take them; but not treated as heretical in setting, where they're seen more like sorcery charms(that lack any yozi's flavoring), and all gsp know of these three charms while heretical charms typically need to be discovered by collecting all the prereqs and finding you can feel a direction to go in you couldn't see before). the essence min for terrestrial martialarts is 1, celestial is 3, and sidereal is 6. (and to clarify it's not just learning them, gsp can make terrestrial and celestial martialarts charms and styles just like a solar could).
1780yes that's right, I said three, gsp can now learn sma as a solar would(can't write new sma, requires a sidereal teacher, can't teach others, ect).
1781once you unlock a given tier, all martialarts charms cost 10xp(unfavored solar price) regardless of whether the martialarts ability is favored, although roots of the brass lotus reduces the cost of tma to 4xp(instead of 5). the exception is that gsp learn charms of their chosen herostyle for only 9xp, and sma charms cost 12(favored solar price, because something about these just clicks sometimes).
1782at first the celestial charm only lets you learn infernal monster and solar hero style(and depending on your choice of herostyle, ims expansions or 'infernal hero' expansions), but theres an automatic upgrade upon reaching e4 that unlocks access to all the other celestial styles.
1783-each gsp can choose whether he treats ims of solar hero as his native herostyle, learning the other as an outsider(only the publically available tree, no expansions or native benefits). initially he treats both styles as native recieving native bonuses in both but paying 10xp to learn them, the choice is made the moment you either take an expansion charm or declare your choice in order to pay only 9xp. this permanently locks you out of considering the other style native and you no longer enjoy native benefits when using the public charms of the other style, xp is recalculated retroactively so that you had always paid 9xp for your chosen herostyle which means you're getting some xp back.
1784-the alternate herostyle of gsp is called infernal hero style, and is a cosmetically refluffed and recolored(green instead of yellow) copy of solar herostyle. it isn't technically just a cosmetically warped use of that style though it includes all officially published expansion chams to shs (including from inkmonkey if we allow those) as the style's themes subtly differ potentially causing certian custom expansion charms to be in theme for ihs but not shs and viceversa(none right now, but you could write some).
1785(-and not a change, but to clarify: while shintai charms may have used the form keyword for convienence, but they don't actually interact with sma that let you have multiple form charms active at the same time (it does however prevent you entering a martialarts form while in a shintai(with the exception of by rage recast which explicitly does not)))
1786
1787-in 2e the experience cost for a gsp to build a combo is the total of [it's component charms' minimum Essence in experience points - 1, min 1xp per charm] (ie 1xp cheaper per charm than solars, more or less.(min essence 1 charms are still 1xp so it's slightly less of a discount than that))
1788-in 2e unlike solars(who must make a second copy of the combo from scratch at full price to alter it's contents, and retian knowledge of both versions...ie literally just buying an entie new combo from scratch rather than changing an existing one) gsp can freely edit their combos(adding or removing charms to/from an existing combo) by paying only [the altered charm(s) minimum essence] in experience points to add charms to the combo or nothing to remove them(you cannot reclaim xp by dismanteling a combo, the best i'm giving you is making it free to do so) and repeating the entire combo's training time.
1789
1790-the following excellency enhancing charms apply to all infernal excellencies you have rather than being purchased individually for each yozi: efforless dominence, inevitability technique, mythos exultant
1791
1792-the yozi don't think in terms of ability and lack an anima and so didn't care about the gsp shards' caste(especially since the solar essence was basically only being used as a battery), so while they did get exactly 10 of each type these were not divided up so all slayers went to malfeas for example, instead their 50 shards are distributed more or less randomly so ooc you basically get to choose which caste your solar chasis used to be even if ic the caste/patron pair was set long before you got it. (the only limit i'm putting on this is one yozi definately did not get all 10 of a given solar caste, in fact we'll say each of the big 5 would have gotten at least one of each)
1793(so for example an infernal with one of swlihn's shards is in all ways a defiler(castemark, anima banner, caste specific priviledges in hell, etc), even if he has inherited the caste abilities and anima power(although we're still using the version from moep infernal. not an intentional change by the yozi but a side-effect of the conversion) of a zenith rather than a twilight)
1794(-edit- to clarify, don't customize it to the patron yozi, it's exactly as written in moep infernals. (all five reclaimation yozi contributed essence to the initial reworking of all 50 shards, and left without consious guiding intent the castepower was changed by the powers most suited to do so rather than those of it's specific owner(the castemark and banner were distinctive enough to catch their notice and be customized as the patron's own mark and colors, but the animapower is a bit more "subtle" in that it was mistaken for a charm)))
1795-edit- gsp use the same anima power as the solar caste their shard used to belong to, rather than the version listed in moep infernals. (note that this may require some minor tweaking so it'll work, for example(in fact off the top of my head the only example really, since i'm addressing eclipse farther down, see "diplomatic immunity changes". gsp with an eclipse shard use the exact same diplomatic immunity as eclipses do(even in yushan)because they're still on the books as solars and theres no real easy way to untangle that. (i'm handwaving how abyssals aren't too because i like how theirs works by punishing more directly)) the zenith's holy effect is the only holy effect a gsp can access, and while it functions normally for all other creatures of darkness it doesn't harm it's user or other ex-zenith infernals(solar akuma also have these same tweaks. it was really embarassing when their first zenith turncoat accidentally incenerated himself with his own anima before the yozi caught that)).
1796-edit- actually i did it better already above, see "gsp castes revised", i had forgotten about that.
1797-gsp are chosen according to their caste yozi's standards(they all have their own criteria, but i'll leave the specifics vague. the point is you don't get a caste yozi you're unsuited to (at least not any more than a solar would be unsuited to his caste)), although a given shard will also try to seek out people who'd have fit it's solar caste within those paramaters(so at the very least you'd suit your caste abilities or anima power, preferably both). (favored yozi naturally flow from the exalt(being yozi you resonate with in some way and who aren't already your caste yozi), they aren't part of his exaltation)
1798-edit-because gsp don't benefit from the dawnfix as much, infernals with a dawn shard get a little more leeway in choosing their caste abilities, able to trade up to two of their default caste abilities other than war(which they must keep) 1:1 for replacements off the following list: ride, sail, athletics, dodge, awareness, resistance, integrity, presence
1799
1800-give gsp an extra favored yozi
1801(for mechanical reasons(between the problems with adding homebrew yozi and making them more accessable, and the way gsp need to climb multiple trees due to compentency holes they need it. especially in 2.5), but you don't need to be treated as favoring both in setting if you don't want to be(theres only 5 official ones, it's hard to find 3 your character "resonates" with, feel free to pick the third for purely mechanical reasons and ignore it in fluff if you like(of course you're equally welcome to roleplay this favoring for all three between personality traits and choice of mentors and the like))(and to clarify, none of the flavored yozi actually has to be your urge yozi...but with three i feel like it probably should be more often than not? -edit- ok, i've decided. if you're taking it for purely mechanical reasons the extra favored has to be your urge yozi, if you're picking because you feel your character shares a degree of kinship with that yozi's story then it doesn't have to be but still could be(i mean iirc according to the oficially published fluff the yozi who sent out your exaltation should be urge yozi(you can generally tell who it was by the demon they used), and if the yozi doesn't have a caste of it's own it was assumed to be your favored too...so i'm inclined to use that more or less but am loosening it up a little by saying the one who picked it should at least be either your urge or one of your caste/favored instead of requiring both)))
1802
1803-infernals don't have to put 5 of their dots in caste/favored abilities in chargen(distribute 23 dots freely-edit- make that distribute all 28 of your ability dots freely(i'm not requiring you to put a dot in your favored abilities))
1804
1805-thaumaturgy bp and xp costs are halved for exalts(5xp 2.5bp, or with occult favored 4xp 2bp). exalts learn thaumaturgy using tutored times when untutored, and use favored training times regardless of whether they favor occult
1806-edit- thaumaturgy degrees are halved, individual procedures are 3 for 1xp or 5 to 1 bp
1807-sorcerers learn thmautrgy as favored even if occult isn't favored (the xp costs aren't changed retroactively -edit- for exalts they are)
1808-edit- gsp get the favored prices on thaumaturgy regardless of whether they're sorcerers or favor occult
1809-edit- gsp get 5 individual procedures to 1xp
1810-exalts ignore the hamfisted thaumaturgy nerf errata, instead being restricted from substuting essence for certain components/equipment or certain procedures (and even mortals see a loosening of this rule, although they instead mark certain things as essence ok (rather than able to by default restricted by certain things essence no))
1811
1812 chargen essence cap
1813solars/abyssals, dragonbloods, and sidereals have a max essence rating from bp of 3, lunars and gsp have a max essence rating from bp of 4, alchemicals are capped at 2
1814
1815 infernal demon summoning (wip)
1816this is a wip and not ready for use, just wanted to mark down a thought:
1817as an alternate activation, fiendvassel can be used to summon a number of 1cd descended from that 2cd instead, it can be a mixed group, i'm not sure of the number but less than the manse power
1818
1819as an alternate activation, allcommanding oversoul can instead be used to sumon a number of 1cd descended from either that 3cd and/or any 2cd descending from it, it can be a mixed group, i'm not sure of the number but probably the same as the manse power? furthermore, 1cd bound in this way cannot be stolen as they normally would with slavespawn summons(or even the modification of fiendvassel)
1820
1821 mindhand
1822this doesn't need to be both committed and sorcerous, the entire point of the sorcerous tag is to introduce that weakness as a balancing factor BECAUSE IT DOESN'T COMMIT THE MOTES.
1823This charm can now be activated one of two ways:
1824- costs 10m(not committed, just instantly spent (and can therefore be regenerated normally) like the sorcerous keyword is supposed to work) to use, but it's sorcerous and can be entirely shut down by countermagic. in this case the charm's duration is one hour.
1825- or, you could instead commit those 10m to make it still sorcerous but a reflexive non charm use to reactivate at no additional cost if the charm is dispelled while this committment lasts; and it becomes more difficult to countermagic as they can only dispell one "limb"(or area of effect) at a time with terrestrial or celestial tier countermagic (doing so cumulatively decreases the number of objects you can hold between actions by 1 until you 'restore the limb(s)'). adamant can still dispell the whole charm (but again, your mote committment means you can just reflexively throw it back up). this charm is indefinate in duration lasting as long as the committment is held.
1826
1827<strike> mindhand (replace the above errata)
1828this doesn't need to be both committed and sorcerous, the entire point of the sorcerous tag is to introduce that weakness as a balancing factor BECAUSE IT DOESN'T COMMIT THE MOTES.
1829This charm can now be activated one of two ways:
1830- costs 10m(not committed, just instantly spent (and can therefore be regenerated normally) like the sorcerous keyword is supposed to work) to use, but it's sorcerous and can be entirely shut down by countermagic. in this case the charm's duration is one hour.
1831- or, you could instead commit those 10m to make it no longer sorcerous, and the charm is indefinate until motes are de-committed.
1832</strike>
1833
1834 mindhand
1835the weapon stat line is done weirdly(you don't list the accuracy stat of a diclave as "dex+melee+3" you just list it as +3). the correct stats for those weapons are
1836Telekinetic Blow: Speed 5, Accuracy +0, Damage +0B, Defense +0, Rate (Essence), Range (Willpower + Essence)
1837Telekinetic Clinch: Speed 6, Accuracy +0, Damage +0B, Rate 1, Range (Willpower + Essence)
1838Telekinetic Blade: As Telekinetic Blow, but add the piercing tag and make Damage Lethal(Aggravated damage to creatures of the Wyld).
1839 which once you add the errata becomes:
1840Telekinetic Blow: Speed 5, Accuracy +0, Damage +0B/2, Defense +0, Rate (Essence, max 5), Range (Willpower + Essence), Tags:O, Ignore Hardness from armor
1841Telekinetic Clinch: Speed 6, Accuracy +0, Damage +0B/2, Rate 1, Range (Willpower + Essence), Tags:O, Ignore Hardness from armor against creatures of the Wyld
1842Telekinetic Blade: Speed 5, Accuracy +0, Damage +0L/2, Defense +0, Rate (Essence, max 5), Range (Willpower + Essence), Tags:P O, does Aggravated damage to creatures of the Wyld, min damage is 3 against creatures of the wyld, Ignore Hardness from armor against creatures of the Wyld).
1843(although i don't understand the point of adding an overwhelming of 2 to an e2 charm...)
1844
1845<strike> mindhand
1846don't cap telekenetic blow's rate at 5 <strike>(but do cap telekenetic blade)
1847make telekenetic clinch's rate [essence/2, max 5] rather than 1
1848errata- make telekenetic clinch's rate [essence/3, max 5]
1849</strike></strike>
1850
1851 dragonblood caste abilities
1852fire loses athletics, gains craft
1853earth loses craft, gains athletics
1854
1855 dragonblood caste abilities
1856<strike>fire loses melee, gains war
1857earth loses war, gains melee</strike>
1858
1859fire loses dodge, gains athletics
1860earth loses athletics, gains lore
1861air loses lore, gains dodge
1862
1863 lunar calc
1864rather than make it all about dex, when using the melee ability, Lunars parry using Stamina and attack using strength
1865errata- this(attacking with strength instead of dexterity) also applies to lunars using thrown (well, the attacking with strength bit, you can't parry with thrown or archery(although iirc lunars get a charm that lets them parry with archery, and either way i could easily see it being done as a stunt))
1866(archery and martialarts are unaffected, they still parry and attack with dex)
1867-edit- but i'll add a knack that permanently changes this so the lunar works the old way and does all that with dex
1868
1869 intimacies
1870a character should have a minimum of [compassion/2 rounded up] intimacies
1871
1872 intimacies
1873a character is suggested to exit chargen with at least [compassion] intimacies
1874
1875<strike> Buying Merits and Flaws
1876with storyteler conscent, you can buy a merit, or buy off a flaw, with a suitable justification and twice the BP value in XP. (generally these things are aquired "naturally" through play, but </strike>
1877
1878 background xp tracked
1879chargen background dots lose much of their script immunity(since I can't alter the book rules's text in this program I'll explain that here: in default corerules if you lose that artifact you spent all those bonus points for the GM would try to work in a way for you to get it back. The rationale being that since you spent points on the background which could have gone towards something else, you're establishing stuff which is important to the character, and losing it via GM fiat kinda sucks. If somebody winds up stealing that goremaul you pulled off a dead Immaculate, no biggy -- easy come, easy go. But if the sword that belonged to every firstborn daughter in your family going back ten generations gets taken away through no fault of your own, that's no fun), backgrounds gained or lost cost or credit points.
1880
1881if you gain a background but don't spend xp on it (within the next few sessions) it'll probably go away, if you spend xp or bp on a background its likely to stick around, but if you lose it rather than jump through improbable hoops to get you something equivelent the st'll give an xp credit. (you can't just freely buy them delibrately after chargen, but you can still earn/lose them throughout the story) merits and flaws work the same.
1882
1883this is at st discresion.
1884heal an amputation and you'll have to pay off the xp debt for the bonus points you used in chargen unless you had to quest to find a healer and *earned* that hand.
1885lose a hand and maybe you'll get xp for that new flaw, maybe you won't(within reason. blatant stupidity is not rewarded, nor does 'maim me and I'll only get stronger' make sense. but if you don't get xp for it you'll probably have an easier time getting it healed).
1886
1887backgrounds aren't disposable, if you burn down your spy network to achieve a goal or get an ally killed thats on you. xp credits are unlikely in that case.
1888
1889program didn't allow the distinction, but a dot of background over 3 costs 4xp at chargen, so it'll cost/credit 4xp here too.
1890
1891
1892xp refunded for lost backgrounds is often only applicable to other backgrounds, st is final arbiter on when this is or is not the case.(if hes not likely to throw another background at you to spend it on for awhile he'll let you know and might free up the points)
1893
1894
1895all that said, backgrounds you've actually made part of your character are unlkely to be taken away anyway without a good reason, especially chargen ones.
1896
1897
1898
1899edit- you can gain any backgrounds you can manage for free, but ones that are also paid for gain special protections. those are the backgrounds being tracked in this program, others are instead listed under the campaign notes tab.
1900
1901
1902edit- the same generally applies to any merits or flaws aquired/lost in play
1903
1904 vitriolic corona endowment
1905errata - to claify, anybody who touches(so if they parry barehanded for example) or tries to take your weapon suffers the rebuking impudent arms effect, burning them until they let go (just because you become immune to the heat doesn't mean it stops)
1906
1907errata
1908- to clarify, this isn't a melee charm, you can enhance any weapons. a bow, firewand, cestius, a brace of throwing knives, ect. (you can still only summon a dielance, and only the direlance gets those special enhancements, but you can enhance any weapon to use gsnf as a non-charm)
1909- with essence 5+, this charm will even allow you to enhance your natural weapons (bare fists, claws, teeth, ect) to use gsnf as an innate power. (this does not allow you to benefit from it with any weapon you then pick up, only the glowing hand directly. to apply it to that weapon you'll have to use the charm again)
1910
1911errata
1912- Rather than requiring a second purchase, this charm automatically upgrades at essence 4.
1913- <strike>while wielding the lance conjured by this Charm, the Infernal gains a single offensive mote each time his DV refreshes while he is joined in combat.</strike> If the character possesses an Overdrive pool, she gains one offensive mote to that pool each action while she is actively wielding the spear. The character must be in battle to benefit from the one mote drip. She may only benefit from one drip from weaponry at a time.
1914
1915 vitriolic corona endowment
1916errata- the spear's improved damage vs gods(deals agg) now also applies to solar exalts (including solar akuma) who have essence 4+
1917errata- the spear's aggrivated damage effect also applies to deathlords
1918
1919errata
1920- with essence 5+, improved damage to gods and solars now also includes abyssals. (it does not and will never include gsp)
1921<strike>- with essence 8+, improved damage to gods(etc) now also includes creatures of death and elementals.
1922- with essence 8+, improved damage to gods(etc) now also includes anybody who has personally killed a primordial (provided the gsp is aware of this)
1923- with essence 9+, improved damage to gods(etc) now also includes anybody who has personally contributed to the fetch-death of a primordial (provided the gsp is aware of this)
1924- with essence 10, improved damage to gods(etc) now also includes necromancers (anybody who knows shadowlands necromancy (ultimate darkness internalization doesn't count))</strike>
1925
1926 infernal fluff
1927they don't do the whole "deal with the devil" thing. abyssals actually do. i'm not sure why they'd be set up this way, gsp really don't need it. on the other hand i like the coadjutor background so we'll leave it as the yozi's preferred method...just keep in mind that neither permission nor the demon is actually required.
1928
1929 infernal vs abyssal
1930gsp have to be "could have been solars" who ...didn't (didn't step up, crumbled in the moment an exaltation might have hit them, whatever). the shard can't implant in anybody less, yozi have to work with what they get(which deep down is basically somebody who could be a solar).
1931
1932in contrast, (controlled) abyssals can be just literally any random duying guy the deathlord saw fit to give it to.
1933(/free/ abyssal shards are something else entirely, more like gsp in their connection to solar-ness. freed of the monsterance's absolute control they go back to their default behavior as best they can, choosing wouldbe solars who through bad luck simply didn't get one of the very few solar shards(they stepped up, did the heroic thing but got cut down), leaving them to die without that boost.)
1934
1935 sorcerous keyword
1936unless specified otherwise in the charm, using countermagic to shut this down simply ends the spell, it does not generally produce the kind of uncontrolled damaging/explosive feedback countering actual sorcery does(sometimes it isn't even a flashy effect, charm just ends).
1937(certain charms will say they explode, which defaults to treating it as countermagicing a spell of the circle corresponding to it's minimum essence. sometimes they even explode in a specific way(or react differently to different tpes of countermagic), which overrides this default assumption)
1938
1939 fiend and abyssal animas--do they glow?
1940tldr: it doesn't matter.
1941whether or not they produce light they are just as attention grabbing in their unnatural darkness (yes, the fiend's shadows are so deep and black that they stick out in the pitch black just as much as a solar's glow. some abyssals have a similar anti-light) or an abyssal's anima may include a sense of presence (that patch of shadows looks just like the rest, but I know it's occupied. it feels wrong or hungry in such an impossible to miss easily pinpointed way that it may as well be a torch(at 4-10) or blazing bonfire of light(11+). (the feeling of occupied space in the dark is so focused I could shoot an arrow directly at it's center as if it were lit up))
1942which means as far as being noticed, it makes absolutely no difference whether or not they glow. mechanically we'll treat it as if they do in every possible sense and circumstance.
1943
1944therefore, the only actual effect of whether you glow is that you may or may not be able to use your anima as a convienent torch to see or read by.
1945as such whether or not you glow is left as a matter of personal taste, an aspect of how your anima banner is customized. fiends can glow acid-green or dim purple. abyssals can glow a deep blood red, or with an odd ashen-gray light that makes everything look washed out, or as brightly as a solar but with the sunfire replaced with eeree blue-green pyreflame, or they can emit a normally invisible 'black light' effect(you know, like in goth nightclubs. (certain pigments fluoresce oddly and anything pure white reflects a bright pale purple)). fiend animas tend to flicker in such a way as to produce more shadows than light(more about outlining and accentuating the shaodws than anything else), while abyssal light feels distinctly unclean(smokey, greasy) or bleak(or stark with sharp contrasts between illuminated and pitchblack with a minimum of shadows). and again, if you choose not to glow then your anima is exactly as noticable, even in the dark.
1946
1947 new universal sidereal anima effect
1948As an automatic power that triggers only when her anima flares to at least the 11-15 level(and remains active until it dies down below this), the sidereal becomes attuned ot the fluctuations of fate.
1949If the Exalt is in a region within Fate, she may detect the presence of things outside of Fate within (Essence x 100) yards; If she is a region outside of Fate, she detects the presence of things within Fate instead. While the Exalt will know that such a thing is nearby, he does not learn its precise location.
1950errata- this power also triggers when the sidereal uses her caste anima effect, but in that case it's limited to a radius of essence x 10 yards
1951
1952 infernal world shaping cosmogony
1953wyldshaping is a lore specialty in solars, but infernals can also use craft
1954
1955 infernal anima banners
1956you don't have to shoehorn green into everything. they're not like solars who, while they have other colors by caste, have to glow primarlly gold because all castes got their power from the sun; gsp all get their powers from a different yozi, and only malfeas is associated with green. (so for example, scourges aren't christmas themed)
1957(feel free to include colors and themes from your favored yozi if you want(or not if you don't), this isn't like solar castes, infernals basically go "i'm a dawn who favors being a twilight" when picking the favored charmtree(so in the framework of my cosmetic change, the cannon guidelines are basically assuming a bit of malfeas is shining through as the favored))
1958
1959 cosmic principle and neverborn
1960if a gsp takes the cosmic principle of a yozi who has since died and become a neverborn, then by manteling them so throughly that they fit into the same cosmic 'slot' (basically replacing that which was malfeas by filling a malfeas-shaped hole) and usurp whatever fetters were holding the neverborn that being has become to creation and allowing it to move on in some way (whst exactly that means is up to you and the storyteller. maybe a neverborn *is* the malfeas-shaped hole and so becoming malfeas destroys it, or the neverborn is an actual primordial ghost and severing these fetters drops the tomb body into oblivion allowing it to finally die, or that the process of making yourself into malfeas merges you with his legend and consumes that which can be salvaged form the distorted shadow that called itself a neverborn and dispurses the rest, or maybe that filling that place allows the neverborn to let go and that letting go lets them slip out of the delusion of death to go forge a new identity in the wyld as a sort of lethe for primordials, or...anything else you can think of that fits i'm just listing possible examples. whatever that means to you and your setting the tldr of it is using cosmic principle to become a primordial/yozi who's first excellency was preserved in a gsp prior to it's death also removes the correpsonding neverborn.
