Does new Demigoddess Embody a particular aspect of her God or is it random?
Not how it works.

Think if Mythos as a story and each individual who are part of it, adds or expands that story in a particular way. This is why Lorgar is social while Dharok is physical.

Each individual adds.....not new things per say but expands the story in new ways. It is also why there cannot be two or more people with the "same" Mythos combination, baring twins and special cases like that.
 
@Yzarc Does Emperor declared himself as Omnissah without any sorta legitimate autority or is it decided by Techpriests as lesser evil aka political compromise?

Will there be effects of elevation of New Demigoddess upon Admech and Emperor?
 
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She does have a wish slot active at the moment. So you can grant her something. Yes she I'd immune to perils at the moment. She has mindshields 5 thanks to Lorgar. Need to add that

Thanks. Can we grant her a Savant rating in rarer disciplines now she's a Demi goddess?

For example, she was previously limited to the standard disciplines, but there are rarer ones.

In this case, things like the Magos Geologicum, who were involved in terraforming in the one time we hear about the Mechanicus doing it.

That'd probably be the skillset required to make and use terraforming machines.
 
Thanks. Can we grant her a Savant rating in rarer disciplines now she's a Demi goddess?

For example, she was previously limited to the standard disciplines, but there are rarer ones.

In this case, things like the Magos Geologicum, who were involved in terraforming in the one time we hear about the Mechanicus doing it.

That'd probably be the skillset required to make and use terraforming machines.
As long as it is a Mechanicus specialization, I am tentatively ok with it. Though terraforming machines are not necessary for Colchis.

Also no on getting the Alchemical making Savant background as it makes not sense for a Yozi Charm to grant that when Auto-kun rebelled against them in the first place.
 
I thought, based on this, we were going to use terraforming machines on Colchis.

You could venture into its depths, locate a good place to dream up the ancient terraforming machines' spectral counterparts, and harness their power. By activating these ghostly constructs, you could begin to restore the planet's physical integrity, countering the Shard's corruptive influence.

My thought was that if Thalassa knew how they worked and how to use the machines it might allow us to do a better job. Lorgar could use Telepathy to network Thalassa and Fan together so she share her knowledge of what to do .

I'm assuming that Fan would be using MHM to interface with the machines in the hope of using EAM to make them work faster.

The alchemical making ability was a merit rather than a background.

The Essence-tech Savant rating I wanted to grant her was to make her know how to create Exalted style magitech.
 
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I thought, based on this, we were going to use terraforming machines on Colchis.
You are fixing the broken Geology not terraforming it into a paradise world. Given that she is a Demigoddess of the Machine God, she has instinctive knowledge on how to use it. Even the ghost versions.

She has the knowhow to fix the unstable geology, which is what you primarily want right now.
 
Hmm; another thought. @Yzarc, if we give Thalassa the extra-speed mutation can she work faster?

The fomor mutation book doesn't consider it, as fomor don't generally take extended actions, they're usually just combat brutes, but logically if you permanently move and think faster as extra speed makes you, you should also design and craft faster?

It seems too good to be true to be able to grant double extra speed and be able to make three upgraded implants rather than one though, even if logically it makes sense; and extra speed that can be used to design things fits with Thalassa's Mythos.
 
Hmm; another thought. @Yzarc, if we give Thalassa the extra-speed mutation can she work faster?
Hard No on this. That is a pure combat mutation only. Too op and breaks the system. Even otherwise, extra actions do not meaningfully translate to extra rolls in crafting.

I mean, you cannot multi-action extra rolls in a craft or other actions so I do not see how this will work out.
 
Ok, so the things I think are strong options for VEE on Thalassa:

  • Precognition: pretty much helps with everything (assuming it allows rerolls), synergises well with the Time aspect she has.
  • Savant - Myrmidex: if she's making integrated power armour being an expert in the Mechanicus' ways of war
  • Savant - Psykana: knowing how to make psytech might help upgrade her implants as she's now a psyker
  • Sorcery - Binding, Warding, and Summoning: so when terraforming the world she can try to incorporate sorcerous principles into the geography and resulting geomancy that wards off the Neverborn's influence.

This last one might be particularly valuable, but I've no idea if it's something that's feasible, or if we'd know IC. @Yzarc, is that something we could predict?

Wards are also something that in 40K people have built into their armour, so it may help with making an exoskeleton as well.
 
Technically speaking? She has warding as a rite so you do not need to take this. Some things do carry over and IF, and I repeat, IF you win, the restored planet will benifit from having naturally forming wards, similar to a Machine Spirit. More on this later, if we pull off what you are setting out to do.

