I literally laughed out loud. I'd forgotten that he was originally a Mario joke![]()
Also, just going to point out that Munaxes the Ravine of Whispers, whose soul Octavian is...
... is a bottomless pit.
I literally laughed out loud. I'd forgotten that he was originally a Mario joke![]()
I'd still play it. And you can always do the reverse and start a rebel against Octavian questI actually ended up discussing this with @Maugan Ra, @Omicron and @Gargulec, and came around mostly to their way of thinking. I still contest that Octavian does care about his populace, if only as an aspect of Building My Empire, and that his conquest is less of a rampage and more of a slow, grinding expansion that plays out implacably as the decades roll on, since Hell is not an environment that's friendly to an endless victory march, especially when you're a Second Circle Demon who is almost inevitably going to run into a Third Circle who objects to your expansion. But a breakdown of the second-order consequences of widespread use of Teodozjia, the likelihood of humans being viewed as a least-useful underclass, and the social backlash of rule by demons, has convinced me that the likely result of this is an empire of basalt citadels, within which dwell the huddled and depleted crowd of humanity, guarded from everything but the callous ignorance of their demonic overlords. So, yeah, probably not a step up from the current disorder of things.
Pity, for a while there I was tempted by the idea of starting an Octavian Quest.
I'm not going to apologize for this.
Has anyone posted some custom shaping rituals here? Looked through bookmarks, but none really say 'This has custom shaping rituals'.
Has anyone posted some custom shaping rituals here? Looked through bookmarks, but none really say 'This has custom shaping rituals'.
They can be difficult to find but there are a few scattered about, but I too would be glad for anything anyone can add.Ha! Yes, I would love that. If I had a better head for balancing the mechanics I'd try something like that myself. Actually I might anyways.
Omicron's Dark Souls thing, IIRC.Has anyone posted some custom shaping rituals here? Looked through bookmarks, but none really say 'This has custom shaping rituals'.
Have a couple.Has anyone posted some custom shaping rituals here? Looked through bookmarks, but none really say 'This has custom shaping rituals'.
Shaping Ritual: Flame of the Prime Kiln
You hold a spark of the Primal Fire, an everlasting fire of sorcery fashioned by the Exalted in an age long past. This flame is embedded in your soul, bound into your very being; it appears in the palm of your hand whenever you will it, allowing you to work your sorcery through it. The power of this flame is eternal; you may pass it onto another, losing it in the process - but if you die with it it will sit within the shell of your body, awaiting a mind that can see and claim it for itself.
Shaping Rituals
The flame is a bonfire of the soul, all passions and memories serving at its kindling. By drawing upon its power, the sorcerer consumes his sense of self until he blurs into the line of all those who have held the flame before. Once per scene, she may 'burn' one her Major or Defining Intimacies that is directly applicable to her current situation; the Intimacy is suppressed until she next awakens from a full night's rest, and she gains a number of sorcerous motes equal to the Intimacy's rating which last for the rest of the scene. Additionally, once per story, the sorcerer may draw a Defining Intimacy from the flame held by one of its prior holders; the Storyteller chooses that Intimacy and the character's behavior should reflect that attachment. In exchange, the user gains 5 sorcerous motes which, like the Intimacy, last for the rest of the day.
The primal fire consumes the flesh and reweaves into a more fitting vessel. Living bodies instinctively resist this intrusion, and sorcerers often feel the ache of burns and ulcers; but it is possible to give in to that warping power. Once per scene, the sorcerer may suffer up to (Essence) aggravated lethal damage, gaining a number of sorcerous motes equal to (1 + number of health levels lost + highest wound penalty inflicted). These motes last for the day (or until the wounds are healed, whichever comes sooner). Once per story, the sorcerer may accept a cosmetic mutation inflicted by the flame, whether it be a hand with charcoal-like skin or eyes that glow with fire or similar effects; depending on how visible, off-putting and dramatic the mutation is, it should be defined as Minor, Major or Defining, and the sorcerer accordingly receives 4, 6 or 8 sorcerous motes which last for the rest of the story.
