Dif's Underworld Creatures
In the spirit of the season I have decided to try my hand at a few more spooky critters of the Underworld, attempting to give it a bit more texture than none at all. For those of you who missed my batch from last year, you can find them here and here. But all that aside, here we go!

Loomers:
Old legends and folk tales speak of an ancient race of giants, proudly drawn from the roots of mighty oaks to shepherd the tallest forests and sculpt the clouds into pleasing shapes for the creators of the world. What little truth remains of these stories lingers on in the fog-shrouded lands of the Eastern underworld, where thunderstorms can yet walk silently astride the monsoons of blood and sleeting flecks of chipped bone. A loomer itself is rarely seen except at a distance, a towering mass thickly wreathed in the dismal and grey cloudscape, notable only for its slow gait as it slinks into a canyon or behind a low mountain. More commonly the creature goes unseen in its natural habitat of immense and lofty forests, thin legs and hunched-down forearms blending into the dense wood as simply additional pairs of tall, pale and upright shapes disappearing into the canopy above.

The plasmic beast lurks primarily at night, the cover of darkness combined with its unreadable magnitude granting it ample stealth to reach down through the branches and snatch up whatever it finds with barely a whisper through the leaves. Be it a missing pack animal, supply wagon or idle traveler, no sign but a rush of wind is ever heard or found in the wake of the passage of a loomer's grasp, belying its incredible size and lethargic speed. Occasionally these creatures lope their way across the border of a shadowland into Creation, carrying cold and sour stormclouds into the open Threshold plains. When caught outside of its favorable environment the illusion masking its plasmic form is easily shattered with the onset of twilight, revealing the immaterial loomer as a gargantuan and malformed humanoid skeleton clambering with all-fours across the countryside.

Its long ribs scrape the tops of trees and houses, a layer of dark cloudcover wicking over its skull from within the cavernous eye sockets and boiling out down its spine like a smoky cloak. Sometimes manifested loomers can be mistaken for approaching seasonal storms, collecting up a soaring thunderhead is it sporadically halts in mid-step with the impression of thoughtfulness for the surroundings. Many eastern tribes insist witnessing the bony limbs of a loomer pawing up the ground from a stormcloud on the horizon spells unfavorable death for all who see the beast firsthand, and ritually seal up all windows and doors until the inclement weather passes into morning.


Luckless:
There is no shortage of regrets in the Underworld, but the palpable injustice of a life which never had the option to thrive carries power all its own. The darkest of destinies shred to tatters at the descent of a newly-formed ghost, congealing on impact into litters of these snuffling, feeble creatures. Regarded by the inhabitants of the Underworld's major cities to be something of a nuisance, if not outright vermin, luckless are drawn like moths towards the light of capable and powerful beings as masters of their own fate.

Crudely canine in form and size but absent the distinguishing features, these plasmics lack eyes, mouths or even limbs, squirming along the ground in the ungainly fashion of an animal tied in a sack. Upon locating a being of notable skill and esteem during a moment of repose, the creature gingerly hooks the chin of its long snout around the neck of its unwilling companion and hangs lazily down her back, seeking to live out success and competence vicariously as a shoulder-slung observer. Neither strong nor especially cunning, most luckless find themselves roughly tossed aside out of disgust or irritation, but some ghosts find an unexpected appreciation for the creature's presence. Such close proximity to the luckless and its deep, nasal sighs against her ear are easily mistaken for a warm, audible breath along the nape of the neck and throat, while its misshapen body gives a reassuring though foreboding weight of recognition.

These traits invariably cause problems when one of these plasmics finds its way into the mortal world immaterial and unseen, searching for its latest makeshift courier. Any unfortunate subject to such a haunting can quickly develop a growing paranoia of being watched or stalked by unseen forces perpetually at her back, literally saddled by the uncomfortable and inauspicious feelings these beasts extrude. However, it takes very little effort for an experienced exorcist to cast a luckless away from a harried victim, though she will doubtlessly find herself confused to what degree the creature appears to truly bask in the practiced ease of its own banishment.


Lingers:
Just as raw meat left exposed to the elements will spontaneously generate maggots, due care is taken in the death-tainted lands of the underworld to never inter a formerly living body, lest the practice produce a clutch of these plasmic creatures to plague the surrounding countryside. Resembling a lengthy, gnarled digit of too many segments, lingers exist somewhere between worm and snake, leeching whatever living essence can be found seeping into the dirt of its birthplace. Its narrow head ends with a horse-like snout, the corpus of its withered lips and gums peeled tightly back from the bone into a rictus of blunted teeth for tilling soil.

Possessing no real organs for ingesting what it craves, spiritual or otherwise, most linger infestations are typically unsustainable and short. The creatures gorge themselves rapidly on the fertile health of the earth, leaving it stripped barren and unsuitable for any kind of growth, before dissolving away once the task is complete and leaving a crystal of petrified essence behind. These stones denature and become inert after some time, but if ground into a fine powder while potent can create a short-lived poison that causes nightmarish, even fatal, visions in both the living and the dead.

It is rare for a linger to ever escape a shadowland, but nefarious occultists and necromancers have been known to cultivate them to befoul harvests, vineyards and the geomancy of Wood-resonant demesnes or manses with a single vindictive summoning. The abundance of Creation is boundless and so too becomes the hunger of the beasts, keeping them an active blight upon the land far longer than the stasis of the Underworld would allow. Unless slain or banished, several lingers can devastate a small farm and portions of the nearby wilderness in a manner of weeks before finally wasting away. Only the small, dead stones of a linger's passing give any evidence to the cause.


Lamplights:
Ritual bonfires and the burning of sacred or valuable objects is common among many of Creation's cultures, particularly during prayer to the gods and funerals to bless the deceased with a favorable passing. The significance of these rites bleeds into the Underworld as gifted essence and grave goods, but some ghosts have discovered fresh applications for this object-sympathy. When the doomed stars of the Underworld align, ghosts of all social classes and occupations flock to "bonfires of vanities" to symbolically purge themselves of material found disruptive to conducting personal business in the lands of the dead, or overly-defining of their former mortal lives.

Normally the destruction of these ties places the safety of the hapless ghost at risk, but on a long enough span even the most powerful and influential begin the chafe against the dependency most dead carry towards meaningful objects. The mightiest would rather challenge the uneasy grip of Lethe than dangers found by probing for similar answers in the depths of the labyrinth. Such a challenge is the birth of a lamplight, so when the rituals are performed with the utmost care upon an item of significance, these small flecks of blazing ash and ember become animatedly infused with all the passions held within the object sustaining its relationship to its owner.

The name stems from the many standard practices to immediately bind the plasmic before it has the presence of mind to escape, from trapping it inside some manner of lantern, atop an old candle, or even within a moldering eye socket. The type of passion granted to the lamplight heavily colors its behavior, with objects of great sentimental value more passive and focused on serving utility roles like guiding its bearer to loved ones, while those of weapons or possessing suitably martial destinies draw the ghost who holds its leash towards conflicts and strife. Folklore tells tales of lamplights who persist long after their wielder has passed into either Lethe or Oblivion, becoming "freely roaming" sources of stability themselves in the transitory world of the dead, though the accuracy of these stories is difficult to judge. If a freed lamplight ever truly comes to pass, it is doubtlessly snatched up quickly by those with the most to gain by adopting the creature, and no doubt an elicit trade would fuel many a private market for wealthy ghosts seeking to cement their metaphysical standing.
 
