In 3E, I can use Terrestrial Sorcery to steal the name of one of the stars in the Dome of the Heavens, chuck it over to someone I don't like, and then watch them get a flying armbar from an enraged celestial object as the star dives down to retrieve its stolen property.

That's pretty damn miraculous, and the idea of Sorcery being a big fucking deal for anyone who isn't an Exalt already is one of the big ways you set up a space for there to be mortals with access to magical powers, so you can have hunting lodges where the members tattoo themselves with the blood of their greatest kills in order to steal some of their strength or Southern fire-cults whose members can vomit gouts of flame at people because they've charred runes into their throats using an ember from the Deep South where the Pole of Fire holds dominion - to put it simply, mortals being able to take advantage of the fact that they live in a fantasy setting rather than having all the magic gated off for exclusive use by spirits, Exalts, and Sorcerers.

Now, I've heard some rather distressing things about what 3E has done to thaumaturgy, but I'm hoping they at least retained some element of this instead of making Terrestrial Sorcery into a minimum requirement for non-Exalts to have relevance.


EDIT: I noticed I left in a comment on Sorcery and Medicine, and have removed it given that you've provided your stance on the matter since that post. Apologies.
No, as in workings. Terrestrial workings don't do outright miracles, they build on what is there to limited extents, or create mundane phenomnon ex-nihilo. Like, for outright magic stuff in Terrestrial workings, you're a lot more limited than in Celestial, which is where you get "Fuck you, this pool heals all illnesses now".
 
No, as in workings. Terrestrial workings don't do outright miracles, they build on what is there to limited extents, or create mundane phenomnon ex-nihilo. Like, for outright magic stuff in Terrestrial workings, you're a lot more limited than in Celestial, which is where you get "Fuck you, this pool heals all illnesses now".
Like, if you want a Terrestrial Working for dealing with diseases:
-You can enchant a river in swampy or otherwise literally shitty water to be magically pure of disease. This is going to 'treat' disease by removing the source for cholera and basically every type of ingested parasite. Everyone living in the area would agree that the magical water treated their illnesses.
-You can enhance the quality of a sulfurous hot spring at dealing with skin ailments so that it works better, or to spread its effects to local waters in general.
-You can enhance a field of medicinal herbs to go Plus Ultra on their key activity(but since you don't have Medicine, odds are you're going to cause a mass overdose poisoning at some point) so they boost health or disinfect

You don't just go "this river fixes all ills". That's Celestial Circle yeah.
 
-You can enhance the quality of a sulfurous hot spring at dealing with skin ailments so that it works better, or to spread its effects to local waters in general.
All I can think of with this is Earthscorpions "Dynast Hot Springs Episode" essay. Terrestrial Circle Workings ensure the bath is always exactly the right tempature, always clean, and always has exactly the correct amount of fragrant blossoms falling into it from the plum trees. While many Dynasst families take pride in their baths, worked on by generations of up and coming sorcerers to be ever more perfect and decadent, even they must bow to the Grand Bath of the Heptagram which has seen the work of many young Terrestial sorcerers and mysterious teachers who drift in and out to places unknown. Perhaps the Bath of Scarlet Opulence would match it but the wise Dragonblooded are far to scared to test such theories without the Empress's permission.
 
Well, putting up and coming sorcerors to that work is just asking for getting too ambitious and too little finesse and now instead of a Jacuzzi your bath gives users tentacle massages.
 
Well, putting up and coming sorcerors to that work is just asking for getting too ambitious and too little finesse and now instead of a Jacuzzi your bath gives users tentacle massages.
Great point. The Heptagrams has its Great Bath and its Students Bath. One has workings done on it as a mark of pride and mastery of the Terrestial Circle done with great finesse and the other is for student experiments in a monitored environment. While pleasurable it is often a strange and occasionally excitingly experience. Sidereal Infiltrators have only had to summon the magma kraken in self defense twice this century, a marked improvement from the height of Dynast interest in sorcery.
 