Ah, so the planet would count as a Machine and the Worldsoul its spirit.

Five dots in the Sorcery path might be better than a one dot rite though. I wonder if it's worth seeing if this allows her to create better wards.

I think that may be chicken counting though, from the sound of it, and we may need to focus on combat power, in which case it's probably between Myrmidex and Precognition.
 
This last one might be particularly valuable, but I've no idea if it's something that's feasible, or if we'd know IC. @Yzarc, is that something we could predict?

Wards are also something that in 40K people have built into their armour, so it may help with making an exoskeleton as well.
Sorry, misread your question. To answer, there is no "neverborn" influence, so mauch as the Shard raising the dead Worldsoul into an Undead Worldsoul, turning the planet into a massive shadowland and the Umbra into a copy of the underworld as a result.

If there was a Neverborn around, even if it was mostly asleep, you would DEFINITELY know.

Yozi and Neverborn are the end result of an Apocolypse and not the cause of it. When they appear, the game is over. Or that is how I am treating them.

What role they played in 2E, I am moving to the Deathlords Proper and the 3rd Circle Equivalents, with 2nd Circles being the "Oh Shit" heralds of the Apocolypses.
 
You know thinking about it... if we do manage to beat the Mask of Winters into his proper form, that is to say reagents, I wonder if any of these ghosts are heroic enough to make into a Demigod of the Grave, a pseudo-Abyssal as Thalessa is a pseudo-Alchemical. Seems a waste of all these DAoT people to just banish all the ghosts once we get rid of the necromancer.
 
Sorry, misread your question. To answer, there is no "neverborn" influence, so mauch as the Shard raising the dead Worldsoul into an Undead Worldsoul, turning the planet into a massive shadowland and the Umbra into a copy of the underworld as a result.

If there was a Neverborn around, even if it was mostly asleep, you would DEFINITELY know.

Yozi and Neverborn are the end result of an Apocolypse and not the cause of it. When they appear, the game is over. Or that is how I am treating them.

What role they played in 2E, I am moving to the Deathlords Proper and the 3rd Circle Equivalents, with 2nd Circles being the "Oh Shit" heralds of the Apocolypses.

Ah, I think this is me not being clear. By Neverborn influence I wasn't meaning their direct action, but similar to how in Exalted ghosts and Shadowlands and the fact that Necromancy can exist are products of the Neverborn's influence. What I meant by a ward against the Neverborn's influence is effectively a ward against phenomena aligned with their themes. At a very basic level; a circle of salt is a ward against the Neverborn'a influence.

You know thinking about it... if we do manage to beat the Mask of Winters into his proper form, that is to say reagents, I wonder if any of these ghosts are heroic enough to make into a Demigod of the Grave, a pseudo-Abyssal as Thalessa is a pseudo-Alchemical. Seems a waste of all these DAoT people to just banish all the ghosts once we get rid of the necromancer.

My preference would be to follow the Exodite approach, and turn the souls into spirits that are incorporated into the living world soul.

Or see if we can use a combination of sorcery and Constructive Convergence of Principles to give them new living bodies and bring them back to life.

Ressurection might not be possible in normal Exalted but it's not that uncommon in Warhammer.

We have a big advantage here. We have Ultimate Darkness Internalisation. We should make sure to be the one to perform the finishing blow on the ghosts, so rather than being properly destroyed they're instead trapped in our anima, so we can later use sorcery on them.

The bold choice here would be to 'kill' the world soul before it finishes rising as an undead and suck it into our anima, either for later Purification or to use as the foundation for our Inner World.
 
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Votes closed.
Adhoc vote count started by Yzarc on Jun 22, 2024 at 10:12 AM, finished with 43 posts and 7 votes.

  • [X] Exoskeleton
    - [X] Even if you stand taller than you once did, as all true servants of the Machine God do, you stand on the shoulders of giants so you may see further. You have known the rapture of making and understanding true archeotech more than once in your short time on Colchis, but none have been greater than the Aegis Power Armour. Using what you learned from the relic you repaired, you can design a wonder, taking its sacred components and elevating them to be truly divine as part of you.
    [X] Exoskeleton
 
Turn 6: End
Colchis - 831.M30

With the merging of Thalassa and the machine spirit complete, a new sense of purpose and clarity dawned upon her. Her mind was a storm of ideas, plans, and knowledge, each one building upon the other. One vision stood out among the rest: the creation of a new set of artifact exoskeleton armor, one that would embody her newfound power and protect her in the battles to come.

