Worm, a fantastic web serial, is owned by Wildbow. This quest will spoil a great deal - if not...
BACKGROUND: ALLIESTraits of 1-5 are 'Mortal' in capability.
- Trait 0 - Completely Awful/Unskilled, makes common and easily avoidable mistakes. Mortals suffer the Unskilled Penalty (-2 dice)
- Trait 1 - Novice/Below Average. Knows the most basic of basics.
- Trait 2 - Human Average. The gifted amateur or the niche talent resides here.
- Trait 3 - Professional. You use this skill in your career or daily life.
- Trait 4 - Reputable. You are the master in which others flock to for apprenticeships. Traditions are established under your tutelage and prowess. You are known within your field.
- Trait 5 - Peak Human Capacity/Skill. You are known in your field as one of the best there is at what you do. You are known outside of your field as the one of the best.
Scale: In Creation (where Exalted powers originated), trait ratings at 4 are rare, while ratings of 5 are almost unheard of and meant to be exceptions. As a Fictional Earth example: Helen of Troy was Appearance 5, and there was only one of woman as beautiful as she known throughout the whole region.
Cities in Creation are 10,000 people, maybe upwards of 20,000+ with exceptions like Nexus and the Imperial City being 100,000 or more.
Earth-Bet, however, is vastly more connected due to the Internet, International Television, Magazines, etc.; while Traits at 4/5 aren't more common, they're just more exposed by media and reputation.
Changes For This Quest:Allies are your character's close friends and trusted companions. Unlike followers, allies are never extras. Most are either Exalted (of any type), small gods, Fair Folk or other magical beings that are typically at least as powerful as one of the Terrestrial Exalted. Alternatively, they might be exotic beings such as intelligent animals, or exceptionally skilled and powerful mortals such as the masterful thaumaturges, wealthy nobles, crime lords, or Guild factors. Characters don't have to buy the Allies Background to represent the rest of their circle - allies are always Storyteller characters. Also, allies are independent people with their own lives and goals. If your character asks for aid but does not provide any in return, her allies will soon desert her. Allies do what they can to help your character, but they won't risk their lives for any but the most important causes - possibly, not even then. Allies asking for help can make for fun roleplaying.
Trait Effects:
Each dot in this background typically represents one ally approximately equal in power to a starting character. More powerful allies require higher ratings. Depending upon both her score in this Background and the power of the allies, your character can have between one and five allies.
Changes For This Quest:Your character is an important member of an organization, such as a government, an army, the Guild, or a powerful organized crime syndicate such as the Lintha Family. The higher your character's Backing, the higher her rank is in this organization. At your Storyteller's discretion, you may take Backing multiple times for rank in different organizations. However, if your character has a high Backing, she is likely to be responsible for decisions involving great numbers of people and resources. And if she neglects her duties she can expect demotion - or worse.
Trait Effects:
●○○○○ - Your character is a lower officer or a minor functionary.
●●○○○ - Your character is a mid-level officer, the head of a small department or some similarly intermediate position.
●●●○○ - Your character is moderately powerful and has many people working under her.
●●●●○ - Your character is extremely powerful and typically is only one or two rungs down from the people in charge of her organization.
●●●●● - Your character is one of the leaders of her organization, a general or admiral, a Guild Factor, one of the Lintha Family's fathers or mothers, et cetera.
Changes For This Quest:Both the Realm and Lookshy are complex societies, with well-developed webs of institutions, cliques, foundations and social clubs. The ability to use those webs for one's personal benefit is a powerful one. Characters with connections can guide society in the direction they wish it to move and grow, protecting their assets or gaining special favors. Such ability also requires a serious investment of time and resources, though. Therefore, Dragon-Blooded must focus their attentions on certain areas of influence in order to fully manipulate any of the Realm's labyrinthine social structures. Each area of influence (detailed below) is essentially a separate Background. A character can develop Connections (Military) 4, Connections (Gens Maheka) 2, Connections (Scavenger Lands Outlaws) 2 and Connections (Intelligence) 2, or Connections (House of Bells) 5, Connections (Military) 3 and Connections (Intelligence) 2, for example. Connections are direction (North, South, East, West, Blessed Isle) specific, as few have webs of influence far-reaching enough to cover all of Creation. Like many social Backgrounds, connections are a two-way street. Characters with ties to the House of Bells, for example, might be asked to provide detailed accounts of unique battles or to sit a term as guest lecturers on some topic in which they are well versed. Failing to reciprocate when asked for favors or information can result in this Background degrading or being lost altogether.
Note that this Background serves the same function as both the Contacts and Influence Backgrounds in the main Exalted rulebook.
Trait Effects:
○○○○○ (None) - You lack any ties to the group in question.
●○○○○ - You possess at least one major contact (and a handful of minor ones) in the group and are moderately influential on the local level.
