That's minus.

She almost certainly called the asteroid to earth just so she could hit it with a baseball bat. So, yes, while that is Exalted, it's not the Exalted the person linking it thought it was. It's the "Oh, High First Age Solars, you're so zany with the way you threaten massive numbers of lives just for some cheap thrills, the Sidereals were right to have all of you murdered" version of Exalted.
*whiny voice* You're no fun! *whiny voice*

But, yes I do know about the comic as a whole it's more like that. But, taken without context? it's great: inevitable disaster, people reacting in vastly different ways and this one cheeky bitch trying(most likely succeeding) to stop it for whatever reason.
 
Shyft why is it that you are able to take seemingly mundane ideas and somehow transform them into things I can use to spur countless character concepts?

*completely forgot that things like resources 4 could represent owning a large chunk of well managed farmland, or the whole owning several mines thing*
 
Shyft why is it that you are able to take seemingly mundane ideas and somehow transform them into things I can use to spur countless character concepts?

*completely forgot that things like resources 4 could represent owning a large chunk of well managed farmland, or the whole owning several mines thing*

Because I believe vast swaths of the setting and mechanics are underutilized in favor of 'Yozi of the Week' plots or the wrongheaded belief an Essence 2 Solar needs to smite armies to be suitably grand.
 
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Okay.
Anyone have a copy of Sigh of the Dragons Style?
It was apparently written for Dragonbloods and seems to use Elemental/Essence bolts as a form weapon.
I finally found a copy of this TMA for my files.
Sharing it here in the event someone else is interested.

Sigh of the Dragons Style
By Mount Mostath


I can finally present you with Sigh of the Dragons Style 2.0, with fluff and mechanics adjusted based on Thraxis' comments. I decided to treat Pasiap's Illimitable Might like a Elemental Lens substitute with a little extra damage bonus. Still really powerful, but given the shorter duration and Willpower cost it seems reasonable to me.

Sigh of the Dragons Style [TMA]
Since the dawn of history, the people of Creation have invented many creative and downright eccentric methods of doing battle, from the unhesitating self-sacrifice of the Falling Blossom guardian to the underhanded subtlety of the White Veil assassin to the blazing prowess of the Golden Exhalation stylist. But few among them can compare in sheer eccentricity to the Sigh of the Dragons Style, a form of combat designed to harness the elemental powers of the Terrestrial Exalted. Created by a Dragon-blooded magistrate and master of the Elemental Bolt Attack during his decades wandering the Threshold, the style is centered around thoughtful devotion to the Immaculate Philosophy and reverential contemplation of the powers granted to the Dragon-blooded by the Elemental Dragons.

As befits its creator's dedication to the Immaculate virtues of patience and devotion, Sigh of the Dragons Style requires a significant investment of time and training (generally up to the form charm) before it becomes truly effective in combat. Because of this, and its creator's constant wandering, it is not yet a widespread style. Still, as the dangerous Age of Sorrows progresses more Terrestrial Exalted may be drawn to the latent power of this strange form of combat.

Weapons, armor, and complementary Abilities: This style treats the Terrestrial charm Elemental Bolt Attack as a form weapon, and allows practitioners to use theirMartial Arts Ability to aim it. While technically compatible with the Cooperative nature of that charm, most of this style's charms do not have any cumulative effect if invoked by multiple Exalts to enhance the same attack. Unless otherwise noted, assume that only the greatest effect applies in such cases.

In addition to actually possessing the charm (which limits the style's possible practitioners to Dragon-blooded, Eclipse Caste Solars, and Moonshadow Caste Abyssals), the Exalt must possess Archery 3 or Athletics 3 to represent their skill at using the charm. This style may be practiced in medium armor.



Mela's Swift Sanction
Cost: 3 m
Mins: Martial Arts 2, Essence 2
Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite charms: None

The Exalt strives for perfection in all things, from the first moments of the battle to its ultimate conclusion. To use this charm the martial artist must begin the battle with an Elemental Bolt Attack against an enemy, which cannot be an unexpected attack. He adds his Martial Arts rating to his Join Battle dice pool, and adds 2 to the first attack's Accuracy and Damage ratings.