Thalassa set to work in the heart of the forge, a space now infused with her own essence and the presence of the machine spirit. The forge itself seemed to respond to her touch, its fires burning brighter and its tools humming with energy. She began by studying the Aegis pattern Power Armor, known for its resilience and versatility, but she knew she could push the design further.

The first step was the gathering of materials. Thalassa selected the finest Orichalcum. She combined them with Moonsilver, the material that had played such a crucial role in her own transformation. Each metal was purified and alloyed with meticulous care, ensuring the perfect balance of physical durability and arcane potential.

Next came the design. Thalassa envisioned armor that was not only protective but also integrated seamlessly with her abilities and the machine spirit within her. She sketched out intricate patterns, each one imbued with runes and sigils of power. These markings would allow the armor to channel magical energies, amplifying her spells and abilities.

With the materials and design in place, Thalassa began the process of forging the armor. She worked tirelessly, her movements precise and controlled, each strike of the hammer ringing out like a symphony. As she shaped the metal, she whispered ancient incantations, weaving magic into every piece. The machine spirit within her guided her hands, its knowledge enhancing her own and ensuring that each component was perfect.

The armor took shape piece by piece. The breastplate was the first to be completed, a gleaming work of art that shimmered with an inner light. It was adorned with the sigil of the Omnissiah, representing the Machine God's aspect of the Designer. This sigil would allow Thalassa to interface with any machine or technology, granting her control and understanding beyond that of any mortal.

The gauntlets and greaves followed, each one inscribed with the mark of Deus Mechanicus, the aspect of the Modular. These pieces were designed to adapt and evolve, capable of changing form and function based on Thalassa's needs. With a thought, she could transform her armor into different configurations, each one suited to a specific task or battle.

The final piece was the helm, the crown of the armor. It bore the rune of the Motive Force, the aspect of Time. This enchantment would allow Thalassa to manipulate time itself, slowing it down or speeding it up as needed. With this power, she could outmaneuver her enemies, dodge attacks, or strike with incredible speed and precision.

As Thalassa assembled the armor, she could feel its power growing. Each piece clicked into place with a sense of finality, the runes and sigils glowing as they connected. She donned the armor, feeling its weight and strength, but also its lightness and flexibility. It was a perfect fit, a seamless extension of her own body.

With the armor complete, Thalassa stood before the forge, her new form a testament to her journey and transformation. The armor shimmered with a magical light, its runes pulsing with energy. She felt a surge of power, the machine spirit within her resonating with the enchantments she had woven.

With the craft complete and the forge going silent, Thalassa took a moment to reflect. She had come a long way from the person she once was, now standing as a demigoddess. Her journey was far from over, but she was ready to face it, armed with her new armor and the knowledge that she had the strength to overcome any obstacle.

As she stepped out of the forge, her armor gleaming in the light, Thalassa knew that she was prepared for the battles to come. The world was a place of challenges and dangers, but she would meet them head-on, her heart filled with determination and her spirit unbreakable. She was Thalassa, demigoddess of the forge, and her destiny awaited.

GAIN:
Artifact Exoskeleton (3): Enhances Physical rolls by adding a x6 modifier. By committing one Essence, Thalassa can render herself immune to one of the following for the scene, to be declared at the start:

Wind, cold, and electricity (air); being crushed, cut, or pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind by supernatural powers (dreams).

By committing an additional Essence; then damage for the other categories are downgraded from aggravated to lethal, lethal to bashing, and bashing damage cut in half after soak (round down), while immunity to possession and thought alteration become the ability to make a Willpower roll at difficulty (10 - Mythos) to immediately shake the effect off, and immunity to disease becomes the ability to make a Stamina roll at difficulty (10 - Mythos) to immediately shake the infection off.

CONCLUSION OF TURN 6
  • Successfully engaged the Chaos Army -1xp
  • Suffered no losses - 2xp
  • Overcame the Chaos Sorcerors - 2xp
  • Pulled off a Strategic retreat - 1xp
  • Lorgar ensures the True Death of Kairos - 5xp
  • Successfully played the Shard of Winter's ego to get a favorable truce - 3xp
  • Elevated Thalassa into a Demigoddess - 5xp
  • Successfully forged your first Greater Artifact (Her body) - 5xp
  • Used Enuncia - 1xp
  • Created a custom Machine Spirit - 3xp
Fan Morgal: 28 -20 = 8xp
Lorgar gets 1/2: 14 + 5 = 19xp
Dharok gets 1/3: 10 + 2 = 12xp
Thalassa: 176xp

ALL CHARACTER SHEETS, CHARM LISTS AND MYTHOS POWERS UPDATED.