When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the flame or draws on its power, she gains (stunt rating + 2) sorcerous motes towards completing this spell. This benefit can only be received once per scene. Stunts to enhance the sorcerer's control spell do not count against the once per scene limit.
Special rules: It is possible for a sorcerer to slay another holder of the flame, absorbing their spark within their own to add to their power. In doing so, the sorcerer accepts a Major or Defining Intimacy held by their victim (at the victim's player's discretion), and gains another shaping ritual. Accordingly, more shaping rituals than the three above may be designed for sorcerers of sufficient power.
Other Benefits
Crucible of Flesh (Merit ● to ●●●●●): The sorcerer has extensively studied the twisting and weaving power of the prime flame, and learned to use it to burn flesh and cast it anew. She adds her rating in that Merit to the extended roll of any Sorcerous Working that aims at mutating a living being (including herself) or at giving them new powers, provided the changes follow the following themes or aesthetics: great size, extremes of beautiful or terrifying appearance, fire, magma, volcanic glass, smoke, ash.
The Burning Grasp (Merit ●●): Conjuring the flame from her palm, the sorcerer may wield it as a weapon, stoking, expanding and directing it, conjuring orbs and lances of fire to consume her opponents. This Merit is identical to The Burning Name (Exalted, p. 468), save in its aesthetics.
Suzerain of Endless Flame (Merit ●●): This Merit is identical to the Merit of the same name found on p. 468 of Exalted.
First Sin of Fire (Merit ●●●●●, Story): This Merit may only be taken at character creation (or acquired in-story, at which point it has no cost); it represents a character who has already slain another holder of the flame. The player and storyteller should come up with an appropriate Major or Defining Intimacy inherited from them, and the player may choose a second shaping ritual appropriate to his prime fire.
Sorcerous Initiation: The Black Garda School
The teachings of the Black Garda Schools have a claim to universality; they are not true necromancy but a form of sorcery invented by ghost-bloods, and its teachings may be used outside their original context. The heart of the School is the forging of a band or bracelt out of a precious metal - jade is best, although lesser metals can suffice for weaker spirits - and the signing of a pact between the sorcerer and an elemental. Hereafter, the Sorcerer sheds part of her Essence through the spirit, and in turn can at time call upon its power to weave sorcery.
The catch of this practice is one that has frustrated the Black Garda School's attempts at expansion. Only elementals powerful enough to be sentient and who feed on enough Essence to not notice the loss of some are worth the trouble of the pact. Elementals created by the sorcerer's own spells, or bound elementals without a domain that they carry everywhere as servants, lack the power to form such a bound. This tends to anchor such sorcerers in one place.
Shaping Rituals
- Once per scene, the sorcerer may call upon the elemental Essence of her oathbound spirit as part of a shape sorcery action, gaining an additional number of sorcerous motes equal to the Essence of the elemental. These motes last until the end of the scene.
- At any time, the sorcerer may shed her own Essence through the link with her bound spirit and claim some of its Essence in return. As part of a shape sorcery action she may pay up to (Essence x 2) of her own motes, and in return gain half as many sorcerous motes.
- Once per story, the sorcerer may spend a scene interacting with her bound elemental in a positive way, nurturing their connection, honoring it as a valued ally rather than a tool, and making offerings to it. She gains a number of sorcerous motes equal to the elemental's (Willpower + Essence), which last for the rest of the story.
Other Benefits
- Additional Pact (Merit 3): A sorcerer of the Black Garda School may form many bonds, provided they have the time, effort, and magical power to invest in the sealing of so many pacts. Each purchase of this Merit allows the user to gain another instance of a Black Garda School shaping ritual that they already know by tying it to another elemental. A character may only hold up to (Essence) such additional pacts.
- Elemental Shaping (Merit 2): Elemental Essence lends itself more easily to spells which are attuned to it. When casting a spell which has a strong elemental affinity (such as Flight of the Brilliant Raptor for fire, or Mists of Eventide for water), the sorcerer may reduce its cost by three sorcerous motes if she draws from a shaping ritual with an elemental of that affinity. If it is her control spell, she may also waive one Willpower from its cost once per day.