Stern Mercy of Sextis Jylis
Cost: 2 m
Mins: Martial Arts 3, Essence 2
Type: Supplemental
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisite charms: Mela's Swift Sanction

Not all who stand against the Exalt are deserving of the just execution of the Anathema. Some are merely misguided, and deserve a lesser punishment so they may live to see the error of their ways.

This charm spreads the concentrated energy of an Elemental Bolt Attack across the character's entire body, producing a powerful blast that can easily knock down and disorient an opponent. The lethal damage of the attack is replace with an equal amount of bashing damage, which will not transform to lethal damage regardless of the levels inflicted. Furthermore, if the attack hits the victim must check for knockback at a difficulty equal to the Exalt's Martial Arts or be flung backwards (MartialArts x 2) yards. He must also roll (Stamina+Resistance) at the same difficulty to avoid being stunned. If the latter roll botches, the blast's concussive force renders him Inactive until his next action.



Inescapable Draconic Castigation
Cost: 1 m per 20 yards
Mins: Martial Arts 2, Essence 2
Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite charms: None

The righteous punishment of the Exalted will not be denied, not even to those fools who think themselves safely beyond its reach. This charm extends the range of the Exalt's Elemental Bolt Attack, adding 20 yards for each mote spent. He may not spend more motes than he has dots of Essence.



Blossoming Elemental Wrath
Cost: 3 m
Mins: Martial Arts 3, Essence 2
Type: Supplemental
Keywords: Combo-OK, Elemental, Obvious
Duration: Instant
Prerequisite charms: Inescapable Draconic Castigation

Meditating on the teachings of an Immaculate Dragon, the Exalt focuses the Essence within him into a powerful expression of elemental rage. This charm greatly amplifies the elemental powers associated with the character's Elemental Bolt Attack, enhancing each version as follows:
*Air: The target is enveloped within a mighty whirlwind for the next three actions, making even staying on her feet difficult. The internal penalty to the target's non-reflexive actions rises to â€"4, her DVs decrease by 2, and she must roll (Dexterity+Athletics) at difficulty 2 each turn just to avoid falling down.
*Earth: The ground quakes violently beneath the target's feet for the next three actions. The difficulty of the roll rises to 5, made at the beginning of every action, and if she falls she suffers an additional 4B damage. Should she remain prone, she takes 1B each action. If used against an inanimate object, the attack instead doubles its raw damage.
*Fire: The target's body is set ablaze for three actions. In addition to the normal damage bonus, the character must resist environmental damage for the next two actions as if she was in a bonfire (see Exalted, p. 131) unless she spends a full turn putting out the fire. Any wooden objects on the character's person are consumed by the flames.
*Water: The target's lungs are saturated in seawater for the next three actions, making it difficult to breathe. She must succeed at a difficulty 3 (Stamina+Resistance) roll each turn, lest she lose her action. If any of the rolls fail, she also suffers a single level of unsoakable bashing damage due to suffocation.
*Wood: The Exalt distills her Essence into a lethal poison with the following statistics: Damage 3L/action, Toxicity 4, Tolerance -/-, Penalty â€"3. This penalty does not stack with the normal â€"1 penalty, though that penalty persists even after the poison has stopped dealing damage.

If used to enhance a Cooperative bolt, each invocation enhances only the elemental effect corresponding to the invoker's Aspect. Multiple characters may invoke the charm to strengthen multiple elemental effects, though not to further enhance any single effect.



Sigh of the Dragons Form
Cost: 5 m
Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Form-Type, Obvious
Duration: One scene
Prerequisite charms: Stern Mercy of Sextis Jylis, Blossoming Elemental Wrath

The Exalt holds her torso perfectly motionless to emulate the perfect stability of the earth, while her arms perform a quick series of katas reflecting the speed of wind, the fluid grace of water, the passion of fire, and the resilience of the living Essence within her. In harmony with the fundamentally elemental nature of Creation, the practitioner may channel its power with stunning grace and speed.

So long as this form charm remains active, the Exalt is able to use Elemental Bolt Attack as a normal attack that may be placed in a flurry. Though each attack still requires an invocation of the charm, it is treated as a Reflexive (Step 1) charm rather than a Simple charm. The Exalt's intuitive mastery of elemental Essence allows her to release that power with effortless speed, raising the attack's Rate to 3 and lowering its Speed to 5.