1961(now, whether you can carefully build yourself into a deviltiger that's close enoguh to one of the primordials killed who's seed wasn't backed up by teaching it to a gsp prior to it's death(or who's charms were lost as all gsp who remembered them died) to take it's cosmic place and trigger this effect...well that's up to you and your st and what kind of story you want to tell)
1962
1963 gsp charms and dead yozi: how do gsp charms work?
1964-when a primordial(maimed or no) opens its charms to the gsp it's all or nothing, teaching even one charm to even one gsp opens the primordial's whole tree to all gsp
1965-any charm that any gsp currently knows is preserved against fetchdeath, soulpruning,
1966 -and even the death of that primordial(although in that last case the primordial obviously doesn't retain access because it's dead now)
1967-primordials who go through fetch death or soulpruning can (i believe it is must?) re-learn any charms the gsp have backed up for them. this is a hedge against thematic drift and net power loss as a result of fetch death and soulpruning
1968-gsp can write new primordial charms
1969 -and can even make 'heretical' charms that draw on the themes of multiple primordials(although the source primordials can't learn those as such charms are out of theme by definition.(although they can probably 'see' what's posted in that section if they care to look, and once they know about them(even if they can't access the heretical section they can still learn about a charm by being shown that specific charm by a gsp) could almost certainly adapt any they like by twisting and adjusting the charm until it does fit, just like they do when sharing charms amongst themselves.(for balance reasons these duplicate charms aren't considered part of that yozi's tree for gsp though))
1970-primordials can (i believe it is must?) learn any charms the gsp write for them.
1971 -this technically allows the gsp to gradually alter the yozi, helping them to heal and grow, at least to some extent. (well, in theory. obviously it's not nearly so easy as that) feelings on this differ wildly from one primordial to the next. (although few yozi are entirely opposed to the idea, it's not like you can take anything away from them or add charms that don't fit their theme. those inclined to view the concept with dread or distaste simply refuse to open their charms up in the first place as this is something they knew was a possibility from the start(of course that doesn't mean all the 3cd of that yozi will be cool with it, the yozi are large and when they have mixed feelings or conflicted thoughts their component souls tend to war over it)(of course this is likely to change radically if you do something stupid like gradually pushing the limits until you've somehow introduced the underworld to cecelene's themes))
1972
1973=the above is summaized straight out of cannon materials. below is where I make my judgement calls in the gray areas=
1974
1975-the gsp "cloud" can retain charms of primordials who no longer exist so long as even one gsp yet lives who knows them; although with no primordial serving as the 'primary host' if that gsp dies before another gsp learns that version, then that version is lost. (the sole exception is the cosmic principle, who's availability grows as a natural extension of somebody having preserved the first excellency)
1976 -including alternate versions of charms which have changed as a result of fetchdeath (such as the tweaked version of wrath-stoked bonfire soul that is functionally identical except that it burns slain victims to delicate statues of white ash rather than piles of stinking viscera(if only there had been gsp in existance to learn that verison from theon in the first place)), in which case they can serve as an equally vlaid prerequesite occupying the same place in the charmtree.
1977 -gsp who already know one such charm pay only 4xp to learn another(not that there any such charms at the moment, and unless something goes horribly horribly wrong there won't be)
1978 -to clarify, you no more need a tutor to learn these charms than any other gsp charm. if a gsp knows it then it is "in the cloud" for any otehr gsp to access.
1979-gsp can 'see' all charms they can learn listed "in the cloud" so to speak; just like the primordials, once a gsp 'publishes' a charm it's out there, unlike a solar you can't make any custom charms for yourself alone.
1980 -gsp can 'see' all charms they can learn listed "in the cloud" so to speak; your character gets a rough idea of what a charm does when he considers taking it, and when your character is taking a new charm he gets a general sense of the shape of all the open charm trees in general(basically, your character gets to use anathema when planning his build; a neccessary adjustment because of the differences in how these trees are structed vs solars, else how do you know that you need to learn swlihn's ability to tell truth from lies in order to eventually get at her healing charms? or that he wants to take a dip into another yozi for some specific power a couple charms deep? or that certain charms are to be avoided for their drawbacks(as I consider "trading bits of humanity for power" to be among the more important aspects of a gsp's transhumanist themes, so it has to be a consious openeyed choice)?), although this 'transcendant understanding' fades the moment that choice is made, leaving him with just the broadstrokes of the general path he has chosen (and perhaps glimmers of possible tangents that grabbed his interest(so he might know adjoran has anti-shaping, even if he didn't choose it just then) but nothing of the possibilities discarded or set asside).
1981
1982
1983==(tldr notes)==
1984(so yes, gsp could technically reform the yozi, but it won't be easy. (just because you force malfeas to know nobless oblige charms to make him a better king doesn't necessarally mean he'll use them (unless they were permanent effects), and you'd have had to gradually stretch his themes to begin with in order to fit those in. and let us also remember that humans are dicks; at the moment malfeas is cruel and destructive primarally because hes too big to really care about you like a child drowning ants, but just because you've got a cabal working on giving him charms ''to humanize him'' in positive ways, nothing stops some random slayer making a charm where malfeas revels in over the top acts of violence and suffering in order to fill a new overdrive pool or whatever))
1985(so yes, if there had been gsp before the primordial war, and if markduth had shared his charms with them, then even though markduth died and is now a neverborn the gsp could keep his charms alive among themselves (if only to be gradually lost through the generations as not all of them were learned before his death, and of those not all are necessarally learned before gsp who did die off)
1986(so for example if somebody wanted to maim ebon dragon into losing his more active asshole charms and make him a slightly more benign trickster/observer treating the world as his own personal soapopera of found sheudenfroud as opposed to requring "boot on face forever" to get his jollies or nudge his fascination away from torment and oblivion and towards being a lover of the fragile beauty of doomed things and their struggles against the inevitable, then you need to first kill all the fiends that know charms linked to being pointlessly horrible or he'll just copy them from the offsite backup to undo your soulpruning(or worse you could utterly botch it and a new yozi calling herself 'the first evil' draws on that as the primary foundation to start rebuilding post fetchdeath))
1987
1988<strike> dragonblood caste abilities (wip)
1989when you make your character, pick 5 from the following lists:
1990fire: athletics, dodge, melee, presence, socialize, craft, war, performance
1991air: linguistics, lore, occult, stealth, thrown, dodge, _____, ______
1992earth: awareness, craft, integrity, resistance, war, lore, _____, ______
1993water: bureaucracy, investigation, larceny, martialarts, sail, ________, ______, ______
1994wood: archery, medicine, performance, ride, survival, ______, _______, ______ </strike eight feels like too many>
1995
1996 dragonblood caste abilities (wip)
1997when you make your character, pick 5 from the following lists:
1998fire: athletics, dodge, melee, presence, socialize, craft, war
1999air: linguistics, lore, occult, stealth, thrown, dodge, _______
2000earth: awareness, craft, integrity, resistance, war, lore, melee
2001water: bureaucracy, investigation, larceny, martialarts, sail, ______, ______
2002wood: archery, medicine, performance, ride, survival, awareness, ______
2003
2004 dawn(and dusk) anima
2005- the dawn anima's fear effect has the emotion keyword and doesn't effect beings who are immune to fear (you need the anima upgrading charm to make it affect beings normally immune to fear(i've added a rising sun soul equivilent to infernals), and even then that charm also makes you personally even more immune to fear so your enhanced dawn is still immune to the other enhanced dawn's anima)
2006- all of the dawn banner's effects other than the +2 to dv stem from this fear effect, and as such don't affect beings who are immune to fear.
2007- the dawn anima's +2 dv bonus is now a -2 external penalty on the attacker (functionally identical, except for how it interacts with charms)(and to clarify, they can't spend wp to ignore this one, it's not part of the fear effect but the result of oddly selective "outward pressure from the dawn's anima" that doesn't interfere with what the dawn wants to do(if you're having trouble picturing it, think of it as a signifigantly watered down version of the old twilight's "jellied essence" forcefield))
2008- the fearbased -1 external penalty on attack rolls (not to be confused with the -2 external penalty to attacks against the dawn that is somehow caused by "pressure within the anima")is now a -2 internal penalty. (it's a better fit for how it's fluffed to act, and while people tend to think of it as the same thing it's technically a stronger penalty than -1 external because of how 10s double(let alone other dicetricks from charm use), although internal penalties are more easily eliminated by charms than external ones.)
2009- the fear effect takes [essence] wp to resist, to a maximum of 5wp (so it scales to your strength rather than be a flat cost of 5)
2010- as an optional alternative to spending the willpower as a lump sum, characters can also resist the fear effect for one action by spending a point of Willpower, and are rendered immune for the scene after they have spent five willpower in this way. (and yes, this piecemeal version is a flat cost of 5, so it's usually cheaper to pay upfront)
2011- resisting the fear effect resists all of it(it's not just to remove the -2 internal penalty, it's also blocking the penalty to acting against the dawn and the increased chance of rout)
2012
2013(so tldr, this anima effect causes a -2 external penalty to attack you physically that is not fearbased.
2014it also causes a -2 internal penalty to attack you whether physically or emotionally, increases by 2 the difficulty to coordinate attacks against the dawn, and a -2 external penalty for a mass combat unit to resist rout caused by the dawn; all three of these result form the same fearbased emotion effect and can be resisted as a single item by paying the dawn's essence wp(with the standard 5wp cap scroll of errata said these things have unless specifically stated otherwise))
2015
2016 dawn (and dusk) anima
2017dawns(and infernals who use the dawn anima power, i had nearly forgotten about that houserule) can choose to evoke "terrified awe" rather than straight fear, but it's the same mechanically(all the penalties still come from fear either way, so beings immune to fear are immune to this altered version too. it's just that it's a little easier on the public image if that fear is tinged with awe).
2018
2019 creatures of darkness and holy effects
2020(by dint of technically being solars) abyssals and gsp can use any holy charms/spells/artifacts they somehow aquire, but it costs them 1agg healthlevel for each activation, and this damage cannot be healed by magic.
2021
2022 solaroids and the mandate of heaven (going with the popular interpretation that only the solars have it, and that is sadly supported by the largest portion of setting fluff)
2023abyssals and infernals have the creation ruling mandate just as much as solars do (oops;)
2024(and from their own perspective, theirs is the more legitimate claim due to their connection to the primordials who built this world)
2025(i mean it could be taken away, but you'd have to get the sun to break his word, and if he didn't do it after the firstage went bad...(well, that or get them to individually abdicate their portion of the mantle, but if you could have used social charms to do that some elder solar would have pushed out the yunglings in the first age so that's gotta be at least as impossible))
2026
2027 creation ruling mandate (the version i prefer)
2028 Page 12 of Yu-Shan states that, the Creation-Ruling Mandate, symbolized the Unconquered Sun's desire for all of the Exalted (under the leadership of the Solars) to share in the obligations and rewards of being the Princes of the earth. Merela, as the leader of the Solar Exalted was in charge, yes, but was duty bound to respect the will of her fellow Exalted and she didn't do a very good job of that, or at least that's what the Celestial Exalted who rebelled against her claimed. (lol at how they took the sun's stepping away from the throne and saying "the world belongs to humans now" order of peaceful rule and immediately went to war over the one he told first claiming she was meant to have all of it(i mean granted the sun only did that to duck responsibility and because the gods were half afraid the exalted would turn on them next, and yes no matter which interpretation you take that order did subjudate all the nonhumans including his former pet race the dragonkings, but still. i mean if the solars turning on eachother over the mantle wasn't a sign of things to come i don't know what was))
2029 Page 33 then goes on to say that the Dragon Blooded aren't included in the Creation-Ruling Mandate and that spirits have more respect for filthy street urchins than Terrestrial Exalted, because that urchin might Exalt as a Celestial someday.
2030
2031I suggest tossing page 33 in the trash(along with the rest of the "terrestrials aren't real exalts" bullshit).
2032
2033 lore changes
2034I suggest tossing page 33 in the trash(along with the rest of the "terrestrials aren't real exalts" bullshit) regardless of what version of the mantle you're using, but if we must keep it, then note that this is a compulsion caused by the mantle rather than reflecting the spirit's personal feelings on the matter. the sun accidentally mindraped everybody with his "order of subordination" charm when bestowing the mantle on solars
2035(The Yu-Shan book was weird, because suddenly it seems like no one likes or cares about the Sids or DBs, and most Gods are totally pro-Solar. Which they don't appear to be in their individual write-ups.)
2036
2037 learning martialarts
2038Learning a Celestial Martial Art requires a teacher, I you can learn Terrestrial Styles with just a manual.
2039
2040 learning necromancy
2041necromancy works like martialarts in that shadowlands can be learned from a tome but labyrinth and up require a teacher
2042
2043 learning sorcery
2044Sorcery spells are typically the same(emerald can be learned from tomes, sapphire generally requires a teacher), except every now and then some natural phenoma or explicitly magical tome will count as a teacher because of the changes wrought by the salunin working.
2045
2046 merit: virtue specialty
2047The combination of normal virtue dice and speciality dice can never exceed 5 - i.e., if you have Virtue 3, you can't buy any specialty beyond 2, and if you have Virtue 5, you can't buy specialty dice at all. If your virtue is raised to a level that invalidates your specialty in whole or in part you are refunded 2xp per bp worth of virtue-specialty lost.
2048errata- make that 6
2049
2050virtue specialies are still capped at a total of 3 even though i've softened that cap on ability specialties(you can have as many ability specialties as you want, and they stack, but only 3 die can be added by any combination to a single roll)
2051
2052virtue specialties can stack if their conditions overlap(ie a 1 dot specialty "when defending children" and a 1 dot specialty for "vs demons" stack to apply +2 for a valor roll when defending children from demons), but only 3 die can be added by any combination to a single roll(and this is limited by the same cap of 6)
2053
2054 merit: virtue anti-specialty
2055works just like an additive specialty, but subtracts dice in certain situations. costs twice as much as a normal virtue specialty. cannot reduce a virtue below 1. counts against the same 3die total as virtue specialties do (if you have a +2 compassion for 'animals and children' and a -1 compassion for 'haltans' that's all three compassion specialty points used up (and yes, these stack like i said above, so the compassion roll for harming a haltan child or atabeast adds up to a +1(because +2-1)))
2056
2057 lunar tattoos
2058tldr: they're magic, so of course the things they spell out aren't static. /tldr
2059although they may begin as clawspeak words, the lunar tattoos of elder lunars are more pictograms(think maoi from moana(but not necessarally in the polineasian style, the lunar's own native style. so a lunar who thinks of himself as a northerner would have northern-style tattoos for example)) than writing, they change and grow as the lunar does, new pictograms show up as you earn them.
2060the kind of events big enough to change a solar's anima or fulfil a motivation are what go in the tattoos (doesn't have to be those things, i just mean it's character defining stuff, not just something that looks impressive)
2061
2062
2063 merit: acute senses
2064for nonlunars the additional dice from this merit are treated like any other specialty dice, meaning that no more than 3 specialty dice can add to any given roll(although they don't actually count enough to interact with the ' three dots of specialties per ability' cap, even if I hadn't removed that one).
2065
2066 Intimacy vs. Motivation
2067As it stands right now the game superimposes extreme values on Motivation. All commands that go against motivation are Unacceptable Orders.
2068This means a person will sacrifice their intimacies unconditionally in the face of their motivation. E.g. the power hungry abyssal will always destroy the love of his life when faced with the alternative of abandoning his quest for power however temporary and brief.
2069The rule as it stands right now does not take into account severity. The slightest bend to Motivation is worth infinitely more than the most atrocious betrayal of Intimacies.
2070So I am changing it.
2071If the character is under social influence and Intimacies conflict with Motivations, he can choose to follow either as appropriate to the severity of the choices. He is not automatically required to refuse any action that goes against his motivation.
2072Keep in mind this will severely weaken your character’s resolve in the face of social attacks, but I think it’s a bit more realistic than what the game has right now.
2073(the exception to this is the akuma urge, that their "lack of free will" thing was modeled solely by replacing their motivation is one of the best argumetns the devs made against using the rules as written for anybody else, those mechanics were only appropriate for beings like the akuma in the first place(...at least as the default. I'll be giving solars a charm building off rightous lion defense and 'any epic-zeal of virtue' that sets them back to using rules as written))
2074
2075 demon summoning spells and non-exalts
2076mortal sorcerors do not bind demons.
2077the summoning itself would technically work, but it's basically just a stronger form of becconing without the surrender oaths to back it up.
2078(this also applies to ghosts, dragonkings, basically anybody who isn't a god or exalt(cause those are the only ones the surrender oaths give the power to bind demons to))
2079
2080gods who can summon demons or elementals do so the same as exalts
2081
2082 akuma and sorcery
2083akuma don't get access to the slavespawn line of demon summoning(slavespawn and fiendvassel are gsp only, new unique spells created just for them(well technically very very old spells that have been forgotten long enough to seem new.(they probably existed for the yozi to use too, but they never get to anymore since they're not in creation. i guess they can still summon demons in hell but whats the point in that?)(in hindsight the fact that gsp can cast them at all probably should have been a warning flag for the whole deviltiger thing, but maybe it was and the yozi aren't bothered? what mortal/god/demon/exalt could presume to guess what something like that is thinking))), akuma get to/have to use demon of the nth circle just like the beings they once were(mortal akuma cannot summon demons at all) and the laws of hell only permit them to summon serfs of the first circle without a direct order/permission from either the target of the summoning or the unquestionable who owns a target 2cd.
2084errata- akuma do however get to cast all-commanding oversoul(and never ever demon of the third circle for any reason), although doing so breaks their cover pretty thoroughly.
2085errata- lets say this also means akuma still get to summon elementals and ghosts though
2086
2087 Scroll of Exalts pg 90 Mnemon
2088true immortality now is incredibly difficult to achieve(even firstage solars "merely" managed to delay their aging, so why would it be otherwise in the age of sorrows?). Mnemon does not possess the Gem of Immortality(which is now a Legendary Hearthstone and Singular in Existence), that honor goes to Lilith. Mnemon instead is relying on the description given in the Blessed Isle book. She someone managed to perform a sorcery that the Scarlet Empress used to somehow link their lifespan to something(memnon apparently plays this off as some kind of unrepeatable sorcery accident). She will still die, just age at a slower rate. Probably in the range of living 10x as long. She is Essence 7, which means she will probably normally live 400-500 year. This means she will live 4000-5000 years (not including anti-aging medicine that all Dynasts use)
2089 This also explains why the Scarlet Empress is so desperate to seek immortality - because she knows she will still die eventually(and with those lifespan numbers, sooner than she would like). This makes the case why she would actually bother to use things like the forbidden artifact:brokenwingcrane, you know other than being so insane and powermad that what she has already isn't enough.
2090
2091 the geas
2092neverborn no longer count as primordials as their identity is damaged beyond recognition, yozi still do count so the sun can't really fight them himself, deviltigers do not count(at any stage in their development, no matter how close to primordial they get(short of taking an existing yozi's cosmic principle and becoming just an extension of malfeas or whatever)) since the geas protected specific primordials(which happened to be all of them(well all known primordials, but if some new and previously unknown titan strides out from the wyld having noticed creation he won't be protected, same goes for any primordials who didn't participate in forging creation (or the gods) from wyldstuff and went off to do their own thing), but they each had to have their own copy of that charm the geas interfaced with) not "the entire class of being and any creatures sufficiently similiar".
2093errata- the surrender oaths allow the sun to fight them now, but he still can't actually *kill* them (which is a conession he was totally fine with since he still doesn't know whether creation would actually surive their destruction)(he can however take it as far as fetchdeath, so basically the same limitations as gsp spiritkillers have)
2094
2095 cosmic principle
2096if you mantle malfeas(for example) so thoroughly that you literally become him, then you are bound by the same oaths and instantly get dragged 'back' to hell as they snap into place.
2097this charm cannot create unbound "copies" of the yozi for the sacrifice of an e10 gsp
2098
2099 tainted magic materials
2100some artifacts are easier to convert than others. something simple like a diclave just needs a 5 day immersion and no roll to speak of, some product of firstage artifice a few order of magnitudes more complicated would practically need to be stripped down and rebuilt from scratch to compensate for the dramatic changes to the harmonized essence flows that allow the artifact to function. the storyteller should decide how possible it is on a case by case basis (so for example tainting a 5 dot artifact might require the time and effort (and rolls) needed to build a 4 dot)
2101
2102 5 magic materials
2103many of the firstage items that mention being an alloy of "the 5 magic materials" were talking about adamant, espeically early on before autobot left. only later after he was gone and the underworld was really being explored did they start putting soulsteel in everything, and even then that really only got widespread when solar madness hit it's peak(same general timeperiod as wyldhand). before that it was mostly only used for specialized purposes that required the dark material's unique properties (starmetal was somewhat less of an issue, especially early on when they still had a literal mountain of the stuff as a sideeffect of purging primordial loyalists and other "illegal" gods. (but as the age went on the supply dwindled and it become more rare you started seeing it's use minimized and old solid starmetal artifacts scrapped and reforged (in the minimalistic "spun wire" style you see among sidereals today) to scavange a few extra pounds for some other project, so unless it's properties were really necessary the "5 metal alloys" tended to use it in only trace amounts too. you saw a similar trend as the adamant supplies dwindled as the secret was "lost" and elders who still knew how to refine it started hoarding...the point is you almost never saw items made with all six materials, the sword of creation for example was initially created only using 5 with adamant taking the place of soulsteel, although it was later refitted with additional soulsteel circutry too. for another example 'the wonderous globes of precious stability' are constructed with only four materials, although the very best ones also used adamant(these had no repair rating and a slightly enlarged radius). only the shittiest used soulsteel and then only as a substitute for starmetal(they had unpleasent side-effects, no known surviving examples were constructed with soulsteel)))
2104
2105 infernals and past life
2106when posessed by your past life he cannot spend your xp or buy charms for you.
2107
2108 Exp & Training time
2109
2110The game rule states you cannot start training before you pay the full amount of the Exp Costs, we're changing that. I say as long as you train towards something, it counts. It would simply prove fruitless if you do not eventually pay the exp for it.
2111However, these types of training investment can only be held for 6 month. So people can’t say, well I trained 400 hours in Melee 2495 Years ago, but now I have the exp to spent on it.
2112All other rules regarding training time and experience points expenditure remain unchanged.
2113
2114 mutation:sexual addiction
2115at the deficiency(-1) level, nothing happens on a botch it's just a normal failed roll.
2116
2117 terrestrial halfcastes
2118these exist. although they're basically just heroic mortals with extra favored abilities and a slightly better essence pool once awakened (they cannot learn low essence dragonblooded charms, all they get is the halfcaste's heritage power, except that they don't automically get their essence awakened(but when they do, they use the superior halfcaste essence pool calculations not the standard enlightened mortal pool).
