boo600
Ego sum egredietur tempestas.
- Location
- Texas
- Pronouns
- He/Him/Hungry
Ok, you know what? You are right.
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in timeThe Splendor manifests in the world as an enchantment embedded in a specific person present at
the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears
as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too
goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's
possession, and will always return to them at the beginning of each scene even if thrown away,
left behind, or given away. If its physical Form is something immobile like a tree, then the
targeted individual is going to find that tree wherever they go for the duration of the Splendor's
manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the
person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even
if they're not Exalted at all.This Splendor defines a rigid certainty and imposes it upon existence.
When used in an Adornment, define a specific roll of (Attribute) + (Ability) and a specialty that
it falls under. When the user makes such a roll, she cannot botch and cannot fail regardless of the
difficulty. No matter what, she always generates at least one success. If this roll is opposed by
another character, Invincible Assertion instead adds two bonus successes.
When used in a Fascination, define a specific roll of (Attribute) + (Ability) and a specialty that it
falls under. Under circumstances defined by the Splendor, such rolls cannot fail in its presence,
and always generate at least one success. If such a roll is opposed, it adds two bonus successes.
This Element may be incorporated into a Splendor more than once.
The Splendor takes the form of something that is primitive, crude, bestial, or a beast. Items tend
to be natural objects like rocks and branches, or are crudely-worked, or are decorated with beast-
motifs. More often, the Splendor is literally a living animal. This Element defines the Splendor's
physical form and gives it a character, and that character is aligned with the feral, primitive, and
bestial. Other Elements may draw upon this fact.
While animal-form Splendors are never hostile to their owner, they do not obey that individual as
a servant. Instead they will follow their normal instincts and habits, or else act according to some
particular pattern of behavior established when the Splendor is designed. If the Splendor is an
Adornment, it may be designed so that its blessings benefit the animal rather than the Exalt.
Taking a second characteristic Form makes it possible for an Adornment to take the shape of
both a beast and an item used by its owner, and to give its benefits to both of them.
The Splendor creates a mundane object which resonates with one or more of its characters, as
defined by Form Elements such as Form of Crackling Fire or Form of Ash and Dust. Conjured
objects can have a Resources value no higher than the Splendor's rating.
Incorporated into an Adornment, this Element allows the Exalt to spend a turn and to make a
Wits + Craft roll against difficulty (4 + object's Resources value) to summon whatever object
she likes to hand, so long as it resonates with the Splendor's character in some way, such as a
shovel for an earth-affiliated (or death-affiliated…) Splendor. Objects can be created no more
than once per scene.
Incorporated into a Fascination, this Element allows the Splendor to create particular objects in
response to certain stimuli and conditions which are in accord with its character — often, this
trigger is "when someone is cursed by the Splendor's Root Element." No more than (Splendor's
rating) objects can be created per scene.One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll
associated with the Splendor by increasing or decreasing its difficulty by two, or modify one
value associated with activating or resisting its effects (such as the number of points of
Willpower that must be spent to shake off a Beautiful Lie) by two.The Splendor is shrouded in a psychic ward that makes it unthinkable to even consider harming
it in any way. Anyone attempting to do so must succeed at a Willpower roll against difficulty (4
+ Splendor's rating) and then spend a Willpower point on each turn in which they attempt to do
harm to the Splendor.The Splendor manipulates and reshapes that which resonates with its character, as defined by
Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or
Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived
elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same
fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft
dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet
by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of
things.
Incorporated into a Fascination, this Element allows the Splendor to rewrite the details of
landscapes and objects, rerouting the paths of a graveyard, changing the appearance of a corpse,
repairing a rundown wooden shack, or making a barren landscape green and verdant.Taking a form of a heavy sigil ring, it is at once recognizable by any comic geek, and yet unlike any comic book paraphernalia out there. Semi-transparent, it looks as though it is carved from some manner of unearthly crystal, with an unreadable runic symbol on top, seemingly existing in more dimensions that can be perceived by a naked eye. If seen against the light, or from the corner of an eye, shadows of movement can be glimpsed inside of its structure, impossible forms of dreams and nightmares ready to come forth upon its master's command.