Danaa'd Yields to None
Cost: 3 m
Mins: Martial Arts 5, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite charms: Sigh of the Dragons Form

The truly righteous require no shield other than their piety and no weapon other than their courage, for the blessing of the Elemental Dragons will protect them through even the most hopeless of ordeals. In response to a ranged attack of which she is aware, the Exalt may reflexively fire a bolt of Essence to intercept the projectile in mid-flight. (She must activate the Elemental Bolt Attack charm while doing so, and hence must spend at least one additional mote on that charm.) She makes a normal attack roll at her full dice pool; each success on this roll subtracts one success from her opponent's attack. If the charm completely cancels her opponent's successes, and the attacker is within range, any remaining successes are applied as an attack against him. Even if she does not cancel all successes, she may apply her Dodge DV against the attack's reduced successes (subject to the usual â€"1 DV penalty for performing a counterattack).

This charm may also be used to deflect a hand-to-hand attack. Rather than dealing damage to her opponent, the blast knocks the weapon out of his hand. If the Exalt's successes exceed her opponent's, the attacker must successfully roll (Wits+[attack Ability]) at a difficulty equal to her net successes or be immediately disarmed.

This charm may only be used while Sigh of the Dragons Form is in effect, as it depends upon the ability to wield Elemental Bolt Attack reflexively. For obvious reasons, it cannot be used cooperatively.



Restrained Fury of Hesiesh
Cost: 4 m, 1wp
Mins: Martial Arts 4, Essence 3
Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite charms: Sigh of the Dragons Form

Where the arrogant and vainglorious exhaust their power in foolish displays of rage, the enlightened Exalt conserves and cultivates his power, revealing his full strength only when his proud opponents have squandered their energy and left themselves vulnerable. The Exalt stands more or less stationary, shunning frivilous and wasteful theatrics, as he releases a fearsome barrage of elemental energy with impossible speed. This charm is a magical flurry, allowing the Exalt to release up to his Martial Arts rating in Elemental Bolt Attacks as a single action. The power of this technique comes from the patient focusing of Essence by the Exalt; as such, the Exalt may not use this charm again until a number of actions have passed equal to the number of attacks in the flurry.

This flurry may only be used to perform Cooperative attacks if all participating Exalts activate Restrained Fury of Hesiesh, perform the same number of attacks, and each contribute to all attacks in the flurry. While costly, such an onslaught has the power to annihilate all but the most powerful of opponents.



Pasiap's Illimitable Might
Cost: 3 m, 1wp
Mins: Martial Arts 4, Essence 3
Type: Simple (Speed 4, DV â€"2)
Keywords: Obvious
Duration: (Martial Arts x 2) actions
Prerequisite charms: Sigh of the Dragons Form

The Exalt sinks into a low crouch, putting herself as close to the solid earth of Creation as possible. Meditating on the unstoppable power of the elements, she may temporarily channel that raw power with a ferocity uncommon even to the Princes of Earth.

Until the charm ends, the damage of the Exalt's Elemental Bolt Attacks is doubled, inflicting 4L per mote spent. If combined with another effect that doubles the bolt's damage, such as the Elemental Lens artifact, the damage is tripled. In addition, the character's meditation allows her to channel more power into each attack, adding 1 to her Stamina for the purpose of the charm.



Inexhaustible Rage of the Dragons
Cost: 3 m per, 1wp
Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite charms: Danaa'd Yields to None, Restrained Fury of Hesiesh, Pasiap's Illimitable Might

The greatest virtue of the Immaculate Dragons was not their strength, nor their generosity, nor even the purity of their faith, but their unshakable persistence. Even when the forces of the Anathema seemed impossible to overcome, they never once turned their backs on those who depended on them. So, too, must the Prince of Earth be unshakable in his devotion, holding his ground long after a lesser warrior would give up the struggle in exhaustion.

As the Exalt activates this charm, he coalesces his Essence into an aura of blazing elemental energy that surrounds each of his hands. His unarmed punch and grapple attacks deal lethal damage, and every 3 motes committed adds one die of damage to these attacks. More importantly, though, the Exalt may draw on the elemental energy concentrated in his hands to effortlessly augment the power of his elemental attacks. The cost of the character's Elemental Bolt Attacks decreases by one mote for every 3 motes committed, to a minimum of zero. The Exalt may not commit more than (Essence x 3) motes to this charm.
 
