- Location
- Denmark
- Pronouns
- She/Her
okay but
(Seriously, just tag me and I'll threadmark your shit. I'm doing the work that the people actually responsible for threadmarking should be doing.)
okay but
(Seriously, just tag me and I'll threadmark your shit. I'm doing the work that the people actually responsible for threadmarking should be doing.)
Reading it again, this is the kind of thing we really need more of. It's the best of fluff homebrew. I especially love the second one, his jars are just so... evocative to me. I can really see him in my mind's eye hauling around a customised wagon built like a honeycomb that folds out with over a hundred tiny recesses for his jars. His backpack carries his most important jars while the wagon is miscellaneous stuff.A lot depends on what forms of thaumaturgy he specializes in, as well as the paradigm (for lack of a better word) he exercises it through.
Just for example, here's two different versions of a thaumaturge who has a means of resisting ambient environmental hazards (inclement weather, heat or cold, etc), a means of giving himself soak dice against physical attacks, and a means of attacking others.
- A ghost-worshiping shaman paints himself in blessed pyre ash to make his body temporarily become as indifferent to the harshness of his environment as a corpse, wears a "shirt" of scrimshaw plates bound together with woven hair (all taken from the remains of soldiers, martyrs, ascetics, and others whose lives left cadavers with strong essences of resilience and perseverance) to ward himself against the assaults of men and beasts, and carries a leaden mace that was forged in a fire fed by spare logs from funerary pyres, quenched with blood shed in battle, and then ceremonially "buried" in cold earth for five seasons, wrapped in a shroud inscribed with prayers honoring great warriors of the Underworld; the necrotic Essence within it acts as a subtle poison upon those he strikes, chilling the very blood in their veins.
Due to the fact most of his power is bound up in talismans, the bulk of his "tools" are more Essence receptacles or totemic items that reinforce his connection to the Underworld, ways of bolstering and maintaining the talismans he has, than they are things which are meant to achieve results on their own.
However, he is still a thaumaturge, and so he keeps a motley collection of simple equipments: pouches of salt, herbs, and other pure things for making temporary wards against unquiet spirits; packets of incense which can be used for rituals to lure in and bewitch weak creatures of Death; a sealed amphora of wine made from shadowland fruits as an offering should he meet an ancestral ghost or other prominent Dead figure, and a modest set of picks, mallets, knives, and charcoal sticks for minor works like preparing corpses, presiding over funerals, or authoring prayers.
Also, at the insistence of his nigh-paranoid mentor, he secrets a single lead curse tablet within a seam of his cloak, along with a black iron nail with which to affix it. Thus far, he has not been pushed to a point where it was needed, but he understands its potential utility.
- Another thaumaturge carries a wooden backpack filled with dozens of little clay jars, each sealed with beeswax. Within them is a dizzying assortment of powders, pastes, unguents, and other materials which he uses in his work. Most are necessary ingredients for rituals that invoke least elementals of the air, but others carry power in and of themselves - and one jar holds the ingredients for a noxious grey tea which he drinks every fortnight, to maintain the energies he has bound to own flesh.
Provided his jars, time, and access to a workspace under the open sky, he can coax a fair wind or quiet an ill one, read fortunes from the patterns certain powders make on the ground when blown by an eastern breeze, and do other such simple workings. Some of the jars' contents, the ones needed for his most potent feats, are stranger.
When traveling in the South, or through a rainstorm, or in other such unpleasant climes, he breaks the seal on a bottle filled with the collected breath of certain elementals and recites an old, old poem from the North, and the Essence-rich winds shape themselves into a canopy around him that cools him when it is warm, warms him when it is cool, and thus keeps him comfortable in any normal environment.
Unlike the shaman, he carries no arms or armor, for he long ago trapped a flicker of wind from the Pole of Air inside his lungs, and with it he can spit forth vicious, freezing gales that knock arrows from their course and turn men to ice-wreathed corpses.
See what I mean?
So, thinking about Ex3 Solar Integrity and what sort of effects I'd like to see.