In its mobile form, the ring takes shape of a miniature eastern dragon around an arm long with jade-like scales.Exactly what it says on the can, a green lantern ring. A ring that is capable of generating temporary constructs made out of solidified energy / stuff of dreams and nightmares. The constructs are physical, but not permanent. The ring is also capable of generating forcefields and operating them. In principle, this could be used to achieve flight.(5 dot Emanation)
6 willpower (5 +1 freebie points)
Attributes
PHYSICAL (tetriary, points sacrificed for 7 freebie points) SOCIAL (secondary) MENTAL (primary + 2X superior mind) Strength ●○○○○ Charisma ●●●○○
Perception ●●●●●●● Dexterity ●○○○○ Manipulation ●●●●○ Intelligence ●●●●○○○ Stamina ●○○○○ Appearance ●○○○○ Wits ●●●●●●●
Abilities
TALENTS (tetriary, points sacrificed for 5 freebie points) SKILLS (secondary, points sacrificed for 9 freebie points + 5 from expertise) KNOWLEDGES (primary)
Alertness ○○○○○ Animal Ken ○○○○○ Academics ●●○○○ Athletics ○○○○○ Crafts ●●●●● Computer ●●●●● Awareness ○○○○○ Drive ○○○○○ Finance ○○○○○ Brawl ○○○○○ Etiquette ○○○○○ Investigation ○○○○○
Empathy ○○○○○ Firearms ○○○○○ Law ○○○○○ Expression ○○○○○ Larceny ○○○○○ Medicine ●●○○○ Intimidation ○○○○○ Melee ○○○○○ Occult ●●○○○ Leadership ○○○○○ Performance ○○○○○ Politics ○○○○○ Streetwise ○○○○○ Stealth ○○○○○ Science ●●○○○ Subterfuge ○○○○○ Survival ○○○○○ Technology ●●○○○
Backgrounds
Sorcerers are unable to shape the raw essence of cre-
ation like mages can. They need a slightly more refined
energy to aid in their work. This energy, called chi, ki,
essence, mana, orgone, prana, ionized electrolytes or
any number of other things, can be harnessed to aid
the techniques that sorcerers use. The ability to use it is
referred to as technê, or practice/the craft.
Sorcerers find this energy, most commonly called
mana (despite most sorcerers not being Polynesian) diffi-
cult to obtain. Those who are particularly skilled can draw
it from Nodes with resonance matching theirs, though the
Path of Mana Manipulation gives more options. They can
roll Perception + Meditation at difficulty 7, each success
restores a point of mana, but each point of mana drawn
will drain two points of quintessence from the Node.
Mana can be spent to decrease the difficulty of sorcery
rolls, by up to -3, on a one-for-one basis.
X You have to get by on your skill alone.
• May store a pool of/expend one Mana
•• May store a pool of/expend two Mana
••• May store a pool of/expend three Mana
•••• May store a pool of/expend four Mana
••••• May store a pool of/expend five ManaEmanations can soak lethal damage, but not aggravated. Select either the Umbra or the Underworld. This is the emanation's native home. It may roam freely in its native realm, where it enjoys the natural ability to converse with the other native denizens and to navigate without undue difficulty (in the Umbra, this amounts to having the Charm Airt Sense, while in the Underworld it amounts to having several dots of Argos). The phantasm may manifest in the physical world only while within one hundred yards of its keystone, or within ten yards of its master. It must pay one Willpower to remain manifest for a scene. It may pay one Willpower to immediately teleport to its master's or keystone's location. If the phantasm's master the emanation's name, the Arcana hears her words wherever it may be. If she commands the ephemera to attend her, it may teleport to her master's location and manifest without paying any Willpower. If the keystone is destroyed, the phantasm is also destroyed. If the emanation is slain, it may reform one hundred years later within its keystone. Each point of Essence fed into the keystone by its master quickens this recovery by 10 years. If the emanation's master has learned The King and the Kingdom: The Thousand and First Hell, the phantasm may treat its master's Hell as a keystone. Ephemera are always otherworldly, disturbing beings with demonic features of some sort that cannot be mistaken for as human.The Arcana gains three additional dots of Mental Attributes, which may increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises the permitted cap to 7.The Arcana gains seven additional dots of Abilities, which may be used to raise them above three dots. Taking this Feature additional times provides only five bonus dots.The Arcana can project its thoughts into the minds of other nearby people to communicate with them. It can communicate with its master across up to (Arcana rating x 100 miles) of distance. By spending a point of Willpower, it can also receive communications from someone… or, to put it another way, it actively reads their surface thoughts for the rest of the scene. The target can always sense this, and can shut the Arcana out by spending a point of Willpower.Unnatural Sense: The Arcana has some superhuman sense, such as the ability to see in infrared, to see in the dark, or to hear radio waves.