Get on with it!
So what's the point of me blathering on about all of this? Especially that bit about banks, futures and shares?
Well, details aside, a couple hundred years ago there was this guy by name of Columbus, and he managed to secure the money to charge off across the ocean in order to find a faster route to the East Indies and greater wealth. While I'm admittedly glossing over the specifics, the point is wealth motivated this journey, and wealth resulted from it- but more importantly, it altered the course of history of the world as mankind knew it, and all of us here exist as we do because of it.
The same applies in Creation. Wealth in any form is a plot mover, an understandable, attainable and self-descriptive goal that can change the fate of nations. The pursuit of it can beggar kings and raise paupers to riches beyond their wildest dreams. It can fund vast armies as far as the eye can see, or heartbreaking works of art crafted by the finest artists in the world.
A thousand stories in Creation, in the games you can play of Exalted, start with wealth. Not as quests for greed, though that certainly happens, but because the world is full of people who aspire to more than they have- and that's you, the player characters and Heroic Mortals.
I am reminded how the developers praise Ninja Scroll for having an immortal, super-regenerating devil-man and his band of magical freaks are actually plotting to steal a boatload of gold in order to finance their take-over of the nation. By buying lots of guns for their mortal cannonfodder.

Something so extraordinary resorting to such mundane but practical methods. Because money CAN change the world.
 
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Ok, this is fun. We have a circular argument. Now serious question time: did anyone bother to check the math before asserting invincibility?

No? Well then. Lets do that.

Fivefold Bulwark Stance lets you, assuming optimal pools, maintain a Parry of 7. Due to the way 3e combat works, this is the 2e equivalent of DV6: you need 7 successes to beat that.

Blood apes were brought up, so lets look at them: 11 dice in their attack pool. That gives a 31% to hit. That's not great, but it certainly going to happen. Course, its a bit of a false impression, since the nature of Melee charms means your generally burning 1m for the +1 to Parry via Dipping Swallow Defense. So Defense 8, dropping the chance to hit to 18%. That's really not good for Mr Blood Ape, but there is still a solid chance (about 1 in 5) that you can hit them. Course, Excellency burn can reduce that to effectively zero, given you can add 4 more to Parry for a total of 12 (chance to hit at that level is 0.62%), but that gets expensive as hell fast. Hail-Shattering Practice is more mote efficient, but dependent on what your opponent rolls (why does anyone think that charm is underpowered, its ludicrous). So yeah, you can make yourself effectively invincible, if you don't mind paying around 5m a attack. There goes your mote regen, given your near certainly going to be burning motes to attack as well.

So yeah, a lone blood ape is a speed bump, but its one your going to need to burn power to ignore. Fivefold Bulwark Stance's main power is when attacked by a gang of blood apes ninjas you can effectively negate their advantages for attacking you individually to a large extent by ignoring onslaught, though you are still burning motes to assure your invincibility: a group of five or so will probably land at least one attack per round if you don't. On the plus side, lots of Init punching bags (Blood apes have a Parry of 4).

If a blood apes are in a battlegroup though, they tend to wind up with things like a hefty boost to Accuracy, Defense and Health. Lets say an established gang of a half dozen or so blood apes: that's Size 1, so +1 to accuracy, raw damage, magnitude, and soak. As they are established and know how to work together they have Average Drill: no penalty to command rolls and +1 to Defense. Because they are 1CDs, they get Might 2, for a +2 to Accuracy and +1 to Defense. So that takes their attack pool to 14, and their Parry to 6. That's a substantial boost, going to 60% against a unenhanced Defense and 40% against one enhanced with just Dipping Swallow Defense. You can still become probably invincible, but your burning a lot more motes to do it.

You throw a commander in, it tilts further towards the battle group hitting you and causing you problems. Lets say they're on the high end of average: 6 dice. That's going to average another 3 dice added to the Blood Ape gang, giving them 17 total. That's the point where your burning motes just to maintain a defense: they're beating your base 80% of the time, and beating your Dipping Swallow Defense 70% of the time. Even at full power to defense they still have a 7% chance to hit, and given the prior attack pools were less then 1% that's a fair jump!