- Stone-and-Flame Masquerade (Merit 2): The most cunning trick of the Black Garda School, a sorcerer which has mastered this technique may shed her Essence through her elemental connection and draw upon it to cloak herself. To any power which would sense the nature of her Essence, she appears to be empowered by elemental Essence appropriate to her pact. If a human, this usually results in her being thought to be a Dragon-Blood. This ability requires an instant action and an expenditure of (Essence) motes, which do not trigger anima, and lasts for a scene.
Variant Spell: Taint Elemental
Although the Carrion Crows have long been able to forge elementals out of the energies of the world, it is only in the years following their unnatural mixing of elemental and deathly Essences that they have developed, almost by accident, a variant on this spell. Only an individual with a strong connection to deathly Essence, such as a ghost-blood or an Abyssal, may learn this spell easily; although it is theoretically possible for another Exalt to learn it, it could only be used while drawing on the power of an Abyssal Demesne. Taint Elemental summons an elemental as per the normal version of this spell; however, the elemental is infused with necrotic energy, which visibly affects its nature and appearance. A tainted elemental finds itself equally at ease in Creation, shadowlands and the Underworld; furthermore, it may have different abilities from its standard counterparts. Such differences are not standardized; the Black Garda School values this spell precisely because it allows them to mold the basic template of an elemental into something that better suits their needs at the time. Examples include creating an elemental that is immaterial by default, allowing a hunting elemental to specifically track undead beings or connections to the Underworld, creating a cloud person whose astrological ability are fine-tuned to deal with the Underworld, and so on.
A character who knows Summon Elemental can learn this variant at no additional cost, save spending the training time required to learn a new spell studying with the Black Garda School.
Shaping ritual: A Question That Demands Reply
You have delved into the deepest recesses of the Underworld, and kneeled at the altar of dead gods. Whispers filled your mind - expressions of purest agony, demands to bring death to the world, melancholy remembrance of things lost that can never be recovered. Whether you rein in this madness and make yourself its master or ride its wave with the thrill of pure abandon is up to you, but the angry, confused, sad, painful, burning question engraved in your soul will never leave you alone.
Shaping rituals
• When the sorcerer begins takes a shape sorcery action, he may ask an imperious question, voice booming like thunder and demanding acknowledgement - of his name, the name of his faction or master, or the titles of the dead gods that empowered him, according to his vanity or loyalty. For every subservient character within medium range who answers as loudly as they can, the sorcerer may draw one sorcerous motes, up to a maximum of the highest value of Intimacies towards the thing called upon among all contributors.
• The sorcerer may cultivate the question in his heart like a personal obsession and source of insane focus. He forms a Principle expressed as the question "Who is he?". This Principle is relevant for the purposes of social influence whenever the character faces the prospect of uncovering the secrets of the Labyrinth or the Neverborn, the lost history of Creation, or the question of faith or loyalty in the dead and dying gods to whom he pledged allegiance, no matter how insincere. Once per day, he may reflexively draw a number of sorcerous motes equal to this Principle's level; if he chooses to upgrade this Intimacy to a higher level, he instead gains twice the new level.
• It is known to those who study the occult that necromancy draws power from blood; but one who follows the power of dead gods gains even greater power from sacrificing all they hold dear in their name, shedding their attachments to this world until they are nothing but mad, empty shells animated by fanatic devotion and blind hatred of all that exists. Once per day, the sorcerer may take a miscellaneous action to make a sacrifice of a ghost or living being, gaining 3 sorcerous motes, 5 if the sacrifice is a sapient being; furthermore, if the sacrifice is personally the subject of one of the sorcerer's Intimacies, he may roll (Willpower + Intimacy rating) and gain the successes as additional sorcerous motes. All such motes are retained until the next sunrise.
