This Charm allows the Lunar to attempt to transform one non-Legendary Artifact into another Artifact of the same or lower rating made from the same materials. If the Artifact is not made from moonsilver, the Lunar must first break it. The breaking must be done carefully; an already-broken Artifact is of no use to the Lunar unless repaired.
Transforming an Artifact uses the same rules as building a new Artifact. However, the difficulty is reduced to 0. The Lunar may roll once immediately, and may roll again twice a session or every two weeks. The old artifact is worth 5 rolls as materials.
-If the new Artifact is extremely similar to the old one, like two melee weapons with similar enchantments, divide the goal number by 3. If the new Artifact is somewhat similar to the old one, like a bird-themed powerbow to a suit of winged artifact armour, reduce the goal number by one third instead.
This Charm must be activated once for each roll. The characteristics of a half-transformed Artifact are up to the ST.
This is homebrew I pulled together over a week. It is conceptaully made for Exalted vs WoD to fill niche I feel alchemical exalted have and also to try my hand in building simple systems. This is neither profound or deeply mechanically tuned to begin with and is mostly an fun atempt at inserting somewhat codified system of infrastructure , which I feel is lacking and Alchemicals could really use another system as the whole guyer schtick borrowed from exalted modern age lacking in the context of WoD. This is addition to add more tension of moving or losing what you have build, while adding a dash of the mad scientist, riddiculous blogger, rat in the walls of the world feel from Cyberpunk. it does not convey it that well, nevertheless. Here it is. It is also rough alpha and it shows.
Lair of alchemical
Alchemical Exalted are chosen of the god of smiths and carry his strang designs embedded in their minds. Their forgotten original purpose is to build and serve Infrastructure for this new forgotten age, yet in this diminished age city factories and whole worlds of machines are out of reach, nevertheless the designs are there.
Even Alchemical, that cannot recognize working end of hammer does carry plans and necessary understanding to build wondrous facilities and sparkling foci of energy deep inside them. It comes naturally to them ,as does managing and even further they can join their build system as one being, becoming something bigger, than just a human in the process. It is easy for them to dream mighty defenses, manufactory factories capable of producing various goods and technologies and even artificial intelligences to fuel further expansion of this Lair of theirs.
There is a catch though. All of these designs are based on manipulation of essence and are largely fueled by it, thus this wondrous creation can only be build around an already existing Dragon nest and without it the designs and the machines are largely useless.
Construction.
Alchemical who finds a dragon nest will get an immediate upsurge of ideas to build a stabilizing network to thicken and stabilize the essence flowing inside and to turn it into magnificent devices, if they have enough time they will do so by utilizing all available materials and acting in accordance to the strange designs their Exaltation supplies. Understanding of these designs is secondary, but Alchemical can actually explain them, they just lack vocabulary and deeper understanding of the phenomena they are dealing with.
Every lair starts with a base of connective tissue made of cables, boxes and strange mechanical gadgets, all inscribed with strange and often nonsensical scripts. These devices channel and strengthen the essence of the dragon nest for the purposes of the Alchemical. With the greater understanding of essence complexity of the designs increases and it can support even stranger technologies and devices reflecting ages long past. First thing build is control nest, where Alchemical controls the machinery and flows of essence emanating from the workings directing it to various structures and powers.
System
Alchemical gets ten points of Construction points per her/his level of essence to do as they wish automatically. Additionally at the end of the session Alchemical gains 1CP representing hustling dealing and wheeling plus dividends of established deals and just thinks Alchemicals sees, that could come in handy. Additionally per two dots of Resources you gain one CP point at the end of story, this can be pooled together by the whole group and does not affect utilization of resources merit.
These points are then used to construct various facilities and rooms in Alchemical's lair, with various prices. Every Room and Facility has CP cost and requirement of Size of the base, which dictates what can be build.