So yeah, still not a massive threat, but your going to get hit, which is going to make the fight rather more exciting. Further, it puts some tactics back in the fight: as opposed to killing blood ape 1, 2, 3, you instead need to decide if your going to kill the battle group first or the commander behind them (I'm assuming behind them: not being in melee range of a Dawn is a really good idea for commanders). This is also a bog standard encounter: basic small group of blood apes, average commander. You start throwing things like larger armies, better fighters or supernatural commanders (note those commanders probably have big enough pools to flurry Command/Attack actions, so their shooting at you with enough dice to threaten to hit while also buffing the hell out of their armies) and suddenly those battle groups start being scary. Or you split the battle group in two, one with bows, one with melee weapons, use the melee guys to bog down the melee solar while the archers shoot the hell out of him.

Side note: there are not a lot of static boosters Defense, and most of those that exist are over in MA, where they do not cross apply to Melee Charms. I strongly advise you keep it that way, even with scene long boosters, lest you have to deal with a Steel Devil user running around with a fixed Parry of 9+. The Evasion boosters on the other hand are written with Dodge charms in mind, or so it mostly seems. The one big static booster to Solar Defense is Black Fathoms Blessed over in Sail, which only functions on the Solar's ship. That one, especially on high Maneuverability ships like Imperial Trireme's could potentially trigger invincibility mode, but not fighting a Solar sailor on their ship strikes me as serious common sense.

Hmm...okay what am I doing wrong? Because I checked my math with a graduate from the University of Waterloo's math program and I'm getting 3.3% chance to hit DV 8 with eleven dice...
 
Hmm...okay what am I doing wrong? Because I checked my math with a graduate from the University of Waterloo's math program and I'm getting 3.3% chance to hit DV 8 with eleven dice...
I'm not entirely sure. I'm pulling my numbers from Anydice, which matches what I've seen for probabilities out of Exalted before. Wait... ah. I think your forgetting to or improperly accounting for Double 10s. Least, when I run through Anydice without the Double 10s rule enabled, it says a 2.93% chance of hitting 8 successes, which is at least in the same ballpark as what your claiming.

(For those curious as to code: output [count {7..10,10} in 11d10] is what I used for basic calcs, and then the 'At Least' option for determining how often you hit the Defense number, and thus the target.)
 
It would seem they got rid of the "non heroic mortals don't double their 10's" rule in 3e. Huh, I wasn't actually sure about that.

EDIT:

I'm not entirely sure. I'm pulling my numbers from Anydice, which matches what I've seen for probabilities out of Exalted before. Wait... ah. I think your forgetting to or improperly accounting for Double 10s. Least, when I run through Anydice without the Double 10s rule enabled, it says a 2.93% chance of hitting 8 successes, which is at least in the same ballpark as what your claiming.

Erm, i thought you said you need to beat Dv now, so DV 8 means 9 successes?
 
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It would seem they got rid of the "non heroic mortals don't double their 10's" rule in 3e. Huh, I wasn't actually sure about that.
EDIT: Erm, i thought you said you need to beat Dv now, so DV 8 means 9 successes?

Even in 2e you needed to beat DV by 1, because a successfully attack roll was difficulty 1 base, which reduced your total attack successes by 1. DV itself is not a difficulty or a penalty (so those charms don't invalidate it).
 
Erm, i thought you said you need to beat Dv now, so DV 8 means 9 successes?
I don't use the term DV in relation to 3e because Defense functions differently: you need to equal, not exceed, the number on your attack roll (so it functions like every other difficulty in the game). Given how similar the two are, it seemed best to separate the two terms to keep it clear what does what, and avoid exactly the confusion your now having.

(One of those things that isn't readily apparent for 3e is that Defense/DVs took a massive hit: between getting rid of adding Essence to your Dodge pool, weapons now adding the flat equivalent of 2 to your pool if they give anything (its just a straight +1 to Parry) and shrinking Specialties down to a die, the optimized state lost around 3-4DV before the change up to Defense generally knocked another point off it. So where base DVs of 9 ([5+5+3+5]/2) were pretty common in 2e, the 3e equivalent pool is around 5 for 2e DV (5+5+1/2 round up - 1). This is a big chunk of the reason a pool of 11 dice is suddenly a threat in 3e, while it was hilariously not in 2e.)