In this specific case the arcana senses truth in the words spoken around it.The Arcana has most likely has a machine-mind, though it might
also have some other quirk like a technological spirit having been bound into it during its
creation. Whatever the case, the difficulty of all the Arcana's Computer rolls are reduced by two.The Arcana lacks the necessary anatomy for easy communication. It can still understand speech, and it could speak if it possessed the proper facilities to do so, but alas, it doesn't. It can still communicate effectively with its master through pantomime.For most Psychics, the only Practice necessary is
Psionics and the only Instrument is thought-forms. For
you, however, you need something more. For the three
point version, that extra bit that you need is a simple
gesture or spoken phrase or incantation. At four points,
some specific physical focus is needed, often a crystal
or something that resonates with the power (a pocket
watch for Psychic Hypnosis, for instance). The five point
version only works with one specific object, rather than
a given type, so rather than "a pocket watch" you might
need "my grandfather's pocket watch" and you will have
serious trouble if that item is lost or stolen.The Exalt has either already made extensive study
of the mystic arts prior to Exaltation, or has the po-
tential to do so in the future. She may buy Paths and
rituals from Sorcerer Revised Edition. A dot of a Path
costs 4 Freebie Points during character creation, while
rituals cost 2 Freebie Points. During play, Paths cost 4
experience points for the first dot, and current rating ×
4 for additional dots, while rituals cost their rating in
experience points. Twilight Castes, Daybreak Castes,
No Moon Castes, Air Aspects, Chosen of Secrets, Mar-
row and Soil Aspects, and all Infernal Exalted pay cur-
rent rating × 3 for additional dots, instead.
The Merit costs only 3 points for Chosen of the
Twilight, Daybreak, and No Moon Castes. It costs 4
points for Sidereals, Air Aspects, Marrow and Soil As-
pects, and Infernals.
Mostly used by sorcerers with the Martial Arts Practice,
this merit indicates a deep understanding of the flow of
magical and life energy. A sorcerer with this merit has
prowess beyond what mere skill can accomplish, and in-
stead has learned to use their Mana to enhance themselves
physically. A sorcerer with this merit can spend Mana to
decrease the difficulty on physical actions in addition to
sorcerous ones.Most sorcery comes in the form of either psychic
phenomena or disciplined study. For you, however, there
is another option. You have a supernatural talent for social
interactions. You can spend Mana directly to reduce the
difficulty of social rolls, to a minimum difficulty of 3 and
a maximum change of -3.Your mind is mystically empowered. So much so, that
instead of being restricted to use mana only on sorcery,
you can use it to reduce the difficulty of any mental task.
This has the same restrictions as spending mana to aid
sorcery. The specific form this takes depends on the task,
perhaps making the sorcerer more insightful, perceptive,
or quicker to solve puzzles.While sorcerers are often able to work together
effectively, psychics tend to have a lot more difficulty.
This very rare Phenomenon allows one psychic to link
several together to allow them to accomplish things that
they never could on their own. The synergist is able to
link together two psychics per dot of Synergy, plus one
for each success spent to do so.
Cost: Two Willpower points.
Roll: Perception + Awareness
Cost of Failure: On a botch, a random member of
the group has a random Phenomenon activate uncon-
trollably, causing everyone to suffer the Cost of Failure
for that power.
Effects
• Psychic Sense: This is a passive ability. Whenever
the psychic touches another psychic, they roll Perception
+ Awareness at difficulty 6. With success, they detect
that the person they are in contact with is a psychic
and with three successes they get a general idea of the
psychic's strength and the nature of their powers. This
only detects psychics, not other supernatural beings with
mental powers.
•• Share Will: Now, psychic links can be formed.
When linked, the group can use any power known to any
member of the link. The character with Synergy, however,
makes the roll. Each other member may spent a point
of Willpower to boost the effectiveness, however. For
any sensory power, the entire group receives the results.
••• Group Effect: The group of psychics become more
in synch. In addition to being able to spend Willpower
on the group's working, the highest Attribute and highest
Ability in the group is used for any Psychic Phenomenon.
•••• Share Powers: Now, the group can use multiple
powers at a time (though they are not combined in any
way). Each member can donate any two of the following
to an effect: an Attribute, an Ability, a Power.
••••• Power Gestalt: In addition to using multiple
powers, now the psychics can combine them. For example,
Clairvoyance will allow them to target things they see
from far away with other powers, such as Telepathy (or,
if they're in a more hostile mood, Pyrokinesis).
Associated Spheres: MindWhen in the form of a ring, the spirit takes a form of constantly shifting paradoxical geometric shapes, observable within the ring as a play of light and unnatural darkness. On the rare occasions it manifests a projection of itself outside, the substance of its body is brilliant emerald energy intervened with impossibly black darkness. Something in a lizard part of a human brain finds the constantly changing form unnatural, dangerous and disturbing. it would take a kind mind indeed to see hidden alien beauty and see past its appearance to connect to the deep and kind mind it houses.