Base of the lair
Network of nodes and cables securing distributing and thickening essence of the dragon nest it dictates what facilities can be build and general quality of construction.It also dictates general maximal size of the lair, but these sizes are circumsatila and can differ depending on Gm. Alchemical can build base up to his level of essence for free, but for every level above his essence there is surcharge. Once Alchemical reaches higher level of essence surcharge is returned and can be utilized in further construction.
Base levels
1- Simple array made of cables centered in a few rooms around central chamber offering little protection or little additional power. Maximal size: No more than five moderately sized rooms.
2- More complex array of cables and focusing nodes directed by the central chamber to maximize utility and keep the system from collapsing. Max size: One ten story building.
3-Complex array made of cables nodes, capacitors batteries channeling essence and utilizing potential thus created to forge true miracles. Max size: Several bunched buildings
4- Array transcends purely physical boundaries and starts to be composed of essence itself allowing for further expansion and emergence of things not seen since time before time.Max size: Complex of buildings
5- Essence itself hums along the crystalline structures permeating every inch of the Lair sparkling and powering the mightiest machines of the forgotten ag, gone are the crude constructs of previous levels as this is fully integrated and beautiful to look at. Max size: Small village
Surcharge
One level above your essence: 5CP
Two levels above your essence: 20CP
Three levels above your essence 35CP
Four levels above your essence 50CP
Building
Once the base is set up, Alchemical can start to build it up by creating rooms and facilities. This resources represented by CP and time.Alchemicals are blessed by machine god and thus take relatively low time of eight days to eject a facility or furnish a room, which can be taken further down by appropriate charms or actual knowledge of crafting. For every dot in Craft.Building or similar variant construction time is shortened by a day.
Attunement
Several rooms and facilities require attuning, which mean only one person whose personal essence was interwoven into the essence matrix of the work can benefit from most of its effects. This person must be present for at least a third of construction and receives the instruction in its use during that time too.
Deconstruction
Alchemical can salvage his lair, investing time and effort to get CP back , normally this is equivalent of half build time to dismantle one room but can be greatly sped up by charms. You spend time and get CP invested back.
Operation
Alchemical can directly control only the room he is in at the moment(unless he is in Central control chamber, which allows him to control all of his lair, but hec can properly focus on only one location, unless further enhanced. To focus on more locations difficulty of all his actions rises by 1 per location or task he must focus on. Actions which difficulty would rose to ten are thus impossible to do.
Destruction
The lair can be blown up and destroyed. ALos, when Alchemical is discovered and chased out of his lair, his lair is logically lost to him. Any CP invested in the lair is also lost, with the exception of the free CP provided by his essence, these represents his personal attention. Lair will degrade after month without supervision by Alchemical. First losing points gained from Essence and once that pool is depleted whole structure, unless there is concerned effort to prevent it(see maintenance drones). Degradation speed is 10CP worth of upgrades per week, if additional CP should be lost thanks to the sum of upgrades degrading exceeding 10CP it is lost too.
Example: Lair is consisting of Defence Bulwark 8CP and Sleeping quarters 4CP. This is 12 CP and is degrading both will be lost, even though they exceed 10CP.
Rooms
Rooms are concrete physical locations, that cannot overlap and take up space in the lair. They vary in their purpose looks and designs, but one room cannot serve multiple functions. Rooms do not have to have walls and are marked by the essence flows, in smaller lairs his is often denominated by a chalk or a pile of garbage. Minimal size of room is debatable, but persons should be able to move in it without maiming each other and user of the room needs enough room for their actions to be unhindered. Every room is equipped with essence fueled lights and if separate room its own ventilation system
Central control chamber 2CP
Min size. 1
Control node of the whole lair, from which Alchemical studies and stabilizes the lair. Often takes a form of a chair and a computer with several view screens. This location feels natural to alchemical and allows him to entwine his essence to the rest of the lair easily, commanding it like it was a part of his body. Physical connections in the form of cables inserted into Alchemical body are often common, but contact of skin with connectors is often enough to make it work. Alchemical intimately knows any damage and what needs to be done to repair it and . Alchemical can also build simplified auxiliary in this room interfaces for others, which does not give them full control, but can take strain from the Alchemical.