That said, Ishem didn't seem to be using the same terminology split I was, so I assumed he meant Defense in the 3e sense of it when he mentioned DV. Ergo my qualification of hitting 8 successes: if we were talking about needing more, the probabilities would drop, and not line up even more then they already do between our two analyses.
 
I don't use the term DV in relation to 3e because Defense functions differently: you need to equal, not exceed, the number on your attack roll (so it functions like every other difficulty in the game). Given how similar the two are, it seemed best to separate the two terms to keep it clear what does what, and avoid exactly the confusion your now having.

(One of those things that isn't readily apparent for 3e is that Defense/DVs took a massive hit: between getting rid of adding Essence to your Dodge pool, weapons now adding the flat equivalent of 2 to your pool if they give anything (its just a straight +1 to Parry) and shrinking Specialties down to a die, the optimized state lost around 3-4DV before the change up to Defense generally knocked another point off it. So where base DVs of 9 ([5+5+3+5]/2) were pretty common in 2e, the 3e equivalent pool is around 5 for 2e DV (5+5+1/2 round up - 1). This is a big chunk of the reason a pool of 11 dice is suddenly a threat in 3e, while it was hilariously not in 2e.)

That said, Ishem didn't seem to be using the same terminology split I was, so I assumed he meant Defense in the 3e sense of it when he mentioned DV. Ergo my qualification of hitting 8 successes: if we were talking about needing more, the probabilities would drop, and not line up even more then they already do between our two analyses.

That would certainly help, I completely missed that now defense is a difficulty to be matched, not beaten. At defenses so close to the dicepool a single DV point goes a long way. I'm still trying to work out the subtle differences in our analysis because math like this shouldn't have discrepancies like I'm still seeing. For a required value of eight suddenly it jumps from 3% to 11%, which would already start to make a pretty big difference in my opinion. If I'm doing something else wrong and it's 18% then it's certainly MUCH better.
 
ES usually does not need to introduce evil mean dastardly plot hooks and machinations to trip Keris up and cause problems for her. She does that all by herself.

This does not stop him from doing it anyway, because he is a cruel and malevolent ST. ¬_¬

On the plus side, at least I seem to be winning the misbegotten over.
 
Even in 2e you needed to beat DV by 1, because a successfully attack roll was difficulty 1 base, which reduced your total attack successes by 1. DV itself is not a difficulty or a penalty (so those charms don't invalidate it).
Except for that one Raksha Charm that does it anyway because it explicitly says so!

oh Raksha Charms, you so silly
 
ES usually does not need to introduce evil mean dastardly plot hooks and machinations to trip Keris up and cause problems for her. She does that all by herself.

This does not stop him from doing it anyway, because he is a cruel and malevolent ST. ¬_¬

On the plus side, at least I seem to be winning the misbegotten over.

The best thing is "So, the town was surrounded by waterlogged corpses" doesn't really tell you anything about who was behind it, apart from "it probably wasn't the Realm". Hell, it doesn't even tell you that they were necromantic zombies - they might be something like water elementals that live in the corpses of those who drown at sea and thus pollute the water. :D
 
The best thing is "So, the town was surrounded by waterlogged corpses" doesn't really tell you anything about who was behind it, apart from "it probably wasn't the Realm". Hell, it doesn't even tell you that they were necromantic zombies - they might be something like water elementals that live in the corpses of those who drown at sea and thus pollute the water. :D

It may also be an Infernal behind it.

Either a Fiend with TED's Necromancy stuff or someone with Metagos's stuff, IIRC there's a charm in there to make plant zombie things out of people.

Then there's the low hanging fruit of an Abyssal doing it.

Or a TAW!Lunar. They've got powerful Necromancy.

Or even a Solar who's learned Necromancy.

Or possibly someone who's using Sorcery to produce the water elementals, stuffing them into the corpses of those who drown at sea(or just regular corpses if they're pressed for time/not picky).

Yeah......"Uses army of waterlogged corpses" really doesn't give you too many hints about who's behind it in Creation.
 
Whoever it is, they're going to have a wonderful opportunity to empathise with those corpses they used as soon as Keris catches up with them. ¬_¬
 
There are so many golden lines in the game you play Aleph.