Red Moon's Harvest
Cost: 10sm, 2wp
Keywords: None
Duration: Three rounds
Raking the nails of two fingers across his palms, the sorcerer's blood comes gushing out; he spreads his arms, letting it drip to the ground, and soon the skies turn to black and red clouds gather - then blood rains down from above. This spell affects all characters to medium range of the caster; for every turn that a character has their skin exposed to the rain, they must roll against a poison (Damage 3i/round, Duration 6 rounds, -3 penalty). Characters who are crashed while suffering the effects of Red Moon's Harvest do not take damage from it - instead, they enter a delirious trance, laughing and dancing without a care for their original desires and ignoring attacks. If they come within short range of a character not under the same effects, they will attempt to make them join their revelry forcefully - though they will not attempt to harm them, they may use grappling to force them to succomb to the rain. This effect lasts for 6 rounds, interrupting the poison's duration - any effects that would reduce the duration of the poison will also reduce this effect's duration.
Special activation rules: Red Moon's Harvest can only be cast once per scene, unless reset when a rain-poisoned opponent falls into Initiative Crash.
A sorcerer who knows Red Moon's Harvest as his control spell may concentrate solely on the control of his spell, to the exclusion of any other action - including defense. In this case, he may expand it out to long range on the turn following the casting, and may keep the blood-rain going for as long as he concentrates in this fashion. The blood of the sorcerer is also hallucinogenic in the same manner as the spell itself, allowing it to be used as any ordinary poison provided the sorcerer draws enough blood to cause himself one point of lethal damage; this blood loses his potency at the end of the scene.
Speed | Accuracy | Damage | Rate | Range | Minimums | Tags |
5 | +1 | +2L | 1-3 | 15 yards | Thrown 2 |
Has anyone posted some custom shaping rituals here? Looked through bookmarks, but none really say 'This has custom shaping rituals'.
*stares*I tried my hands at creating one some time ago.
The Power of Hate
People said that hate make you weak and miserable, you said they are wrong ! You have been enlightened by the orange God-King, you have swallowed the red pill, and with this newly gained power, you'll show them, you'll show them all !
Shaping Ritual
Anger and hate fuel the sorcerer with great power. By paying an additional Willpower when taking a shape sorcery action, the sorcerer gain sorcerous motes equal to half the number of his negative Ties. If the spell being cast is aimed at one of his negative Tie, then the additional Willpower cost is waived, this function can only be used once per Scene.
Great power surged within the sorcerer when he makes other people depressed. He gains sorcerous mote every time he successfully create negative feelings in people: two motes for Instill a Minor Intimacy, three motes for a Major Intimacy, and four motes if it's a Defining Intimacy. Inspiring bitterness and resentment also give him three sorcerous motes if he successes.
The sorcerer devise a plan to bring harm toward one of his negative Tie with a number of Steps equals to the Tie's intensity, these Steps are intermediary goals that meaningfully contribute to the sorcerer's actual goal. He can roll [Intelligent + Occult] and gain one sorcerous mote per success every time he complete one of the Step. These motes can only be used for spell with the intention of causing harm, whether physical or psychological, to the aforementioned Tie.
Other Benefits
Basket of Deplorables (Merit •): The sorcerer's sense is attuned to negative thoughts in such a deep level that he can sense it in other people, whether it's a feeling of anger or negative Tie. The sorcerer experiences a slight pull in the head anytime a person having these feelings is nearby, he'll need other means to locate the person and the exact nature of the negative thoughts however.
Heart of Centipedes (Merit •••): Spite is the sorcerer lifeblood, literally. Time spends planning to bring harm to people counts as sleeping for the sorcerer. If the harm is aimed at one of the sorcerer's negative Tie then he also gains two Willpower instead of one after 8 hours "sleep".
Thinskin Orangutan's Tantrump (Merit ••): The humble gentlemen is surrounded with the evil vagenda of manocide inflicted again him everyday, and thus will needs a weapon to defend himself, one that's cultural and compassionate. Channeling a deep hatred within his heart, the sorcerer's insult can physically hurt the enemies, it has the stat of a ranged Light weapon with the Lethal and Throw (Short) tag.
I missed a merit that let you summon a sorcerous wall and then make the opponents pays the cost, though not sure how to balance that one.