SerGregness Homebrew: Solar War Charms
So, as I've mentioned a time or two previously in the thread, I've been working on some War charms for Ex3. I've got enough done to count as a proper first draft, so I'd like to post 'em up here for some feedback.

Supreme Martial Instinct
Cost: - ; Mins: War 3, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None

As a peerless soldier and strategist, the Solar feels the flow of battle as easily as the breath in her lungs. Purchasing this charm provides the Solar with the following permanent enhancements to her capabilities:
-The Solar may roll Join Battle using her (Wits + War) if a Strategem is in effect.
-For every enemy character or battle group who scores lower than the Lawgiver in her first Join Battle roll of a scene, any number of allied battle groups may gain one point of initiative.
-The Solar gains a single point of initiative whenever an opponent rolls join battle after the first round of the fight.


Battle Path Triumphant
Cost: - (5m); Mins: War 4, Essence 2; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Supreme Martial Instinct, Battle Path Ascendant

Purchasing this Charm allows the Solar to activate Battle Path Ascendant whenever her army drives a non-trivial opponent into initiative crash.

Mob-Dispersing Rebuke
Cost: 3m; Mins: War 4, Essence 2; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Rout-Stemming Gesture

When an enemy unit would roll to check for rout, the Solar may use this charm to force them to reroll up to (Essence) successful dice. The result of this reroll cannot be higher than that of the original.


Shining Blade Formation
Cost: 4m; Mins: War 5, Essence 3; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: Battle Path Triumphant

The armies of The Sun stand ever-ready to drive gleaming steel into the enemies of creation. When The Solar Orders a battle group to make an attack, this Charm grants the unit an Overwhelming bonus equal to her (Essence/2) for that strike.


Lightning-Flash Strategy
Cost: 5m, 5i, 1wp; Mins: War 5, Essence 3; Type: Simple
Keywords: Perilous
Duration: Instant
Prerequisites: Shining Blade Formation

On each of the next (Essence) turns, the Solar may take one Command action, without penalty and free of the usual action restrictions, in addition to whatever other actions she performs that round.


Courage-Shattering Clarion
Cost: 6m, 1wp; Mins: War 5, Essence 4; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Mob-Dispersing Rebuke

When a battlegroup's Magnitude track is depleted, the Solar may activate this charm to cause it to roll its rout check at +2 difficulty. This charm can even effect units with perfect morale, who are forced to roll a normal rout check (without the +2 difficulty above) as if they had elite drill.

Voice of Celestial Command
Cost: 2m; Mins: War 5, Essence 4; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: Lightning-Flash Strategy

The Solar gives orders but once, and each of her subordinates understand what she intends for them.
When taking any command action, the Solar may activate this charm to simultaneously issue commands to up to an additional (Essence) allied battle groups with the same action. The orders given need not be identical, or even related, but they all use the same dice roll. A Solar could use this charm to order one battle group to rally for numbers, another to attack, and yet a third to rally against dissolution after failing a morale check, as easily as she could order a multi-front assault.


One With Strife Method
Cost: 1wp; Mins: War 5, Essence 4; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Four Glories Meditation

Free Full Excellency once per scene.


Under One Banner Prana
Cost: 3m; Mins: War 5, Essence 5; Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisites: Voice of Celestial Command, One With Strife Method

Once per scene, when the Solar would gain initiative from her other War charms, she may direct a portion of the initiative gained to her allies instead. The Solar may transfer up to twice her Essence rating, or the total initiative gained (whichever is lower) split however she chooses amongst any number of targets. Initiative not transferred to others in this way is gained by the Solar as normal. This charm resets when the Solar begins her turn at initiative 15+.

Undaunted Phalanx Defense
Cost: 5m, 3i; Mins: War 5, Essence 4; Type: Supplemental
Keywords: Perilous
Duration: Instant
Prerequisites: Lightning-Flash Strategy

A Battle group targeted by the Order action enhanced with this charm may reflexively use a Defend Other action on every allied character within Close range of the unit, and may place Full Defense actions inside flurries on their next turn, ignoring the usual flurry penalties, as long as they take no movement actions.

Shield of the Sun's Chosen
Cost: - (1+wp); Mins: War 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Undaunted Phalanx Defense, One With Strife Method

This Charm allows the Solar to protect his allies against a rain of arrows, a blast of sorcerous fire, or even the self-destructive rage of a Primordial.

Upon taking a Defend Other action, the Solar may optionally choose to protect a roughly circular area containing himself. Anyone within the area is protected as if the Solar was personally defending them; in the moment of an attack, his anima interposes itself and deflects the blow. The Lawgiver must spend (group's Size/2, round up) Willpower upon taking the Defend Other action in order to grant this protection.

If a single attack would strike multiple targets within this area, the Solar may defend against it with a single application of his Parry DV. If the attacker overcomes this defense, she must choose either to apply the attack to the Solar (once) or to strike at all the original targets; she may not choose to redirect only some of the blows.

The Solar might also choose to invoke this Charm in defense of a landmark or other largely unoccupied area, rather than a group of people. Treat such a structure as having a Size equal to that of a group that might comfortably occupy the same space. For instance, a ziggurat manse would be Size 3-4 while Nexus, even emptied of all its people, is Size 17.

At Essence 7, the Solar may repurchase this Charm, at which point the cost decreases to (Size/4) Willpower. Such Solars could theoretically guard whole Directions against Creation's enemies... for a time.

Golden Legion Battle-Glory
Cost: 5m, 3a; Mins: War 5, Essence 5; Type: Supplemental
Keywords: None
Duration: Until the end of the next round
Prerequisites: Supremacy of the Divine Army, Undaunted Phalanx Defense, Voice of Celestial Command

The Order action enhanced by this charm increases the bonuses from the battlegroup's Size trait by half its successes (rounded down) until the end of the next round. Damage taken to magnitude levels gained in this way disappears along with the levels they fill when the charm's effects end.

Peerless Mind Masterstroke
Cost: 8m; Mins: War 5, Essence 5; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Battle-Visionary's Foresight, One With Strife Method

Once per story, when the Solar would engage in Strategic Warfare with an opponent, the Solar may activate this charm to force that opponent to roll their Wits+ War to meet a difficulty of the Solar's Essence. On a failure, the Solar makes the strategic warfare roll unopposed. On a success, the strategic warfare roll proceeds as normal save that the Solar gains (Essence) non-charm dice.

As I said, this is a draft, and a mechanics-focused one at that. The fluff on most of these is a little bare bones at this point (except for Shield of the Sun's Chosen, which is a homebrew charm someone else wrote for 2e that I ported over 'cause I think it's fuckin' sweet.), but the mechanics are pretty close to where I want them. That's not to say they don't need a balance pass, because that's part of the reason I'm puttin' 'em up. ;)

Anyway, the main things I wanted out of these were A) some high essence war charms to make supernal War feel a little better (Yes, yes, you take supernal for its Essence 3 effects, yadda yadda), B) a thematically appropriate Join Battle swapper, C) some exploration of initiative as it represents the flow of battle and relates to War's ability to manipulate that flow (like Lore's ability to manipulate Willpower and Essence). I'm kind of rubbish at naming stuff, so quite a few of those charm names were swiped from various canon and homebrew War charms I found when playing the one Ex2.5 game I was ever in.

So, yeah! Questions, comments, feedback, suggestions, whatever it is, lemme have it!
 