But i enjoyed a lot this recent one.
Keris finds quite a nice little inlet up the coast where some driftwood has naturally accumulated, snarled in a tidal rockpool. And there are tasty crabs in the rockpool, which Keris finds one nips her foot.

Naturally, she eats it with her leg.
Hah my sides lefts me.
 
There are so many golden lines in the game you play Aleph.

But i enjoyed a lot this recent one.
Keris finds quite a nice little inlet up the coast where some driftwood has naturally accumulated, snarled in a tidal rockpool. And there are tasty crabs in the rockpool, which Keris finds one nips her foot.

Naturally, she eats it with her leg.
Hah my sides lefts me.
Certain of Keris's Charms have made her amusingly (and sometimes eerily) inhuman in various ways. Teeth Without Number is definitely among them.
 
a friend of mine gave me a challenge of writing out Exalted mergings with three separate settings randomly selected and coming up with a story outline for each. The fandoms selected were Code Geass, Futurama and True Blood.

So First up Code Geass: a giant robot fighting series with rollerblading robots and an Evil empire that is well, an unholy combination of the British Empire and American Manifest Destiny gone wild. Seems easy enough, The Realm replaces Britannia quite well. Im thinking that instead of another main character gets an Exaltation story the changes in setting result in some rather interesting ripples. When the Scarlet Empress disappears exiled royalty Lelouch and Nunnaly come forward to try and seize power.

But without Lelouch/Zero's presence in Japan things change. Kallen Kozuki ends up Exalting as a Scourge of Adjoran when a raid on a Realm armoury goes south and now seeks to use her new powers to organise a full-scale Japanese rebellion. Of course the fact that she secretly attends a prestigious Realm academy has all kinds of interesting potential when you involve Social charms.

Futurama: Well Fry should be a Lunar Exalted born in the First Age, after an accident with some experimental magicteck he ends up in stasis and wakes up in the Modern Exalted World. Of course in true exalted fashion he ends up joining a gang of misfits and going on Adventures across Creation. His group includes a Realm noble who Exalts as a Solar because of his actions and is pissed at him (Leela) an Alchemical Exalted who thinks the Violator of Nullspace is a Stand Up Guy (Bender) along with a ditzy Dragon Blooded teenage Rebel (Amy) and a Rakasha who is trying to be a doctor (Zoidberg).

Not sure about True Blood. I guess you could have Vampires = Abyssals, maybe some Solar Circle managed to Kill/Seal away the Neverborn thus freeing the Abyssals from Resonance and now they can do what they want. But the Abyssals are still Tainted by Obilvion and there's plenty of them that agree with the Neverborns plans for Creation.

So thoughts? Ideas? Alternative takes on the World Building/Story Ideas?
 
Blattablattae, the Roaches That Wear Men
Demon of the First Circle
Progeny of the Shogun of Mould


The tomescu scream out another day's end within the Demon City, and a foolish serf realises that they need rest. The grey bulk of Metagaos covers a horizon, but it reassures itself that it is safe. The chirping of the ellefay would be silenced were the All-Hunger Blossom to spread his spores. Finding a safe space in an abandoned apartment, the serf lays itself down. All unnoticed, a small insect crawls across the ceiling, watching its prey with prismatic eyes. When the serf sleeps, the insect shall crawl into its ear and then consume its brain. Its anaesthetic saliva means its bites will never be felt. The other demon shall not wake, but it will rise. Its rider will watch the world from an elevated position, one head peeping from each empty eyesocket.

A blattablatta resembles an umber-coloured cockroach with ten limbs and two heads. Even the largest are never larger than the size of a lady's thumb, though they bloat and grow extensively when they devour a brain to the extent that they must shed their shells to leave their skull-home. From within they devour the eyes of their prey, so that they might see the world as they puppet their stolen skins around. Wise denizens of the Demon City know to be wary around a demon who covers their eyes in blood-stained gauze, for a blattablatta may be sitting within their head, looking for a fresh host. Their waste has a preservative property which sees use in demonic alchemy to prevent food from rotting, but it has its limits and within a cycle of the moon or two their current host will visibly decay. Should need be, the Roach That Wears Men may animate the corpse until the muscles decay beyond use, but they prefer their garments fresh for rot makes them clumsy.