Costs: Applies to you and Circle Members
New Ability/Background - 3xp per Dot
Attribute - current rating *4xp
Ability - current rating *2xp
Caste or Favored Charm Charm - 8xp
Other Charm Charm rating - 10xp
Merit - 3xp per dot
Mutation - 3xp per dot
Psyker Powers (Thalassa, Lorgar & Dharok) - current rating *2xp
Lorgar Mythos powers - 10xp per power
Gifts (Thalassa only) - Rating *2xp

Faith Mythos: (Dharok and Lorgar only)
Your True faith forms such a fundamental part of yourself that it effects your Mythos, allowing you to manifest psyker like abilities, though limited to the below Lores.

Purchase of the Lore also unlocks mutations that the body of the demigod will not reject, though strictly speaking, these "mutation" are more inherent expression of their powers and cannot be turned off. They are always counted as three dot mutations and they will always be Angelic and Human, unless you fall to Chaos. You can purchase the Torment "Mutations" but they are considered 5 Dot mutations.

The Exception to the above is Lore of Humanity. It gives you NO Mutations and you cannot purchase any mutations from Lore of Humanity, but can purchase them if it also falls under another lore.

Lores:
Lore of Light - rating *4xp.
whitewolf.fandom.com

Lore of Light

The Lore of Light allows a Neberu to control the properties of light by creating blinding beams or elaborate illusions. This Lore is similar to the Discipline of Chimerstry. Light: The Neberu may create a soft, silvery light, or a brief, bright flash that blinds and stuns onlookers...
Lore of the Celestials - rating *4xp
whitewolf.fandom.com

Lore of the Celestials

The Lore of the Celestials allows the Namaru to carry the Divine Will to the other Houses, to strengthen their efforts and to direct them. They could even take over their evocations completely if they thought it necessary. This is the Lore than allowed the Namaru to commune with the power of...
Lore of Humanity - rating *4xp.
whitewolf.fandom.com

Lore of Humanity

The Lore of Humanity allows the Fallen to communicate with and manipulate people in very subtle ways and to generally enhance their social skills as well as, to a lesser extent, their stealth and linguistics. As it is a Common Lore, any Fallen may access this Lore regardless of House. Translate...
Lore of Radiance - rating *4xpt.
whitewolf.fandom.com

Lore of Radiance

The Lore of Radiance is the lore of leadership and divine commandment over the masses of humanity; allowing the Namaru to speak with the voice of the Almighty to rally their followers as well as mark those who earn their favor (or scorn) and even look deep into a person’s soul to see their...
Lores Roughly do what you expect them to do but I will be editing them to better fit the themes of the Demigods in question. Also, no, you cannot unlock any more lores. This is the limit.

The Torment version does not work as you have to fall to chaos to do so.

Charm list
forums.sufficientvelocity.com

Echoes of Creation (30k/Exalted) Crossover

CECELYNE CHARM CHARM CONCEPT: PLACE OF DESOLATION Many Charms known to Cecelyne can only be activated in a place of desolation. Any climate or environment inhospitable to human life qualifies, meaning glaciers and inhospitable islands just as much as sandy deserts or rocky wastes. A good rule...
Mutation List
darkforcesmush.fandom.com

Fomori Generation

Fomori do not have to be cut and dry, or follow any particular set of rules. Let your imagination run wild. As long as it's creepy and wild, and as long as your players have fun, you can generate them however you'd like. However there are some who prefer more cut-and-dry stats, and this is a...

Merit List
Any Wod Merit - Subject to ST Approval
denvermage.fandom.com

Merits and Flaws

(1 point) [Mage: Revised - Mental Merit] For every human ability, there are those who have a natural flair for it. Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can...

Mythos Powers: (Lorgar and Thalassa Only)
forums.sufficientvelocity.com

Echoes of Creation (30k/Exalted) Crossover

LORGAR'S MYTHOS POWERS THALASSA'S MYTHOS POWERS
 
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@Yzarc just to be clear to get Thalessa gifts do we have to go Gifted Fomori: X, or since she is merged with a machine spirit who can give gifts can we just give her the gifts at their regular level?
 
Ho boy, we are about to get the fun gifts. They are not as strong as charms normally, but for someone who is basically the wizard of the party and can change her build on circumstance... :grin:
 
8 XP. Just enough for Essence-Dissecting Stare.

By the by, many more Charms of She Who Lives in Her Name have been listed. Many more to be bought in the future, assuming everyone does not die soon against the Mask of Winters.
 
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