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Imrix -"Legendary Blade Infusion" crafting charm
What Second Edition got right is that crafting is not interesting in its own right. Getting the resources is, sure. What you do with the made objects, sure. But what it got wrong was failing to work along those premises far enough and tying it up in extended actions and the like. All the same things apply to crafting as you said about bureaucracy. Making a sword is boring, so resolve it in one roll. Getting your hands on the magical gold and the example daiklaives so you can study them and learn how they are made is the interesting part, so it should be roleplayed.
Basically, I still consider the best crafting charm ever made in 2e to be a little-known piece of homebrew by somebody called Riklurt back on the old WW boards way back before even 2.5e, called Legendary Blade Infusion.
LEGENDARY BLADE INFUSION
Cost: - (1xp) Mins: Melee 1, Essence 2; Type: Permanent
Keywords: Stackable
Prerequisite Charms: Any Melee Excellency

The weapons of the Lawgivers bask in their masters' glory. This Charm is a permanent Charm that allows mighty Solar warriors to bless their tools of battle, permanently granting them some of their own legend and power.

When the Solar first purchases this Charm, it has no immediate effect. The Charms' benefits may be activated for the cost of one experience point as an immediate Training effect the next time any of the following criteria are met:

*The Solar defeats a Celestial Exalt or being of similar power in single combat.
*The Solar performs a three-die stunt, or a two-die stunt that resonates with his Motivation.
*The Solar fulfills his own Motivation or aids in fulfilling the Motivation of an allied Celestial Exalt. He must participate in the scene in which this happens.
*The Solar radically changes Creation in some fashion, at the Storytellers' discretion. Examples include killing the Perfect of Paragon or cutting an irreparable hole in the sacred walls of Whitewall.

The Solar must be using a melee weapon of some kind – which cannot be a natural weapon – when he performs these deeds. If he chooses to expend a point of experience, one of the following benefits are applied to the weapon used:

*A mundane weapon becomes upgraded to Perfect quality.

*A mundane weapon with the Perfect quality becomes a one-dot Artifact, and receives the Orichalcum magical material bonus on top of its normal statistics. The Solar may choose whether this transformation is obvious or not: The weapon might physically turn into the golden magical material, or it might simply become supernaturally hard and sharp, with no obvious physical transformation. The weapon receives a mote commitment cost of 2m, but the Solar is automatically attuned and needs not even expend the two motes until the scene ends.

*An Artifact weapon's Artifact dot rating is raised by a single point, to a maximum of 3, and its commitment cost is increased by 2m; the weapons' statistics are not modified, but it gains some special ability of the players' choice, if the Storyteller deems it appropriate. Use the guidelines in Oadenol's Codex to determine an appropriate ability. (It may be best to delay this effect until the end of the session, to prevent breaking the flow of the scene). Artifacts already rated 3 or higher may not enjoy this benefit; such weapons are already legendary in their own right, and the Solar's deeds cannot further bolster them. Sample special abilities include a sword which ignores the soak of any inanimate object made of stone, or a hammer which creates a small earthquake when it strikes the ground.

The Charm's effects are permanent. Even if the Solar dies, some of his legend has been permanently infused into the weapon, and nothing short of the weapon's destruction can end its blessed nature. Because the infusion counts as an inherent quality of the weapon, future uses of this Charm can boost a weapon multiple times, allowing the Solar to transform a humble rusty knife into a legendary Artifact.

A similar Charm exists for Archery named Golden Bow Infusion, which applies the benefits of this Charm to a bow, flamepiece, or other ranged weapon instead.
 
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Aaron Peori Homebrew: Martial Arts Rework
This is one of the cooler ideas I have seen for solving the problems of Martial Arts, so I am quite intrigued.

That being said I am rather curious as to what a finished Martial Art would look like in this set up, as well as how to balance them against artifacts and each other given the questionable writing of many existent artifacts?

I'm glad you asked non-hypothetical actual person! Here are some examples. Note: This are balanced around Exalted 2.5E baseline stats. In effect, a two dot artifact tended to add 2~4 points to the base weapon (usually in Damage and Defense) while an artifact 3 added 5~8 points (again, mostly Damage and Defense) plus the Overwhelming tag in most cases. Also note that because Martial Arts does not include Hearthstone slots I tend to add between 2~3 Special Effects per Style.

Keep in mind that Martial Arts are considered Artifacts and thus they are subject to the normal rules for stacking equipment bonuses. If a Style grants you a bonus to Soak or Move actions you can't stack that effect with other artifacts which grants bonuses to Soak or Movement (such as, say, armor). Stacking with Charms is fine unless the Style explicitly forbids it or the Charm explicitly counts as creating Equipment (such as Glorious Solar Plate).

For the most part a Martial Artist, unlike someone carrying dozens of artifacts, is not immediately Obvious to all who see them. However this isn't entirely true. Becoming a Martial Artists isn't just learning a few skills, it is a dramatic reforging of your person into a weapon and this leaves signs that the trained can discern. Forever after learning a Style it will mark you, in some ways this is small and in others large. The way you move, the method of your breathing, the callouses on your hands and feet, the way your eyes react... all of these things measure a Martial Artist as opposed to a mundane soldier. Higher ranking styles (Rating 3+) often also have minor magical aesthetic effects as well, such as the slightly iridescent sheen to a Snake Stylists sweat or the tiny fangs in a Tiger Stylists mouth or the enhanced Aspect Markings of a Fifth Coil Dragon Style Master. These become more pronounced when you use learn styles.

Anyone who can see your character can make a Perception + War roll as a Misc action (this is an active check, not a reflexive awareness or sense). The difficulty of this rolls is 6 - total Martial Arts Style dots (automatic at 6+ dots or a single N/A style). If they succeed they know you are a martial artist and may identify your specific style(s) with an Intelligence + War, Lore or Occult roll with a difficulty based on how rare the style is, Dragon Styles are very easy to identify while an Infernal Monster will be known to any but wise Sidereal sifu. If you are actively using your Martial Arts the difficulty of the identification roll drops by one for each Study action the character takes. The difficulty to both notice and identify martial arts is halved if your Anima Banner reaches the Iconic level, as becoming a Martial Artist almost always manifests visibly in your anima.

Charms such as All Encompassing Sorcerer's Sight or similar effects which instantly reveal Artifacts also reveal you as a Martial Artist and give their usual bonus to identifying the specific Styles you know.

Being identified as a Martial Artist does not automatically out you as Anathema, anymore than carrying an Artifact would. It does mean that people will know you have had supernatural training from a powerful patron, however and if they can identify the style they may guess at the patron in question (try not to let them know you learned Black Claw style). Enough mortals and godbloods are running around with Unorthodox Martial Arts that Immaculates will not treat you too badly, baring the real fanatics. Expect to be singled out for proselytizing on the dangers of commercing with spirits, however and perhaps being offered 'retraining' by that mysterious monk on the mountain if he 'sees great potential' in you. It's probably best to avoid him.


Snake Style (Martial Arts ***)

A classic style of the Animal Styles that was popular during the High First Age and early shogunate. The Animal Styles fell out of favor over time for their association with the Lunar Anathema and the growing orthodoxy of the Coils of the Dragon as the only legitimate style for Dragonblooded practioners. Because most mortals could never learn this style due to its Essence requirement this survived mostly among Lunars, animal spirits, commoner Fair Folk and Sidereal grandmasters. Any of these sifu would be willing to teach a young Solar this Style in exchange for a favor of equal value.