Most simply an effect that is like 'you're annoying I hate you', mechanically allowing you too instant developer a Defining Tie of Hatred and disregard influence from the annoyer addressing what I feel is an issue with a single talented persuader wearing down even the most hard-headed/stone-hearted defender.
Second, I feel like a few other effects would be nice, something like 'when you resist a social influence targeted at a group, you're so cool in your rejection that you allow others targeted who can see you to resist as well', mechanically thinking perhaps waiving the WP cost for others to resist (greatly increasing the percentage with a reason to resist that will do so)
Finally, and simular to the previous an effect that is like 'you're soon cool and cold in your rejection you shake the failed influencer's confidence', not sure if this would be best modeled as a social counterattack, wp penalty or a resolve penalty... but it would be towards the first charm idea, punishing someone intending to try to force through influence by needling a target...
p.171 said:In extraordinary situations, the character may gain a new Intimacy at Major or Defining Intensity based on the events of the story—when an Abyssal murders your brother, it's probably acceptable to go straight to a Major or Defining Tie of hatred toward him.
Sorry, it wasn't that. Dragonbloods all round, and the MC was crossdressing to chase his sister into an all-girls academy.Only exalted quest set in a school I remember was where 'we' played a mortal who had worked his ass of and gotten into some kind of Elite Realm Academy. It was called Oddessy Quest or something, it was on Spacebatles.
@ManusDomineSorry, it wasn't that. Dragonbloods all round, and the MC was crossdressing to chase his sister into an all-girls academy.
that was @Jemnite 's. Fantasy - Romance - DRAGMANTICAR: A Valentine's Day Exalted DatequestSorry, it wasn't that. Dragonbloods all round, and the MC was crossdressing to chase his sister into an all-girls academy.
You're basically trying to embody a Lunar power in something that people can attune to. Artifact under the 2E/2.5E paradigm, Sorcerous Working under the 3E paradigm.So if I wanted to make a cloak like skin-walker would have, one that is made out of an animal's hide and that allows you to take that particular animals form how would I do it? Would it be a thurmathurgical ritual to create the cloak in question, or would it be powerful enough that it would just be a low level artifact?
I think it could work as thaumaturgy, as long as the cloak only works for the person that made it. Maybe the ritual is only for one species, even? Just turning into a wolf and back sounds like an appropriate power for a mortal thaumaturge.Mechanically, it would a specially made cloak made of one animal's hide that is large enough to cover the wearer (meaning no mice skins) and that enables them to transform into that animal. I was thinking that the person would have to shed blood, either their's or a sacrifice's, to activate its powers.
That seems well outside the power and precision range of a mortal thaumaturge.I think it could work as thaumaturgy, as long as the cloak only works for the person that made it. Maybe the ritual is only for one species, even? Just turning into a wolf and back sounds like an appropriate power for a mortal thaumaturge.
That is fairly explicit? you have the one form and that's it. I mean, having free shape-shifting powers would be at least 3 or 4 on the artifact scale.Maybe the ritual is only for one species, even? Just turning into a wolf and back sounds like an appropriate power for a mortal thaumaturge.
Just bunged this and it was absolutely amazing! How did it die
Updates stopped happening. Most common cause of quest fatalities.Just bunged this and it was absolutely amazing! How did it die
So if I wanted to make a cloak a like skin-walker would have, one that is made out of an animal's hide and that allows you to take that particular animal's form, how would I do it? Would it be a thaumaturgical ritual to create the cloak in question, or would it be powerful enough that it would just be a low level artifact?
My idea was for it to thaumaturgical in scope, thought by the Moon-Witches to their guerrilla forces, and would be seen as Anathema-magic by the Realm and any other areas against the resurgence of the Lunars.
Mechanically, it would a specially made cloak made of one animal's hide that is large enough to cover the wearer (meaning no mice skins) and that enables them to transform into that animal. I was thinking that the person would have to shed blood, either theirs or a sacrifice's, to activate its powers.