●●○○○ - Two major contacts and several minor ones within your area of influence, giving you a great deal of pull in your city.
●●●○○ - Three major contacts and a large number of minor ones, making you a person of importance within your region.
●●●●○ - Five major contacts and a horde of lesser ones. You are one of the most influential people in the region.
●●●●● - You know all of the major power players in your area of influence, and more importantly, they not only know who you are, but listen to you as well.
Changes For This Quest:For some Alchemicals, memory-echoes of more than simply past heroism endure into their present incarnation. They remember quiet moments spent with friends and lovers, the tedium of daily labor or other defining moments of their previous lives as heroic mortals. Moreover, such Alchemicals can learn to immerse themselves in these memories, reliving the experience of wearing mortal skin and living a mortal life. An Alchemical with this Background draws on her brightest and strongest memories from her past lives to simulate the effects of a meaningful scene of human contact (see "Losing Clarity," p. 110), with the same mechanical benefits, a number of times per story equal to her rating in this Background.
Trait Effects:
○○○○○ (None) - Either your character retains no special connection to her previous lives, or she has embraced the machine wholeheartedly.
●○○○○ - If she strains, your character can remember the faces of a few past lovers.
●●○○○ - With a bit of effort, your character can match names to the faces of some of her friends and children from previous incarnations.
●●●○○ - Incidents in daily Autochthonian life often remind your character of quiet moments in her former lives.
●●●●○ - When she sleeps, your character relives memories from centuries ago as often as any other sort of dream, and usually with great vividness.
●●●●● - Your character has almost complete recall of several of her most notable incarnations and remembers significant emotional moments from most others.
Changes For This Quest:The only fully organic creatures in Autochthonia are humans, rats, and roaches. This lack of biological diversity does not prevent the Alchemical Exalted from obtaining loyal pets and companions, however. The Divine Ministers and their subgods frequently reward service to the greater harmony of Autochthonia with access to this Background. A Champion with such authorization may use a formal prayer-requisition to ask for a familiar to be issued to him, and given time, the mechanical wilderness of the Reaches responds. An Alchemical may have only one familiar at a time. If his current familiar is slain, or if he formally releases it from his service, then he may requisition a replacement after 25 hours have passed. Familiars may be requisitioned from anywhere in Autochthonia or Creation, though it takes appreciably longer for a summoned companion to reach a character in Creation.
The Alchemical's player is able to define the parameters of his character's familiar, up to the limitations of his rating in the Background. The Exalt may share one of his familiar's senses whenever it is within (the Alchemical's Essence x 10) yards. The familiar has an unerring instinct that tells it which direction its master is relative to itself at all times, and it is perfectly loyal to the Exalt, following his every command to the best of its abilities.
Trait Effects:
○○○○○ (None) - Either your character has no desire for companionship or he has performed no feats to impress the spirits of Autochthonia.
●○○○○ - Your character may requisition a minor mechanical servant, the artificial equivalent of a bird or squirrel. This servant can perform one useful function and possesses Intelligence no greater than ●. It is most likely incapable of any form of communication other than clicks and beeps (treat as a tribal dialect). Such a familiar arrives within an hour of being requisitioned.
●●○○○ - Your character's summoned construct is either smarter (Intelligence ●●) and capable of rudimentary communication in Autochthonic, or it's larger and more dangerous, roughly equivalent to a guard dog. Intelligent servants have two unique, useful functions, while combat servants possess one. The familiar arrives within three hours.
●●●○○ - Your character may requisition a companion up to his own size. Smaller, more intelligent familiars may have Intelligence as high as ●●●, with up to three useful abilities. Larger constructs possess one useful ability but might be either large enough to act as steeds or as fierce in combat as a great cat. The familiar appears within a day of the Exalt's summons.
●●●●○ - All constructs at this level possess at least Intelligence ●● and may begin mixing functions. Steeds may be as combat-capable as a simhata, for example, or might possess Intelligence ●●● and be capable of telepathic communication with the Exalt within sense-sharing range. Dedicated utility familiars are likely to possess a wide array of useful skills, while dedicated travel companions possess at least one exotic mode of travel. (Flight, amphibious mobility and wall-running are common examples.) Combat familiars are clockwork nightmares of armor and articulated blades. A servant of this quality must be custom-built for the Exalt and requires a week to arrive.
●●●●● - Your character may requisition a unique Essence 3 mechanical god, complete with an array of custom abilities and Charms. Complete rules for building such a being from the ground up may be found in The Books of Sorcery, Vol. IV—The Roll of Glorious Divinity I. Such a wonder of divine artifice takes up to a month to appear.