This style is considered one of the 'bread and butter' styles of the First Age. Designed to be an all around combat method for those who did not have the inclination to develop their personal Charms or wished to go around clad in heavy armor and carrying multiple weapons. The martial artist develops the sinuous movements of the snake, learning to recoil from attacks and strike from a surprising distance.

Snake Style Speed 5 Accuracy +1 Damage +2B/2 Defense +3 Rate 3 Attune 5m Tags O, P, N

Special Effects
Essence Fangs and Scales: For a cost of 1m as a Reflexive action you may inflict Lethal damage with your unarmed attacks or soak Lethal Damage with your full Stamina + Essence.
Snake Strikes the Heel: If you are struck for at least one level of post soak damage you may make a Snake Style attack as a Counterattack for a cost of 4m. You may use this effect no more than once per opponent until your DV resets.
Uncoiling Serpent Prana: The Martial Artists may activate this Charm as a Reflexive effect when his DV refreshes, costing 5m, 1wp committed for the combat. For the rest of the battle an Obvious streamer of essence follows in the wake of the Martial Artists hands like a coiling serpent and this streamer snaps out like an adder head. This allows the Martial Artists to make Ranged Snake Style attacks with a range of 5yrds (ie, no penalty to 5yrds, -1 external penalty to 10yrds and -2 external penalty to 15yrds).

Recommended Exotic Training Requirements (pick any three): Having a Sifu who knows this Style, Being an Essence 3+ Celestial Exalted student, Being taught by a Lunar, Spirit or Fair Folk with snake-like qualities, training in the Eastern Bordermarches or a Rating 3+ Wood aspect Manse or Demense, enduring a dose of Coral Snake Venom without use of Charms or other magic, having a Snake tattoo placed on your body in an obvious location (-1 to Identify Martial Artist difficulties).

Tiger Style (Martial Arts ***)

Considered the most dramatically dangerous of the classical Animal Styles this Style has, like its cousins, fallen out of favor in Creation as a whole. This style is considered unorthodox in most Realm affiliated lands though it is taught by a wide variety of spirits, fair folk, Lunars and Sidereals patrons. The Cult of the Illuminated particularly favors teaching young Solars this style for its dramatic imagery and the association of tigers with nobility and grace. Also, its good for hiding.

Tiger Stylists inherit the power and majesty of the animal their style draws from. They also gain a bit of the tigers ability to blend in to natural environments, allowing them to pounce on opponents when least expected. This style focuses on taking out an opponent in one blow, and as such does not much favor defense. For this reason it is not recommended for those looking for a form of self defense and instead is favored by assassins, thieves and Exalted looking to keep a low profile.

Tiger Style Speed 5 Accuracy +1 Damage +5B/2 Defense -2 Rate 3 Attune 5m Tags: O, N

Special Effects
Stalking Cat Movement Meditation: The Martial Artist gains a +3 die bonus on Stealth rolls made to move without being seen. This bonus does not stack with Specialty dice and does not apply to Reestablish Surprise rolls or any roll made against an opponent who has become aware of the Martial Artist's presence by any means.
Raging Tiger Pounce: The Martial Artists may activate this whenever they take a Jump or Dash action immediately before an attack as a Reflexive Step 1 action. Doing so costs 3m. This converts the damage of a Tiger Style attack to +7L/3 and if any damage is rolled after soak the opponent suffer a Knockdown effect.
Spine Shattering Bite: The Martial Artist may choose to activate this effect as a Reflexive Step 1 action costing 5m, 1wp. If the attack rolls a single level of post-soak damage the Martial Artist grabs and rips the opponent, inflicting a Crippling effect which increase the target Wound Penalty by one stage to a max of -4 (so a -0 Health level becomes a -1 Health Level, a -1 becomes a -2 and a -2 becomes a -4 but -4 does not become Incapacitated). This effect does not stack with any other effect that increase Wound Penalties.

Recommended Exotic Training Requirements (pick any three): Having a Sifu who knows this Style, Being an Essence 3+ Celestial Exalted student, Being taught by a Lunar, Spirit or Fair Folk with tiger-like qualities, training in the Southern Bordermarches or a Rating 3+ Fire aspect Manse or Demense, defeating a tiger in unarmed combat without use of Charms of other magic, having a Tiger tattoo placed on your body in an obvious location (-1 to Identify Martial Artist difficulties).

Falling Blossom Style (Martial Arts **)

This style is relatively common among mortals, many of whom are 'inducted' into this style through cults to powerful spirits, fair folk, demons or Anathema. The Immaculate Order does not quite consider this Style Unorthodox, especially since the rumors that the entire Silent Legion is trained in this style are hard to stamp out, but they do consider teaching it to mortals to be a very serious matter. Mortals are taught that accepting this style is a great service to the Dragonblooded and one virtually guaranteed to elevate the martial artist in the next life. Most Threshold savants consider this hypocrisy on the part of the Order, who is quick to denounce its use among anyone who doesn't fall in line with Immaculate teachings.

Students of this style are almost universally taken from the poor and destitute, those who have nothing to lose and will give their all for someone who can raise them from dust and give them a purpose worth dying for. They adopt a stoic demeanor and are usually covered in multiple scars. Unlike other martial artists a Fallen Blossom stylist often carries a short dagger with them as they lack much in the way of offensive punch.

Fallen Blossom Style Speed 4 Accuracy +0 Dam +0B Defense +4 Attune 3m or special* Tags: N
*Unenlightened mortals may learn this Style but doing so doubles their aging rate.

Special Effects
Living Shield Technique: The Martial Artist gains +1DV when using the Defend Other action. Further the Martial Artist prevents Unexpected Attacks on the person they are using Defend Other on that would occur due to being surrounded by multiple attackers.
Verse of the Martyr: When reduced to Incapacitated by damage the Martial Artist may choose to continue fighting. Doing so negates all wound penalties but causes the user to suffer -1 health levels per turn until they reach (-Stamina) and die. Once the Martial Artist chooses to activate this he can not prevent his own death, even if he is healed by any effect he continues to lose one lethal health level each turn until he dies.

(Note: Fallen Blossom Stylists count as double when purchased as Followers.)

Recommended Exotic Training Requirements (pick any two): Having a Sifu who knows this Style, being an Unenlightened Mortal with Conviction 3+, being scarred by training (-1 Appearance, -1 difficulty to identify Martial Artist), being taught by a Celestial Exalted of Essence 3+, being an orphan, being in love with your teacher.

White Veil Style (Martial Arts *)

Persistent rumors of a secret society of martial artists who induct wealthy socialites into their numbers in order to influence politics throughout the Threshold are, of course, ridiculous. The very idea that a group of mortals and Outcaste Dragonblooded would use physical charms and subtle poisoning to protect their interests could not be true. If such a society did exist it certainly wouldn't recruit from the beautiful and most harmless looking members of society. Any mysterious connections to House Nellens are nothing more than slanderous lies by more powerful Great Houses.

If Stylists of this school did exist, which they don't, they would be noted for their innocent charm and how harmless they appear. They would not be noted for making long graceful movements with one arm that conceal the motions of the other. They would not be content to be noticed, but ignored. They are note noted for having one sharpened nail.

White Veil Style Speed 6 Accuracy +2 Damage 1L* Defense -2 Rate 1 Attune -** Tags: P, N
* This attack never does more than 1L damage and is typically inflicted with a sharpened nail. This attack is defeated by any amount of Hardness. This certainly doesn't explain why Dragonblooded consider artifact armor acceptable attire for a party.
** Mortals may be taught White Veil Style at no penalty.