2119errata- they can also choose from a short list of mutations: elementally aspected essence(manditory, 1pt flaw, adds the elemental surcharges to martialarts just like a dragonblood has), extended life, godblooded prodigy, dynastic inheritance, hair color, kin sense, limited manifestation, crippled essence, exalted healing, inexhaustible, magical attunement, material resonance(requires magical attunement), behavioral archetype(based on their element), elemental adaptation(a modified version that has no physical tells), <strike>caste affinity(extremely rare, only on halfcastes with high breeding who are likely to exalt anyway), aura of power(illusionary purely cosmetic version of a dragonblooded anima, all but unheard of in the age of sorrows, would require both parents have breeding 5+ and essence 7+)</strike>, too human, enlightened essence, elemental puissance, possession immunity, fetter sense(for children of 'dragons of a different color' only), deceptive frailty(for children of 'dragons of a different color' only), crippled essence(cannot be taken enough times to reduce your pool below essencex10 motes), sexual addiction(deficiency level only), mercurial blood(a permanent inborn effect comparable to that caused by the bite of a mercury ant with the following changes: this mutation remains dormant until age 14, cap effective int rating at essence+3, replace the mercury released with an elemental effect appropriate to her aspect), too perfect, short gestation, temperature sensitivity<strike>, attribute reallocation(with no physical tells), child of the waters, natural immunity</strike>, large)
2120
2121offspring of Dragon-Bloods still can be half-castes (be Half-Dragon-Blooded, or otherwise), since they check for Exaltation upon puberty and not before. However, Dragon-Blooded Exaltation will supersede all God-Blooded status as per the rules, burning away any supernatural traits a dragonblood couldn't be given in chargen.
2122
2123 alternative divination
2124is sort of available. While it does not exist as a merit, the procedures can be purchased by anyone as alternatives to the Art of Astrology.
2125
2126 strong lungs
2127water aspects do not get a discount on this, air aspects do
2128
2129 strong back
2130this is 1bp cheaper for earth aspects
2131
2132 Carouser
2133this is 1bp cheaper for fire aspects
2134
2135 tactical instincts
2136this is 1bp cheaper for dragonbloods
2137
2138 <strike>double jointed
2139the 1bp version is is 1bp cheaper for water aspects
2140edit- hmm, no, free is too much for this. let me think</strike>
2141
2142 ambidexterous
2143this is 1bp cheaper for water aspects
2144
2145 prehensile toes
2146not just easterners, wood aspects can get in on that too
2147
2148 ambidexterous
2149swapping your weapon hand is stunt fodder ("I am not left-handed," said Inigo Montoya) but has no other mechanical effect.
2150
2151 twilight(oid) anima
2152also they can choose to spend 10 motes instead of the point of willpower normally required to perform thaumaturgy
2153
2154 marble circle mastery
2155lets you substitute 5 committed motes(committment lasts for the duration of the ritual(not the effects, but the work done to produce them)) for the point of willpower normally required to perform thaumaturgy
2156
2157 new merit: Prophetic Dream
2158alternative divination is now free, having been broken up into thaumaturgical procedures. this new merit takes it's place:
21591pt, spiritual
2160 A character with this Merit sometimes dreams of what may be. The reason for this may be a gift from a god capable of seeing into the future or an unconscious awareness of fate’s strands upon the dreamer or simply a quirk of destined Exaltation for Sidereals. Regardless of the reason, such characters always remember prophetic dreams more clearly than others(errata- in fact, such dreams are burned into your mind as if with the 'eidedic memory' merit /errata) and often recognize them as visions, even if they do not know what they mean. The futures they see may involve events of decades hence or those of the next day, though they are usually within the dreamer’s lifespan. Deriving meaning from the vague symbolism of such omens requires an Intelligence + Occult roll at a difficulty assigned by the Storyteller to reflect the overall significance of the event. The number of successes determines the clarity of understanding. One success for example reveals that a great calamity will come soon, but the nature of the calamity remains shrouded, as does its location and exact timing. Five successes may unearth a plot of assassination with a timetable and visions of the conspirators. Characters with this Merit do not control their visions in any way. Such dreams come unbidden and follow the whims of fate and the Storyteller. A prescient dreamer may sleep soundly for years without an omen and then experience visions every night for a month.
2161 Once a character reveals the dream to others or takes actions based on the dream, he interferes with that destiny and either decreases or increases its overall probability(storyteller descides, it is possible for a character's warning to set them on the path to the very calamity they're attempting to prevent, either way, additional dreams will provide the chance to realize this and perhaps clarify why and how if interperted). This can be especially true for dreams whose content lies many years in the future, and yet in other cases those vary same may be insulated by their distance becoming difficult to alter indeed.
2162
2163(this merit is not to be confused with the 'interpret dream' procedure (found in the alternate divination tree), which can be used standalone as a compile chart action with a storyteller defined target(usually yourself). that procedure can be learned, this merit cannot.
2164errata- however, if you have this merit you do require that procedure to actually interpret anything with a difficulty greater than 3. without it you remember the dream perfectly and are certain of it's signifigance, but can make neither heads nor tails of it until you find someone to teach you.
2165errata- often this merit comes with instinctive knowledge of that procedure, justifying your ability to learn it immediately without putting a tutor in your backstory, but if you'd rather not (whether for story reasons, or a reluctance to spend the bp on thaumaturgy) that's fine too, you can find a teacher in play)
2166
2167 Ancient Oath merit/flaw
2168<strike>{Ancient Oath - 1-7 Point Merit/flaw
2169In a past life the character made a bargain with a spirit or a group of spirits, a bargain that would reach beyond the grave. The oath was sanctified by a powerful member of the Eclipse Caste or someone of similar authority. Even though the character is merely a reincarnation the spirits will still fully recognize her as the oath partner and will act accordingly.
21701 Pt- A minor Spirit serves you once a year.
21712 Pts- A minor Spirit serves you once a month.
21723 Pts- A strong Spirit serves you once a year. A minor Spirit is your constant companion.
21734 Pts- A strong Spirit serves you once a month. Spirits of a type show you obescience, and respect. Add +1 die to your interactions with them.
21745 Pts A strong Spirit serves you weekly. Spirits of a particular Element give you respect +2 die.
21756 Pts- A powerful Spirit serves you once a year. A Spirit of the Court gives you respect. +2 die.
21767 Pts- A major power owes you a boon. A powerful spirit serves you twice a year. An entire Court shows you respect +3die to all Socialize rolls with Spirits of that Court.
2177
2178Past Contract - 3 or 5 Point Flaw
2179In a past life the character made a bargain with a spirit or a group of spirits, a bargain that would reach beyond the grave. The oath was sanctified by a powerful member of the Eclipse Caste or someone of similar authority. Even though the character is merely a reincarnation the spirits will still fully recognize her as the oath partner and will act accordingly.
21801 Pt- A minor oath, fulfilled every few years. Pouring wine onto the beach at sunrise.
21812 Pts- A minor oath, fulfilled every year. Pouring wine onto a rocky coast at sunrise.
21823 Pts- A minor oath, fulfilled every month. A major undertaking every few years–keep the spirit’s shrine safe for it’s holy days.
21834 Pts- A minor oath, fulfilled every day. A major undertaking every year. Hunt a magical beast in the Spirit’s name.
21845 Pts A major undertaking every few months. Sacrifices of jade, sacrifices of the first kill of battle.
21856 Pts- A major undertaking every month. Or a specific task of great difficulty. Sacrifices of the Five Magical Metals. An oath to destroy an Abyssal stronghold.
21867 Pts- A task of colossal proportions. Deliver the head of the Mask of Winters. Destroy House V’neef.}
2187</strike>
2188same as favor/obligation, but from one of the previous bearers of your exaltation
2189(so all I'm doing is expanding those two to allow you to buy debts you did not personally aquire because they came with the exaltation)
2190
2191 db gc
2192the dragonblood version of "uncontrolled" limitbreak is always partially controlled(but get full willpower just like an uncontrolled for solars)<strike>as such, they lack a "partial control" version</strike>
2193edit- their version of partially controlled is shaking it off entirely, but doing so just puts it on hold, you're still at 10 limit and it'll crop up next chance it gets. you can only stall like this [10-(essence+(breeding*2))(min 1 obvously)] times before having to actually play it out. /edit
2194
2195dragonbloods get (optional, purely roleplayed)steriotypical elemental influences on their behavior at high limit xor low willpower (lets define that as 3 or less points of temporary willpower, and limit above 6) (and lets say it tends more towards the negative aspect steriotypes at limt 8+)
2196
2197dragonbloods get solar-like limit conditions at zero willpower(pick one that best suits your character, flawed virtue, and aspect. (basically the same as solars, except your elemental aspect determines your general break type which is why aspect replaces break type, the point is that they can be any of the same kind of triggers))
2198(see also: the mechanically similar "abyssic limit" for gsp)
2199edit- that limit trigger also applys when the dragonblood has 9 points of limit
2200
2201beyond these mechancal effects dragonbloods have no 'long term' curse, unless you want to somehow blame the neverborn for making them want to bang mortals instead of marrying their third cousin
2202(because that "not real exalts" nonsense should cut both ways, fuck you very much)
2203edit- (the roleplayed elemental influence at high limit is the greater longterm portion of the curse, without the curse they'd still have a similar effect at low willpower because of the way the exaltation (and it's elemental essence) is so directly part of them but it'd be less often the negative steriotypes and more the neutral or heroic ones)
2204
2205 the reclaimation
2206there wil be two versions of how the reclaimation is done in setting, slow burn and fast.
2207fast is the version written in the books. slow just means ideally you're going to act behind the scenes undetected for as long as you possibly can; the escape plan can't actually be enacted for another few centuries and the important thing was to make sure that the Infernals became the secret rulers of Creation, Yu-Shan, and the Underworld in order to get ready.
2208
2209 face of the titans
2210errata- also the deviltiger's limitbreak no longer lashes out at her intimacies, affecting her alone(more like a solar break)(although you get to decide if this applies to any gsp who gain your urge, you're free to inflict the more traditional type of infernal limit on them if you really want to).
2211additionally, the deviltiger no longer gains a point of limit from resisting unnatural mental influence as mandated by swlihn
2212finally, the deviltiger may automatically fail a roll made for this Virtue without paying Willpower by accepting two points of limit instead(this is in addition to the point of limit gained by resisting her primary virtue, it does not subsume it).
2213<strike>your primary virtue no longer has to be your highest, you also have the option of picking the one you feel best fits your deviltiger's legend...although you should ask yourself why isn't that the highest anyway?</strike>
2214
2215errata- give this charm the alternate prereq of "both 'the tempast of inward focus' AND 'swallowing the scorpion'" (so you can learn it with that, or you can learn it with 'flame of the rising phoenix' like it says in the book)
2216
2217 new charm: name tba
2218essence min: tba
2219prereqs: flame of the rising phoenix, swallowing the scorpion
2220you can change how your exaltation works to a certain degree. it doesn't necessarally need to hjack the demon, maybe you want it to act more like a rogue abyssal shard(hiding in hell until it senses a host, pasing through the hazards of hell scours the pastlives rating off of it, ect)(or even bind it to a phylactery-artifact and let the allthing select the next host like in the modern shard). it doesn't necessarally need to seek out epic failures, maybe you instead target "potential solars among hereditary royalty" or "potential solars who are 'tragically doomed'" for example ("could have been a solar" still has to be in there though)
2221
2222 dragonblood anima
2223fire aspects can spend 3m to become immune to mundane fires without having to flare their anima (it's free if you do flare it, but sometimes you want to be immune to fire without making the fires worse). this immunity explicitly includes things like the ability to breathe smoke like it was the purest air so you don't sufficate.
2224for an additional 3m, or a total of 5m if you activate both at the same time, this also lets them see clearly through smoke, although they can still tell it's there(no viibility penalties from nonmagical smoke and nonmagical flames). either way it lasts for the scene.
2225(to clarify, they're automatically fireproof when their flux or primary anima power are active, and neither will obstruct your vision, but only the immunity to mundane fires is free, that doesn't come with the ability to see through smoke, so you'd still have to pay 3m to get that.)
2226errata- the ability to see through smoke comes free when you spend 5m to activate your primary anima power (but not with simply having animaflux)
2227
2228wood aspects: the poison skin is now activated intentionally and seperately from the reflexive poison immunity(activating poison skin also activates the immunity for free though)
2229(and activating the 'spears flex to avoid striking me' thing also activates both the poison skin and toxin immunity for free)
2230(no matter what fraction of the animapower you activate it always costs 5m)
2231
2232<strike>earth aspects:when paying 5m, in addition to soaking lethal damage with the full stamina, have the Earth Aspect add 1/2 their Stamina (round up) to their Hardness (which (in violation of the usual rules for hardness)explicitly stacks with other Hardness sources), and increase their bashing soak to (Stamina x 1.5, round up). </strike>
2233
2234earth aspects:when paying 5m, in addition to soaking lethal damage with the full stamina, have the Earth Aspect increase their bashing soak to (Stamina x 1.5, round up), and gain 1 hardness(which in violation of the usual hardness rules stacks with other sources of hardness).
2235
2236 dragonblood anima
2237if the dragonblood has breeding of 2 or higher, the following aspects of their anima powers are automatically activated(for free) when they experience anima flux of the 11-15 level or higher
2238 fire: no sensory penalty from smoke
2239 air:tripple leaping distance
2240 earth:add essence to dice rolls to avoid knockback
2241 water:ability to breathe water
2242 wood:wood-hafted close combat weapons bend to avoid the exalt
2243
2244if the dragonblood has breeding of 4 or higher, the following aspects of their anima powers are active at all times
2245 fire: immunity to damage from mundane flames
2246 air: immunity to fall damage
2247 earth: may add her Essence to her Stamina for all purposes, but only while her feet rest on bare earth or unworked stone.
2248 wood:immunity to plant toxins
2249 water: suffers no penalties for improbable actions taken underwater(such as firing a bow)
2250
2251if the dragonblood has breeding of 5 or higher, their anima powers become free to activate after 16 peripheral motes have been spent
2252
2253 dragonblood anima
2254<strike>when flaring iconic(dramatically appropriate moments at 16+),</strike>at the 16+ level of flux, anything with sufficient hardness to ignore the flux completely instead take 5 lethal dice of damage as a lump sum every 5 ticks
2255(so instead of a hardness of just 1, you need at least 5 to ignore this)
2256<strike>errata- normally that only affects people and things you'd want it to affect, but when you do something really dramatic(flare iconic) the accompaning flare of essence means everything gets hit with 5 dice of damage in exchange for not taking any for the next 4 ticks.</strike>
2257errata- normally that only affects people and things you'd want it to affect, but when you do something really dramatic(flare iconic) the accompaning flare of essence means everything gets hit with 5 dice of damage in exchange for not taking any for the next 4 ticks.
2258
2259 terrestrial hero style
2260add the enhanced and elemental keyword to every charm, stating that any charm with decidedly water aestetics has a variant for all 5 elements and that while outsiders always learn the water version, a dragonblood instead learns the version suited to them. mechanically these are identical, it's just a refluffing (for example that charm that fills your lungs with water? a fire aspect who learned this style instead fills your lungs with smoke.
2261
2262 creatures of darkness and holy effects
2263rather than being barred entirely, they can use holy effects, but must pay [essence] aggrivated healthlevels in addition to the normal costs to activate them
2264
2265 gsp get sma
2266there was no reason to restrict them. the only thing I have to do is say that shintai are incompatable with martialarts form charms and sma. (really they should just use a "shintai" keyword instead of the "form" keyword, copy and paste it over, make it identical.)
2267
2268 new keyword: shintai
2269shintai: This Charm is a Shintai Charm. Characters cannot use more than one Shintai Charm at a time. The character must end one Shintai Charm to use another. Furthermore, this charm is also incompatable with any Martial Arts Form-type Charm, which must similarly be ended before a Shintai can be assumed and viceversa. You cannot enter a Martial Arts Form-type Charm without first ending all Shintai Charms.
2270
2271now replace the "form-type" keyword on all shintai charms with the shintai keyword.
2272
2273 tightening sma restrictions
2274on second thought, only sidereals get sma. no sma for deathlords, no sma for solars, no sma for abyssals, no sma for gsp, no sma for lunars.
2275(Solars don’t need SMA, they’re strong enough without it. Probably the only reason they got it was solar players are winy babies who need to have all the toys. (And if solars are losing it I can't justify giving it to gsp or lunars, some might say that if only one splat can learn it then it's not a martialart at all and is just native siddie charms, but all that matters is that the sidereals draw a distinction between them, after all before gsp the same argument existed for adamant sorcery and none of you complained about that.)
2276Besides, probably the only thing restraining SMA and keeping it even somewhat sane was the Sidereal jaw of glass.)
2277
2278(ok, technically anybody could learn sma...but it requires at least moderator access to the loom of fate and only sidereals get that ;))
2279
2280 solar hero style
2281allowed armor: none(in 2.5e, only buckler shields in 2e)
2282errata- this applies only to use of the expansion charms, the base style can be practiced in any armor (to clarify, knowing the expansion charms doesn't change the style's armor requirement, it's just that you can't actually /use/ the expansion charms with armor)
2283
2284 infernal hero style
2285remove "enhanced: gsp can use this stlye with any armor"
2286(so we're back to "allowed armor: only armor created with infernal charms" for everybody)
2287
2288 dark messiah style
2289allowed armor: none
2290errata- this applies only to use of the expansion charms, the base style can be practiced in any armor
2291
2292 face of the titans
2293Face of the Titans (and Dance of the Thrashing Dragon) seem like they'd fit better with Swallowing the Scorpion as a prerequisite
2294errata- face of the titans can be taken either with "swallowing the scorpion" or "flame of the rising phoenix"
2295
2296 dance of the thrashing dragon
2297there are two versions of this charm: you can do it spiteful as written in which case it requires all three of "swallowing the scorpion", "face of the titans", and "flame of the rising phoenix"
2298or, you can make a version that works like any other act of villainy(except it's still personal to just you, unless you pay 4xp to share it to other gsp (which can only be done if your storyteller feels it 'in theme' enough, and if you want it to apply to all gsp not just those who inherit your shard then you'll probably have to join the reclaimation as a full partner and open your tree's charms)) which requires either 'face of the titans' or 'flame of the rising phoenix'
2299<strike>errata- at essence 8 you can buy a second one(only one can be shared, and only one can dump limit on the yozi, but you don't need to do either of those things (so no matter what the first choice was, the second one could still be a mechanically normal act of villainy nobody else can use))</strike>
2300
2301 spirit of the living world
2302requires 'flame of the rising phoenix' not face of the titans
2303
2304 face of the titans
2305if you have an inner world you can dump your coadjutor in there instead of destroying it when you take face of the titans. it'll stay dormant as if cocooned by a use of "chrysalis of preservation" until you decide what to do with it(decant it unaltered as a citizen of your inner world, reconstruct and reformat it into the first of a new breed of 1cd for yourself / as an exotic ingredient to build a behemoth around, use it as the basis for one of your 3cd with path of the thousand whispers, reconstruct it's body as if it were a demon made into chalcanth and have it automatically become a demonic familiar with the same rating it was as a coadjutor, ect (all of which keep your coadjutor's mind intact))
2306
2307 re: 'infernals make yozi into a sidegrade to solars'
2308to clarify, the 10th dot of essence is defined in core as the point where "the scale goes up from here, but theres no real point in measuring it within our game system" so while solars cap out at 10 a primordial might technically cap at 15 or whatever. not all e10 are created equal. who knows what "unmeasurably high" essence requirement charms might exist to expand on the ones infernal exlats get access to? (our knobs go to 11)
2309(of course this probably changes once the gsp takes deviltiger far enough, and definately does if they go with cosmic principle...but I'm gonna say that by default the e10 of a gsp is the same as the e10 of a solar, which isn't necessarally the same as e10 of a yozi even before you take into account the infinate xp malfeas has)
2310
2311 mortal sorceror/necromancer
2312when an exalt or god uses countermagic against a mortal's spell then they treat the spell as one level lower(effectively making the exalt's countermagic one level higher vs mortals)
2313(so for example a db with emerald countermagic finds mortal sorcery dispells cleanly while mortal necromancy tends to explode the way a lunar's emerald sorcery would)
2314(this is signifigant because it means a dragonblood sorceror CAN dispell a mortal necromancer's magic(but doesn't change that he can't break spells cast by a 'dragon of a different color' (because db can only get lvl 1 sorcery/necromancy(well with my addition of group casting to reach celestial a group of dragonblooded sorcerors can counter a db necromancer))which is why their rare necromancers are valuable/scary, so that fluff hasn't changed, it's just that that fluff doesn't then make mortal necromancers weirdly scary to dbs too))
2315
2316 gsp urge
2317the gsp urge is an entirely different thing than the akuma urge(probably shouldn't have even used the same name). an akuma's urge is their motivation(which ignores my errata about motivations so yes it does override intimacies)
2318but a gsp's urge has all the mechanical advantages of a motivation and few of the downsides. it yields not only to your actual motivation but your intimacies, and can be surpressed entirely for the scene at the cost of gaining 1 point of torment
2319
2320 mortal akuma
2321gain the ability to combo their tma charms
2322
2323 sorcery/necromancy
2324remove the 'instant warstrider for the scene' spells (only from sorcery and necromancy. autochthonian protocols can keep theirs)
2325errata- alchemical apostates(gremlins) can still learn the necromancy warstrider(bonestrider) spells
2326(errata- and once the seal is breached and creation's sorcerors/necromancers see the autochthonian warstrider spells in action I'll allow them to be "invented" (and/or the necromantic warstrider spells to be learned from apostates))
2327
2328 demons and banishment
2329Q: If an unbound demon is wandering creation, can you cast demon of the nth circle with all the right trappings and at the right time and day to bind it? or can you only summon demons from hell? and if you can bind it are all the trappings necessary and if not which ones aren't? for example obviously the summoning circle won't be helpful, but the real question there is that say 2cd can only be summoned at midnight on the night of a new moon, is that a limitation on the summoning or on the binding? and if both the trappings and time of day restrictions aren't required then even if we still limit 2cd bindings to the night of a new moon and 3cd to calibration(which i feel we should) then what good is emerald circle banishment?
2330A: Lets make this simple; No, you need to banish it. The only exception to this so far is the sidereal charm Terminal Sanction(their version of ghost eating technique, like all other sid charms it's meant to be weird) which says so explicitly, or that solar/abyssal charm that makes you 'kill' it first like a pokemon(spare demons who's last dying level you just marked off with get by binding them at the last second) and even then it's a halfassed binding(bound by wording rather than intent).
2331errata- although I'm going to say a gsp(no akuma) can bind it like that (this requires knowledge of the infernal demon summoning spell for that circle(can't use demon of the nth circle) and has effects identical to demon of the nth circle. (yes even for oversoul which doesn't normally bind the 3cd)). first circle can be bound at any time and use the timing of two emerald shape sorcery actions, a second circle can be bound only on the night of a new moon and the day <strike>preceding it</strike>after it and shaping the spell is a dramatic action requiring four hours of effort but which need not start at sunset or end at midnight.(similar to the timing of demon of the 2nd circle but more flexible), while a third circle can be bound only during callibration as a dramatic action between sunset and midnight(the ritual to do so uses the exact same timing of demon of the 3rd circle, and all the infernal saves on as far as trappings is not needing the summoning circle/cage)
2332errata-to-errata- a willing demon can be bound by an infernal at any time as long as it's already somehow in creation.