System: Alchemical has full control, if not visual connection to whole of his lair and can act as , if he was present on the scene, without a penalty. Auxiliary interfaces allow simple commands and diagnostics. Auxiliary console cn show broken section, but unlike Alchemical connection cannot tell how broken it is and commands to A.I systems can be issued without monitoring their actions.
Defence bulwark 8CP
Min size. 1
Enhancing entrance to the lair with a help of layering of essence, boosting strength of doors and preventing unwelcome entrance. This room is an upgrade to an entrance to the Lair secured and monitored by the systems of thel lair. Allowing for monitoring of coming and goings, automatic door opening is added in, sadly no visual oversight without the additional facilities. Alchemical can create essence key
System: Reinforcing of the existent material increasing the amount of successes needed to break the door down by 2. Lockpicking the door is hard without an essence attuned key +5 successes to open the door and impossible while ALchemical occupies Central control chamber. The embedded essence protects from immaterial intrusion, but only the door are s treated.
Sleeping quarters 4CP
Min size.1
Simple arrangement of beds enhanced with an essence array to aid restful sleep.
System: Full restful sleep person required is reduced by an hour, if they sleep for full time they feel especially rested.
Luxury quarters 7 CP
Min size 2
These expansive quarters riddled with essence nodes and arrays tend to be equipped with the best things ALchemical can get their hands on and must be attuned to a personal essence of an individual during construction , so can serve only that person properly. Essence flows of these quarters allow even more fitful rest and speedup natural healing of an individual, if he resides in them for a better part of the day
System Full restful sleep is reduced by two hours. Healing time from any injury without supernatural component is halved, with a supernatural component is shortened only by one third rounded up.
Multi purpose room 5CP
Min size. 2
This is simplemulti purpose workshop that can be equipped for any kind of mundane endeavor with any equipment ALchemical can dream off and designs in his mind can be modified for. ,while the essence resonation arrays embedded into the room allow greater focus and incredible ease, with which user achieves this action. Sady the room is not fully modular and so must be equipped for one endeavour only. Example: Repair workshop for mundane objects, Opera hall, Operration hall, artist studio, shooters range and so on.
System: Decrease difficulty of any mundane action by two , room needs to be designed for one type of endeavor and there must not be overlap.
Weapon control facility 6CP
Min size. 2
A room equipped for control of various traps, devices and weapons for the other inhabitants of the lair allowing perfect control of them for individuals other than ALchemical.
System:Remote control of weapons traps and doors.
Repair and restructuring center for vehicles 7CP
Min size. 2
This simple garage allows for repair of various vehicles and their upgrade at lessend speed. Thanks to the various assembly arms and forged machining tools running on automatic, supported by strengthening and clearing flows of essence. Attuned craftsman can greatly reduce speed of his work.
System: Shorten any work on vehicle by half. Main mechanic must be attuned to the room during construction. At base size 4 this room can also service aircraft and helicopters. The entrance needs to be big enough to accomodate vehicle of course.
Radar room 5CP
Min size 3
Even in this dark and broken age everything breathes essence, b it essence of live or twisted essence of underworld this room allows for detection of people moving around the Lair. Unfortunately it cannot differentiate between normal people and night people, so you can get false image. Range of this marvel is also rather short, but as early warning it is invaluable.
System: Perception + Computers to make sense of the picture of the data. You can then attempt to understand what the picture means. Range of the system is 100 meters from the lair in all directions.
Wonder forging workshop of- 15CP
Min size.3
Magic is made here. This workshop is pinnacle of simpler essence engineering. Circular room fitted with various stations and equipment to forge a works of wonder. In middle is always a strange shrine with cogs and wheels made of brass, which is necessary for essence arrays of this room to enhance workings of miracles that happens here. Artisan can sue this to greatly enhance his skill and reach.