Special Effects
Blinded By Laughter: The difficulty to identify the Martial Artist as a Martial Artist is 6, so long as he knows no other styles and is not able to use Essence. Otherwise calculate as normal.
Birdsong Over Blades: The Martial Artists spends 1wp when he makes a White Veil Style attack as a reflexive step 1 action. If the attack hits and does one health level of post soak damage the Martial Artist may choose to not inflict any damage and instead introduce one dose of any poison he has on his person when the attack is made. Further if he uses this effect and flurries a Reestablish Surprise action and succeed on the second action the opponent does not realize he has been attacked provided the attack inflicted no damage.

Recommended Exotic Training Requirements (pick any one): Having a Sifu who knows this Style, being taught by a Dragonblooded or Sidereal of Essence 3+, having two dots of Specialties between Sex Appeal or Appearing Innocent.

Prismatic Arrangements of Creation Style (Martial Arts *****)

This Charm is considered the pinnacle of Martial understanding by the Sidereal Exalted. It requires the student to become attuned to the very essence of Creation itself, the weave of Fate and Destiny, of the Celestial objects, of the five elements and of the students place in it. This humbling and life changing experience has been likened to undergoing the trials to unlock Solar Circle Sorcery. The Sidereals keep knowledge of this style a secret even from their closest allies, and only teach it to students who have mastered at least one other style rated at four.

Prismatic Arrangements of Creation Stylists are noted for their air of serene enlightenment. They seem to be surrounded by convenient coincidences and serendipitous moments. They are more easily noticed for how the world seems to move to aid them than anything inherent to their person. When using this style all Creation seems to bend to their opponents destruction, the enemy find their footing unstable, the sun shines in their eyes, their breathing becomes labored and other effects occur even as the Martial Artist finds himself with all the advantages.

Prismatic Arrangements of Creation Style Speed 4 Accuracy +3 Damage +7L/3 Defense +3 Attune 10m* Tags: P, 0, N
*Note, Mortals and Dragonblooded who attempt to learn this Style explode dramatically.

Special Effects
Note: Activating any of these special effects requires the user to have a special prayer strip made with special ink, this costs Resources 3 and requires Linguistics 4+ to create. The Stylist activate this prayer strip at a cost of 1wp as a Miscellaneous Speed 5, DV -1 action equivalent to readying a weapon. Once active the Prayer Strip circles the Stylists body and may be targeted as if with a Disarm action. While active the user may activate any of these effects and they cease the moment the Prayer Strip is Disarmed or at the end of the scene.
Four Magical Materials Stance: The Stylist spends 3m as a Miscellaneous Speed 5/DV -1 action to gain a Magical Material bonus on all his Prismatic Arrangement of Creation Style Attacks. The Martial Artist may select Orichalcum, Starmetal, Moonsilver or Jade for the bonus. The motes for this effect are not committed but you may not stack effects. You can change the bonus at any time with another 3m and another Misc action.
Spell Shattering Palm: Whenever the Stylist is the target of a spell he may spend 10m, 1wp or 15m, 2wp or 20m, 3wp to instantly counter the spell as if he had used Emerald, Sapphire or Adamant Countermagic respectively. This only effects spells directly cast at the Martial Artist or that include him as a target when cast, it has no effect on ongoing spells or Sorcerous keyword Charms unless they are used to target the Sidereal. If the Sidereal is targeted by an attack created by pure Essence, such as a Phantom Arrow Attack, an Elemental Bolt Attack or a Mind Hand Manipulation or Words of Power the Stylist may spend 5m, 1wp to block the attack so long as the attack is blockable and he is aware of it. This has no effect on normal attacks enhanced with Charms or artifact weapons.
God Ways: The Stylist's can see and interact with Dematerialized beings as if they were material in respect to himself. If he kills a spirit he may spend 5m, 1wp as a Step 10 effect to capture the spirit inside the prayer strip. This causes the prayer strip to fall to the ground and all prayer-strip effects to cease. The spirit is released if the strip is destroyed. You may not capture a spirit of Essence greater than your own with this effect.
Demense and Manse Emulation: To use this effect the Stylist must own and be attuned to a Manse and posses its Hearthstone. He then places the Hearthstone on his brow and it affixes itself there, the hearthstone provides its normal mote respiration benefits at all times. When the prayer strip is active the Martial Artist also gains the benefits of the hearthstone as if it was in an attuned artifact, but only while the strip is active.
Soul Fire Shaper: If the Martial Artists knows another Martial Arts style he may use the Special Effects of that style without paying the 1wp surcharge while in Prismatic Arrangements of Creation Form. This effects only one Style per turn which may be changed reflexively per turn. Using two or more Style Special Effects costs 1wp for each Style past the first.

Recommended Exotic Training Requirements (pick any five): Having a Sifu who knows this Style, Being an Essence 5+ Sidereal Exalted student, knowing at least one other Style rated 4+, traveling to each of the Elemental Poles, being tutored by a Maiden of Destiny, having your attempt to learn this style written into the Destiny of Creation by the Bureau of Destiny, being a Sapphire Circle Sorcerer, defeat a major threat to Creation such as a Third Circle demon, an Ishvara or a Deathlord.
 
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horngeek's Homebrew: Brazen Gates Unbarred & Titanic Might Manifested
Also, remember how I've often mentioned how it'd be nice to be able to let others into your Devil-Domain?

Whelp. All credit goes to both @EarthScorpion for creating the Charms these are built off, as well as @Aleph, who also provided a couple of suggestions on some of these Charms.

Sidebar: What Happens If I Get My Fetich Or Po Killed?

The following two Charms give others access to the Fetich soul elevated by An Usurpation Unnoticed, or the Po soul of the Infernal Exalted- or both. The wise among the Green Sun Princes will look at Malfeas and remember what transformed him from King of the Primordials to the Demon City, or at Adorjan and remember the fate of the River of all Torments.

Then, they will be extremely cautious about using either of these two Charms. As a blanket statement, any mental influence that would demand an Infernal give access to either Po or Fetich is treated as an Unacceptable order in the same way that 'commit suicide' is.

If an Infernal Exalted's Po soul is killed by use of a spirit-killing Charm, the Infernal instantly dies- bereft of their Second soul, the Infernal Exaltation no longer recognises her as human and departs, as the rest of her soul hierarchy unravels. No Charm, Sorcery, or other method can defend against this, as the time to do so has already passed.

If use of the canonical Devil-Tiger Charmtree is permitted, however, as a singular exception an Infernal who qualifies for (Devil-Tiger) Cosmic Principle (discounting the restriction against learning it imposed by Triumphant Howl Of The Devil-Tiger) may reflexively learn it as a Training Effect when her Po dies- instead of dying, her Exaltation departs as she transforms into the potential Primordial represented by her own personal Excellence and Charm tree. If the Po soul was also the Infernal's Fetich by way of An Usurpation Unnoticed, the new Primordial roars its defiance to the cosmos as it is born- and five ticks afterwards, its heart ripped out before its birth, it suffers Fetich Death.

Two options are given to the Storyteller for the death of the Fetich created by An Usurpation Unnoticed. The ST is explicitly not required to reveal which option is being used to players, although he may do so, and the character herself will have no way to determine which is the case beforehand- this is a situation that is entirely unprecedented. In either case, if the Po also acted as the Infernal's Fetich, the above section takes priority.

In the first option, the Infernal is still human enough that her Fetich is not vital to her soul structure, instead simply replacing the Unwoven Coadjutor. The Infernal enters Torment for a full day, at the end of which another soul in her hierarchy will have replaced the old, murdered Fetich. This is otherwise treated in all respects as described in An Usurpation Unnoticed- a new Fetich rating is determined by player and ST as normal.