Changes For This Quest:In time, almost every Exalt becomes famous. The Background reflects your character's pull and status in society and her political power. This status could derive from political office, being an entertainer, a religious figure, or openly living as one of the Chosen. Regardless of reasons, people pay attention to her words and deeds. Influence can be used to garner favors from others, to promote a personal agenda in public, or just to bask in the glow of fame. This Background doesn't cover formal rank in any organization - that's Backing.
Trait Effects:
●○○○○ - You have some local fame in your town or in one district of a metropolis.
●●○○○ - Your character is well-known in her home city-state or satrapy.
●●●○○ - Your character's fame and power have spread even to neighboring states. The Dragon-Blooded know of her.
●●●●○ - Your character's words carry great weight throughout much of an entire quarter of Creation, and she might rule a town or small city. The Wyld Hunt will soon arrive to destroy her.
●●●●● - Your character rules an entire nation or has great pull in several. The Realm will soon gather armies to annihilate her.
Changes For This Quest:Although most Chosen meet their new life without a guide, your character found one. This mentor is a patron, a teacher, a defender, and a friend. Yet although she always acts in what she sees as your character's best interests, your mentor expects your character to obey her (or at least to listen to her). Your character is your mentor's student, ward, or apprentice, not her equal. However, this relationship need not be without conflict, and it can be the subject of much in-depth roleplaying.
A mentor can be one of the Exalted, an important prince or Guild Factor, or even a god or one of the Fair Folk. In addition to providing advice and assistance, your mentor may also teach Abilities, Charms, and possible even sorcery. Occasionally, she might also save your character from some dire fate. Characters who require such aid too often annoy their mentors and will be discipline for overly-reckless behavior.
Trait Effects:
●○○○○ - Your character's mentor is just a bit more worldly and wise than your character.
●●○○○ - Your character's mentor is a figure of some note or an exceedingly important individual who has little time for your character.
●●●○○ - Your character's mentor is wise, influential, and is considerably more powerful than your character.
●●●●○ - Your character's mentor is an exceedingly important individual whose words and deeds can shape the course of nations.
●●●●● - Your character's mentor is exceedingly powerful, and he takes a great interest in your character's welfare. However, he expects both obeisance and greatness from your character, and he likely has powerful enemies who might attack you to get to him.
Changes For This Quest:Dragon-Blooded society is tightly knit, even incestuous—especially among the Dynasty—with news and gossip traveling at lightning speed. As a result, a character's notable exploits that she doesn't take pains to conceal will soon become well known by both her peers and the Dynasty, if not the Realm as a whole. This reputation can be positive or negative (or even both at once), and it affects the way others view your character. In situations the Storyteller deems it appropriate, a character may add her Reputation rating to her dice pool when making social rolls. In situations where the reputation is a liability, the character subtracts an equal number of dice.
It is important for the player and the Storyteller to work together to create as much detail as possible for the character's Reputation, as these details influence how and when the Background comes into play. If a character has a reputation for bedding every Dragon-Blood in the city, that reputation might help get him invited to important social gatherings, but it's not going to help him during negotiations to buy a sailing ship. A general with a reputation for offering fair treatment to foes who surrender without a fight will find it easier to negotiate the surrender of opposing forces, especially if she also has a reputation for merciless brutality against any who dare stand against her. A reputation need not necessarily be true. A coward might luck into becoming known as a war hero, while a shady swindler could have the reputation as the most honest merchant in the city.
Trait Effects:
○○○○○ (None) - You have yet to make a name for yourself.
●○○○○ - You're well known in your set. (City)
●●○○○ - Your name is bandied about in your part of the Dynasty. (State)
●●●○○ - Everyone in the Dynasty knows well your legend. (Region)
●●●●○ - Tales of your exploits have spread across the Realm. (Country)
●●●●● - Your legend has preceded you even to the far corners of the Threshold. (World)
Changes For This Quest:Resources are valuable goods whose disposition your character controls. These assets may be actual cash, but as this Background increases, they're more likely to be investments, property, or earning capital of some sort — land, industrial assets, stocks and bonds, commercial inventories, criminal infrastructure, contraband, even taxes or tithes. Remember that vampires don't need to arrange for any food except blood and their actual needs (as opposed to wants) for shelter are very easily accommodated. Resources for vampires go mostly to pay for luxuries and the associated expenses of developing and maintaining Status, Influence, and other Backgrounds. A character with no dots in Resources may have enough clothing and supplies to get by, or she may be destitute and squatting in a refrigerator box under an overpass.
You receive a basic allowance each month based on your rating, so be certain to detail exactly where this money comes from, be it a job, trust fund or dividends. (Storytellers, decide for your locality and any relevant time period what an appropriate amount of cash this monthly allowance is.) After all, a Kindred's fortune may well run out over the course of the chronicle, depending on how well he maintains it. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you're trying to sell. Art buyers don't just pop out of the woodwork, after all.
Players may purchase Resources for their characters with pooled Background points.