2333
2334 beckon 2cd
2335i'm removing this thaumaturgy
2336errata- EXCEPT if the thaumaturge is a demonblood of that 2cd or it's 3cd progenitor.
2337(so demonblooded children/endowments created by a 2cd can still learn and use this procedure but only on their "parent", and if endowed/spawned by a 3cd can use it on any of that demon's 2nd circles(and only on those second circles))(not even gsp can learn this) (I suppose an akuma can learn this too since they're automatically demonbloods by endowment)
2338
2339 stats and your body
2340Q: Do you need to have muscles to have 5 dots in strength (or can I be a skinny little anime girl stronger than hercules because I'm a cringy neckbeard)?
2341A: You really ought to if you're a Solar. I don't think unnatural strength from a small soft body is at all 'on theme' for them (wiry is pushing it). They are supposed to be about that which is 'natural' pushed beyond all limits. A strengh 5 guy or gal ought to be pretty ripped, though not nessecarily muscle-bound.
2342
2343Abyssals, an unmuscled abyssal would be fine, their frame is filled with the dread powers of the death lords, and their strength may well flow from that rather than their own petrified flesh.
2344
2345Lunars, on one hand 'what you see is not what you get', but on the other their strength comes from their bodies and from shapeshifting. Like the book says, their strength is whatever their strength is mechanically no matter the form, but on the other hand if the lunar has strength five their true human form better reflect that(and I'd say even their animal form should look fairly buff for it's species).
2346
2347Sids, I'd say yeah, probably ought to have some muscles. Fate isn't really something you supercharge your body with. The only narrative way I see that working is replacing your fate with a fate where you were going to get swoll and that should just... make you swolle, not give you physically unaccountable strength.
2348
2349Dragonblooded I could go either way on. One one hand they harness might from outside themselves much more directly than solars, you could probably say "this guy is strong because he is as one with the mighty, unyilding oak", rather than because he is big himself, but it's probably not the norm. Lets say that if you're going to say a DB's attribute dots are due to their essence rather than thier own physical prowess you'd better intensify thier aspect markings; doesn't have muscles, but does have leaves growing in their hair.
2350
2351Infernals, I'll say you dont need them on the same grounds as Abyssals, with the "unholy might of hell" standing in for the "dread powers of the death lords". In fact, they of all splats I could see having stats wildly disconnected from their appearance because of how their charms work and how much of what they are is bound up in those.
2352
2353Alchemicals, remember they're constructed as cultural icons, Stern_whip_of_industry is huge, but that size is likely mostly cosmetic for pr reasons since being "stronk like the people he champions" seems like part of his image.
2354alchemicals iirc can't train, they have to go to vats and have better hydraulics installed(or whatever).
2355and while that might make them a tiny bit bulkier I'm sure they can get equivalent strength in a far more compact size, especially since there has to be space in the chassis for all those charms. I'm sure that fairly slender academical with the whisker marks could be just as strong as he is if the vats workers put the time and resources into it. That said, their charms are physical objects and this includes the attribute augmentations, having a bunch of strength mods should probably bulk you up even though they have the internal keyword and so aren't paricularly obvious.
2356
2357Athletics, you're fit, that doesn't necessarally mean bulky. (a str1 dex1 stam1 athletics 5 is the fittest anemic on the planet and a bit silly, but possible mechanically)
2358
2359 keywrods and the infernal charmset
2360going through these charms...i'm seeing some problems with the keywords. mainly that way too much of this has the shaping keyword for no reason, i'm fairly certain there was some miscomunication over what certain keywords mean. 'counter conceptual interposition' for example is NOT something that should have the shaping keyword. (that keyword exists mostly to protect form 'i win' type effects that can instantly kill your character by turning them into a duck with no way to defend against it(except for shaping defenses) not to detail the underlying concept of how the charm is fluffed to work according to in game physics. if it doesn't target a character then it isn't subject to shaping defenses then it shouldn't have the shaping keyword.(keywords like this are meant to be a mechanical designation not a fluff one)) so I'll have to go through and fix those at some point.
2361
2362 lunar tattoos
2363also block mental shaping(if solar ipp blocks it so should the tattoos)
2364
2365 ipp and abyssal mirror
2366nerf these to be more in line with the infernal shaping defenses (only lunar tattoos should be this absolute)
2367
2368add a high essence(e6+, e8 maybe?) repurchase that has their current function, but like lunar tattoos this blocks EVERYTHING, not just harmful shaping.
2369
2370 dragonblood anima
2371dragonbloods are immune to the animaflux of matching element dragonbloods
2372
2373 dragonblood anima
2374animaflux does not count as natural (so any mutations or resistance charms that grant immunity to natural/environmental damage do not work against it)
2375they also do not count as environmental damage, except when it is more useful to consider them thus (for example if a charm worked only against attacks then it would not work against animaflux. (so the way to defend against it is to have something that works both on environmental damage and on attacks active at the same time. hardness for example works against both))
2376
2377damage from animaflux can never provoke a counterattack (unless that charm specifically says that it can(and even then i'd probably only be inclined to allow it on some kind of anima-manipulating charm branch exclusive to dragonbloods))
2378
2379 dragonblood anima
2380<strike>db can 'attune their anima to the elements' for free when in anima flux
2381edit- make that: db subtract their breeding from the cost to 'attune their anima to the elements' when in anima flux</strike>
2382db can 'attune their anima to the elements' for free when in anima flux
2383
2384 dragonblood anima
2385db are all immune to elemental damage while in flux with their anima powers active(both must be true)
2386(fire are already immune to mundane flames, wood are already immune to plant toxins, air is already immune to fall damage, water aspects already can't drown:
2387water aspects can now ignore damage from mundane rapids/waves, earth ignores damage from mundane sandstorms, air and fire are both immune to mundane cold)
2388
2389 breeding background
2390db subtract their breeding from the cost to 'attune their anima to the elements' (when not in flux)
2391
2392 wyld shaping nerf
2393you can only wyldshape things you understand how to make.
2394(so you can't just ignore craft and 'find' a daiclave through wyldshaping, you need to be able to make one. you can't just wyldshape an army, you need to have the stats both to build a human from scratch(genesis or medicine) and to be plausably able to recruit one(social stats)).
2395(i suppose this means you need to make lore rolls to analyze soil samples and map out floodplains or whatever unless you want weird results when creating landscape, but that's an acceptable loss, at least it explains why this is a lore charm)
2396
2397 new act of villainy
2398roll torment upon fulfilling urge. this does not consume your "one act of villany per session" marker
2399
2400 progenerative essence
2401if this exists than it was a sorcerous working to alter reality(on the level of the salunin working) by a paranoid solar(leading a cabal of paranoid solars) to limit dragonbloods in the first age.
2402(once it was done the delebrative either didn't care enough to undo it or filed a motion to publically condemn their actions but voted down actually working to reverse them just in case, probably a factor in the usurpation, (although as a setting element it technically didn't really effect the breeding n/a core of the firstage dbs too much anyway since those guys with breeding n/a pretty much always had children that exalt even with mortals lacking even a single drop of dragonblood, it's thier children or children's children who'd have to worry about saving up magic sperm. it really only became this big problem after the contagon+baloran bottleneck))
2403
2404 db curse
2405rejection by world
2406higher purity db suffers the curse much more (curse varies by breeding 0-6(to clarify 6 is n/a and 0 is still a terrestrial exalt not a mortal)) this is the other major contributing factor to the decline in dragonblood breeding(lower breeding births are safer and the moment of exaltation holds no danger; extreme high breeding can die in childbirth or lose children, they exalt younger, and thier children sometimes blow up when they exalt)
2407-at breeding 0-3 births are easy, at breeding one it has all the benefits of a godblood pregnancy and no drawbacks(on top of whatever benefits db usually have), at breeding zero there are /never/ complications or stillbirths; at breeding 3-na births can have complications due to elemental excess or a conflict of elements between mother and child.
2408-the moment of exaltation has 'magic puberty' side-effects, worse the stronger your breeding and the purer your elemental bloodline. (a child of pure fire back a hundred generations will have a harder time than a child who's ancestry mixes fire and earth for example. in the current age all great houses contain at least some additional elements, but even so a lookshy dragonblood will have a more blended history and so an easier time than a dynast from a house primarally associated with water)
2409(for example that fireblood might run a strong feaver and vomit lava for a few days, the lava is harmless(to him) but the feaver might actually kill him at breeding 5 or 6(n/a) if left alone. treatment is counterintuitive in that you want to bring his temperature even higher rather than try to cool him down)
2410-dragonbloods have supernaturally enhanced fertility with mortals and those of lower breeding, breeding 1-3 dragonbloods have a much much easier time having children than 4 or 5, those with breeding zero or n/a have the easiest time of all. (breeding 5 might actually have a little trouble, although this is <i>easily</i> overcome with charms and potions/artifacts which of course they'd have access to so this hardly bears mentioning)
2411
2412(the elemental nature(1e db book, your personality type and certain likes tend to but is not required to have some connection to the elements(this is freeform, a fireblood can be a bit manic in their passions, sadistic and quick to anger, and/or love crafts. of course this has some overlap with airbloods for example as they could just as easily embody sudden unpredictable thunderstorms as still air and cold quiet heights)) + essence feaver(3e corebook, basically it makes you act like an exalt, compells you to do great/epic deeds. makes you reckless and want to 'leave your mark on the world'. primarally affects younger exalts who have not yet adapted to the flood of essence. (this is what stops the 3e solar from meditating in a cave for a couple centuries until you're unstoppable and instead makes you risk the wyld hunt to go stir up trouble at e2)) are not the curse, those are natural for how the blood is inborn (and in part due to being primordial exalts. even deviltigers have something similar in the remenants of their urge, same with alchemicals and their clarity)
2413edit- although the elemental nature is exaserbated by the curse as represented by the limit track, pushing these more temporary manafestations more towards negative steriotypes than they otherwise would be(firebloods might rage for a scene, while air bloods in break(and for the record db limitbreaks tend to be optional roleplay rather than the solar madness) become not merely distant but cold or cruel)
2414edit-to-edit breeding 4+ dbs have to roleplay it, breeding zero can pretty much ignore this aspect of it entirely
2415
2416 innate wyld resistance
2417(untattooed)lunars +4
2418abyssals, dragonbloods with breeding n/a, alchemicals +3
2419sidereals, infernals, dragonbloods with breeding 4+ +2
2420solars, dragonbloods with breeding 0-3, spirits(gods, demons, elementals), ghosts +1
2421nonexalts(mortals, dragonkings, godbloods, ect) +0
2422
2423 db culture
2424I'm changing the innate dragonblood culture signifigantly (although several dynast great houses work as written, especially in the main branch)
2425(emphesis on family is more literal and less yakuza(at least outside the main branch of a dynast family and their cadet branches with close enough ties to the main to matter politically)
2426see firenation as depected in the avatar fanfic "embers" for inspiration of culutral quirks and warrior race stuff(especially the earlier chapters before it get too excessively au, although most of those au elements basically turn the avatar setting into exalted anyway))
2427
2428 enfolded in dragon's wings
2429had it's charm prereqs reduced to make it easier to take with a minor dip
2430
2431gets an offshoot that extends this effect to other things (your military objective (right now I'm thinking three seperate purchases(that can be made in any order):'landscape' so you don't burn down the fields/town/castle you're stationed there to protect), 'manhunter/bodyguard' someone not actually in your command structure but who your unit is explicitly trying to protect or an enemy you're trying to capture alive, and 'surroundings in general' so you don't kill those poor innocent bystander extras ect...although now that I've looked at it, maybe it'd make more sense to have it as a flat 'your anima only burns the things you want it to burn' and in exchange make it a high essence charm to explain why most dragonbloods wouldn't have it. the former makes more themeatic sense as an extension to this charm, but the later makes more mechanical sense for how you'd picture it (also I'm not sure I like the implication that you could buy only landscape and start fires to clear a town of peasents without damaging a single building))
2432
2433 change to gsp martialarts
2434acually lets merge the cma and tma awakening charms. gsp only buy one charm to unlock tma at e1, which automatically upgrades at e3 to allow access to both infernal monster and solar hero styles(public charms only), and at e4 to allow access to all celestial styles and the native expansion charms of your hero style. (unlocking solaroid access to sma at e6 still requires a seperate charm purchase)
2435
2436 changes to martial arts
2437-abyssals no longer have access to sma
2438-deathlords no longer have acces to sma (but many have functionally identical panoply charms that ape the charms of styles they knew, any sidereal would tell you at a glance that they aren't actually sma charms, but they're close enough that he should be able to recognzie their moves and so know just as much about the charm's capabilities as if they actually were. these charms are possible only because the deathlord knew those styles in life and so are not intended to show deathlords are capable of making comparable charms from scratch(no custom sma for deathlords) and cannot be taught to other deathlords who did not already know that style)
2439-lunars can buy a charm to gain access to sma as if they were a solar, prereqs are e7 ma6 dex5 and the lunar must have no permanent limit dots(and if he ever gains permanent limit his sma access is revoked and the charms refunded, although he remembers enough to recognize the charms in use and understand their capabilities). it's prereqs are terrestrial bloodline integration, and flowing kata form.
2440-sidereals now have limited access to other splat's high essence herostyle expansion charms, through the path of the st having the option of taking the rambling mass and reducing it to the ones they feel best represent the advanced style and then reworking that into a pseudo-sma. these cannot be taught to nonsidereals and require study of that herostyle with the help of a native user and about half the work that creating a new sma would in character. (lorewise currently the only one that exists is solar, created by a gold faction elder who had traded aid in creating it as his price for teaching sma in the first age(created as a hobby more than anything else). (technically multiple sma can be produced from a given herostyle, each focusing on a different 'branch' of it's expansion charms(although likely sharing core charms (which you of course won't need to take twice)), but there's only the one right now)) these styles require mastery of the publically available cma based on that splat's herostyle (you have to master the nonnative solar herostyle before you can learn the curated list of solar hero expansion charms like an sma)
2441-nonsidereals can only learn a maximum of 3 sidereal styles ever(the only obvious exceptions i can think of being a deviltiger who remakes himself the titan/primordial of martialarts as a core concept, and extra special solar snowflakes who get tutored by one or more of the maidens)
2442
2443 infernal hl
2444-a green sun prince has one additional -4 health level per dot of essence
2445-akuma get one additional dying health level per dot of essence
2446
2447 infernal hl for 2.5
2448in a 2.5 game: upon reaching essence 3 the essence-based health levels become instead -2 health levels, upon reaching essence 5 these become -1 health levels, and upon reaching essence 6 these become -0. this change applies retroactively to all health levels gained from raising your essence in this way, not just to those gained from this point forward(ie at e5 the gsp has 5 additional -1 healthlevels, not 2x-4 2x-2 and 1x-1 additional health levels).
2449
2450 abyssal hl
2451abyssals have a (permanent) resistance charm that gives them an additional dying health level per dot of essence. no prereqs.
2452-edit- actually just tack this onto their first purchase of oxbody(first purchase only, you do not gain an additional essence dying health levels with each repurchase)
2453
2454 db hl
2455dragonbloods have a permanent duration war charm that gives them an additional dying health level for each dot of essence(edit- make that the higher of 1 dying health level per dot of essence or 1 dying healthlevel per dot of breeding). no prereqs. give it a name and fluff that implies they trust/are depending on their fellows to rescue them and this lets them hold out a little longer.
2456-edit- they also have a charm that builds off this and requires e3 war3 that transforms this into -4 health levels for the scene or until the trigger conditions cease to be true whichever comes first, at the cost of 2m 2wp, and which can only be used when defending either a military objective or another dragonblooded exalt. drop the cost to player's choice of 8 committed motes or 2wp or 2m1wp if they are knowingly defending family(first cousin or better, but unusually for a db charm this includes both the db's spouse/mate and children/siblings/cousins by adoption rather than just blood), wounded/incapacitated/disabled members of their sworn brotherhood, or any dragonblooded child below fighting age. this charm can explicitly be activated while incapacitated(which can then make the db not incapacitated as he now has health boxes above incap/dying). (when the charm expires these healthboxes turn back into dying levels, so mark them off last.) give it a name and fluff that implies fighting beyond where they normally could in a heroic stand. a second purchase allows them to activate this charm in order to avenge a valid subject of this charm, and a third purchase allows them to activate this charm when the db himself is threatened.
2457
2458 diplomatic immunity changes
2459gsp who inherited the eclipse power still have the full solar diplomatic immunity as they're still on the books as solars in yushan (and changing that would first require the problem to be recognized, and more problematically the sidereals would all have to agree it's important enough to stop what they're doing and meet, and overcome their cuse in order to vote without playing games and actually change that celestial law (and they probably require either the sun or an eclipse caste solar to rubber stamp it) so you should be able to get at least some use(maybe a few centuries easy?) out of it before that happens).
2460if that ever somehow gets corrected then arrangements have already been made to give them the published version of the fiend diplomatic immunity instead(of course if you take brazzen radiance to infernalize your eclipse anima power into the fiend one to get oathbreaking you made your 'anima signature' nonsolar enough to have downgraded yourself to the infernal's official list already, which is why arangements have already been made at this point, some npc ran into the problem before you)
2461(similarly if you take the (imo incorrect) interpretation that the creation ruling mandate is both a concrete thing and was given solely to solars, then both gsp and abyssals all still have the creation ruling mandate as solaroids, at least assuming solars do, and the sun would have to pull his head out of the crackpipe to ever change that. (also the sun would probably have trouble acting directly against them because of his oath not to interfere with solars, likely requiring his temperance to be surpressed to do so))
2462
2463abyssal moonshadows have their diplomatic immunity beefed up a bit: it now applies the deathlords and other abyssals...with the exception of the abyssal's liege(for the purpose of this power let's define that as either the deathlord who exalted him(assuming you weren't a rogue shard) xor the deathlord who currently posesses the abyssal's monsterance(assuming it's intact)(and yes this means you can potentially have two deathlords your diplomatic immunity fails against if the monsterance is stolen or gifted to a different liege than who recruited you), any abyssals working for this deathlord and acting under its orders, and any creature of death the abyssal owes fealty to(if he swears himself to another abyssal, a deathlord, or even a powerful ghost. and also whoever that entity owes fealty to in turn all the way up the chain).
2464-edit- this extension fails if the abyssal is without a monsterance(a small price for an abyssal who's monsterance has been destroyed) but the base published diplomatic immunities remain
2465-edit- extension to the extended immunity: add all 2nd and first circle demons of the ebon dragon to the list, but punishment is handled by ed not the neverborn
2466-edit- unlike the others who are consequences based(technically creatures of death can break the immunity, they're just punished by the neverborn), the protection from deathlords is involite like the diplomatic immunities enjoyed by an eclipse. (this does not extend to the deathlord's abyssal servants who are still only consequence based)
2467-edit- abyssals who break(or who's entourage break)the diplomatic immunity's peace are similarly punished
2468
2469eclipses(and gsp) who break(or who's entourage break) the diplomatic immunity's peace are punished as if they had broken an eclipse oath they had sworn(essence rating of the oathbinder is that of the eclipse at the time he abused his protections), and he cannot invoke such immunity again for a year and a day -edit- against the same type of creature(break it with demons you're banned from invoking it with demons for a year and a day but could still invoke it with the fairfolk for example), -edit- breaking the peace with gods of e5+ carries a greater penalty of banning your use of such immunity entirely for a year and a day(not just banned from invoking it with gods) and for invoking it with gods for a number of years equal to the eclipse's essence rating at the time the abuse occured -edit- make that e6 terrestrial gods and sidereals or e5 celestial gods
2470
2471eclipses(and gsp with the unaltered eclipse power) can now invoke diplomatic immunity with (non ronin) sidereals ...unless accepting it conflicts with a sidereal's official duities (or a mission from oversight), however this is not involite but instead any sidereal who breaks the peace gains the eclipse's essence rating in paradox(unless the sid was ordered to break it by oversight)
2472(and as a bit of meaningless background trivia: in the first age eclipses could informally 'invoke diplomatic immunity' with other solars, this was never technically binding but the deliberative would(generally, there was of course "some" corruption towards the end) level sanctions on those who broke it and got caught (and a few busybody investigation supernaturals saw making it their business to see any such peacebreakers/abusers were caught as a hobby, so you were caught more often than not))
2473
2474 changes to the fiend diplomatic immunity (for those eclipse-based gsp who infernalize their animas, or if the gsp as a whole are found out and their rights as eclipses revoked by yushan)(i found some old errata in the chargen program from before i decided they'd just use the eclipse version, so you'll see some of the inspiration for the above general changes to immunity here, i just want it to be clear that this is what they use if they aren't using the eclipse version rather than the unmodified moep infernals fiend immunity)
2475-add elementals to the diplomatic immunity list
2476(diplomatic immunity does not include spirits, but elementals are not technically spirits and elemental courts are not officially aligned with heaven on paper(not even the ones who unofficially are))
2477-the fiend's diplomatic immunity now cuts both ways. if a member of those factions comes to the fiend on official diplomatic business/under a clearly stated flag of truce/parlay (aka with something the fiend's player would justify as official business in it's shoes) the fiend and his companions must honor it so long as the dead/fey/elemental(s) and companions do the same.(and to the same extent they would if roles were reversed and with the same loopholes and exceptions)
2478(this is NOT an errata to eclipse or moonshadow castes, it only applies to fiends)
2479-add eclipse caste solars(and specifically only that caste) to the diplomatic immunity list
2480-add the Fiend's fellow GSP to the diplomatic immunity list, but only at an Allthing. (and with the caveat that unnatural mental influence is not only specifically a breach of this immunity but is automatically made obvious to both the target and any observers, provided diplomatic immunity had been invoked/the fiend is working in an official capacity as mediator(doesn't count as invoking diplomatic immunity if the fiend is merely in attendance))
2481-to the exalt types restricted by it(whether gsp or eclipse caste solars) this immunity acts more like the threat of breaking an eclipse oath than any actual incapability to attack.(in fact it acts exactly like that, except using the higher of the fiend's essence or the exalt's own to determine the number of botches, and it can't be waived by a malefactor)
2482 this is also how breaking the peace will apply to the fiend if she was the one approached(by anything in the list. doesn't matter if the diplomat is an elemental, eclipse, whatever).
2483 this effect--as well as it's rules and it's consequences--is obvious to the any exalts who approach the fiend for diplomacy(provided they're on the list of exalts who /can/ approach the fiend for diplomacy(so gsp or eclipse)).