I mean, fundamentally "I become a wolf" can be modeled by just applying a set of appropriate mutations, payed for partially with XP (which in this case represents the time and effort spent learning how to make such a cloak and invoke its power) and partially through negative mutations (both in terms of not having hands, not being able to speak, and other things which represent the difference between a human and an animal body, and in terms of pseudo-lycanthrope qualities like vulnerability to certain forms of harm, strange compulsions or allergic reactions, lessening of one's mental faculties while transformed, etc). Provided you're not trying to shapeshift into something super badass, it seems like something that a thaumaturge should be able to do. After all, those two thaumaturges I listed up above were made using @Aleph's idea for using @Revlid's mutation list to represent thaumaturgic workings, and your average animal doesn't need more than 10-20 points of positive mutations to model.That seems well outside the power and precision range of a mortal thaumaturge.
Bargained for from an old ghost, or a god maybe, or an animal avatar.
But on its own? Nah.
You said the ritual was making the cloak, that doesn't necessarily prevent you from skinning several different animals.That is fairly explicit? you have the one form and that's it. I mean, having free shape-shifting powers would be at least 3 or 4 on the artifact scale.
Let's take a step back and consider: What do we actually want Thaumaturgy to do? What narrative and mechanical role does it play? Especially in third edition where it is a special gift you need to be born with.That seems well outside the power and precision range of a mortal thaumaturge.
Bargained for from an old ghost, or a god maybe, or an animal avatar.
But on it's own? Nah.
I mean, fundamentally "I become a wolf" can be modeled by just applying a set of appropriate mutations,
Consider all the constraints there are to shit like classic werewolves; you can only change at night/under a full moon, your human intelligence is impaired, you develop a weakness to silver.An equivalent pelt that works for anyone would definitely be a 2-dot Artifact.
I'd put it solidly in the territory of the sort of thing a thaumaturge would have to bargain for, after beckoning an appropriate spirit.Provided you're not trying to shapeshift into something super badass, it seems like something that a thaumaturge should be able to do.
1) The initial question was asking, from what I can tell, about a PC application.Let's take a step back and consider: What do we actually want Thaumaturgy to do? What narrative and mechanical role does it play? Especially in third edition where it is a special gift you need to be born with.
Dunno if you're aware or not, but apparently around two weeks after you made this post, the author rose from the grave and declared that he was coming back in 2018.It's called Underling, and it is fairly decent.
Unfortunately, the author disappeared back in 2015.
*hisses*Let's take a step back and consider: What do we actually want Thaumaturgy to do? What narrative and mechanical role does it play? Especially in third edition where it is a special gift you need to be born with.
... Unless we're using @Aleph's idea, where you can make thaumaturgical rituals/devices/tattoos/whatever by essentially refluffing mutations, at which point adding negative mutations to soak costs becomes an example of quick-and-dirty thaumaturgy that can be learned easily but has side effects due to the requisite cutting of corners, or bleeding-edge thaumaturgy that strains the limits of the art, and thus has side effects just from the sheer insane complexity of what's being done (and mechanically, because otherwise no mortal PC or NPC would have any real chance of being able to pay its XP cost). However, even super-dodgy thaumaturgic techniques with boatloads of side effects in exchange for a 1 XP price tag remain perfectly controlled and reproducible.Thaumaturgy is controlled and reproducible, with few side effects.
A single species-specific artifact, which only works for one living person, I'd put around Artifact 1-2, depending on the cost
That makes sense, assuming you run a version of Exalted where mortals are largely helpless, and generally only those who are born of spirits or favored servants of such can aspire to being more than an annoyance to the actual power players of the setting - demons, elementals, gods, fae, and of course the Exalted.I'd put it solidly in the territory of the sort of thing a thaumaturge would have to bargain for, after beckoning an appropriate spirit.
Maybe an animal avatar, like the Mammoth Avatar mentioned in RoGD I. Or whatever the Exalted version of a selkie pelt is.
Or an old ghost cooking up something similar via moliation.