They know well the dangers of the Demon City for most demons can casually crush them under a swatting fist, and thus they are cowards to their very core. It is said that they know the value of anything they gaze upon, but consider all possessions trash in comparison to the incalculable value of their own lives. Their grasp of Old Realm when they are made is inferior for they were crafted defective, but their minds are cunning and quick and when they devour the brains of others they consume knowledge as well. The blattablattae feel little save for fear for their own lives and so memories with a strong emotional context are nearly incomprehensible to them, but all other thoughts are free for them to plunder. Should one overindulge on memories it cannot digest, it will burst - along with the head of its host. From this broken fruit shall spill many new roaches, ravenous and scared.

Summoning (Obscurity 4/5): The blattablattae are little known of, and texts on their existence were destroyed during the Shogunate for fear of the temptation they offer sorcerers. Even within the Demon City, they are a local pest which frequent the areas close to the All-Hunger Blossom. Those sorcerers who know of them from forbidden books of lore will have a weapon for extracting knowledge from the unwilling - and should word get out of their use of demons to consume the brains of men, they will discover the fear and hate directed at the practice. Sometimes, when a funeral attracts only false mourners who weep crocodile tears, a Roach That Wears Men crawls through into the brain of the deceased, becoming a new guest at the wake.
 
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Blattablattae, the Roaches That Wear Men
Demon of the First Circle
Progeny of the Shogun of Mould
I cannot let this demon-crafting go unanswered! Clearly, I must retaliate with my own, better demon!

Hunitabhin, the Sigil's Serpents
Demon of the First Circle
Progeny of the Sigil's Dreamer


A brief flicker in the corner of one's eye and a cold breeze against an ankle is all the warning most demons get of the attentions of a sigil's serpent. Their long, snake-like bodies - the length of a man's arm, if not longer - are scaled with pale transluscent white spun-silk, capped with a fanged beak and six insectoid forelimb-claws. The venom their fangs secrete is a powerful numbing agent and a potent sedative - it is rare for their victims to feel any pain from the wound before they succumb to slumber. Then the hunitabhi's work begins.

Sigil's serpents are thieves of dreams. They pluck fantasies from sleeping minds, holding them as ethereal balls of light with their claws as they fly and leaving their victims drained and mentally exhausted when they wake. A serpent may spend hours coiling and circling above a sleeper as it draws out a vivid and mighty dream of conquest on the field of battle that it can barely hold, or it might barely slow its passage to collect the anemic mist of a mundane dream of walking through a wood. Once it has had its fill for the night, it will take its gatherings back to its nest - a woven thing of silk a few shades darker than the serpent, located somewhere high and cool and dry. There it will line its nest with a congealed gossamer lacquer and coil within it until the urge to collect strikes it again.

From time to time, a sigil's serpent will find a dreamer that interests them. They may enjoy the rich, dark quality of their nightmares, or the vivid electricity of their hopes for power. Whatever the reason for their attraction, a sigil's serpent so besotted will return again and again to its obsession, drawing more and more from them as they sleep. Eventually, their unfortunate victim's mind will break, and the hunitabhi will extract from it not an ethereal dream-mist, but a few drops of dark liquid that will harden in its claws into a bead an inch or so across. This pearl of sanity, if left in the serpent's nest for long enough, will draw gossamer threads around itself until it hatches into a new hunitabhi; its personality often shaped by the nature of its pearl-donor's dreams.

Summoning (Obscurity: 1/3): The hunitabhin are well-known; rumours of ghostly serpents that steal dreams - or souls - abound both in and outside of Hell. Not all such rumours are fearful - many assume that they are gods, and some even believe them benevolent; compassionately removing nightmares from troubled dreamers. Some sorcerers call on them with hopes of plucking knowledge from the nightmares of their rivals, though these hopes often go unfounded - hunitabhin can extract only sparse information from the dreams they collect. Wiser savants summon them for their numbing, soporific venom; invaluable in surgery to both numb pain and knock patients out, or as a ready source of gossamer with which to craft or experiment. Those put to the latter use are usually content with their role, as sigil's serpents only gain Limit when denied dream-stuff with which to line their nests. When someone wakes from a dream so vivid as to seem like reality, only to have it slip from their memory before they can recount it, a hunitabhi can slip out of the Yozis' prison to wait for the next such meal.
 
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