In the second option, the Fetich soul created by An Usurpation Unnoticed has taken up a more vital part of her soul-structure, closer to the role Fetich souls play for the Primordials. The Infernal's other souls are blasted by the trauma as her soul-structure destabilises. Normally, this will result in the Infernal's death, much like if her Po soul was killed. However, if the Infernal knows Titanic Life Unending, then she instead undergoes her own, unique form of Fetich Death. The Infernal disintegrates as per the description of Titanic Life Unended, as her other souls die- as an exception to the normal description of Titanic Life Unending, this does not invalidate the Charm and permanently kill the Infernal. Instead, at the site of the death of one of her externalised Third Circle Devas, the Infernal will reform.

{{Going to insert a write-up of the Infernal's new state here- the base of it is that her Charms remain untouched, with the exception of Devil-Tiger Created Excellencies and Charmtrees she may possess, which reshape to her new personality. The new personality is determined by looking at her other Excellencies and Charms- and yes, this may result in someone with a very different personality. I'm not sure about changes to ability or attribute dots other than that the total number should remain constant, but her Principles/Intimacies+Motivation should be completely reworked- a number of 'floating' dots may remain, but as she encounters people will rapidly be assigned depending on her impression of said people. Nothing of the old personality remains.}}

Charms

Brazen Gates Unbarred
Cost: - (+2m per person); Mins: Essence 5; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisites: Self-Within-Self Inversion, An Usurpation Unnoticed

Men, demons and Exalt alike wander the streets of the Demon City- why, then, should the Infernal Exalted with their own world-souls not be allowed to show them to others?

This Charm permanently enhances Self-Within-Self Inversion, allowing the Infernal Exalted to take a number of other characters or creatures equal to (Essence) along into her Devil Domain. She must be touching every traveller to do so, and pays 2 motes of Essence per person she takes along. They travel the same path she walked, and appear in the world of the Infernal's soul.

This cannot last. The soul-world of an Infernal Exalted is defined by their Mythos, and the introduction of creatures not following these laws at this point will cause a rejection from the Infernal's own soul. Within two hours, the Devil-Domain of the Infernal Exalted starts to show disquiet at the strange presence within, increasing amounts of omen weather occurring and building up- until, one day after they arrived, they are forced out of the Infernal's soul, arriving back in Creation as described by Self-Within-Self Inversion, either where the Infernal last entered the Domain if she is currently inside it, or her current location if not. A character towards whom the Infernal possesses a positive Intimacy will have the reaction towards them delayed- the omen weather starts four hours after arrival in the Devil-Domain, rather than two, and their ejection occurs two days afterwards. In either case, the soul requires time to recover- a month is required before that character can be invited back inside the Devil-Domain.

If the Infernal is killed, the Devil-Domain starts to collapse, a process that takes one minute. Escape is possible from the domain, the collapse opening twisting pathways that require an (Occult+Intelligence) roll at Difficulty 5 to recognise and use for those within the Domain. Exalted, in either case, are deposited outside the Domain as described above. The trauma if they fail the roll, however, costs them a point of Willpower from the shock as well as the Infernal's (Essence) in lethal damage from physical harm. Mortals are not so lucky, and are killed if they fail the roll.

The Infernal may not bring creatures larger than a horse into her Domain using this Charm, but if the Infernal also knows Blossoms of the Tiger Empire, she may also use that Charm to bring larger creatures into her Domain, although the restrictions of that Charm otherwise apply.

Titanic Might Manifested
Cost: -; Mins: Essence 5; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisites: An Usurpation Unnoticed, Titanic Will Unquestionable

Liger can be summoned into Creation and act there- why, then, should the greatest soul of the Infernal Exalted be so bound?

This Charm permanently upgrades An Usurpation Unbound, allowing the Fetich Third Circle Deva empowered by that Charm to be summoned into Creation by the Infernal. As per Titanic Will Unquestionable, the Third Circle Deva cannot be bound by any Sorcerer including the Infernal herself. Unlike with her other souls, the Infernal cannot extend permission to even summon her Fetich to any other sorcerer- the human nature retains its jealous grip in this, at least.

While summoned, the Infernal loses all direct benefit from the Fetich background, as her greatest soul cannot whisper directly into her mind, although it still provides prerequisites for Charms. As a clarification to Fourth-Soul Devil Domain, the Infernal cannot benefit from Unwoven Coadjutor, Id or Fetich backgrounds when inside her own Devil-Domain in the same way.

If the soul chosen to replace the Coadjutor was the Infernal Exalted's Po soul, she cannot learn this Charm- the source of one's power is not something that can be allowed outside one's own body.

(Note: the clarification to Fourth-Soul Devil Domain was from discussions with @Aleph about how she handles things in Kerisgame)

----

So, yes. Much thanks for @Aleph for helping me with Brazen Gates Unbarred- @NonSequtur came up with the name. Aleph also came up with the name of Titanic Might Manifested and also the bit on omen weather and ejection from the Devil-Domain, because one of the two reasons @Aleph and @EarthScorpion never wrote a Charm like this is because the focus should be on Creation, not fucking around in each other's souls.

The other reason is explained here by Aleph and in the post afterwards by EarthScorpion- if you stick someone next to your Coadjutor, they can kill your Coadjutor and deprive you of an irreplacable background. An Usurpation Unnoticed is the game-changer, because it allows a mechanism and explanation for a replacement, which is why I list it as a prerequisite.

That said, if the sidebar at the top didn't clue you in, while I like these ideas, these Charms are really fucking risky to use on the part of an Infernal Exalted. If someone has ideas as to what the exact effects of the pseudo-Fetich Death should be, feel free to list it out.
 
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Horngeek Homebrew: Little Death
So, inspired partially by @Aleph's Collar of Semastri- and with a lot of help from her, a lot of the ideas here are hers as much as mine:

Little Death
Artifact 3, Attune: 5 motes.
An artifact originally made for the purpose of mindfulness and meditation, it is a mark of this fallen Age that Little Death is now most often used for the purposes of smuggling and skullduggery. Woven from Serenity, Secrets and Endings woven into physical form by the arts of the Sidereal Exalted, Little Death is a long sack sized to fit a person in as long as they are not wearing bulky clothing or armour. When a person lies down inside the sack it closes around their entire body in a form-fitting embrace. Another may attune to Little Death for five motes, sealing the sack and binding its occupant. While bound, the following effects apply:

  • She cannot move, and any sound she makes will not carry outside the artifact. This is more than just the physical restraint of the sack- while it is certainly tight enough to prevent her arms, legs and jaw from moving, the magic of the sack prevents even those attempts.
  • She cannot see, hear, or smell anything outside Little Death, with the only exception that the attuner can speak and she will hear him- and only him- as if her ears were uncovered. This may negate penalties or even grant bonuses to noticing his voice at the ST's discretion. In addition, any magic that provides a mental link is blocked- with the exception of any link with the attuner.
  • While thus rendered helpless, all external observation ceases to register her as a living being. Her essence is suppressed, her life signs do not pass beyond the wrapping and even the threads of the Loom are subtly warped to claim that she has met her destined end and is at peace - the same reply they would give for one who has died a natural death and passed through Lethe. Any roll to notice her is treated as if she were under the effects of Easily Overlooked Presence Method (Exalted 2e, Page 230).
  • Should this be overcome, another obstacle awaits the observant eye. The magic of Little Death mimics objects around it, and any attempt to discern her true nature or identity automatically fails. Around objects of appropriate size and shape, she will be perceived as an object of that type (for example, a rolled-up carpet, a log, or a packed tent). Only upon individual inspection will this Illusion fail, whereupon she will be recognised as a corpse in a bodybag.
  • She may spend one Willpower to reject the magic keeping her still for a scene- this will enable her to move as much as the physical restraints of the sack allows her, although no sound escapes. Having done so, escape may be attempted from within as a Difficulty 5 roll that must be enhanced by magic and which renders the wearer and her true nature Obvious to onlookers as Little Death announces her rejection of the lie it tells.
  • Finally, Little Death supplies fresh air to her, even though the sack has no holes through which air could pass through. While it does not suspend her need for food or drink, the attuner may unseal and remove only the hood to allow her to partake- however, this will suspend all of its magical properties, rendering it a purely physical binding.
 