Trait Effects:
●○○○○ - Sufficient. You can maintain a typical residence in the style of the working class with stability, even if spending sprees come seldom.
●●○○○ - Moderate. You can display yourself as a member in good standing of the middle class, with the occasional gift and indulgence seemly for a person of even higher station. You can maintain a servant or hire specific help as necessary. A fraction of your resources are available in cash, readily portable property (like jewelry or furniture), and other valuables (such as a car or modest home) that let you maintain a standard of living at the one-dot level wherever you happen to be, for up to six months.
●●●○○ - Comfortable. You are a prominent and established member of your community, with land and an owned dwelling, and you have a reputation that lets you draw on credit at very generous terms. You likely have more tied up in equity and property than you do in ready cash. You can maintain a one-dot quality of existence wherever you are without difficulty, for as long as you choose.
●●●●○ - Wealthy. You rarely touch cash, as most of your assets exist in tangible forms that are themselves more valuable and stable than paper money. You hold more wealth than many of your local peers (if they can be called such a thing). When earning your Resources doesn't enjoy your usual degree of attention, you can maintain a three-dot existence for up to a year, and a two-dot existence indefinitely.
●●●●● - Extremely Wealthy. You are the model to which others strive to achieve, at least in the popular mind. Television shows, magazine spreads, and gossip websites speculate about your clothing, the appointments of your numerous homes, and the luxury of your modes of transportation. You have vast and widely distributed assets, perhaps tied to the fates of nations, each with huge staffs and connections to every level of society through a region. You travel with a minimum of three-dot comforts, more with a little effort. Corporations and governments sometimes come to you to buy into stocks or bond programs.
EXPERIENCE POINT COSTS:While the designs for the Chosen of Autochthon were drawn up before any other Exalted, no Alchemicals were actually created until after the Great Maker exiled himself from Creation. As such, the Great Curse of the Neverborn never fell on them. Instead, the Alchemical Exalted must deal with a trait known as Clarity. Not a curse as such, Clarity is an intrinsic design element of Alchemicals. Formed of a human soul and an artificial body, each Alchemical is held in suspended tension between his intrinsic humanity and the cold logic of the machine. Clarity is the measure of this balance.
Clarity is a draining of human imperfection and the ascension of precise, calculating logic. It is not sociopathy. Regardless of his Clarity, an Alchemical retains his essential Motivation and those Intimacies that manage to survive the streamlining of his priorities that results from an increase of Clarity. The logic so cherished by high-Clarity Alchemicals is a means, not an end in and of itself.
A Clarified Exalt intent on improving working conditions for the Populat in his nation will continue to pursue that goal. He simply begins regarding those on whose behalf he labors as bundles of safety/morale statistics to be improved, rather than people. A high-Clarity military commander will spend the lives of his soldiers without hesitation, but only after carefully calculating cost against benefit. Squandering valuable resources is senseless. A Clarified medic allocates supplies in such a way as to save the greatest possible number of lives. Upon deeming a patient beyond aid, he calmly administers euthanasia so that body and soulgem may be recycled and reallocates resources to those patients who can be cured. His bedside manner suffers, but the goal of treating the sick remains.
Where reward is productive, a clarified Alchemical applies it. If punishment best brings the Exalt closer to his goals, he dispenses it dispassionately. Should violence prove necessary, the Alchemical resorts to it without hesitation, but only to the degree circumstances require. Sadism, carnage and excess of any sort are wasteful and inefficient. Clarity abhors inefficiency.
GAINING CLARITY
There are two kinds of Clarity: permanent and temporary points. Permanent points of Clarity cannot be removed as long as the conditions that produced them remain in place. Temporary Clarity fluctuates according to behavior and situation. Characters may gain Clarity in the following ways:
• Transhuman Essence: Alchemicals gain one point of permanent Clarity for each dot of Essence they possess over five.
• Suppressing Virtues: Whenever an Alchemical spends a point of Willpower to suppress a Virtue he possesses at 3+, he gains a point of temporary Clarity. Alchemicals may automatically fail any Virtue roll without paying Willpower by accepting two points of Clarity instead.
• Forsaking Humanity: Alchemicals gain a point of temporary Clarity after spending a full week without meaningful, nonviolent human contact of any kind. Other Alchemical Exalted do not count as humans for this purpose.
• Charms: Charms with the Exemplar keyword bestow permanent Clarity while they are installed. Some Charms grant temporary Clarity when they are invoked, as well. See Chapter Five for more details.
LOSING CLARITY
Unlike Limit, Clarity does not "break" at 10 points. Gains in excess of this total are simply ignored. As mentioned, permanent Clarity can be lost only by removing the situation that produced it (usually by removing an Exemplar Charm). Temporary Clarity, however, can be removed in two ways.