Well, putting up and coming sorcerors to that work is just asking for getting too ambitious and too little finesse and now instead of a Jacuzzi your bath gives users tentacle massages.
Feature, not a bug. :ogles:

Or at least that's what the clever student would come up with. (The really clever student will have a way to shift any blame to somebody else prepared ahead of time.)
 
Ok. Let me try to write something. A guardian.

The Shadows Hands of the Forest

There was once a sorcerer, who left his village to see the world. There once was a sorcerer, who in his wanderings, exalted as a Chosen of the Sun. There once was a sorcerer, who came back home, to find his little farming village destroyed and in ruins, his mother and brothers taken away in slavery. There once was a sorcerer who had become very very angry.

They still spoke horror stories of how the guild hall was destroyed, the caravans wiped out, and the merchant princes and their families tortured to death.

The remnants of the village are back there, confused, but grateful, not knowing their rescuer.

The sorcerer left a guardian there, in the thick forests and mountains neighbouring the village. It is a peaceful land, with a quiet people. No one would ever trouble them again. No one.

The Many Handed One

The Many Handed One is a shadowy guardian, that serves as a protective force for Aizawa village. It is meant to protect them from misfortune, danger, and.... enemies. It is a lurking horror, that lurks in the corner of eyes and within fallen logs. It is the clattering of pebbles within darkened caves, the feeling of being watched in the forest. It is the hands reaching out towards the threats to its charges, creeping in the moonlight, inching ever closer. It is the teeth and eyes glinting in the darkness.

Merits:

Naturally stealth: The Many Handed One is meant to be a stealthy and subtle protector, one that does not disturb things in its presence. During nighttime, or in darkness, the Many Handed One gains 3 successes to any rolls involving stealth.

Innate guardian: The protector selects an area no more than 3 miles across, a set of people no more than 10,000 or a single person. From that point onwards, anyone with hostile intent towards the person that comes within 2 miles is detected automatically by The Many Handed One.

Shadow genius Loci: The protector is both enhanced by darkness, yet chained by it. Weakened by light, yet damaged by it. Within total darkness, it gains a -3 penalty to any actions. Between candlelight and the noonday sun, it can manifest as normal. Upon contact with sunlight during the noon, or by a solar flaring totemic, it shrieks in pain, sustaining 2L every action.


Charms:

One was left, and then there were none
Duration: One scene, Cost: 5m

During an attack, fight, or confrontation, the guardian rolls its Stealth + Manipulation against a certain difficulty, depending on how great the disturbance was. Slaying a single mortal bandit is difficulty zero. Slaying two dozen mortal raiders is difficulty 2 or 3. Killing a veteran dragonblooded or starting solar is difficulty 5. On a success, the confrontation goes unnoticed, and all traces are removed. All attempts to investigate gain a -3 penalty.

Destructive touch
Duration: One scene, Cost: 10m

The shadows that compose the guardian's form, can be infected with the destructive power of Oblivion. The attacks ignore soak, and upon hitting living flesh, the character must roll Stamina + Resistance against Difficulty 4, with failure causing the character to shrivel up and die. Objects damaged in such a way instead roll their Resource cost against difficulty 3. Upon failure, they crumble into nothingness. Spirits slain in such a way die as if struck by ghost eating technique.

A/N: Ok guys, this is.. something I had. For quite some time. Basically, its a combination of a Wight, from 'The Haunting of Alaizabel Cray', and Pride, from 'Fullmetal alchemist'. Its basically a guardian servitor, that's used to protect the village of a occult-focused solar. Meant to be on the ballpark of a second circle demon or above. It manifests as deadly shadows in the area, that can leap at you and basically cut you to bits, or transform you into a shrivelled, wrinkled corpse for your comrades to find. What I'm finding issue, is that I realized that I kinda suck at balancing this shit. Is it too powerful? Too strong? Did I write it wrong? So... yeah. Any suggestions?
 
If you're writing something that isn't a question, why is it in the questions thread?

Homebrew and discussions thereof are still supposed to be in the General Thread.
Several issues.