Horngeek Homebrew: Golshan Farseeker, Shahan-ya
A homebrew Shahan-ya for people! This is actually coming from the backstory for my character from a Sidereals game that's starting in a couple of days- the character in question is the third character in the Adherents section.

Basically, I came up with this Shahan-ya, thought of a few fun plot hooks, then realised I had a writeup that could be used by others. Golshan is particularly suited to be a shared mentor of a mixed-Exalt Circle, or to be partially behind characters meeting if you can't figure out other ways.

Finally, she's rather intertwined with @EarthScorpion's Taira writeup, found here. This writeup assumes a slightly different location than the 2e location of Taira, and locates it along the northern shore of the Dreaming Sea. I'd like to thank EarthScorpion for the writeup, and for the suggestion regarding Golshan actually being the mother of the old witch-queen of Pershwa.

Golshan Farseeker

No Moon Shahan-Ya

Golshan Farseeker resides in the far east of Creation, on the northern shore of the Dreaming Sea. Born in the area that is now Taira shortly after the Contagion and the formation of the Realm, she is a pivotal- if not well-known- figure in Tairan history, for it is she who mothered the witch-queen of Pershwa- and lost that daughter to a demon Golshan had summoned herself, Lucien having slipped his bonds in the series of events that led to the conquest of Pershwa. Since then, Golshan has largely turned her focus elsewhere on the Dreaming Sea, traveling throughout the region and its rivers both in human form and in her spirit shape of an otter- although recent events in Taira draw her gaze back to the region.

Golshan bears no personal grudge against the Realm as a whole, her opposition to the Immaculate Philosophy and the Dragon-Blooded empire at Creation's core being a largely practical one rather than a philosophical one or one born from hatred. They wish to slay her; she sees no reason to cooperate. Golshan instead seeks to spread her philosophy among the Silver Pact and beyond- one of strength borne from diversity of cultures, of viewpoints, and of abilities. She points to the Pact itself as the greatest example of this, in fact. She would even apply this to the Realm itself- she would see it reduced but its culture preserved, for she sees much to admire about the Immaculate Philosophy's tenets of Exalted responsibility.

A centuries-old idealist, Golshan has somehow kept her idealism through rejection by others, through the rise and fall of empires, and through personal tragedies- and now, in the current age with the return of the Solar Exalted, she views new opportunities to incorporate new followers into her philosophies and teachings. Indeed, unknown to many among the Pact, her own daughter, the Sidereal Exalted Delara Moon-Child, carries her teachings and philosophies for the benefit of Fate and Heaven, and Golshan eagerly looks for opportunities to spread her teachings to even more strange students.

That said, not all is well with her- the Empire of Prasad spreads to the Dreaming Sea, and Golshan Farseeker views its conquest and consumption of other cultures into its caste system as an active insult to her philosophies. At least as far as Prasad is concerned, she has switched her political stance from one of fortification to more direct- if still asymmetrical- warfare, and encourages her adherents who are available to take increasingly blatant action against the Dragon-Blooded empire.

Pact Relations

Golshan's view applying even to the Realm itself is an unpopular one among the Silver Pact to say the least- some say that if she could find an Immaculate Monk who would accept her teachings, she would gladly take him on as a pupil. In truth, they're not entirely wrong.

That said, she does have some allies. Amatha Kinslayer, while actually more opposed to the Realm than Golshan, doesn't reject Golshan's offers of friendship- for Golshan is willing to back her against all who reject Amantha's right to stand among the teachers of the Silver Pact. Blood Nail is an unexpected ally, their friendship mostly forged by their mutual opposition towards the empire of Prasad.

On the other hand, Golshan is staunch enemies of any Shahan-ya whose goals towards the Realm are explicitly genocidal. She doesn't know the goals of Ul the Burning Eye, but his isolation concerns her greatly- and were she to find out his plans, she would likely ally with whoever would listen to her in order to slay him. Raksi, once Golshan's own teacher, views her as soft at best, while Golshan is disquieted by her old teacher's autarchic ambitions.

Mentorship

There are those who say that Golshan would teach an Immaculate Monk if she found one willing to learn from a Lunar Anathema; they are, in fact, entirely correct in such an accusation, and she has in fact extended the offer to more than one Immaculate Monk; if one were to accept, she would be cautious but would still teach him both her philosophies and impart some of her sorcerous knowledge.

In the meanwhile, young Lunars- or other students- can gain much from Golshan. While she is not the most martially skilled Lunar in the Silver Pact by any means, she has mastered several forms of martial arts during her several centuries of life and can pass them down to prospective students- but where her teachings truly excel are in the two areas of sorcerous lore and diplomacy.

In sorcerous lore, Golshan might not be capable of meeting the sheer breadth of Raksi's knowledge, but she still has a wide breadth of lore on the ways of spirits, and sometimes her lore includes knowledge of obscure demons or elementals that others may have completely overlooked in the areas of summoning.

In diplomacy, Golshan has long experience with speaking to those of varying cultures; and she's willing to pass this onto any student. She can also pass down her considerable experience in dealing with tensions and looking out for unexpected surprises in diplomatic meetings.

But perhaps the true benefit of Golshan as a teacher is the breadth of non-Lunar connections that she can provide to her students- Golshan's philosophies have lead her to accept many students from outside of the pact, and she counts among her allies several Exigents, a Dragon-Blooded Outcaste family, and (as of recently) her daughter, a Sidereal Chosen of Secrets. Golshan is willing to make introductions with any of those as a favor to her adherents- or even to other, older Lunars, although she vets these meetings more carefully and insists on being present.

As a teacher, Golshan insists on expanding the horizons of her students, often taking them on journeys throughout the Dreaming Sea and beyond. Students of hers will be expected to interact with and respect many different cultures and understand the strengths they bring- and almost every student of hers will be expected to peacefully observe the customs and faiths of those they hate and resent at least once. She does not exclude herself from this, often returning to Taira to walk among the people of Zamash, who conquered her people of birth so long ago.

Adherents

The Prophetess of Pershwa, who advises the Naib of Pershwa in his war against the Shahbanu for the throne of Taira, is in truth a Lunar Exalted herself- and one of Golshan's pupils. She does not speak of her past even to Golshan's fellow pupils, although she does not react with violence when they ask. Only Golshan knows who she was before- a young peasant girl of Pershwa, who Exalted during the earliest outbreaks of civil war after the death of the royal family of Taira, her family one of the first casualties of pogroms against the moon-worshippers of Pershwa. Golshan took her in, taught her, and now supports her, both Exalted seeing a chance to carve out an equal status for Pershwa within Taira… but also, the Prophetess has heard reports from the demons she has summoned regarding Sabah II, and honestly believes that the Infant Shahbanu cannot be allowed to come to rule.