• Human Contact: At the end of a scene in which the Alchemical meaningfully interacts with normal humans, roll Compassion (applying penalties according to current Clarity). Add one bonus die to this roll if the Alchemical bears an emotional Intimacy toward any of the humans with whom she interacted. If the roll is successful, the Exalt loses one point of temporary Clarity. On a botch, the Alchemical's alienation deepens, and she gains a point of temporary Clarity. Only one point of Clarity may be lost in this manner each day.
• Embracing Virtue: Whenever the Alchemical spends a point of Willpower to channel a Virtue, he loses a point of temporary Clarity.
EFFECTS OF CLARITY
Rising Clarity erodes an Alchemical's ability to empathize with humans, even as it attunes her to the alien logical processes of her Primordial patron and his component souls. This is a gradual process with several recognizable stages, each with its associated benefits and drawbacks.
0–2: The Alchemical's thought processes and behavior seem as ordinary and human as her traits would indicate.
3–4: The Exalt grows notably colder, though not inhumanly so. She seems faintly impatient with and disdainful toward mortal failings. In general, she has less time for people. All social rolls not pertaining to intimidation suffer a -1 internal penalty, unless the Alchemical is interacting with an Autochthonian spirit, automaton or Alchemical of equal or greater Clarity. In those instances, the Exalt enjoys a +1 situational bonus die. Compassion rolls suffer a -1 internal penalty. The senselessness of broad emotional commitments becomes obvious at this level of Clarity, restricting the Alchemical's available range of Intimacies. She may not retain emotional Intimacies toward broad social groups (as opposed to narrow ones—the Delzahn, children or the inhabitants of a certain city would be purged, while the National Tripartite Assembly of Yugash, the Council of Entities or the character's assembly would not). Intimacies toward groups that directly support her Motivation or are of regular material benefit or hindrance to the Alchemical remain unaffected.
5–7: The Alchemical's movements and speech become clipped and laconic for greater efficiency. She no longer pities mortals for their imperfections, correctly recognizing pity as a waste of cognitive function. In short, she is notably inhuman. Emotional needs are taken into account only for motivational purposes. Mistakes meet with prompt chastisement and punishment if possible, or the prompt filing of disciplinary reports with the defective mortal's superiors otherwise. The thrum and boom of distant gears sometimes impresses itself on the Alchemical in her dreams. All bonuses and penalties from the previous stage double at this level. The Alchemical may no longer sustain emotional Intimacies to broad social groups at all. Such Intimacies may remain only if they are valued for strategic import alone. Antagonistic Intimacies at this level of Clarity may be sustained only if the subject of the Intimacy is a serious, ongoing threat to the Alchemical or her goals. Emotional Intimacies of friendship may be retained only if this friendship is of material benefit to the Alchemical.
8–9: The Exalt has progressed beyond humanity, able to look back on it as a necessary but regrettably imperfect phase of her evolution. When absolutely necessary, she can present a façade of polite courtesy to facilitate expedient interaction with less enlightened minds. Her dreams are full of the crystalline hum of the Machine God's logic processes, and this stream of autonomic data sometimes impresses itself on her waking mind. Internal penalties and bonuses rise to three dice, and the Exalt gains a situational bonus die to all Mental Attribute or Temperance rolls involving memory, analytical deduction or dispassionate self-control. The Alchemical may now retain emotional Intimacies of friendship only if such ties directly support her Motivation. Intimacies based on love disappear at this range of Clarity unless the relationship is of material benefit to the Alchemical.
10: The Alchemical's voice carries occasional undertones of multilayered harmony, indicating her perfect synchronization with the Design of Autochthon. Her eyes are glassy, amorally regarding the world as an array of pure variables swirling around the goals she has set for herself. Humans receive no more consideration or priority in such calculations than any other piece of data. Social penalties and bonuses rise to four dice, while mental bonuses rise to three dice. All Compassion rolls made for the Exalt automatically fail. The Alchemical may sustain no emotional Intimacies at all. Groups, objects, nations and individuals are valued only for their utility in fulfilling the Exalt's Motivation. Grand Autocrat Kerok of Yugash might be retained as an Intimacy, for example, but only because he is an unusually effective leader and policy maker, and extraordinary measures should thus be taken to see that he is preserved.
Whoops! Forgot one! Fixed.
I am saving this for future consideration, FYI.I was doing a little research, and I ran into a fan Martial Art that struck me as particularly appropriate for the Aisha we have seen so far.
This is Revlid's Laser Panther
LASER PANTHER STYLE
Dust motes drifted through the stale air of the room, invisible in the darkness, undisturbed in their patterns for centuries. Nothing was alive down here; even the rats had long since died, decaying into bones before the bacteria starved as well. This was about to change.