1. This is supposed to be on the level of a second circle demon. Did I make the range too far? Did I make the area of effect too wide? Perhaps i should shrink it down. Its meant to protect a small town.

2. I think I fucked up the difficulty ratings of One was left, and then there was none.

3. I'm planning to do stuff, like.... It can attack multiple groups at people at once, and obtain no penalty. Is that considered too overpowered for something on the level of a second circle demon?
 
Quick Question. There is a process for making Orichalcum out of gold using sunlight listed somewhere in the rulebooks. Would it be reasonable to use Ligier's light instead of Sol's, and if so, would the result just be brassy Orichalcum or would there be significant differences?
Also, if an arbitrary being filled an essence battery, and then died, does the essence in the battery dissipate into nothing or does the battery stay filled and useable?
 
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Quick Question. There is a process for making Orichalcum out of gold using sunlight listed somewhere in the rulebooks. Would it be reasonable to use Ligier's light instead of Sol's, and if so, would the result just be brassy Orichalcum or would there be significant differences?
I think it would be something significantly different, as the Essence of the Daystar's light is very different to that of the Green Sun. Essence of heroes/virtue/glory vs Essence of fury/radiation/terrible wonders. It wouldn't come out as Orichalcum, though you might be able to make some fun Malfean material.

Also, if an arbitrary being filled an essence battery, and then died, does the essence in the battery dissipate into nothing or does the battery stay filled and useable?
The latter, I think. Why, out of curiosity?
 
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Quick Question. There is a process for making Orichalcum out of gold using sunlight listed somewhere in the rulebooks. Would it be reasonable to use Ligier's light instead of Sol's, and if so, would the result just be brassy Orichalcum or would there be significant differences?
Ligier is not the Sun involved in Orichalcum. It would not work.
 
Quick Question. There is a process for making Orichalcum out of gold using sunlight listed somewhere in the rulebooks. Would it be reasonable to use Ligier's light instead of Sol's, and if so, would the result just be brassy Orichalcum or would there be significant differences?
Also, if an arbitrary being filled an essence battery, and then died, does the essence in the battery dissipate into nothing or does the battery stay filled and useable?
I would say no though you would be able to get some kind of magical material for it.

Might be able to substitute his light using a specialized workplace that can filter his light
 
I think it would be something significantly different, as the Essence of the Daystar's light is very different to that of the Green Sun. Essence of heroes/virtue/glory vs Essence of fury/radiation/terrible wonders. It wouldn't be Orichalcum, though you might be able to make some fun Malfean material.
To have some fun with the idea, use an Iron and Sulfur base. Create Ligean Pyrite.

Though IIRC the Orichalcum of myth(rather than Exalted) was really based off Bronze in the early bronze age when it was the magical 'unbreakable gold', so you could also use a Bronze or Brass base material instead of gold.

Brass would probably be more in theme for Malfeas anyways.
 
Though IIRC the Orichalcum of myth(rather than Exalted) was really based off Bronze in the early bronze age when it was the magical 'unbreakable gold', so you could also use a Bronze or Brass base material instead of gold.
The -chalcum bit is a dead giveaway, being the Latinized form of Greek χαλκος "copper" :)
 
What kind of properties and associations would it have?

ETA: You might find it a useful piece of information that in Western alchemy, lead is associated with the planet Saturn. (So strongly that lead poisoning has been referred to as "saturnism", and gout aggravated by chronic lead poisoning as "saturnine gout".)
 
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What kind of properties and associations would it have?

ETA: You might find it a useful piece of information that in Western alchemy, lead is associated with the planet Saturn. (So strongly that lead poisoning has been referred to as "saturnism", and gout aggravated by chronic lead poisoning as "saturnine gout".)
It would play into leads ability to "absorb" radiation to be a sort of universal essence sink.

Put it in an area of extremely high fire essence and the area will cool down as alot the essence moves into the lead bar.

Might also play into it's high density to make it just be really hard to change the state of. Hard to work and brittle but very very tough. Hard to move but once you get it moving very hard to stop, that sort of thing.
 
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