2484
2485<strike> changes to the eclipse and moonshadow diplomacy
2486-the eclipse and moonshadow's diplomatic immunity now cuts both ways. if a member of those factions with which they can invoke immunity comes to the eclipse/moonshadow on official diplomatic business/under a clearly stated flag of truce/parlay (aka with something the eclipse/moonshadow's player would justify as official business in it's shoes) the eclipse/moonshadow and his companions must honor it so long as the dead/fey/elemental/god/demon(s) and companions do the same.(and to the same extent they would if roles were reversed and with the same loopholes and exceptions)
2487<strike>-add fiend caste infernals to the list(of those approachable and of those who can approach) for both eclipse and moonshadow</strike>
2488-add <strike>fiend caste</strike> infernals with either the eclipse or fiend anima power to the moonshadow's list (but not the eclipses)
2489</strike>
2490
2491 2e changes
2492moonlight is less a werewolf reference and more luna halping. it can be used to prematurely trigger a lunar's limitbreak as a management mechanic (comparable to abyssal venting or infernal acts of villainy). once per night when exposed to the light of the full moon the lunar can immediately enter an uncontrolled limitbreak for the scene, expelling all accumulated limit in exchange for only regaining 1wp at the end. (unless you were already at 10 and it was just hanging over your head waiting for the worst time, in which case you limitbreak as normal(and regain wp as normal), but can choose to set it off now instead). triggering the break is a choice, but failing to do so is what causes the lunar to gain a point of limit. limitbreaks caused by moonlight(including those pushed to 10 by the point of limit for choosing not to break right now) do not cause a lunar to gain permanent limit even if triggered in the wyld.
2493ic the lunars are only vaguely aware of the benefits from this, it grants no special knowledge of limittracks or the great curse; only a vague feeling of tension(proportional to the limit level) when the moonlight touches them, and a sense of relief afterwards(not just from the moonlight's tension but the feeling they were tense all along and hadn't truely noticed til it was gone). (ooc you can and are expected to micromanage your limit with this if you wish, making decisions of whether or not to let the moonlight set you off based on your understanding of what the break is and how many points of limit you have.)
2494-edit- the luanr can partially control the break, but if the break is partially controlled you only lose one point of limit instead of all of it(and of course get no wp).
2495-edit- if partially controlled the lunar takes essence nonlethal(can't make you roll over into dying from incap) bashing health levels in damage when they come out of it, and haven't used up their moonlight limitbreak for the night(you can enter it again the next time mooonlight touches you and try again to vent limit).
2496-edit- an uncontrolled break caused by moonlight also resets your wyld taint counter if it happens in creation(and not the bordermarches or even the tainted lands, or in a shadowland).
2497
2498ping is one die not essence dice. ping from beings with an essence rating 4 lower than yours can be soaked to zero(to clarify, i mean as part of soaking the attack that caused it, not a seperate damage erased with 1 soak).
2499-edit- change ping from one to "half essence rounded down min 1".
2500
2501exalts cannot drop from conscious to dead(nothing rolls over into dying healthlevels, just drops you to incap. being hit again marks off incap healthlevels as normal though) unless hit with 'uncountable damage'(well i fudge this. sometimes they can if it's naratively appropriate and the player either agrees or was forewarned this damage source could do that, and sometimes uncountable damage will only drop you to incap to give your buddies time to dig you out of that mountain that got dropped on you or something, again if dramatically appropriate). mortals can still be instantly killed in one hit.
2502
2503Zenith Castes add [half their essence rounded down, minimum of one] dice to their minimum damage
2504with their anima effect, rather than one die.
2505
2506lunars ignore the iconic anima errata(theirs doesn't receed when when not awesome)
2507
2508 setting element: changes to starmetal
2509starmetal isn't soulforged gods...at least the vast majority of it isn't(...at least not in creation. autochthonia is a different story, there "recycling" and "repurposing/reappropriating" lesser autochthonian gods and elementals pretty much is the only source (outside mining up a few potentially important(much more likely to be something you shouldn't mess with than veins of jade/oricalcum/moonsilver/soulsteel, less likely than adamant) wires or whatever) between autobot's sickness and his long nap away from the wyld and to be honest probably his general aestetic of what life on that worldbody is like even when awake). mostly it's "whenever someone meets their destiny and fulfills it, which could be anything from getting the girl at the end of his story, or ascending to the Scarlet Throne, their destiny withers and falls to earth(its the end of a story, that doesn't mean the story never happened! It just means Saturn's touched it and its over and done with). And when that happens, you can see it from the surface of Creation, a star plunging out of the heavens, shooting across the sky...And where it lands, it becomes Starmetal, a destiny that has begun and ended, touched by the influence of all Five Maidens in turn as the Destiny unwound and eventually was fulfilled." the vast majority of the stuff sidereals have is from properly fulfilled destenies(aka doing their jobs), and these are the falling stars sidereals are so adept at tracking through the loom. (that said after the god's revolution against the primordials there was a big ol purge of dissonants, primordial loyalists, and gods that were declared illegal for some reason or another. that pretty much all got used up in the first age(most solar-made starmetal artifacts were sourced from these soulforged gods rather than finding a completed destiny), but it lasted through most of it.)
2510it's rare in part because the time of termoil has a lot of destinies going wrong especially with the recent return of solars and all that chaos with abyssals and infernals showing up, but mostly because stars/destinies tend to be tweaked and reused a few times through the ages before being replaced(the maidens can make new starmetal from quintessence and do so solely to fuel the loom's need for such stars), and the supply is never quite up to the demand for the stuff(something eased in part by their access to terminal sanction, but that charm is subject to a fairly large degree of oversight so sids aren't going around framing divine hobos nobody will miss for their bling, let alone as a regular thing).
2511-edit- the refinement and forging process of starmetal is as unlucky as ever, but rather than offended small gods acting up its now because sparks thrown by hammering starmetal are more than they seem, they're sparks 'of destiny' which screws with fate in the immediate area(and in exalted's setting a (somewhat fuzzy in its magnitude and scope)portion of physics is unloaded onto fate, so if fate is weird gravity and thermodynamics get weird too)))
2512
2513 magic material resonance
2514dragonbloods of course resonate with all jade, nothing about that is bieng changed, but as a bonus on top of that lets say that attuning the specific type of jade that matches their aspect reduces the attunement mote cost by 1, to a minimum of 1(to clarify this does not raise a natrually 0m artifact to costing 1m, it just means a 1m artifact still costs 1m with this discount) and can attune to it in half the time usually required.
2515
2516alchemicals treat the caste material as normal, out of caste materials can be attuned at the base cost for no mm bonus like any other exalt type does with the 'wrong' material, but alchemicals are special because instead of having to pay double attunement to unlock the mm bonus they only have to increase the attunement cost by 2 to get the mm. the only exception to this is vitriol tainted materials which still require double the base cost to get their mm bonus when attuned by alchemicals (as normal))
2517
2518 anima exposure effects
2519-solars keep the sunbleaching and tans(my only changes are that they can never cause sunburns, and that iconic flares cause flashtans)
2520-solar akuma cause sunburns instead of tans
2521-luar akuma cause the mildew effect the book gave infernals
2522-gsp replace the book version with gradually tarnishing exposed metal(including flashtan equivilent at iconic where all metal is instantly tarnished on the surfaces facing the infernal but otherwise untouched) and pitting stone, leave a lingering smell comparable to ozone, and with long or repeated exposure tending to gradually twist inconsiquencial minor background things to resemble the materials of hell(plants become brass and crystal, sand turns gray, stone becomes bassalt, ect) without altering the material's properties in any way(berries remain perfectly edable despite appearing to have been turned to silver and it's seeds will grow into a normal berry bush, a glass tree is no more brittle and can be carved/burns normally, a brass and vertigras banner still waves in the wind and has none of the properties of malfean brass while retaining all those of sailcloth, a rusted suit of armor is no less durrable than before and apparences aside this layer of rust has more in common with a splash of laquer than actual rust, ect)
2523-moonsilver caste alchemicals make things feel oily not damp
2524-jade caste alchemicals can cause objects(especially metal) to temporarally gain elemental effects based on the alchemical's composition(red jade superheats, blue freezes, black generates condensation, ect) which can be potentially dangerous/damaging unless diluted so most are of mixed construction. this alters and lessens the elemental effects (large amounts of red and black create steam, blue and black form ice, but red and blue can be amde to cancel eachother out) and white(remember this is teh special nonelemental color the book calls yellow) can mellow this out
2525-Machinery exposed to the Starmetal's anima may register a statistically negligible increase in efficiency, even as an unusual humidity hangs in the air. Objects are often left looking slightly bleached and metals may sparkle oddly for several minutes.
2526-Thin whisps of smoke may linger in the soulsteel caste Sentinel's passing, clinging to objects for minutes after being exposed to his Anima. Alternatively, perhaps lights dim and metals take on an unsettling chill in his wake.
2527-all akuma add the following effect in addition to the usual effects of their splats anima exposure: Mortals observing the Anima at burning or higher often feel nauseous and uncomfortable, and small children are likely to have nightmares for weeks afterward. Demons and Demonblooed instead find this effect comforting.
2528-sidereal akuma fuck with fate more than other exalts when they spend essence, something along the lines of half again as much.
2529
2530 jade caste alchemical incedental anima exposure effects
2531Objects(especially metal ones) subjected to the Jade Caste's Anima exhibit (gian) elemental effects corresponding to the exalt's construction for minutes afterward, radiating heat or cold, becoming damp to the touch, and/or being temporarily reinforced with the durability of rugged stone.
2532Exalts composed of multiple colors exhibit combinational effects, such as a red and black Jade Caste causing items to steam. The fact that at higher purity these effects can become legitimately damaging to the Exalt's surroundings is just one reason why a Jade's colors may be at least somewhat mixed. (Although certain Jade Exalts have instead been designed to maximize this effect.)
2533yellow jade has no environmental effect. In fact, the presence of even relatively small amounts can dampen the effects of other colors; restricting them to non-damaging levels with as low as 15% composition.
2534(yellow jade is considerably more common in autochthonia compared to creation, although this still leaves it the rarest of the five primary colors by a notable margin.
2535The sixth color, green, by contrast is practically unheard of; to the point of being largely considered a myth by the more learned conductors and scholars)
2536(other possible examples include: red+blue= sparking. blue+black/black+white=icing up. white+black=oilslick. red+white=visibility restricting smoke. red+white & trimmed in green=toxic smoke. (these are merely suggestions/inspiration to help you create your own effects))
2537
2538 setting element: jade in autochthonia
2539white(remember this is the special fluke nonelemental jade which lacks a material bonus but reduces artifact attunement costs by 2 or more, earth jade is yellow now) jade is the most common source of jade in autochthonia making up roughly 30% of all autochthonian jade, with the other 60%(technically 59.99repeating)being split evenly between four of creation's colors(red, black, blue, yellow) with wood aspected green jade being the essencially unheard of and generally considered mythical color(similarly to white(formerly yellow) attempts to create it by the few who know of it's existance occasionally succeed through unrepeatable errors but can never be repeated). (the grey jade of creation's underworld doesn't exist at all in autochthonia, not even in blight zones)
2540
2541 more detail on the gsp anima banner
2542edit- i already did this, use the detailed one farther up not the overall summery i did three entries above
2543
2544 lunar bond
2545the lunar's soalrbond background now gives the solar a rating in the same(called lunar bond) three dots lower (so it's onesided up to three dots, a four dot lunar's solar has a one dot bond)
2546
2547 db flux
2548when soakable, dragonblood anima damage can be soaked to a maximum of one die, not completely.(although the db anima still can be ignored with sufficient hardness)
2549
2550<strike> new gsp charm cascade
2551a charm that unlocks the xp discount on caste abilities, a charm that builds on this that grants 5 favored abilities(the same you noted in chargen)(if you bought the extra favored ability merit you're refunded the cost of that when you take this charm(1bp=2xp)), a charm that lets you move up to two caste abilities to another ability(for yourself not your exaltation). all of these charms retroactively recalculate your xp as if this had always been the case. you can't caste and favor the same ability, if these somehow overlap then that ability is caste and you have to pick a new favored(and again, recalulate xp retroactively). the changing caste abilities charm can be bought at chargen(no min essence) but if it isn't then it has a min essence of 5, this charm has the unlock favored abilities charm as a prereq.
2552
2553<strike> gsp changes
2554you don't automatically have an anima power or caste abilities, this now costs a charm to buy(it's part of your shard, you don't get to pick), the charm casscade described above starts with this charm(the favored abilities charm requires the anima power+caste abilities charm)</strike></strike>
2555
2556 favored ability manditory dot chargen
2557you don't have to put at least one dot in each of your favored abilities at chargen(you still get the dot, but you can put it in any ability), it's perfectly fine to tag the ability as favored and put no dots in it at all to represent a hidden talent your character has yet to realize
2558
2559<strike> gsp changes
2560gsp have only the one favored ability(the same they had as a mortal), but upon exalting get to favor one attribute as well, and can buy additional favored abilities as a merit for 2bp each(up to 3 times) or additional favored attributes as a merit for 3bp (up to 2 times), each additional favored ability/attribute subtracts from the cap on either of them (for example buying an extra favored ability means you can buy up to 2 more ability or 1 attribute, and buying an attribute at this point means you can buy only one more favored ability)
2561</strike>
2562
2563 gsp changes
2564-gsp have only two favored abilities but get to favor one attribute as well. (it doesn't much matter what ability you favor (i've elimitated the cost differences in ma charms, necromancy spells, and thaumaturgy. so nothing is pushing you to select martialarts as the only ability that offers a charm discount) all this is is an xp discount on dots and faster training time when buying said dots).
2565-gsp buy specialty dots for only 2xp (regardless of whether the ability is favored)(everybody else pays 3xp regardless of favoring, except lunars who get to pay 2xp for favored)
2566-gsp get only 5 free specialty dots in chargen(solars and abssals get 6, sidereals and db get 4, lunars 3) but pay half a bp per dot regardless of favoring(solars sids dbs and alchemicals pay .5bp favored 1 unfavored, abyssals pay 1bp favored .5 unfavored, lunars pay .5 bp unfavored .33 favored)
2567
2568 gsp changes
2569freely pick your caste abilities when taking flame of the rising phoenix(doesn't have to be from caste/favored list) and retroactively recalculate xp as if this were always the case(refund/debt the favored discount of -1xp per dot)
2570
2571 alchemical chargen
2572can't take any flaws
2573no favored ability
2574no free specialty dots in 2.5
2575edit- one free specialty dot in 2.5
2576
2577 lunars and favored abilities(martialarts<strike>and occult</strike>)
2578i'm fairly certain i've fixed this already by making martialarts charms cost the same whether they're favored or not, but just in case:
2579lunars count as favoring martialarts charms when they favor dex<strike>, lunars count as favoring sorcery/necromancy/thaumaturgy when they favor int.</strike>
2580but lunars also count as favoring martialarts charms when they favor martialarts<strike>, lunars count as favoring sorcery/necromancy/thaumaturgy when they favor occult.</strike>
2581the two don't overlap(ie you can't double favor martialarts by favoring both dexterity and the martialarts ability), this just makes it easier for lunars to do this since they get two chances
2582-edit- that's fine for ma, but i'm changing it for spells <Strike>so that lunars who favor int favor sorcery, lunars who favor occult favor necromancy, lunars who favor both int and occult favor both sorcery and necromancy.
2583-edit- lunars who learn tier 2 necromancy instead of tier 2 occult invert that so favoring int favors necromancy and favoring occult favors sorcery
2584</strike> in the next entry
2585
2586 lunars and spells
2587lunars always pay 11xp(splitting the difference between favored and unfavored like infernals do for sorcery) for necromancy spells regardless of whether or not they favor int/occult.
2588-edit- lunars who learn lvl2 necromancy instead of lvl2 sorcery instead pay 11xp for sorcery and either 10 or 12 for necromancy depending on whether occult is favored
2589
2590lunars can initiate into labyrinth necromancy, but they have to choose between access to that or access to celestial sorcery at chargen(i've said this before, just repeating here for context for the fluff, and a change to casteless anima), fluffwise this either has somethig to do with a lunar being one of the cofounders, or that some luanrs hid in the underworld rather than them all going to the wyld(actually it's both, the only example in the first age was the black concordant's lunar's heir but most inherited the shard of a lunar who took shelter in the underworld causing the shard to be touched by the underworld instead of/in addition to the wyld). it runs in the exaltation similarly to the db's dark dragons. lunars with such a talent for necromancy responded to the dark of the moon rather than it's light as casteless(their anima was inverted, having the full moon power on the nights of the new moon and viceversa)
2591-edit-actually it works two different ways, the rarer one is as written above and is tied to the exaltation, but sometimes lunars just have a personal aptitude for necromancy and no outward indications of it whatsoever until they take onyx circle instead of sapphire. (no weirdness with their casteless banner, their exaltation's previous bearer learned tier2 sorcery(and so could the one who inherits their shard next), ect)
2592-edit- with my full casteless anima instead of just using the big three you of course invert all of them. waxing is waining, half is ...the other half
2593
2594 specialties
2595-the cap on the number of specialty dots allowed per ability to the greater of 3 or [Ability+1] (rather than only 3) (and the fact that a cap still exists (and isn't too much higher than it used to be) means i don't have to rewrite those charms that interact with specialties)
2596-specialties of the same type(generally ability, but lunars can buy attribute specialties)can stack if you can manipulate circumstances so that multiple specialty conditions are fulfilled, but don't stack above 3 dice in any situation(you can have more than one specialty apply that together stack to more than three such as 2 dots in Stealth:Forests and 2 dots in Stealth:In Darkness combining to give you 3 specialty dice on your attempt to stealth in a dark forest).
2597-no mutually-exclusive specialties allowed(eg Dodge:Armoured3 and Dodge:No Armour3 so that a 3pt dodge specialty always applies)
2598-edit- lets try making that cap of [3 or (Ability+1), whichever is greater]represent the number of specialties(of any rating) instead of the number of specialty dots.
2599
2600 removing specialties/freeing up specialty dots
2601-specialties can be 'subsumed' whenever you buy a new dot of their target ability, lowering the cost of raising that dot by 2xp(only 1xp for gsp) and removing one dot from the specialty. this frees up space for you to buy a different specialty. (fluffwise you've just neglected that field and brought the whole ability up to the same level your one dot specialty was aleady at).
2602multiple dot specialties will take multiple ability increases before they can be subsumed entirely.(you can't sell off an entire 3 dot specialty in axes when raising melee by one dot, you can only chip one dot off of that, and can do so again when you raise melee again, and a third time to finish it off. (you would need to add three melee dots before that 3 dot specialty was completely gone when using this method))
2603you can lose multiple specialty dots on a single ability-up(they do need to all be from the ability being increased of course), but can't reduce the cost of raising that ability below 1xp.
2604<strike>-alternatively, specialties can be freely discarded at the end of a story/begining of a new story. this doesn't refund any xp but it does let you make space for a different specialty (even when you can't raise the ability in order to subsume them).</strike>
2605-edit- alternatively, characters with three specialties can buy a new specialty at a reduced cost of two experience points(still 2 for gsp), but doing so forfeits one existing specialty for the Ability. Once a story, this swap may be done for free. Learning a new specialty always requires standard training time.
2606
2607 background xp is tracked
2608(with minor exceptions such as not charging xp to increase the lunar's heartsblood library, similarly not tracking most artifacts a pc crafts, and how a gsp's infamy is meant to rise and fall as a story consequence)
2609
2610 lunar stuff
2611-I am ignoring that lunars treat the strength stamina and appearance of spirit shapes as native for charm caps(first of all, that's ridiculous if dexterity and perception aren't similarly applied, and second of all it pushes people to choose powerful forms to the exclusion of interesting ones)
2612to clarify: the spirit shape's attributes work just like any other heartsblood. you get the full attributes even if higher than the caps, but the human true form is the only one who's stats matter for dicecaps for what can be added on top of that(but as deadlybeastman more or less equalizes everybody anyway regardless of spirit shape those stats work as normal, that knack is the exception to this rule, but it's derivitive from the stats of the true-human form anyway) -and because of that I'm able to waive the limits on starting spirit shapes(you don't need humble mouse, emerald grasshopper, or towering beast to have different sized spirit shapes, those charms apply to accquiring heartsblood only. you are still limited to natural animals)
2613-make some modifications to a few lunar charms such as emperor ox to work better with any spirit shape(benefits of being huge are only if you chose huge at the start, but benefits of anything else can be added with hybrid body rearrangement and terrifying beastman alteration? nah. give the charm actual stats instead of adding 5 to the spirit shape, what's the use of a katydid the size of a leviathan with only strength 6)
2614
2615-heartsblood background had quantities buffed and is now: none 0-10, one dot up to 20, two 30, three 40, four is as three but lets you retroactively define an additional 20 animals you've hunted as needed rather than set them at chargen(within reason, no beast of resplendent liquids, no twin for the satrap's dog)(so a total of 60), and five no longer tracks quantity. your compulsive hoarding means you always have more or less the right shape for the occasion(same restrictions as 4), at least within the bounds of the other two heartsblood paramaters(although if you increase those in play you're going to need downtime to plausably populate the list with things from that region/bracket), without having to specify the contents of your library at all.
2616finally each bg dot here only costs half a dot because it's now a 3 part bg. -added a separate "heartsblood quality" background to interact with the expanded quantity: 0 dot is common normal animals only, 1 is animals with moderate danger or weird/useful/rare abilities, 2 has both, 3 covers the very powerful and superpredators, (four is na as it allows unique things like the missing beast of resplendant liquids or oneoff firstage genesis projects, and 'double na' is for supposedly imaginary things like how you somehow found and ate the ascendant beast that tma was based on)
2617each bg dot here costs half a dot
2618-and "heartsblood range" 0 is limited to one subdirection(such as north east, true south, center), 1 is three contigus subdirections(northeast, truenorth northwest, truewest center southeast, etc), 2 can draw from any two directions, three can draw from anywhere in creation, (and four can draw from anywhere at all(including wyld, underworld, malfeas, etc) but requires certain charms to utilize so it treated as na)
2619each bg dot here costs half a dot (or half the bp to buy a dot)
2620-even in campaigns where background xp is tracked, the heartsblood backgrounds are exempt
2621(-this is a work in progress, even at half price it feels expensive. maybe quantity should be half but quality and range a quarter? or maybe make quantity full price again and remove quality and range? or just make it full priced while folding quality and range into quantity? probably that last one is what i'll do.)