The ceiling shuddered ever so slightly, its faint vibrations disturbing the air below. It did so once more, before sounds began to filter through, muffled and broken, but practically cacophonic by the room's standards. There were thumps, the steady thud of panicked footsteps, a violent whirring, a scream, a shout-
And then the ceiling, which had withstood the test of time with admirable determination, caved in. It would have been oddly beautiful, to watch it in slow motion. A spear of light pierces into the darkness, near-instantly bouncing off each of the walls to provide dim illumination. The dust-motes hang suspended for a moment, before scattering like a shoal of startled fish, displaced by the column of new air. Debris tumbles down, spinning slightly, before impacting on the floor, sending up further clouds of dust and breaking apart into smaller chunks, like raindrops hitting a puddle.
Unfortunately, the collapse wasn't in slow motion, so it was messy, confusing and loud, and the first blocks of former-ceiling had barely finished falling when the light changed colour, flooding the room with an actinic green. This change was followed by a black-armoured figure slamming to the floor on his back, cursing, and scrabbling for the metal cylinder that had fallen with him.
Our hero, ladies and gentlemen, the Neon Expeditor of Conspicuous Chastening. Applaud if you feel it necessary.
Above the stunned Alchemical, the natural light was blocked by a sudden shadow, as a horse-sized creature with a lobsterlike metal shell and a meaty human undercarriage followed him down. It lunged with a horrid fluidity, only to collide with a hastily-raised boot, and let out a frustrated screech as its undersized claws scrabbled at the attached leg.
This stalemate was broken after less than a second with a triumphant cry from the downed Exalt, as his fingers finally closed around the cylinder. Shoving the void-creature back with a kick, he swept the handle around, flooding Essence through it to activate the mechanisms within.
Coruscating emerald light flooded out from the end of the handle, stabilizing instantly into a clear edge that sliced straight through the metal shell of the monster, mixing the unpleasant smell of burnt metal with the even more disturbing scent of cooked meat. It deflated with a quiet hiss, dead before it knew what had happened.
Seemingly none the worse for wear, the Neon Expeditor picked himself up and dusted off his black body-armour, accomplishing nothing more than spreading the grey around. Breathing heavily through his facemask, he glanced around, before apparently deciding that the room contained nothing of further interest.
Pressing down on a section of the facemask near the back of his jaw, the Alchemical delivered a clear and concise report.
"The gribbly's cooked. How far did I end up falling?"
When he received no reply but a hissing static, he tried again. Then a third time, louder, apparently reasoning that volume should compensate for the miles upon miles of layered concrete and metal that separated him from Arat proper. Bereft of reply, he expressed disappointment in his support-team.
"Useless glotstuffers!"
This complaint was accentuated by punting the severed upper-half of the void creature across the room, where it impacted against a far wall, accompanied in two sounds. The first was as expected; a noise like a metal pot of giblets being thrown down the stairs. The second was rather more surprising, and caused the Exalt to take a cautious step backward; a gentle hum, as a minor and long-abandoned Charm-system was activated anew.
Light danced out from the wall in thin lines, manipulated and reflected by revealed mirrors to form a calculated lattice, a three-dimensional shape that moved in place. The Neon Expeditor edged closer, eying the Autochthonian words that shimmered at the base of the hologram. 'Example of First Age Solar Genesis', they read. 'Laser Panther'. A denizen of Autochthonia, the Jade Caste had no idea what a panther was. Nevertheless, the creature he was being shown was beautiful. It was elegant, deadly, and possessed of an alien grace. He said so.
"That is an awesome animal".
Minimum abilities: Learning the Charms of this Style requires a Melee rating of 2+, even if the beam weapon being used is a Martial Arts or Thrown weapon; the principles of Laser Panther Style are drawn from unsheathed bravado.
Weapons and Armour: Unusually, the only form weapons this Style can use are a certain variety of artifact weapons; namely, beam weapons (the rules for which can be found in Manual of Exalted Power: Alchemicals, or in revised format below this Style). This Style can be practiced in any armour.
UNSHEATHING NEON CLAWS
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
The laser panther flicks its claws into existence as it pounces, leaving glowing razor trails in its wake. The martial artist may activate this Charm upon rolling to Join Battle, adding (Martial Arts) automatic successes to that roll, and allowing him to immediately ready and activate any number of his beam weapons at no mote cost.
LAMBENT TAIL DEFENSE
Cost: 4m (+2m); Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack
Duration: One tick
Prerequisite Charms: Unsheathing Neon Claws
The laser panther bats away flies and arrows alike with a flick of its tail. For the duration of this Charm, the martial artist increases his Parry DV against ranged attacks by (Essence).
In addition, if the martial artist successfully parries a purely energy-based attack while this Charm is active (such as an Elemental Essence Bolt, a shot from an Essence Cannon, or an attack from a beam weapon) he can reflexively pay two motes as a non-Charm activation in order to make a counterattack in Step 9 of that attack, targeting any character he desires, with the same range and traits as the original attack. This counterattack is considered unarmed, and uses the normal dice pool of (Dexterity + Martial Arts).