Lacking perceivable mouth or equivalent, its ability to physically talk is limited to producing dazzling displays of music. It uses a form of telepathy to communicate, projecting a pleasant gender-neutral voice into the minds of those it talks to.
While it the surface of its body lacks lacks any recognizable sensory organs, its senses are beyond human, capable of perceving the world with perfect clarity. And what it sees, hears and senses, it translates to the master of the ring.
Its core goals are to be the guardian of the ring, ensuring the success of its wielders, and making sure that, should the unthinkable happen, the ring passes onto the next wielder. It serves as an archive of knowledge and skill, learning from the users of the ring, observing their magic, should they have any, and lending this knowledge and ability to the future users. Through it, every next Green Lantern is not just a hero, but a continuation of unbroken legacy that will one day span thousands of years and be known throughout the universe.
When in its dragon form, it looks like a minuscule dragon with jade-like scales, around an arm's length from head to the tip of its tail.Freebie Point balance:Its a ring guardian spirit. It allows the user to tap into its skills and, in the future, as it accumulates XP, to use various Sorcery Paths of the previous users. It also provides partial Blactstaff functions, as paths used through its synergy psychic phenomena should be shielded from the corruptive effects of mortal magic.
15 points from the start + 7 from trading in physical attribute points + 14 from trading in secondary and tertiary ability points + 7 from flaws - 1 from willpower - 12 from merits - 10 from background - 20 from Synergy Psychic phenomena =03 dot adornment splendor
The Splendor takes the form of something that is evocative of the fantastic. It might be a child's
toy, a brightly-decorated banner, a monster or carnival mask, or a treasure chest. It might be a
kaleidoscope, or a bundle of bright balloons. This Element defines the Splendor's physical form
and gives it a character, and that character is aligned with the power of the Dreaming. Other
Elements may draw upon this fact.
The Splendor stands out as a powerful work of magic when seen with chimerical eyes or mystic
scrutiny, but it seems nigh-impossible to credit it with any specific significance if observed with
purely mundane senses. Even when presented with compelling evidence that there's something
weird about the object, anyone who hasn't made a magical survey of the Splendor must make a
Willpower roll against difficulty (4 + Splendor's rating) to accept such a conclusion.
As an Adornment, it raises the difficulty to affect the user with hostile works of Glamour by one.
As the basis for a Fascination, it may have one minor impossible feature such as floating in
defiance of gravity, reflecting people's true selves when looked into, or aging backwards in time.This Element can only be part of an Adornment.
The Splendor stokes the fires of the Exalt's Essence whenever she affirms her innermost self.
When she regains Willpower from fulfilling her Nature, she also refills her Essence pool.The Splendor reweaves the target's destiny to ensure that she will receive help when she needs it.
Upon summoning the Splendor, roll Manipulation + Leadership against difficulty 6. Each
success grants the target one dot of Allies or Backup. If used in an Adornment, the user chooses
how to divide the dots as she likes. If used in a Fascination, the distribution of dots is determined
when the Splendor is conjured (and can be set to be either static or contextual). This cannot give
the target more total dots of either Background than the Splendor's rating. She does not choose
who her Allies or Backup are; they will reveal themselves as needed, as the need for them
arrives.
If the Splendor is a Fascination, these dots last for one day for a 1-2 dot Splendor, one week for a
3-dot Splendor, one month for a 4-dot Splendor, and one year for a 5-dot Splendor.What is a green lantern ring without the iconic lantern itself? Tying together the myths of the genie's lamp and the spirit of modernity, this manifestation of ancient magic takes the form of a railway lantern, seemingly cast from brass, and decorated with endlessly shifting images and carvings of dragons, spirits and things more fantastical yet, impossible to fully perceive with a naked eye. Shadowless green flame, a distant descendant, or perhaps the last remaining ember of the Green Sun itself burns within, demanding nothing less than perfection from those that peer into its light, and yet, granting them the shot at achieving it, the transcendent flame within illuminating the path unending that stretches into the future.
Forged for and together with the spirit of the ring and the ring itself, it belongs primarily to the spirit, and not the user. In order to activate it and obtain its effects, the spirit would manifest it in front of the ring, and the user would sincerely swear the oath, the spirit echoing the words should they ring true. In this case, the power of the spirit is renewed. The same effect can be achieved even without the oath, even mind-combat, should the user willingly feed the spirit their willpower. If the user dies, or proves themselves unworthy, the second effect of the lantern kicks in, twisting destiny in such a way that a new user will come into possession of the ring
I think this works out. I modified spirit's unnatural sense to be a lie detector, and tied everything with a 3 dot adornment Green Lantern. The cosplay writes itself.