Objection: this ritual isn't empowered by Baaji, the One Above All Others, Tenth Soul of the Ebon Dragon.I tried my hands at creating one some time ago.
The Power of Hate
People said that hate make you weak and miserable, you said they are wrong ! You have been enlightened by the orange God-King, you have swallowed the red pill, and with this newly gained power, you'll show them, you'll show them all !
Shaping Ritual
Anger and hate fuel the sorcerer with great power. By paying an additional Willpower when taking a shape sorcery action, the sorcerer gain sorcerous motes equal to half the number of his negative Ties. If the spell being cast is aimed at one of his negative Tie, then the additional Willpower cost is waived, this function can only be used once per Scene.
Great power surged within the sorcerer when he makes other people depressed. He gains sorcerous mote every time he successfully create negative feelings in people: two motes for Instill a Minor Intimacy, three motes for a Major Intimacy, and four motes if it's a Defining Intimacy. Inspiring bitterness and resentment also give him three sorcerous motes if he successes.
The sorcerer devise a plan to bring harm toward one of his negative Tie with a number of Steps equals to the Tie's intensity, these Steps are intermediary goals that meaningfully contribute to the sorcerer's actual goal. He can roll [Intelligent + Occult] and gain one sorcerous mote per success every time he complete one of the Step. These motes can only be used for spell with the intention of causing harm, whether physical or psychological, to the aforementioned Tie.
Other Benefits
Basket of Deplorables (Merit •): The sorcerer's sense is attuned to negative thoughts in such a deep level that he can sense it in other people, whether it's a feeling of anger or negative Tie. The sorcerer experiences a slight pull in the head anytime a person having these feelings is nearby, he'll need other means to locate the person and the exact nature of the negative thoughts however.
Heart of Centipedes (Merit •••): Spite is the sorcerer lifeblood, literally. Time spends planning to bring harm to people counts as sleeping for the sorcerer. If the harm is aimed at one of the sorcerer's negative Tie then he also gains two Willpower instead of one after 8 hours "sleep".
Thinskin Orangutan's Tantrump (Merit ••): The humble gentlemen is surrounded with the evil vagenda of manocide inflicted again him everyday, and thus will needs a weapon to defend himself, one that's cultural and compassionate. Channeling a deep hatred within his heart, the sorcerer's insult can physically hurt the enemies, it has the stat of a ranged Light weapon with the Lethal and Throw (Short) tag.
I missed a merit that let you summon a sorcerous wall and then make the opponents pays the cost, though not sure how to balance that one.
Objection: this ritual isn't empowered by Baaji, the One Above All Others, Tenth Soul of the Ebon Dragon.
There is a reason why the Directional Books in 2e aren't all that well thought of.I just read the 2e CoTD 3 East book. Is it just me or are Linowans kinda racist? I mean, with the whole 'genetically predisposed to be savage fighters who never let go of grudges' thing?
That is what it is. Though I was more upset by the fact that they seem designed to piss off any PCs that visit. I mean, why else would they have a thing that means they'll try to kill any cute talking animal buddies you find or make? Or be really fucking racist to beastmen?Though, mind you, if they were genetically engineered by say a Solar to have those traits it might be interesting.
With that, enjoy 18 or so minutes of my thoughts on Exalted 2nd edition movement rules. It's about 14meg for those who want to watch their data.
Though, mind you, if they were genetically engineered by say a Solar to have those traits it might be interesting. Especially if you bring it up in the context that this a damaging and self-destructive behavior and the Solar has permanently harmed these people and their culture by doing this to them. Like a genetically engineered predisposition towards violence and grudges is right up Exalted's alley, especially since you can play the reincarnation of the guy/gal who did it and have them deal with the crimes of their past-life.
That is what it is. Though I was more upset by the fact that they seem designed to piss off any PCs that visit. I mean, why else would they have a thing that means they'll try to kill any cute talking animal buddies you find or make? Or be really fucking racist to beastmen?
I just read the 2e CoTD 3 East book. Is it just me or are Linowans kinda racist? I mean, with the whole 'genetically predisposed to be savage fighters who never let go of grudges' thing?