LASER PANTHER FORM
Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious, Crippling
Duration: One Scene
Prerequisite Charms: Lambent Tail Defense
Leaning backwards into a new stance, the martial artist mimics the flowing motions of the Style's namesake, as his beam weapon glows with the colour of his anima. The martial artist's unarmed attacks cause lethal damage, and he may parry lethal and ranged attacks unarmed. In addition, he ignores penalties to his Parry DV caused by making unarmed attacks.
If he is wielding an active beam weapon, the illumination it provides flares outward, extending to a radius of (Essence) yards, while his eyes blaze with that same light, rendering him immune to any effect meant to blind him through light or darkness. Other characters with unshielded eyes suffer a Crippling internal penalty of -1 when making attack rolls within the radius of the coruscating light; this increases to -2 on any tick in which the martial artist makes a successful unarmed parry or has one of his unarmed attacks parried.
Of course, this light is also highly conspicuous, granting two automatic successes to any character attempting to visually detect the martial artist.
Dynamic Form Transition:
Laser Panther Form may be reflexively assumed without a Charm activation in the following ways:
• If the practitioner successfully parries a purely energy-based attack.
• If the practitioner successfully causes a Crippling amputation injury with an unarmed attack.
CAUTERIZING FANG STRIKE
Cost: 4m (+1wp); Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Laser Panther Form
Most big cats go for the neck, hoping to sever the spine with a single bite. It matters little where the laser panther bites; sizzling flesh and charred bone always follow. The martial artist may use this Charm to enhance any unarmed attack. If the attack causes even one level of lethal damage, the martial artist may pay a single point of temporary Willpower to reduce the damage inflicted to a maximum of two levels of damage and inflict a single Crippling amputation effect of the martial artist's choice upon the target (Exalted, pp. 152). The initial cost of this Charm is reduced to one mote if the attack is made with a beam weapon. For the purposes of this Charm, the damage dice inflicted upon a character who parries a beam weapon barehanded is considered to have been inflicted by the attack in question.
If the target is a mortal or extra, or the damage inflicted would normally be enough to reduce the target to Dying health levels, or the martial artist is wielding a beam weapon, this amputation actually severs the limb or body part in question, preventing anything but specialised magic from restoring it. Otherwise, the amputation effect simply badly maims and burns the target, mimicking the effects of an amputation without the actual seperation; such injuries heal at the normal rate.
PLASMA CAT UNDERSTANDING
Cost: — (+1m); Mins: Martial Arts 4, Essence 3; Type: Permanent
Keywords: Form-enhancing
Duration: Permanent
Prerequisite Charms: Laser Panther Form
This Charm upgrades Laser Panther Form, increasing its cost by one mote and providing the following additional powers:
• Any beam weapon that the martial artist is wielding gains the Thrown tag, with a Range of (Essence x 4) yards. Its other traits remain unchanged. If the weapon already had the Thrown tag, it is not altered.
• The martial artist may spend one mote as a non-Charm activation to reflexively ready any beam weapon that she owns, provided it is within (Essence x 2) yards, and a flight path exists between the weapon and his hand; the weapon itself flies into his hand, ready to flare. In addition, she may activate such weapons at range.
WHIRLING FEROCITY AURORA
Cost: 8m; Mins: Martial Arts 5, Essence 3; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Plasma Cat Understanding, Cauterizing Fang Strike
A black blur shrouded in gegenschien, the laser panther slaughters all prey that stands before it. The only reason the term "hot knife through butter" is inappropriate is that this beast's claws are far, far hotter than any knife. This Charm is a magical flurry of (Essence) unarmed attacks, all made at the martial artist's full dice pool, with a DV penalty equal to the highest penalty of any attack made. If any of these initial attacks are parried, the martial artist may make an equal number of additional attacks, also at his full dice pool. None of these additional attacks may have the same target, and none of them can target a character that the martial artist has already attacked this tick. These additional attacks do not provide further attacks if parried.
Example: Neon Expeditor of Conspicuous Chastening, an Essence 4 Alchemical, uses this Charm to make four attacks against the gremlin horde surrounding him. Two of them are struck, but two parry his assault, granting him two additional attacks that he may direct against two further gremlins, provided he has previously targeted neither.
SUDDEN RADIANT AMBUSH
Cost: 2m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: One tick
Prerequisite Charms: Plasma Cat Understanding, Cauterizing Fang Strike
The laser panther's sleek velvet hide camouflages it, hiding it from watchful eyes until it makes its move. When that happens, its eyes light up, its maw fills with plasma, and its claws hum with energy. By that point, it is far too late to run. This Charm can only be activated on a tick in which the martial artist has activated a beam weapon. For the rest of the tick, the first attack the martial artist makes against a given target is undodgeable. Any subsequent attacks made against a given target on that tick can be dodged as normal. This effect is negated by Charms that negate surprise.