2622
2623-tattoo artifacts cost one dot higher than their rating because they cannot be disarmed/taken/lost/left/destroyed and don't interfere with actual gear. (so mundane armor is one dot, and a 5 dot artifact would be tattoo n/a)
2624range of acceptable tattoo artifacts is expanded to compensate, some items lost a repair rating as a tattoo, others were tweaked, some are cheaper than as an actual artifact(either because being nontransferable breaks an important function or because of changes required to fit it into a tattoo), etc
2625
2626-lunar bond was annoying so you have the option to pay 1 bg dot to opt-out(leaving it blank leaves it up to the st to use as a hook or not as he sees fit). if you allow it it's less one way and has been rewritten to not be as oneway (at higher levels the solar starts to feel the ties too, at 3 dots lower than the lunar). paying for a background means you get to construct your mate(including choosing to have an abyssal or infernal instead) if you want (or you can just have the st surprise you)
2627
2628-to make it less recognizable as similar to solars(and explain why everybody missed that and instead wrote it off as "lunars be crazy"), lunars can have multiple limitbreaks(triggered by the same conditions off the same track, it's just the player picks a few he feels fit the character's themes and the st has options for how to spring it on you. (for example you gain limit on suppressing compassion. do you go mama-bear? mother hen? or maybe even hungry wolverine or something else normally associated with a different virtue.) full moonlight always brings out the predictable primary limitbreak though)
2629
2630 familiar
2631-familiar ratings are bumped up a dot(1dot gives benefit of old 2 dot,2->3, 3->4, 4->5, 5 is a lesser spirit/elemental or a permanently bound demon(the demon is comparable to what you get from a single dot in demonic familiar)
2632-lunars can have half their essence rating in familiars, dragonbloods up to one third essence, solars only get one
2633
2634 lunar bond
2635ignore what i just said, i'm pretty sure i did something more indepth farther up
2636(if not then don't ignore what i just said of course, i just didn't want to override soemthing better i've forgotten about)
2637
2638 familiar
2639familiars too for that matter
2640
2641 tattoo artifacts
2642and maybe these? ive gotta reread this
2643
2644 halfcaste stuff (tldr dragonbloods are the inherited power/dynasty exalts, celestials are not)
2645-prior to essence 3 all celestials have perfectly normal human children as if they were mortal (unless they fuck a god or something in which case it'd still be a godblood, point is the sidereal's side is vanilla human)
2646-starting at 3e:
2647solars are sterile (like they were in the first 3/4ths of 1e)
2648lunars should be sterile but can cheat around this to produce beastmen in the wyld(but still not human offspring, which should help explain why so many lunars fuck sheep eventually)
2649sidereals continue to have fully human children as if they were fully normal humans
2650(in the case of female exalts who hit e3 while pregnant, the pregnancy gets to complete before this change comes into effect (in which case the child is functionally identical to one born before reaching e3))
2651-abyssals are sterile full stop(even sterile abyssals can produce ghostblooded children by using necromancy to become a ghost and using that one arcanoi though, similar to how lunars can cheat around their sterility to breed beastmen)
2652-like sidereals, gsp are not rendered sterile by their power(a deliberate change to their ex-solar exaltation, their metaphorically castrated patrons evidently considered this a feature worth preserving, most likely for it's metaphorical signifigance rather than seeing any value in the children themselves)
2653-edit- children of gsp are demonbloods who calculate their inheritance as if spawned by their coadjutor(the gsp himself acts normally as a normal human producing a normal human child with the other parent, but the coadjutor acts as a third parent contributing only demon essence(and no cosmetic tratis such as appearance and build, making their specific demon ancestry difficult or impossible to guess although they'd still be recongized as demonbloods of some type))(use the coadjutor's essence rating to calculate inheritance rating and make primacy checks if the other parent is something that could spawn a godblood, the gsp's own power contributes nothing to these calculations)
2654
2655-at chargen solars and lunars can take a 1bp merit to not be sterile, producing normal human children as a sidereal does (this does not prevent a lunar going to the bordermarches and fucking goats for beastmen)
2656(although there are further merits (which require this one) to see these children carry odd traits such as wyld resistance, purging inherited mutations, or being unpalatable to fairfolk and unsuited for soulsteel)
2657-lunars don't go sterile from power til e4
2658(and obviously celestial exalts(and abyssals) get no bp from taking the sterility flaw, but its still available to take since it has an effect pre e3)
2659(no fertility merit for abyssals)
2660-edit- abyssals are sterile full stop rather than starting at e3, but like solars they can buy a merit not to be; although this costs 4bp instead of 1 to reflect it's rarity.
2661-edit- even fertile abyssals produce sickly looking children(as if born in a shadowland. deceptive frailty mutation, dark lank hair, dark red eyes, sallow complexion trending into albino, normal seeming but something decidedly creepy about them you can't quite put your finger on, ect) -edit- although such children seldom survive (if concieved through normal sex, the abyssal would have to turn into a ghost and use the charm properly if they're actually intending on children, and in that case you've got ghostblooded instead of full human))
2662-edit- i changed my mind, gsp go sterile at e3 without the merit (although they get a chance to buy that merit when they take triumphant howl (and depending on their chosen themes(such as fertility or inherited might) would get it for free if not then than when they took rising phoenix or titan-body (and ought to be immune to all mundane methods of removing it as well as most magical ones, and even then it might grow back))
2663
2664(far from enhancing the likelyhood for the child to exalt as a dragonblood as published) solars and abyssals mating with dragonbloods ensure the offspring does not inherit the dragonblood at all(from either parent)(child is pure human for the solar(perfectly pure. no trace of dragonblood, wyld mutations, beastman traits, shadowland taint, or spirit ancestry of any kind to be found. pureblooded as the very first humans to walk the surface of creation(this even disallows certain merits in the child that might seem to reflect such distant and forgotten mixing)), ghostblooded for the abyssal, neither of which can inherit even the terrestrial bloodline merit as the solaroid's essence would overwhelm the contribution of even the empress herself preventing the tiniest drop of the dragonblood reaching the child's veins), lunars and infernals mating with dragonbloods cause the dragonblood to go dormant in their offspring(it skips a generation, so no matter how powerful the db parent the child will not exalt, but the child will still be a mortal dragonblood-carrier(-edit- to clarify this is in addition to the infernal or lunar watering it down by counting as either a mortal or mortal carrier depending on whether the took the terrestrial bloodline merit)(because neither the lintha or beastmen are incompatable with the dragonblood, and if lintha can exalt why not a gsp's grandson. they're just not getting the dragonblood from him, but the grandmother is another matter)), sidereals count as mortals for their side of the equation (unless of course they have the terrestrial bloodline merit in which case they count as mortal dragonblood carriers as normal).
2665
2666dragonbloods(even unexalted dynasts) experience few to no difficulties during pregnancy or childbirth(stillbirths are all but unheard of even among unexalted dynasts and literally unheardof for exalted mothers, although death in childbirth does occasionally happen among mortal dynasts(of course any family with the slightest bit of standing has access to medical charms that mean this tends to be avoidable)). although they tend to only have chidlren every 12-20 years or so(a tendancy shared by dragonbloods everywhere, not just in the realm and lookshy) because children seem to exalt more often like that/much less likely to exalt if you try just cranking them out (although these children are often had in bursts, so it's more like 2-4 children a couple years appart every 50 years than 1 every 15 like clockwork (this bunching doesn't hurt exaltation rates, it's a real thing not just a belief, but for nebulous intentionally unexplained reasons, and it's about the general numbers not a set in stone cooldown timer on magic sperm(cough 3e cough)). remember db can easily live for centuries unless killed off)(competing social pressures to either have children young or marry late due to focusing on advancement/career means they typically wed somewhere between 30 and 80, with some marrage alliances being 'sealed' as early as 13. (db fluff is all over the place in the realm alone))
2667
2668-solars, lunars, sidereals and infernals have (e5) charms to let them produce halfcastes*(solars require the nonsterile merit to take them, lunars without the nonsterile merit can take it but it'll only work on beastmen and so they need a higher essence rating to use it(because the essence min to produce a human halfcaste is lower than that to produce a halfcaste who is also a beastman(halfcaste requiring e5, halfcaste beastmen e7))), but these are fairly significantly watered down from what is published.
2669abyssals don't have the charm at the moment, but can inherit it as a converted solar, and from there it can be taught to other abyssals (although those abyssals would likely gain a permanent limit dot from learning it, and the ex-solar teacher likely accumulate resonance as spreading it would be a sin of life)
2670-edit- infernals have one too (high essence deviltigers may even have a charm casscade that builds on this to instead let them spawn behemoths or new races like the (old)lintha)
2671-not only do dragonblood exalts pass on dragonblood exaltedness, but elder essence or especially high breeding dragonbloods can occasionally produce the dragontouched(terrestrial halfcastes)*, although this isn't really recognized as a thing in setting as much as the nobility just being better and children of great parents tending to be prodigies(they look much more uniformly normal/human than celestial halfcastes can end up, and their inherited power is subtle)
2672-*see notes in scroll of heroes, but tldr no charms of parent exalt, although the children of e8+ exalts(edit- or two e6+ of the same type and caste, or two e7+ of different types/castes) can either gain the parent's caste excellencies alone(only one parent, figure out primacy like the book says) or learn from a curated list of refluffed reworked spirit charms based on the parent exalt(s, this list can include charms that fit one parent and not the other, such as a solarhalfcaste with a lunar parent getting access to form reduction). halfcastes don't start with enlightened essence unless they buy it as a mutation or were born to an e8+ exalt, but once they aquire it celestial(plus abyssal and infernal) halfcastes have the essence pool size of godbloods (terrestrials still use the smaller halfcaste one since the larger is too close to real db pools.)
2673-terrestrial halfcastes are further restricted in the mutations they can have(basically just limited to the minor nonobvious ones like an extra favored ability, longevity, selective conception, subtlty, limited manifestation(as well as a version that affects negative mutations), resistance to damage by their element, improved(but not typically accelerated) healing), dynastic inheritance to pass these on, and unique/custom ones such as the aspected essence flaw(have the aspect sircharge on martialarts like a dragonblood).
2674-also exalts count as two essence lower when determining blood primacy if they mate with something else that could create a godblood
2675beastmen who are also halfcastes need to pay their beast traits out of their mutations pool/bonus bp.(and so tend to be weaker halfcastes than the human looking ones who can choose their mutations more freely, although the beastmen have fewer restrictions on mutations due to being beastmen)
2676(-edit-infact all beastmen have to pay for their mutations out of bp, typically they take the unskilled flaw to make up for this. (their mutations eating into their potential is part of why beastmen aren't more domanent on the edges of creation than they are, the rest being that they require bordermarches to be true breeding which is part of why they stick to the edges(it's not just because dynasts hold the middle)))
2677
2678akuma are both sterile and immortal by default, but if their deal(they seem to at least contribute to deciding their motivation/purpose(obviously this is part of the negotiations to become one, with more powerful applicants being able to fenagle a greater say, but overall i'd say 75% is up to the subject and 25% or less due to yozi twisting to their own ends)) involves fertility they are not immortal(there is an akuma in the infernals book for whom fertility is an important feature so i needed a way to let them keep it)(the flesh of an akuma ruined even beyond a neomah's abilities. this is a large part of why hell doesn't have it's own legion of halfdemon dragonblooded(the rest being what few dragonbloods they do aquire tend to be squandered in petty wars between demons of the 3rd or even 2nd circle, if not killed out of spite or simply left to die on the streets))
2679either way, all akuma are 'frozen' so that they do not raise their essence caps with age, although being an akuma instantly bumps the caps up by one age category(to a max of 10, an e10 akuma does not extend it's reach to a hypothetical e11) (and so grooming a young dragonblood as a mere cultist, or granting only a demonblooded endowment is often seen as more valuable than making an akuma; at least for now. dukantha himself was commanded to age himself up serving as a mere dragonblooded cultist for a time before recieving kimbery's full blessing(what he got that first year was an endowment (some xp, a few mutations that also cosmetically strengthened his lyntha traits, a couple new demon charms)(and the year spent on training with a side of indoctronation(including learning dragonblood charms and rationalizing their use)to serve as a promise ring of sorts)) -edit- either that or something fairly unique/special was done with him that left him partway towards being a demon granting increased power but also giving him most of the few weaknesses demons have which akuma lack(perhaps including the ability to summon and/or bind him as a 2nd or 3rd circle demon))
2680
2681the dragonblood carrier merit is burned out of solars and abyssals at e3, lunars at e4, sids at e5, <strike>and gsp normally lose it at e4(as fellow primordial exalts they're more resistant to burning it out than solars, and lack the abyssals' anti-life theme canceling that out) but can pay extra to keep it for as long as to e6 and again to make it permanent(either an extra 2bp at chargen for each level beyond 4 or 8xp later at each level) due to their primmordial nature (but a child cant be both halfcaste and dragonblooded)
2682edit- the dragonblood carrier merit goes dormant in deviltigers(so their children won't exalt as a db unless through the other parent, but they will carry the dragonblooded merit themselves allowing the infernal's grandchildren to exalt as a db...assuming these descendants are human). edit- make that skip two generations after e7, and 3 after e8</strike>
2683and gsp lose it at e4(as fellow primordial exalts they're more resistant to burning it out than solars, and lack the abyssals' anti-life theme canceling that out)
2684(note that a child cant be both halfcaste and dragonblooded as halfcastes don't happen until e5(well they could inherit the dragonblood from the other parent of course...except like i said solars and abyssals prevent this intrinsically and theres no merit or charm to avoid that(and if one were ever created it'd have to be on the db's end not the solar)))
2685
2686new merits, cost half a bp each(well i say merit but maybe this should be a nonwyld mutation(for potential interactions with dynastic inheritance from scroll of heroes)):
2687-fairfolk recieve half the motes when ravaging you or your offspring, making you 'taste bad' and 'smell' unappealing as food. those who persist in eating "the whole thing" find themselves nausiated for anywhere between a scene and an entire waypoint(not sure if i want this to be cosmetic or add -1 internal penalty to all actions).
2688-same as above, but for ghosts and other creatures of death.
2689-your offspring resist passive wyld exposure as an exalt of your type (rather than as mortals/halfcastes)
2690-you and your offspring spoil soulsteel with even a single soul with this merit causing the entire batch to require twice as many souls to make the same amount, and your offspring's souls tend to slip away to lethe if the crafter fails a check, this trait is noticable to any being that inspects the soul/or ghost as raw materials (and can even be sensed even while still living albiet at greater difficulty(lets say twice the difficulty as for ghosts, and sensing it in a ghost is standard difficulty)).
2691
2692-new merit costs 1bp(well i say merit but maybe this should be a nonwyld mutation(for potential interactions with dynastic inheritance from scroll of heroes)): pristine bloodline, your children will not inherit any mutations, regardless of who or what you mate with, this includes the children of abyssals or infernals not being ghostblooded or demonblooded respectively. (and yes, even lunars who fuck a sheep will cause that sheep to birth a fully normal human child with this merit. even if you stick it in a bird or squirrel that should by all rights be too small to gestate let alone birth a human infant. because magic, don't think too hard on it afterall you're already fucking animals as it is apparently...you degenerate barbarian furry fuck(i hate this game so much sometimes, why do we even need rules for beastiality(or sex for that matter, whitewolf y u so magicalrealm), this is so cringy but if the base game has these rules in the first place then we're adding these modifications))
2693
2694 gsp reproduction
2695changed my mind, infernals of e3+ are sterile by default unless they take a nonsterile merit like solars(and so like solars gain no bp from sterility flaw), this can change even without the merit when they become deviltigers though (or if they take cosmic principle of a primordial that can produce offspring, but most yozi were metaphorically castrated anyway) depending on that deviltiger's themes (fertility or inheritance or the like being an important aspect of the deviltiger would get it for free, and i'd probably give them an oppertunity to buy the merit(the moment they take triumphanthowl/risingphoenix) at double price(2-4xp, tax for not doing it at chargen) anyway unless their themes run directly counter to it) <strike>-edit- if the gsp becomes a deviltiger something rather more interesting tends to replace demonbloods, if not right away(most likely the only thing to happen with children of e6 deviltiger is a spike in inheritance rating, but this can vary depending on the deviltiger's thematic space) then at some point from e7-10) -edit- halfcastes are a charm now remember? so "something rather more interesting" would be too. although i'm gonna say any deviltiger at least gets to rewrite/remove the essence recovery restrictions of a demonblood, or create a custom heritage power for their halfcastes using other godbloods as a basis</strike>
2696
2697 more reptroduction stuff
2698solars and infernals who take the nonsterile merit also get a watered down version of selective conception bundled in, letting them choose not to be(but lacking the part that lets a female guarentee conception)
2699lunars who take the nonsterile merit also get the selective conception merit bundled in
2700
2701dragonblooded females with at least 1 dot in the breeding background can pay half a bp to get a version of selective conception that only prevents pregnancy rather than ensuring it, or pay 2xp to 'train' this merit after chargen(instant training time, you just buy it).
2702
2703males pay only half a bp to get the selective conception merit since it only has half the functionality (edit- lunars excepted. chargen males with selective conception still can only prevent pregnancy when shifted female, so for this reason lunar males also have the option of paying full price for the full version even though ensuring pregnancy only works when famale. (this game is too magical realm sometimes. i get some of the reproduction rules since it can be played across generations, but do we really need this much autism about pregnancy? we use naritive based rules for positioning instead of tracking locations on a grid like d&d so why the hell can't we just say whether or not the character is pregnant after the fade to black?))
2704-edit-maybe this merit should be a (non-wyldbased and so not a problem for viability in creation) mutation for potential interactions with dynastic inheritance from scroll of heroes
2705-edit- fuck it, we're using narative rules for pregnancy, everybody basically gets selective conception free if they want it. (except possibly for a dynasts game where this sort of thing is important)
2706
2707new merit costs 2bp: allows the lunar to produce offspring by budding. they're basically mortal(pure mortal, not even halfcaste) clones of the lunar, start as babies and everything. clone takes the full 10 months(or whatever the silly exalted pregnancy lore is) to gestate but could be stuck in an egg if you want rather than growing off your body directly. requires the nonsterile merit. requires essence 4+ to use unless the child is grown in a normal woumb(which of course requires that the lunar have a woumb) as a normal pregnancy(just you know..through parthenogenetics instead of sex)(the child is a genetic clone but still a normal baby, not a mortal infant copy of the lunar with the lunars memories or anything weird like that) -edit- the lunar can also self fertalize which is slightly different since it's scrambling the dna as if you mated with yourself (because of course lunars would do that *anyway* so might as well make it less weird)(to produce something a little closer to a potential sibling than a clone...well not exactly, it's only using the genes you have so females can only have female children in this way, but males could have females because xy, you can get weirdness with recessive traits that could never have shown in a sibling, etc. the point is this way the children won't all be the same)
2708-edit- this isn't a merit, it's an alternate use of the charm 'ant and starfish trick'
2709
2710dragonblooded females can buy a charm that lets them clone themselves if no human or dragonblooded men are available(or you know, just if they feel like it i guess) (it's a fully normal pregnancy, just parthenogenetic like some lizards can do. the child is a genetic clone but still a normal baby), costs a dot of essence to do so. this charm is obvious, so it won't screw up marrage alliances. i'm thinking this should be fairly high essence, gonna say 8. medicine 3, no prereqs. -edit- prereq is that egg charm
2711
2712dragonblooded females with at least breeding 4 can buy a charm that lets them lay an egg(size of a hearthstone when deposited but swells to football shortly after, and expands to match a pregnant woman's belly at whatever stage of development it's in when being incubated) instead of a normal pregnancy. this egg can be kept dormant for a number of years equal to [(5 x the db's essence at time of laying) + (5 x the db's breeding)] before being incubated. when dormant the egg's jadelike shell has a soak of 30l/30b and a hardness of 15l/15b, once 'awakened' for incubation it's fragility is comparable to an austreech's egg, and either way it enjoys the same resistance to elements as jade armor gives(in addition to full immunity to the type needed to incubate it). the egg is incubated by bathing it in the parent's element(s)(fire, burrying, ice or high winds, sea or flowing water, etc)(the infant enjoys immunity to damage from such for a number of hours after hatching equal to the number of additional years the egg could have remained dormant for plus one. this resistance is represented by a tint to his skin comparable to that developed by elder db of that aspect which fades shortly before the immunity does), the exact needs can be dteremined by the color and patterns of the shell(it is believed with some evidence that this also hints at the child's aspect should he exalt, although it's difficult to say how much this is the child's inheriting said aspect from the parents), this is keyword obvious to any dragonblood. this charm is obvious in that the identity of both parents can be unmistakably determined by any dragonblood examining the shell, although non dbs don't enjoy this benefit to investigation attempts. (fluff: in the shogonate it was once seen as a sign of status to have your children hatch(as well as often demanded as part of the marrage contract for practical reasons of paternity(although the practical concerns of eggtheft and fragility countered this somewhat at the highest levels)), however between declining blood making it impractical and drifting customs(and the shift towards more exclusively female heads of house and female dominated positions of power in general(shogonate was just as matrilineal and familycentric but much more even in power distribution, with males even being domanent in certain areas such as war) leading to said females objecting to paternity tests on basic principle) this charm has become somewhat frowned upon in the realm, and fallen out of fashion even in lookshy.) medicine 5 essence 3 no charm prereqs but requires the selective conception merit(or the db only lesser trained version taken after chargen).
2713
2714akuma spawned halfcastes are normal halfcastes of the base exalt type, never infernal halfcastes (only gsp produce infernal halfcastes)
2715
2716 halfcaste changes
2717celestial halfcastes:
2718-require the parent exalt to have at least essence 6, not be sterile(which for solars and (sortof)lunars requires a merit), and the parent must buy a charm that enables halfcastes.
2719(solars, lunars, sidereals, infernals, and abyssals can make celestial halfcastes. only sidereals dont need a merit to be fertile, but lunars can cheat by having beastmen even without it.)
2720-only lunars can make beastmen(even sterile lunars can do so), requires e4 (and access to the wyld, and of course beastiality, but (official)charms exist that eliminate both of those)(a beastblood is an entirely different thing than a halfcaste)
2721-for a beastman to also be a halfcaste the lunar must be at least essence 8, and the beastman's beast traits count against the halfcaste's budget for mutations.
2722(lunars of e7 or less must choose whether to produce a halfcaste or beastman(though if they lose primacy the choice is out of their hands))
2723-it is possible for a beastman to be a halfcaste of nonlunar exalt type if the other parent is another kind of exalt and wins the blood primacy check, but only if the lunar has e8+. (otherwise the nonlunar halfcaste template overrides the beastman template rather than combine.)
2724-the only charms halfcastes can buy are the parent's caste excellencies (not all charms e2 and under)(first, second, third. nothing more)
2725(edit: and tma charms, and lvl1 sorcerous/necromantic awakening (i don't mean to say halfcastes can't learn terrestrial martialarts or sorcery/necromancy))
2726(to clarify this is only the dominant parent's caste, you can't access excellencies of two castes by having two exalted parents of different castes, let alone different types of excellency from two exalted parents of different types)
2727-unlike mortals, halfcastes don't require a merit to learn tma, emerald sorcery, or shadowlands necromancy (although they do need to undergo the trials to unlock sorcery/necromancy, and need to buy the awakening charm)(basically they learn sorcery and martialarts like a dragonblood would, except only sidereal halfcastes can be enlightened into cma(infernal halfcastes do not need a charm to enlighten into tma))
2728edit: halfcastes of non-abyssal exalts can only learn emerald sorcery, halfcastes of abyssals can only learn shadowlands necromancy (no halfcaste can learn both)
2729edit: while most halfcastes are restricted to tma, sidereal halfcastes can be enlightened into cma like a dragonblood
2730-they use the essence rating calculations of godbloods instead of the lower one for halfcastes(i nerfed their charm access so this should be ok now)
2731-halfcastes of untattooed lunars get "finding the spirit's shape"(a charm that lets them preform the sacred hunt once to take a spirit shape, but first they have to do a ritual and either meditate or eat some hallucinogenic herbs to find out what their spirit shape is so they can know what to hunt), hybrid body rearrangement, and dbt instead of excellencies (but not the ability to take heart's blood, so the only animal in their library would be the spirit shape)
2732-edit- beastman halfcastes born to untattooed lunars can choose whether they learn the traditional dbt or a instead gain a variant that makes them appear more human, using it's mutation points to 'buy off' their inborn bestial traits.