Ok, I'm assuming this is for Daniel, when we finally give him his artifact? It's a ring, it's definitely something we can make (in terms of crafting materials, given… everything.)
It works well with… Butters? Getting a Lightsaber of the Cross. If canon can make tons of references…
Yog and I talked before and planned to use the corpse of the True Dragon killed by Michael to create something like this and I liked the idea of Summer and Winter, especially the Mothers, to further increase the absurdity of our creation, so I count on your support when the time comes.
Absolutely! It's the duty of each Exalted Crafter to keep killing/looting powerful beings and using them as regents to make gratuitously useful/insane items - if you aren't shattering the look and the minds of the other players at the table, then you're doing something wrong!
Obviously, this quest is a little more street level - for now - so we aren't going to be merging the Heart of the Kukla, struck down by the Sun's Godspear moments before his death, crystalized and set in a yin/yang arrangement with the Heart of the Gardullis. But a true dragon? In the Dresdenverse?
If I recall correctly, Ferrovax is guaranteed by Word of Jim to be a part of the eventual apocalypse, and he's also on the same level as Mab. And Michael's feat was impressive because the dragon he killed wasn't that far below him!
Obviously, we won't be getting a Mab-tier minion, but if there's any of his body left? Even two decades later, even just a scrap of the power within a small piece of his body… that would absolutely be a 4-dot splendor to 5-dot upgrade-level ingredient, at least. If we combined it with Summer/Winter favors, and threw in whatever we learn from the Dark Rider? We could possibly unlock artifact crafting, or make a top-tier artifact… probably a reskinned for EXvWOD Thousand Forged Dragon!
I mean, even that's a long way off, and we wouldn't want the nuke-the-world aspect (and beyond that, they're just supernaturally scary flying tanks with flamethrowers. Doesn't quite live up to the hype without the core element, sadly). But still! I absolutely have to see what DragonParadox would allow us to do here (and what faces Dresden would make. Or noises - screams, gurgles, choking sounds, the word 'why?' on repeat… I'm curious.)
*Pauses* Oh, that's the plan for making the Dragonblooded.
Those… might already exist, in setting? Depending on how much of Holden's work fits with the Dresdenverse. Hm.
Still, that would be a way to make a worthy army - an army for more than just combat (no charms, but they have high mental stats as well as physical!) And it would definitely be worth the double favor - as a rather more practical use than just one super minion. (Although I love the super-minions).
Still, miniboss squad!
Vote closed.
Adhoc vote count started by DragonParadox on Oct 28, 2024 at 5:14 AM, finished with 74 posts and 16 votes.
[X]Plan From Hells Heart
-[X] Keep trading blows from afar, Harry and McCoy certainly did a good job, you can just intercept spells with counter-magic
-[X]Molly: Shadow Spite Curse on Hollow Man
-[X]Sophia: Counterspell and heal if necessary
-[X]Sanctuary Sorcerer: Counterspell
-[X]Sanctuary Weavers: Guard
-[X]Lydia: Activate Marble Skin. Attack with Chariot of the Earth. Use Dexterity Excellency.
-[X]Wizards McCoy + Dresden: Ranged offensive magic
-[X]STUNT: Under the glare of the falling fireball that used to be a Hollow Man doppelganger, you spare your friend a moment."Lydia" you say, raising your voice to be heard above the pyrotechnics."Hit them with the planet."
[X] Keep trading blows from afar, Harry and McCoy certainly did a good job, you can just intercept spells with counter-magic
-[X][Stunt]As the spells rain down on you ancient looking (but actually quite modern) spellbooks from the city of knowledge appear before them and snap closed around them. You remind yourself to check later to see if that means you have actually gotten new spells in the catalog.
-[X][Stunt]"Are you going to let me just claim this place uncontested?" It doesn't know your limits. You don't even know your limits. In fact as you call out vague ideas about how to claim a area as your own come to mind. Hmm, shame about the sacrifices.
[X] Keep trading blows from afar, Harry and McCoy certainly did a good job, you can just intercept spells with counter-magic
-[X][Stunt]As the spells rain down on you ancient spellbooks from the city of knowledge appear before them and snap closed around them. You remind yourself to check later to see if that means you have actually gotten new spells in the catalog.
-[X][Stunt]"Are you going to let me just claim this place uncontested?" It doesn't know your limits. You don't even know your limits. In fact as you call out vague ideas about how to claim a area as your own come to mind. Hmm, shame about the sacrifices.
I'm part of a vote! In GFR!
Dies of happiness.
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