CATHODE RAY ROAR
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Whirling Ferocity Aurora, Sudden Radiant Ambush
The roar of the laser panther shakes the jungle and bleaches the trees, ionized air causing strange ululations in the bellow. There are few other creatures who can eat well-done meat without first starting a fire. If wielding a beam weapon, the martial artist can flood his Essence through it, provoking a great burst of coloured destructive energy to rush forth. If unarmed, he can place the heels of his hands together, bending his fingers in mimickry of the open mouth of the laser panther, to unleash a similar blast. In any case, this Charm is an attack with a dice pool of (Dexterity + Martial Arts), and a maximum Range of (Essence x 8) yards. It is undodgeable and ignores armoured soak. It also ignores DV bonuses from cover or shields. Its base damage is equal to the highest damage of any active beam weapon the martial artist is wielding, or (Essence)L if he is fighting barehanded. In either case, the attack follows all the rules for beam weapons, and is considered to be unarmed for the purposes of this Style.
For the next (Martial Arts) actions after activating this Charm, the martial artist's hands glow with an awesome power; they gain all the benefits of beam weapons, and are treated as such for the purposes of this Style's Charms.
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REFRESHED BEAMWEAPON RULES
The Beamweapon template may be applied to any Artifact weapon that causes lethal damage and is wielded with Melee, Martial Arts or Thrown (Thrown weapons cannot be ammunition-based, such as slings). The commitment cost of the weapon is increased by two motes, or by four for warstrider-sized beam weapons, while its Artifact rating is increased by one. If the weapons are paired, their total rating is increased by one, not by one each.
A beamweapon has the same stats as a normal Artifact weapon of its type, including magical material bonuses. However, when inactive, it is nothing but a club (or staff, for larger weapons) without any magical material bonus. To activate the weapon, the wielder must reflexively pay five motes. It is active for the rest of the scene, or until the wielder reflexively deactivates it at no cost. Deattunement forcibly deactivates the weapon. While active, the blade can set flammable objects alight with a touch, and spreads its coloured light within a radius of two yards around the wielder.
If a non-magical weapon successfully parries or is parried by a beam weapon, it is destroyed in Step 10 of that attack resolution. If a natural weapon successfully parries or is parried by a beam weapon, the character using them suffers two dice of unsoakable lethal damage (this damage deals disabling injuries as a Crippling effect [Exalted, pp.152]). If the character in question is an extra, the limb is amputated entirely. Obviously, if the beam weapon attack is perfectly parried, this effect is ignored.
If a beamweapon successfully strikes non-magical armour, it is soaked as normal. However, the raw damage of the attack is permanently subtracted from the armour's bashing and lethal soak values in Step 10 of that attack. If both of these values are reduced to zero, the armour is completely destroyed. Objects have their soak reduced in the same way, though they are not automatically destroyed if their soak values are reduced to zero (note that structures are split into a number of smaller objects, each of which would suffer this soak reduction separately). Obviously, if the beam weapon attack is perfectly soaked, this effect is ignored.
just think an Alchemical practitioner of the Laser Panther style can Microwave him inside his stolen armour.... always, when Beam weapon rules come up, I am so disappointed.
They could be so cool. They are so terrible at their job.
A beam weapon is the tool of a mortal-slayer with motes to spare. The tool of someone not seeking worthy challenges.
In this case, of course, non-magical is... different.
But still...
(P.S. I will forgive beam weapons if one kills Saint.)
Iris' mental state has been Divine Fury since some point in thread 15. It's not exactly new.*sees thread title*
FFFFFFFFFFFFFF-
*sees Iris' mental state*
shit
I'm now wondering if we're missing out on useful insights into the S9's actions because we haven't been looking too closely. What have we not managed to catch?
#tinfoilhat #paranoia
Whoops, my bad. Still, I have to wonder if it's better or worse that he doesn't have any essence. Given the scale he works on, divine fury might screw the whole of New England.Iris' mental state has been Divine Fury since some point in thread 15. It's not exactly new.
don't worry too much there isn't enough essence for Iris to the whole of New England at this time.Whoops, my bad. Still, I have to wonder if it's better or worse that he doesn't have any essence. Given the scale he works on, divine fury might screw the whole of New England.
This was beautiful, Ridtom. Excellent work.(Thanks to @Gromweld for clearing a few things up! Don't remember if we had an Interlude from this character in canon. Interesting to write him as serious.)
Misdemeanor
(Thanks to @Gromweld for clearing a few things up! Don't remember if we had an Interlude from this character in canon. Interesting to write him as serious.)
Misdemeanor
Thanks! Had it on my mind for a while now.