2733-the exalted parent(s) count as having an essence rating two dots lower than they actually do when calculating inheritance
2734(-when mating with another being capable of producing godbloods(or if dragonblood inheritance is in the mix), the celestial exalted parent counts as having an essence rating two dots lower than they actually do when determining primacy (to see if you even get a halfcaste (instead of a db or godblood)))
2735-halfcastes are capped at e3 ...well technically they're capped at e4, but it's just as difficult for them to break through from e3 to e4 as any other godblood(ie they require outside help) but they of course don't turn into a spirit in the process(and obviously not an exalt)
2736
2737terrestrial halfcastes:
2738-terrestrial halfcastes are a thing(although subtle enough not to be recognized as a thing in setting(if noticed as special at all, the child is just seen as a prodegy everybody 'knows' is going to exalt someday)), requires (at least one) db parent to have either essence 8+ or breeding 4+ to happen
2739-have the same heritige power as celestial halfcastes
2740-do not get the inheritance background
2741-don't even start with their essence awakened, but once they get it they use the lower motepool calculation the book gave halfcastes not the higher one i've changed celestial halfcastes to using (which is still a little higher than what the enlightened essence blight normally gives)
2742-don't get access to their parent's caste excellencies (the only charms they can learn are tma charms, and the emerald sorcery awakening charm)
2743-can learn tma and emerald sorcery like a dragonblooded instead of like a mortal(to clarify terrestrial halfcastes cannot be enlightened into cma like their parents could. i just mean it's easier for them to get into tma or tcs than a normal mortal)
2744-choose from a much more limited pool of mutations(the full list is: god-blooded prodigy, longevity, healing factor, limited manifestation, and dynastic inheritance) they can buy with bp than celestialhalfcastes or godbloods.
2745edit- add subtlty, and add elemental adaptation but only with the subtly modifier to remove any physical trace (and obviously this and aspected essence are of the element appropriate to the aspect)
2746(-godblooded overrides terrestrial halfcaste, but dragonblooded exaltation overrides godblood.
2747-terrestrial halfcastes are about twice as likely to eventually exalt as dragonbloods vs their nonhalfcaste siblings and cousins of equal breeding. when a halfcaste exalts they lose all their halfcaste mutations and other traits to become a normal example of their exalt type)
2748-terrestrial halfcastes are capped at e3 like any other mortal
2749
2750halfcaste heritige power:
2751In addition to the listed Halfcaste heritage Power(which is: during character creation gain one free dot in any Attribute and one extra Favored Ability):
2752-Halfcaste children of Infernals are able to survive in Malfeas indefinitely as if they were natives.(but still count as natives of creation for any other effects that care)
2753-Abyssal Halfcastes respire essence as ghostbloods. (require death essence, but can drink blood for motes).
2754Furthermore, children of Abyssals who are otherwise fully human(not a halfcaste or ghostblooded) or who are Half-Caste of another Exalt type(abyssal was the lower essence parent) are also born with a 50/50 chance of only respiring death essence.
2755-A Lunar halfcaste has enough lunar essence to support a lesser version of the tattoos. this costs artifact 3 and only offers protection from passive shaping effects such as the wyld and none against actual shaping attacks(comparable to the solar charm 'integrity protecting prana)
2756-All terrestrial halfcastes suffer from the aspected essence deficiency(matching the db parent's element of course), recieving mutation points for this as normal, to be spent on something positive from their list of options.
2757(a reminder that even though they use the mutations system instead of merits for some reason, godbloods don't suffer the "viability in creation" drawback from having too many mutation points like wyld mutants do with their 'real' mutations.(same goes for other systems that use mutations to model powers))
2758-Terrestrial halfcastes get the same discounts on merits/flaws their db parent would (for example a water or air aspect taking strong lungs)
2759-All demiexalts regardless of whether they are halfcastes receive a bonus of [parent's essence at time of conception / 2 (rounded down)] to MDV against social charms and unnatural mental influence.
2760-Finally, all demiexalts regardless of whether they are halfcastes enjoy unusually (though not supernaturally) good health. The offspring of Abyssals, while just as fit, appear superficially sickly as if they had been born in a shadowland. Either way, this last one runs in the family for a number of generations equal to the Exalt's essence rating.
2761
2762note on the term 'godblood':
2763godblooded is a genric term, when referring to the children of gods specifically the word is spirit-blood (even though in all other contexts that works the other way around where the word spirit includes gods, demons, elementals, and sometimes ghosts or fairfolk. because of course exalted can't use simple clear language in it's rules)
2764
2765New Mutation: Aspected Essence:
2766Deficiency
2767Requires Enlightened Essence
2768The creature’s Essence is aspected toward a specific Element (or other metaphysically-potent aspect of Essence). It suffers the same out-of-aspect surcharges on martial arts as Dragon-bloods of the appropriate Aspect. Some Storyteller-interpretation may be necessary here; a Half-Caste with the Solar-Aspected Essence mutation will not have to pay a surcharge on Golden Janissary Style for example. Detecting this aspect with Essence-sight requires a (Perception + Occult) roll at difficulty (5 –creature’s Essence). This flaw is most often found in Dynasts who fail to Exalt but awaken their own Essence, or the otherwise mortal second generation children of powerful elementals.
2769
2770 feyblooded and jadeborn
2771contrary to what scroll of heroes said, halfhuman children of jadeborn are something else entirely. see stickynotes in scroll of heroes book
2772
2773 abyssal halfcaste
2774perhaps unsurprisngly, even with the non-sterile merit, children of 'the chosen of death' tend to die before they're carried fully to term, leading to an abnormally high rate of stillbirths(the rare few born as trueblooded humans and survive to childhood however do benefit from the increased health i mentioned for 'all children of exalts even when not halfcastes', but even they still look cosmetically sickly and touched by shadowlands, and have a chance of respiring death essence instead of normal if their essence is awakened(again, like i mentioned in the halfcaste heritage power)). abyssals have far more luck using necromancy to turn themselves into a ghost and employing the arcanoi used to spawn ghostblooded. abyssals with the halfcaste charm produce abyssal halfcastes instead of ghostblooded when using this arcanoi(even though they typically lose access to their abyssal charms when using that spell).
2775(this is a problem with abyssal mothers slightly more than it is for fathers as a male abyssal can impregnate some other exalt type and win blood primacy to produce abyssal halfcastes without using that spell or risking abyssal viability issues)
2776
2777 deviltiger children
2778a deviltiger parent gets to rewrite/remove the usual essence recovery restrictions of a demonblood, or if he has the halfcaste charm he gets to create a custom heritage power for their halfcastes using other godbloods as a basis. (anything more interesting than that(such as spawning behemoths or founding a new race comparable to the original lyntha) would require higher essence charms that build off the halfcaste charm and titan-body unity as prerequesites.)
2779
2780 infernal charms: so speaks [yozi] and effortless dominance, interactions and tweaks
2781-so speaks is a permanent charm, but you can always choose to ignore this permanent discount to instead pay full price (to feed effortless dominance for example)
2782-these charms do not interact, an excellency use benefits only from one or the other
2783-effortless dominance is a simple combo-basic charm that lasts for the scene and requires 1wp plus 3 committed motes to activate.
2784at essence 5 it automatically upgrades to become reflexive and combo-ok.
2785at essence 6 it gains the option of being activated as sorcerous, or of committing the motes to have an indefinate duration and not be sorcerous. (if the sorcerous version is dispelled you have to start building up the discount from scratch)
2786-only excellencies that cost full price before the discount generated by effortless dominance is applied can feed into effortless dominance's accumulating discount, but you can always choose to pay full price(with the exception of the discount generated by effortless dominance) when effortless dominance is active.
2787-excellencies that benifit from some other cost reduction effect cannot also benefit from the discount generated by effortless dominance, but neither does using them interupt effortless dominance. the two effects simply ignore eachother, with only one or the other being able to enhance/interact with a given excellency use.
2788-you can't mix and match by for example saying "i spend 5m on my first excellency and 2m for my second, the first excellency is going towards building up effortless dominance but i'm using so speaks to make those 2m buy 2 successes with the second one", it's all or nothing for a given action.
2789-so speaks is bought seperately for each individual yozi. effortless dominance applies to all yozi excellencies with a single purchase, however the discount is built up seperately for each yozi, <strike>and each time you increase the counter of a different yozi by 1 it reduces the counter for all the others by the same amount to a minimum of -0m discount (the area can be experiencing a buildup of malfeas essence or it can be experiencing a buildup of swlihn essence, not both at the same time, and building up one pushes the other out, but a surplus of malfeas doesn't make swlihn any harder to use even though it doesn't help either). <strike>if multiple infernals in the same area are using effortless dominance their buildups interact/combine/push at eachother</strike></strike (that last bit looks too fiddly, especially the very end which gets annoying fast)>
2790
2791<strike> merit:extra favored ability
2792alchemicals can take this for 2bp each, up to 5 times. if they take this the first must be craft</strike>
2793
2794 merit:extra favored ability
2795-lunars can buy this a total of four times as i've decided their automatic favoring of survival counts more like a caste ability rather than using up one of their favorites.
2796-it costs 2 for everybody (solars can't buy it, so raising it to 3 just nerfs db and sids in comparison a little bit more. i'm gonna say db and sids would raise it to 3 for it's increased signifigance but bring it back down to 2 because that same signifigance of abilities gives them an affinity for it)(mortals get screwed so even though this means less to them it still costs 2)(lunars buy as mortals, they're attribute exalts and so have no special affinity for abililities)
2797-except infernals who pay only 1xp (made out of solars who got 5 for free so they keep just enough affinity to discount it, not ability based so it isn't particularly valuable to them)for the first extra favored, but raise it back to 2 for the second and third.
2798-halfcastes get an extra favored ability by default, and the cap is still 5 so they can only buy this merit 3 times
2799
2800 gsp favored
2801-gsp get 3 favored abilities and one favored attribute(up from the 2 abilities 1 attribute i said in my chargen rules)
2802-they can buy the extra favored ability merit up to twice, or the extra favored attribute merit once (which counts against the same cap as extra favored).
2803-the extra favored attribute merit costs 2xp, the extra favored ability costs 1xp for the first and 2xp for the second.
2804-edit- if you buy one extra favored attribute that means you can't buy any extra favored abilities at all
2805
2806 gsp favored
2807-they can buy the extra favored ability merit once (and no instances of extra favored attribute)
2808-the favored costs for gsp are: favored abilities are 1xp cheaper(as normal), favored yozi charms are 2xp cheaper(note that only yozi charms can be favored, gsp get no discount to martialarts charms by favoring the martial arts ability)(as normal), and favored attributes are 2xp cheaper per dot(this is new).
2809
2810 gsp 2.5 tweaks
2811in 2.5e gsp can buy the extra favored ability merit twice, and the extra favored attribute merit once (no conflict between them, you can buy all three no problem), and the second extra favored costs only 1bp(rather than increasing to 2)
2812(gsp need more xp than solars because they need more charms, so i've discounted a few things in small ways, primarally combos. but in 2.5 everybody gets free combos so gsp lose most of that minor xp edge, so why not let them get a couple extra favored if they want to pay bp for the privilege)
2813
2814in 2.5 gsp automatically have the terrestrial martialarts awakening charm for free
2815they pay only 9xp for martialarts charms, 8xp for their chosen herostyle
2816
2817in 2.5 gsp get their first sorcerous awakening charm free
2818they pay only 8xp for sorcey spells, 9xp for necromancy.
2819
2820 innate wyld resistance chart (list of intrinsic bonus to rolls to resist passive exposure)
2821immune: tattooed lunars, faeblooded, primordials, fairfolk, luna
2822+4 (untattooed)lunars, deviltigers(gsp), incarnae (when not using charms to be immune), third circle demons(when not using charms to be immune)
2823+3 abyssals, dragonbloods with breeding n/a, alchemicals, dragonbloods of non n/a breeding with essence 9+
2824+2 sidereals, infernals, dragonbloods with breeding 4-5, dragonbloods with breeding 0-3 but essence 7-8, elementals, second circle demons
2825+1 solars, dragonbloods with breeding 0-3 and essence 1-6, gods, 1cd, ghosts, wyld mutants with essence 3+ (overridden by being any other kind of supernatural being)
2826+0 mortals, dragonkings, godbloods, most nonexalts in general(unless listed differently in this chart, specific trumps general)
2827special due 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)
2828
2829 lunar bond
2830ignore all previous changes i've made to the lunar bond. lunar bond works as written except where noted here:
2831
2832-if he is a pc, the lunar's solar mate can(volentarally, he has to offer the lunar's player can't just demand it) pay all or part of the xp needed to buy this background since it directly benefits him too
2833-if both the lunar and the solar mate are pcs, the solar can't buy dots of lunar bond without the lunar's permission (if the lunar is an npc the solar can buy a better lunar bondmate in chargen by putting dots into this(although he should also put dots into ally if he wants to make the lunar, otherwise you could pay for 5 and the st might stick you with a hungry lillith))
2834-the lunar's solar mate can buy bond enhancing lunar charms on the lunar's behalf(unless the lunar is a pc and the mate is an npc, in which case you have to pay for your own charms)
2835-a bond of 5 dots(or greater, you don't lose this with n/a) entitles the lunar to one free bond enhancing charm(you can't collect until you qualify for at least one, and technically you need never collect if you don't want to)(such as 'lunar eclipse technique' or 'moon follows sun assurance'(this does not include charms such as 'silver and gold span the heavens'))(natural ratings only, obviously this does not apply to artificial and temporary ratings such as that created by sun and moon method)
2836-with a bond rating of one dot or higher, the solar gets an unbreakable intimacy of some type too, same way the lunar gets one at zero dots. (the intimacies don't have to match, your 'destined love' lunar wafu might see you as a brother or rival, or 'long dead hated tormentor back to haunt me'. or viceversa)
2837-to clarify, this manditory intimacy from the bond does not count against either the lunar's or solar's total intimacy slots.
2838-to clarify, the mdv penalty from working against the solar applies ONLY against the solar or those trying to talk her out of the betrayal. the lunar doen't suddenly turn gullable in general while acting against the solar.
2839-lunars are immune to being targeted by resonance from an abyssal mate.(even if she has no dots in this background)
2840-lunars do not cause their abyssal mate to gain resonance for sins of life.
2841-if the abyssal has a positive intimacy for her the lunar is also ignored by the sins of death.
2842-having at least one dot in this background means your solar mate is instantly recognizable to you as your solar mate. below that you just have an unbreakable intimacy but not necessarally instant comprehension as to why that is.
2843-lunars may raise this background to 5 without the need to use bonus points, paying the same cost for the fourth and fifth dot as for the first three. (this does not change the cost of a solar buying up the bond, so if you're two pcs sharing the cost then the lunar should pay the last two dots)
2844-this background also works for lunars who want a gsp or abyssal mate(although why you'd /want/ an abyssal is beyond me, but I'm not gonna judge you for it. even though abyssals suck ass)...just let the st know if you have a preference(solar, abyssal, infernal (also akuma, and if you want a deathlord to be your shard's ex mate you can mention that too (although the st may vito these last two)). it doesn't necessarally default solar so saying nothing means the storyteller is free to choose whatever he feels suits the story.)(nothing in this background is splat specific unless it specifically says it is, every mention of 'solar' is actually 'solar(oid)' but that was obvious anyway)
2845-paying one dot into this background can also be used to represent the lunar player's specific desire to have no bond, her willingness to pay for that privilage, and her storyteller's word it won't come up. leaving it blank leaves the st free to use it for hooks
2846-to clarify the flavor text is of course just flavor, 5 dot bonds don't only come from spouces for instance
2847
2848 changes to my above rule about the solar's intimacy from the lunar bond background
2849-having at least 1 dot means the solar get an automatic intimacy of some type too, comparable to the sort the lunar gets at zero dots.. save that it can be erroded normally but is renewed each time you cross pathes. (keep in mind this need not be a positive one (nor must it reflect the nature of your lunar's own intimacy))
2850-At two dots this intimacy becomes unbreakable(although context can still be altered), just as hers is for you at zero.
2851
2852 sun and moon method
2853to clarify this is available to abyssals and even infernals as well as solars. abyssals are easy it's just a mirror charm that requires any abyssal presence excellency instead. infernals are a bit harder, i considered removing any charm prereq and leaving it only with the min essence of 2, but have decided that it's prereq should be "any heretical charm" since it requires finding a way to access something other than the yozi's charm trees.
2854-edit- in light of my new martialarts awakening charms for infernals, we'll throw things like this in the same boat. a few of what were once custom heretical charms are now part of the "gsp universal" tree (basically a list of charms that the yozi have no use for, akuma cannot access, and are technically heretical in their mechanics(xp cost) and by not being yozi charms; but in a way that sets no precidents, is inoffensive to the yozi, and in no way conveys knowledge of actual heretical charms or how to access them)(this list includes: the unwoven coadjutor enhancing casscade(although some charms that link back into yozi trees from here are traditionally heretical, if likely still inoffensive), the charm for binding familiars(both demonic and normal in the same charm) to gain those backgrounds as well as the repurchase that lets you improve them(comparable to that solar survival cascade), any charms that interact with the pastlife xor savant backgrounds, and any charms that interact with the animabanner(with the notable exception of those deviltiger things. i mean stuff like an infernal version of 'shedding infinite radiance'), and the lunar bond charms(all of which tend to be shared with the three solaroid splats unless they depend on something specific to just one of them(such as a hypothetical abyssal charm that uses resonance or whispers))(charms in this tree can however act as anchors for/gateways into heretical charms by allowing the infernals to draw on certain properties of their exaltation (or maybe even solar themes/traits) as if they were one of the 'component yozi' needed to make a heretical charm)) which leaves sun and moon method with only it's essence prereq.
2855-edit- the abyssal mirror of this charm is called "lunar taming-leash" but it's literally the exact same charm in every way
2856
2857 new solar(oid) charm (solars, abyssals, and infernals all have it.)
2858name:Familiar Dance of the Moon and Sun
2859prereq:sun and moon method, essence 3
2860duration:permanent; type:permanent;
2861flavor text:it's unclear whether this charm was created in the late first age or early second, if it isn't new it certainly wasn't popular in that bygone era as it seems to be new to the surviving firstage lunars at the very least.
2862
2863description:this permanently alters the function of the lunar bond as follows:
2864•• remove the line 'Conversely, each dot of the Solar Bond Background reduces the Lunar’s Mental Defense Value by one whenever her actions go against her bonded Solar.' for any rating under 2. that is now a perk of 2+ level bonds.
2865•••having at least three dots in this background also gives the solar/lunar bond the following familiar-like properties(equally for both sides, except where specified otherwise):
2866-sense borrowing within 100 yards; only one sense at a time, undetectable to external observers, and undetectable by the lunar who's senses are being hyjacked, although obvious to the solar when she taps into his. the solar has the ability to block or shut down this sense share but only when he is not actively tapping his mate's senses himself. (to clarify it does not deprive the bondmate of access to the sense being tapped into.)
2867-the innate ability to convey simple ideas in a way only your mate understands and viceversa.(whether through gestures, a look, code phrases, etc)
2868-the ability for the solar to communicate with others in a way the lunar is temporarally rendered unable to comprehend. this effect is blatantly obvious to both the lunar and others, and provokes a (solar's essence+linguistics) vs (lunar's essence+perception) rolloff if she trys. this mental powerstruggle inflicts one point of limit on the loser in addition to deciding whether she succeeds.)
2869-the ability to tap an extra 5 motes of essence from your mate, who gains a special 5 mote storage pool for this purpose who's 'charge' she isn't aware of and can't use herself, and that regenerates only after you have fully regained your own motes. these motes are the only motes that can be tapped, and are flavored like your exaltation rather than hers(the lunar mate finds a 5m pool of lunar motes hidden in her solar, the solar finds a 5m pool of solar motes stashed in his lunar). this essence store can be accessed only by you and only while in physical contact with your mate, but a brief touch is all that is required to drain as much of it's current charge into your personal pool as you have the space for. claiming your motes causes no anima flare (like comparable charms tend to do))
2870•••at 3+ dots the Solar gets the same automatic/manditory mdv bonus against social attacks to work against his lunar, but at three dots lower in strength.
2871•••••unless the bond is at 5 dots in which case the mdv bonus is of equal strength.
2872••••at ratings 4+ the solar gets a bonus to mdv equal to the bond rating for the sole purpose of spotting his mate's tell.
2873(••••••and in case it ever comes up, at bond level N/A the Lunar Bond Background reduces the Solar’s Mental Defense Value by 6(or for arbitrarally high values of n/a 'each point in solar bond reduces his mdv by one') whenever his actions go against his bonded Lunar, but only in the context of being convinced not to do so, and only on a case by case basis.)
2874errata:
2875- give it the sorcerous keyword(this doesn't make it exclusive to infernals, but does represent probably the only solar/abyssal charm that gets to use it(nor does this mean an infernal made it, i'm fluffing this as having something to do with the external way it manipulates the connection between solar and lunar)). it's still a permanent charm so shutting it down is only ever temporary, if dispelled it is automatically reestablished at the end of the scene. it can be reestablished sooner if either the solar(oid) or lunar takes a simple action that can't be part of a combo or flurry to reestablish it
2876- give it automatic upgrades at e4 and e6 and which serve only to increase the difficulty of dispelling this effect(celestial and adamant countermagic respectively(void for abyssals)), both the solar and lunar must meet this essence minimum for these upgrades to be applied. if either the solar or lunar's permanent essence decreases below these minimums for any reason that upgrade goes dormant until it's raised back up, if either the solar or lunar's permanent essence decreases below 3 this charm itself is disabled until it's brought back up.
2877- if the lunar dies the solar is refuneded half the xp cost of this charm and must buy it again for his new mate.
2878- having this charm alters sun and moon method, allowing the solar using that charm to set the bond to any greater rating rather than just cranking it up to 5(still cant set it below their natural bond rating though)
2879- having this charm alters sun and moon method, making it subject to the same sorcerous keyword as this charm, including benefitting from the increased difficulty to dispelling at essence 4 and 6.
2880- change it to: the ability for the solar to communicate with others in a way the lunar is temporarally rendered unable to comprehend. this effect is blatantly obvious to both the lunar and others, and provokes a (solar's essence+linguistics) vs (lunar's essence+perception) rolloff if she trys. unbeknownst to the participants, this mental powerstruggle transfers one point of temporary limit from the winner onto the loser in addition to deciding whether she succeeds.(if the winner has no limit the loser still gains 1))
2881
2882 godblood mutation: walking nightmare
2883remove from demonblooded's list, give to feybloods
2884
2885 old realm and rock tongue
2886an Old Realm speaker trying to communicate with a Rocktongue speaker makes the same roll as when tring to speak with an Autochthonian speaker (described in the alchemicals book)
2887
2888 high and low realm
2889A successful (Intelligence + Linguistics) roll at standard difficulty allows a character who speaks High Realm but not Low Realm to understand fairly basic concepts from a character speaking Low Realm, and to make himself understood in turn. (a low realm speaker however can't make the same roll, being dependant on the high realm user 'talking down' to her)
2890
2891 rocktongue and autochthonian
2892A successful (Intelligence + Linguistics) roll at difficulty 1 allows a character who speaks Autochthonian/Rocktongue but not Rocktongue/Autochthonian to understand fairly basic concepts from a character speaking Rocktongue/Autochthonian, and viceversa.