Fauja was born to the Katora Jati of Prasad- and her deep resentment of Prasad's caste system plays a large role in her shadow war against the empire of Prasad. Golshan taught her patience and diplomacy, and the Changing Moon owes a debt of gratitude to her mentor, even if they don't have the chance to talk much. Fauja often supplies information to Blood Nail's forces, as well as provoking internal strife within the Empire, acting as both spy and a thorn in Prasad's side. She doesn't have much loyalty to her own people; in her view, the Katora too easily accepted their removal from their home and their subjugation.

Delara Moon-Child is not a Lunar Exalted at all- she is Golshan's biological daughter, her father one of the wolfmen of the Bankal tribes, who reside in the regions east of Taira and northeast of Volivat. Her first child in centuries, Golshan didn't intend anything more for her daughter than to raise her well- but Delara's fate as a Chosen of Secrets revealed itself a year ago. While Delara has traveled to Heaven to begin working for the Bureau of Destiny, she still keeps in contact with Golshan, a connection that the elder Lunar is putting considerable effort into keeping safe from the attrition of Arcane Fate.

SIDEBAR: The Children of Exalted
Delara Moon-Child is a child of an Exalted who has Exalted herself- while past editions have discouraged this at best, it is a story that I personally think has a great deal of potential (Delara's also the reason this writeup exists- she's a Sidereal PC of mine who Golshan was written for). That being said, she isn't vital to the wider writeup of Golshan Farseeker, and STs who would prefer to take Golshan as merely a Shahan-ya with a great deal of potential to act as a group mentor for a mixed circle may do so.
 
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EarthScorpion's Homebrew: The Book of Ten Thousand Scorpions
Blargh.

Well, finally got around to cleaning up The Book of Ten Thousand Scorpions and purging a bunch of the old junk Charms that were just terribly written (the old deprecated document has been copied out so if you really want manse-babies and the like, you can). Also, finally got Malfean "curing you with radiation" working to my satisfaction (for now, at least).
 
ES Homebrew: Titan Charms
Do you have your own version of a charm that gives the final benefit (become immortal/Titan-like) aswell? Or versions of the "alter your caste" charms. I think those are all thats left?


Titanic Life Unending
Cost:
-; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Titanic Will Unquestionable

Men were made to die; the Primordials were not. The princes of the green sun - who are man and titan alike - have not the full measure of their patrons, but the doom of man holds them weakly. Upon learning this Charm, the Infernal gains the following benefit as long as he has at least one of his Third Circle souls externalised.

The neo-Primordial power of his souls sustains his flesh. He ceases to age, and additionally cannot die of old age. If the warlock is slain, his anima banner flares totemic and he disintegrates in in a highly dramatic lightshow. His essence slowly coalesces, insensate and formless, within the hearts of his souls. A year and a day later, the Infernal reforms in the location of one of his Third Circles. If he has no externalised Third Circles, all his Third Circles are slain before he reforms, or he is killed with the use of a spirit-killing Charm, the Infernal is are dead beyond even the puissance of his titanic power to remedy. In the latter case, it is possible some of his souls may survive him albeit orphaned and lessened - sustained by embers of his power within their hearts - or they may too disintegrate.

It is possible that a greater form of immortality that does not rely on one's souls to sustain oneself may be possible. Perhaps a wise Infernal may recoil from such power, for to burn one's legend upon the shinma themselves might leave one vulnerable to the fate of the Neverborn. There are worse things than the death of men.

God-Beast's Mantle
Cost:
4m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Unwoven (1), Obvious
Duration: One scene
Prerequisites: Fourth-Soul Devil Domain

Before the Incarnate Rebellion, the young Primordials would casually spread their world-bodies upon the green grass of Creation to revel in the joys of existence. This Charm expands the warlock's anima, the patchwork mythos of the young titan spilling out like wildfire.

Within (Coadjutor) yards of the Infernal, the laws of Creation - or any other realm she may venture to - are not in effect. Instead, the laws of her Devil Domain are what hold sway. Over a timespan of minutes, the terrain within the affected area is warped to fit within her personal thematics though the same basic forms remain. A river may become tar-sludge or a gulley of cold-burning blue fire, but will not become a hill. Such modifications cannot produce environmental hazards or other such dangers that did not previously exist, and revert at the same rate as they appeared.

At Essence 4, this Charm may be repurchased. The Charm's Duration increases to Indefinite. The Infernal may spend an additional 10m and 1 wp to when activating the Charm to increase the affected area to (Coadjutor x 50) yards. If she does this, the Charm gains the Blasphemy keyword.

A totally random question. While others can't go to the inner world, the Infernal can. What happens if a deeply depressed/suicidal GSP goes and kills his own fetich with a spirit-killer? In theory?

lol i dunno

Seriously, whatever the GM thinks is most appropriate. Maybe it kills them. Maybe it just cripples their sense of resolve and they lose their Urge, but also lose the capacity to regain willpower from any source until they acquire a new Urge. Maybe all their Intimacies fall off and they get a new set randomly assigned by the GM. Maybe - if the GM is feeling very generous - one of their other souls manages to nom up the power and becomes a replacement.
 
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ES Homebrew: Hegra 'nam Charms
I mean, I vaguely considered "the Hippy Dream Goes Sour" combined with "Vietnam Veteran" for Hegra, to make her a PTSD-stricken crippled war veteran who tries to numb the pain with drugs - but that didn't really get beyond trying to work out how many 'Nam-era songs I could reference in Charm names.

So, like, I dunno;

Chasing the Centipede
Cost:
-- (1m); Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None

Blah blah blah, the Storm Centipede Hegra had her black-lightning limbs shattered by the Exalted. As she drifts free from the ground, the agony can only be numbed by the drugs she bloats her clouds with.

The character's traits are modified in the following ways:
  • The warlock reduces her current effective wound penalty by the number of different Poison effects currently affecting her, the venoms in her veins numbing her pain.
  • Hegra needs those drugs, man. No combination of Poison effects may inflict a penalty on her greater than (6 - unmodified current wound penalty).
  • Her wasted constitution holds toxins like a cloud holds rain. She may reflexively spend one mote to change the damage interval of any Poison currently affecting her, with a minimum interval of one round and a maximum of (Essence) months)

Long to Rain Over Us
Cost:
3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Poison
Duration: Instant
Prerequisites: Chasing the Centipede

Blah blah, Hegra is bloated by five thousand years of intoxication and sheds her excess on the Demon City below.

This charm enhances a physical or social attack. If the attack is successful, the Infernal transfers one Poison effect currently affecting her to the target.

Feelings Are Just Chemicals
Cost:
1m, 1+wp; Mins: Essence 2; Type: Simple (Speed 5, -2DV)
Keywords: Combo-OK, Poison
Duration: Instant
Prerequisites: Long to Rain Over Us

Blah blah, within the depths of Hegra thoughts and feelings she wishes to forget condense so that she might shed them.

Upon activating this Charm, the Infernal spends one mote to make all Emotion, Illusion and Compulsion effects affecting her Obvious. She may spend willpower equal to the Essence rating of the source of one of them to condense that effect into a Poison.

<insert mechanics here for converting a mental effect into a poison so Hegra can use Long to Rain Over Us to shed her undesired mental effects onto other people as nightmare rain>
 
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