2893
2894 sister tongues
2895halve training time and linguistic dot costs to learn sistertongues to languages you already know. high/low realm are sister tongues, old realm/rocktongue/autochthonian are sister tongues.
2896
2897 clawspeak
2898doesn't cost a whole dot that's way overpriced. it costs half a dot.
2899edit- in fact, break that down into two quarter dot purchases that total half a dot, and buff what it is as a language to make it an actually useful tool for the silverpact:
2900-illiterate lunars can learn a sort of hobocode of simple symbols and icons for 1/4th a dot. (you would struggle to convey even most simple concepts with this. it's less a language than 'this mark means danger, this means clean water, ect')
2901-literate lunars must first learn the symplified symbol thing, but can spend another 1/4th dot to be able to fluently write any language they know in a more involved derivitive of clawspeak(as a sortof language agnostic form of writing, allowing literate lunars with no common spoken tongue to communicate complex sentences and concepts)
2902-to be clear, neither form of clawspeak has a spoken form
2903-you really aren't supposed to teach clawspeak to outsiders. you can get away with teaching the simple hobocode version to your beastmen or some tribe you've adopted as a project if they didn't already have a written language of their own, but never ever the 'full' version. (you do that you'll have a bunch of elder lunars very angry with you, and at least a few of them is likely to try to kill whoever you taught. this language hasn't leaked in thousands of years. sidereals don't have it(or if any do then they're keeping it to themselves), and if it existed in the first age even the number of solars who fanagled it out of their mates is lower than the number who learned sma)
2904
2905 reproduction
2906halve the cost of 'nonsterile' and all the other breeding merits. they're way overpriced for what they do and how little our games would ever use them
2907(edit- except abyssal's nonsterile merit still costs 4bp)
2908
2909 reproduction
2910-infernal halfcastes use the "ease of pregnancy" rules of solar halfcastes, not of demonbloods.
2911-gsp who know triumphant howl of the deviltiger do not subtract 2 from their essence rating when calculating inheritance
2912-nondeviltiger gsp of essence 7+ do not subtract 2 from their essence rating when calculating inheritance
2913-gsp who know triumphant howl of the deviltiger do not subtract 2 from their essence rating when calculating blood primacy, but can choose to cede primacy to allow the child to favor the other parent(and so become a different sort of godblood(this requires the other parent to be in some way supernatural, the gsp can't choose for the child to be merely mortal using this. a primacy conflict has to be possible in order for the deviltiger to cede said contest)).
2914
2915 godbloods
2916-after successful delivery the mother halves the xp cost of gaining the elightned essence mutation in the future as a natural consequence of having her chakras realigned in order to properly support the more than human child during pregnancy (this doesn't apply to mothers of feybloods or terrestrial halfcastes, but does include the mothers of celestial halfcastes. (this doesn't apply to the mothers of beastmen(unless that beastman is also a lunar halfcaste), or to mothers of the children of godbloods with either dynastic inheritance or true breeding(by which i mean the mothers of 2nd+ gen godbloods, only first gen)))
2917
2918 coadjutor
2919-while delevering the exaltation, the coadjutor has access to gsp/yozi charms of it's caste and favored yozi(well, those it meets min essence for anyway), but each mote it burns through those charms fails to regenerate by any means and if it reduces it's motepool to zero in this way the demon is "used up" and fades away as the exaltation burns it's way free
2920-they're also on a fuzzy and mechanically unspecified timer where the spark eventually burns it's way out of the demon even if they don't call on it's powers
2921-every mote the demon spends on the exaltation's charms shortens this timer by a moderate amount (this is beyond the demon's using itself up with each mote spent)
2922-(in addition to the background's original fluff suggestions of "gir(constant stream of babble trying to help but it doesn't know what it's talking about so you have to tune it out)" and "not my job(only manages limit and rarely deins to speak to the jumped up mortal who lacks a way to punish it)")the zero dot coadjutor might be silent because it was damaged by holding the exaltation too long or drawing too heavily on it's powers in the delivery
2923
2924 celestial halfcastes (note that none of this applies to terrestrial halfcastes)
2925-no charm required, instead this is an innate power of celestial exalts once they hit essence 5(with caviat listed below)(assuming they have the merit to not be sterile)
2926-celestials who lak the great curse lose the ability to spawn halfcastes (halfcastes are supposed to be beyond the abilities of a celestial exalt. the curse allows them to surpass their limits somewhat, which is how the neverborn got it to stick to the otherwise tamperproof exaltation. (this lore is a mix of the inkmonkies theory and something i read on the whitewolf forum))
2927-due to this, abyssals can't have halfcastes at all, but that's ok because they can access an arcanoi for making ghostbloods(which are probably better now that i've nerfed halfcastes anyway)
2928-abyssals are back to sterile, no merit to remove that, no waiting til e3 (but again they can cheat around that with arcanoi similarly to how lunars can cheat with beastmen)
2929-gsp can still do halfcastes even though they don't technically have the curse, but that's due to their primordial nature.
2930-gsp naturally produce normal children as if they were fully human until essence 4, and infernal halfcastes starting at 5. their previously listed ability to spawn demonbloods using their coadjutor's inheritance rating has been moved to a charm, that charm automatically upgrades at e5 to allow the gsp to choose between demonblood and halfcaste (the same way lunars can choose between beastmen and halfcastes(but unlike with lunars, the gsp's child cannot be both if the gsp hits elder essence))(and move any deviltiger's charm casscade for spawning behemoths and lintha-alikes to having that as their prereq instead of the no longer existant halfcaste charm)
2931-for the duration of the pregnancy the mother of a halfcaste temporarally gains:
2932 access to all the first excellencies the halfcaste child will be able to purchase
2933 if she didn't have elightened essence/a motepool she gains one that holds 15m
2934 if she is below e3 she gains +1 effective dot of essence vs all effects that key off the essence rating of a target
2935-after successful delivery the mother halves the xp cost of gaining the elightned essence mutation in the future as a natural consequence of having her chakras and essence pathways realigned in order to properly support the child during pregnancy
2936
2937 reproduction
2938the mortal offspring of exalts are automatically heroic mortals, even those born before the exalt hit essence 3
2939-edit- and similarly, godblooded/halfcaste/beastman/dragonblooded children of exalts are never merely extras either
2940-edit- this is only true for the player characters, other exalt's kids may or may not be extras as the story demands
2941
2942 crystal ghost shard and fertile soul endowment:
2943you can't use that necromancy spell to learn that arcanoi unless you're an abyssal (-edit- or only learning it as a prereq, or getting a head start learning arcanoi for when you're a real ghost. it isn't learning it that's a problem, it's being unable to use it. only ghosts and abyssal exalts can use that charm)
2944
2945<strike> gsp chargen
2946-gsp get 2 favored abilities, and one favored attribute
2947-gsp can buy the extra favored ability merit up to 3 times, paying 1bp each
2948-gsp pay 2xrating-1 xp per dot in a favored ability(discount of 1xp per dot), and 3xrating xp in a favored attribute (discount of 1xrating xp per dot)
2949</strike>
2950 gsp chargen
2951-gsp get 3 favored abilities, and one favored attribute
2952-gsp can buy the extra favored ability merit up to 2 times, paying 1bp each
2953-gsp get a 1xp discount on each dot of a favored ability
2954-gsp get a 2xp discount on each dot of a favored attribute
2955-gsp can buy a merit that changes the cost of a dot in their favored attribute from (4*current rating -2) to (3*current rating) for 2bp
2956-in 2.5e gsp can buy the extra favored attribute merit once for 2bp, and a second copy of the above mentioned favored attribute merit(also for 2bp)
2957
2958 gsp chargen
2959gsp can take up to 15 points in flaws (up from 10)
2960
2961 clarifications of gsp being outside fate vs sidereals getting hit with paradox
2962the gsp(and simlar beings, like third circle demons being described as outside fate (and iirc abyssals too but they might be running on the calander or something)) doesn't NEED the loom as even an e1 freshly hatched gsp naturally generates his own causality(which is functionally identical to that used by creation, which makes since since the primordials made the place)(making his own fate somewhat more literally than the other exalts), so being outside fate isn't particularly problematic for them. what the sidereals go through being out of fate for the ritual of wrapped fly is more like what creation would be like if fate were gone. in exalted fate handles a fair chunk of what should be physics and causality in creation. there isn't any inconsistancy in how moep infernals treats outside fate vs moep sidereals, it's just you missed a line in infernals that explained why it isn't a problem for these guys in particular. a solar who was left outside fate would have the same kinds of problems the sid's book describes.
2963errata- if the gsp is somehow in an entire area that's truely outside fate and experiencing all the wonkyness that involves, lets say their personal causality field extends out to an exalt's spearcast or so in all directions(basically enforcing normalcy anywhere the light of their anima would touch if they were at bonfire).
2964errata- so to clarify with different wording: when most people are outside fate they aren't able to interact with the world properly and this is a bad thing, when the gps does it they just aren't showing up on the loom in particular(and tend not to interact with several of the sidereal's charms) but still have fate in general, just they're running their own private server that the maidens don't have a backdoor into. it's not really the same thing at all. basically gsp(and several other beings) have all the benefits of being outside fate and none of the drawbacks(unless you consider prophecies failing to account for/notice your existance a drawback, or the way most major actions leave small cascade errors in your wake as the loom adjusts for your unforseen ripples...both of which can be very important, but generally aren't), these beings are the exception not the rule, you can't look at them to figure out what fate does at all.
2965and i believe an alchemical in creation not using loom server migration is "more" outside fate than the gsp but probably less than the solar/mortal/sidereal in that i think they bring enough of autochthonian's design with them to avoid most of the wonkyness(no mention of omen weather following them around that i can recall)? iirc if they spend enough time in creation the spiders start to notice/figure them out and eventually bring them into fate(which takes them out of the pattern, requiring a similar acclimitization and integration process when they go back to autochthonia) so it's more of a gradual transition from the pattern to the loom which likely smooths out most of the big kinks while generating a few extra of the small ones
2966
2967 malfeas mythos exultant
2968-ignore the errata
2969-malfeas mythos exultant now grants the player's choice of the following(chosen on a stunt by stunt basis):
2970 -1.5x motes
2971 -double motes, but half of those(the extra motes added by this charm) are attunement motes
2972 -double motes, but half of those(the extra motes added by this charm) are overdrive motes
2973
2974<strike> gsp overdrive pools
2975rather than being limited to 25, gsp are limited to 5*essence overdrive motes. this makes them weaker in 1-4, equal at 5, and greater at 6+. as most casaes the entire game takes place from 2-6 this is mostly a nerf
2976errata- add a floor of 15 though, otherwise you're small enough to be cutting into individual overdrive pools
2977</strike>
2978
2979 nerfing divine transcendance/thoughts on essence cheaters
2980solars can reach e7 charms in their first century which is ridiculous with how the mechanics (and setting) falls appart around e7-8, also it screws up the solaroid balance. i need to either remove divine transcendance of ability's reduction to essence mins (ditto abyssal mirror), remove glory to the most high(and mirror), or give gsp a version of glory to the most high
2981I favor nerfing divine transcendance, so that's what i'm going to do. (i feel it's more streamlined and in theme if that charm only reduces ability mins, and i like the "awesome" of jumping your anima straight to iconic as a "behold my true power" powerup (this is the one time the anima feels like what it's meant to be, an aura of awesome, instead of a sign you're on the ropes which is the exact opposite). and i like how gsp are different, so they roll divine transcendance into glory to the most high by simply raising their essaence by 1 in exchange for accepting drawbacks or a weakness that can be exploited to drop them back down(and save the "behold my true power" for shintai's "this isn't even my final form" instead. and i like how the two interact where the solar powers up using this anima flare to match(or exceed with his ability min cheating too, and the infernal's specific vulnerabilities the solar could learn of and exploit to drop him to 5 and reverse the apparent essence advantage) what the primordial just innately is))
2982
2983 gsp changes
2984-gsp can no longer "infernalize" their anima powers, but indominable brazzen radiance(their anima enhancing charm) has options to cover that(for example the eclipse has the option to either gain the solar's eclipse enhancement or the fiend's oathbreaking) (and either makes cosmetic changes to that effect no matter what you pick, or those changes were in your anima from the start(depends on the anima power. for example the scary dawn uses the slayer's imagry since they're mechanically identical, while either of the two eclipse oath enhancements cosmetically switches your oath display to swearing on the yozi where initially the eclipse gsp were still depending on yushan's laws))
2985-eclipse sharded gsp don't get diplomatic immunity in yushan, but do still get it with terrestrial gods
2986 eclipse sharded gsp get their diplomatic immunity in yushan back if they take indominable brazzen radiance and choose one of the eclipse-based enhancements
2987(this is for mechanics/story reasons rather than fluff ones, by fluff they probably should have been able to declare immunity from the start if they ever could at all. so i'll have to change the fluff: lets go with the ebon dragon's legaleese finding a loophole so enahnced eclipses still count as solars for the treaty with yushan, and take away yushan access from solar akuma eclipses. say that (at some point between the solar deliberative's high first age or in the mellenia long dragonblooded shogonate, when isn't too much of an issue) sids already got their shit together enough to have a law on the books barring akuma from invoking immunity to get into yushan, but it so carefully defined what a solar akuma was (both to remove ed's loopholes/precident abuse, and depending on when it was made either because the solar who assisted in it was paranoid that it could one day be used against the deliberative or to settle arguments between sid factions as gold started bitching and moaning and dragging their feet about the same) that it doesn't account for what exactly the gsp are(and that delay i spoke of getting their privilages and immunities revoked would apply instead to the convention on changing this existing law, which would probably be even worse than making a new one anyway(especially with gold faction's resurgance dredging up that old feer about being specific enough it can't be used against solars meeting the bronze actually having a motivation to do so this time wat with the return of solars whereas before gold was making a problem where it didn't exist since the solars were contained anyway. you know, i actually like this fluff better. (probably end up making it a law the deliberative started (but never finished due to a signifigant fraction refusing to acknowledge that gorol wasn't a one off, another faction justifiably leery of the akuma accusation witchhunts the book mentioned(both innocent and not), and a smattering of others who either thought they had better things to do, or figured they could handle it personally if any tried and might have welcomed the challange) and sids finalized themselves during the shogonate's lull in problems to fix. (give the sids some agency and point out one of the first age's less squiky madness examples(while making the deleberative a little less of a monolothic one world government and a little more a vaguely un type deal between the solars like it was in 1e) meeting possible yozi sympathizer interference (so akuma seem slightly less like the lunars never doing anything important and more of hell's infighting sqandering them/sids getting decent at hunting them out(which again undoes some of the "lets shit heavily on the sids and db"this edition's fluff had due to weird writer bias and poor choices for who got to handle what books(why would you let the one who vocally hated sids do the sid book?))))))))
2988
2989 gsp changes
2990-they're back to having to buy their first excellency essence times
2991-they get terrestrial enlightenment free
2992<strike>-they get their first emerald awakening charm free</strike>
2993-make the 2nd excellency(and shadowpsite for ed) another universal purchase (instead of individually for each yozi first excellency)
2994
2995 gsp changes: necromancy
2996-take away access to void necromancy again(although celestial necromancers who have an adamant awakening might get access to a very few void spells(which still use void casting times). edit- yes they do, the complete list is as follows: obsidian countermagic, abyssal aegis, barred tomb, death halting grasp, call the black sun, black faith, the barless gate, the clay of warped dreams. (edit- although you still have to complete the third round of trials to do so))
2997-gsp cannot create (or even modify) necromantic spells.
2998(the ebon dragon's awakening and ultimate darkness internalization only just barely manage to let them cast the spells others create, they lack the understanding necessary to do more than imitate the necessary flows once demonstrated(to clarify the gsp don't require a tutor, they learn necromancy as any other would, that was fluff to explain why you can't modify or create necromantic spells.)(and no custom charm can expand this (at least not for any existing yozi, maybe a deviltiger could include the necessary themes somehow but i wouldn't recommend trying))
2999-gsp don't get to pick between sorcerous and necromantic trials to access necromancy through ultimate darkness internalization, that charm requires necromantic trials to adjust ed's awakenings(which is part of why it only works with his in the first place).
3000
3001 gsp changes: sorcery
3002-gsp don't get their first emerald awakening free afterall(I'm going to expand their spell list instead, actually making them slightly better at sorcery instead of trying to square fluff with the crunch's inability to get favored spell costs with a minor xp break and easy entry)
3003-sorcerers with an infernal awakening add all autochthonian-exclusive spells to their list of options(with the exception of spells that depend intrinsically on autochthonia). this does not expand the sorcery list for anybody else.
3004errata:
3005-infernal awakenings don't quite give all autochthonian spells. the ones excluded are as follows: auspicious reformatting murda, avatar of the destroyer, mechanized infusion reanimation, retribution of mog, synthesis of divine affiliation, <strike>parsing the tome of the great maker(although i could consider allowing an akuma only version at sapphire</stike>, resource reallocation initiative, soul archiving protocol, summon autochthonian elemental, summon machine spirit, the maker's instantaneous forge, vat surrogate reweaving technique(although if we're using the lunars as alchemicals rules then this is a sapphire akuma spell. -edit- on second thought it wouldn't be exclusive to the infernal awakening, but it wouldn't work on tattooed lunars either)
3006-and here is a sorting of the existing autochthonian exclusive spells by tier(this is not an exhaustive list as the failure of any custom autochthonian spells to appear below should not be taken for a ban, the storyteller will have to decide whether they make the jump and if so to what tier)
3007 emerald:armigers of the maker's mighty, essence reallocation protocol, optimized component integration protocol, phlogiston web, static essence absorption protocol, the maker's basic defense array, elsewhere-evoking asana(although it will need to be refluffed as only autochthonians seem to have this view of elsewhere as hostile, maybe replace dark with even shadowless half-illumination and remove the damage(which definately drops it to terrestrial)? or should i drop the imagry and make like a ball of crystal fire or something? eh i'll do the first one and keep the name), conjuring the azure chariot is modified to use driving the shadow machine's rules, dragon of smoke and flame may or may not have an alternate use in hell comparable to autosynchronous locator's changes in autochthonia(although obviously not using the same changes), burning eyes of the offender instead works like probability degradation matrix,
3008 sapphire:automaton override protocol, docility assurance field, entropy manipulation protocol(does not affect gremlins or autochthonian spirits), iron will entrenchment(vulnerability is to yozi and 3cd(2cd for akuma), does still protect against gremlin syndrome), , pattern realignment initiative(does not work on labyrinth necromancy, only iron. edit: does not work on necromancy at all, only emerald or sapphire sorcery), parsing the tome of the great maker(akuma only), vision transmitting protocol(a sapphire version of infallable messenger(note that this does not replace infallable messenger) that instead uses a simulcrum of the caster which perfectly mimics his facial expressions and body language and through which he can see the target and his surroundings(edit: although it's flickering monochrome quality can disguise specific features to those not already familiar with his appearance while still being unmistakably recongizable to those who are, (like the little blue hologram sidious uses to talk to darth maul))), executive filature protocol, passenger hosting protocol, radiant matrix transmutation, the maker's advanced defense array, transcendent consciousness protocol, transcendent pattern-weaving protocol(although largely redundant with wyld shaping, which the gsp can do himself without having to invoke the yozi, i'm going to let akuma use this one too despite it's clarity minimum)
3009 adamant:essence matrix inversion procedure, great maker's pattern reassertion, theoplastic engineering protocol((although largely redundant with the wyld shaping repurchase, which the gsp can do himself without having to invoke the yozi.) note that i'm going to prevent akuma from using this one, despite it's lack of clarity minimum)
3010-and of course we'll be reflavoring these(more than usual i mean. we're going to rename them of course, and basically we're going to assume the existing versions are aestetically warped to autobot and walking those 'changes' back before twisting them to the infernal's awakening's own themes(which since that strips them of more or less all flavor first, means the infernal exclusive(unless 8 seals are breached) spells are typically the most heavily flavored to the yozi's awakening which seems appropriate.))(so for example great maker's pattern reassertion has no imagry of the divine ministers, and is basically visually unrecognizable as related to the protocol, but shares the exact same casting time and costs, it has the ability to close both shadowlands and wyld patches<strike>, and replaces the holy keyworded 'cleansing solar flames' spell for infernal sorcerers.</strike>edit- this ability to chip away at wyld patches within creation makes it unique/a worthwhile addition when compared to the spell cleansing solar flames, which closes only shadowlands but does so over a wider area)
3011edit:actually first we'll skim through and find spells that feel like they could be associated with one particular yozi over the others, apply their themes to it(like with total annihilation) and then warp from there.
3012-the exception to akuma being unable to cast spells that have a minimum clarity is transcendent pattern-weaving protocol, who's minimum clarity they ignore as a gsp
3013-the exception to akuma being able to cast spells that lack a minimum clarity is theoplastic engineering protocol, which is eclsusive to gsp
3014-to clarify, just because infernal awakenings in general have access to these spells doesn't mean any particular awakening would, they're subject to the awakening's restrictions as much as any other spell.
3015-countermagic from an infernal awakening can be applied to necromancy without losing a circle of potency(emerald counters shadowlands, sapphire counters labyrinth, adamant counters void)
3016-note that the above does not apply to the autochthonian countermagic. so for example essence reallocation protocol doesn't replace emerald countermagic with an infernal awakening, rather it represents a choice between different options(although nothing prevents the infernal learning both), either take emerald countermagic and be able to use it on iron necromancy, or take essence reallocation and be able to gain motes eating emerald spells(but not be able to counter necromancy with it)
3017edit: the autochthonian "spell eater" countermagic infernals access doesn't function against necromancy at all, only sorcery
3018
3019 cleansing solar flames
3020not holy keyworded. or rather it technically is but any infernal awakening can trivially warp that away
3021(as well as completely changing the cosmetic aspects of course(in fact, treat this spell as if it had been cosmetically warped by a hypothetical 'sorcerous awakening of the unconquered sun' that needs to be walked back before the yozi's own warping is applied, making it more or less a blank slate as far as aestetics))
3022
3023 unity of the closed fist
3024make this exclusive to an infernal sorcerous awakening
3025
3026 ritual of elemental empowerment
3027and because it's not worth making it's own spell...
3028 the 'Elemental Benediction of Vitriol:
3029if you have an infernal sorcerous awakening, this spell also allows you to apply the effects of 'acid-hardening bath' on a non-magical item without eventually destroying it, as well as expanding valid targets to include non-hellish materials(cow leather can be substituted for demonhide without being destroyed for example).
3030
3031 gremlin syndrome
3032gsp and akuma are immune (see sidebar in alchemicals book that prohibits alchemical akuma and logically extend this to interactions between akuma and gremlin syndrome)
3033abyssals are immune (the neverborn already own them and abyssals can resist that, a single halfmanifested joker isn't hyjacking them)
3034solars are resistant(the minimum logical extrapolation of general solar wank).
3035non-ronin sidereals are resistant(their connection to the loom shields them somewhat).
3036(and tattooed lunars are of course immune)