System: This room can be only used by the person attuned to it and must be attuned to help with working of one artisan type.(Art of enhancement Fetishes,Devices/Talismans, Treasures Soulforged and so on...)The attuned person must know how to do it, this room does not give that knowledge. It makes time necessary to build shorter by X times essence of the crafter. Crafting here counts as Favoured ability for everyone(1s do not subtract successes.) and difficulty rolls are lowered by 2.
This cannot be used on projects, that are simply too big to fit in the room but can be combined with already existing Repair and restructuring center for vehicles to boost size of the worked project, if the two rooms are next to each other, it still cannot exceed size of the lair.
Mundane creation assembly CP 8
Min size.3
This complex machinery of belts and quickly moving parts is simple forge, that can replicate anything it has its plan for, but it cannot replicate magical properties or exceptional skill of the crafter. It also needs raw materials for it to work, although it does have ability to refine subpar materials into adequate ones. It also does have maximal size of human adult, beyond which it starts to be insufficient.
System: This room produces only mundane object per the local paradigm. It must have plan of created object(either intelligence roll of varying difficulty, or buy the plans), it also needs proper resources to do this with, rusted and decayed materials are okay different are not. You need access to adequate resources and feed them to the machines.
It can easily produce roughly 50 kg of material of the end product, if the proper material is supplied. If the end product is more massive it takes several hours to finish.
It can also produces only one kind of item without a recalibration, each calibration takes 12 hours.
At base size of 5 you can invest 10 CP to increase the size of the assembly. It loses maximum object size and produces 1 tonne of end product per hour.
Maintenance drone assembly CP 9
Min size.3
This simple looking room produces maintenance drones. Simple 30 cm sized robots hooked into the essence arrays of the lair and equipped with a repair equipment powered by essence. These robots are too clumsy and slow to be used in a fight, but are great at maintenance and repair. They ease repairs, as Alchemical does not have to leave safety of his Central chamber and directs them to fix broken things. Sadly they are useless outside of the lair and turn off after 10 minutes outside of its arrays, while slowing down to crawl nearly immediately.
System: These robots cost nothing and are often mado uot of bit and pieces laying around, that did not quite fit in the assembly of arrays. They stop loss of CP, if ALchemical does not invest his attention to the lair, with the exception of the free points give by the essence rating. They can also repair the lair for free, but do need constant direction by the alchemical as they do lac their own initiative completely..
Construction drone assembly CP 10
Min size.3
This room produces roughly 1 meter sized drones in the form of many legged insectoids equipped with all manner of forging equipment. This can help Alchemical in building his lair immensely. Sadly they are as dumb as Maintenance drones and nearly as slow while dealing with nonbuilding, if significantly stronger. They also fail swiftly outside of the essence arrays, but this time they turn off immediately.
System: These drones help with building reducing base build time of rooms and facilities to 8 hours if used.Thy still need constant supervision and can drones from one assembly can only be used to build one room at a time.
Vat Of goo CP 15
Min size.4
Relic of time before time this strange device take a lot of room and enhances water with essence to suppose and strengthens the solution, which is then pumped into a glass vat. Alchemical who enters the vat can then modify his arrays without entering dormancy and in record time, but is completely vulnerable during that time. It is also advised for those with weaker stomachs to not watch as alchemical slowly flows apart and various bits flowback and fort to the exaltation core.
System: Alchemical exalted can exchange array, without entering dormancy in period of one hour. He must complete the process, if the vat is damaged and bursts during this process Alchemical exalted fails and stays in the previous array configuration and suffers 10 aggravated damage..
Gate of possibilities 20
Min size.4
This strange object described with runes works as a weak spot of reality allowing quick gate to different layers of reality even without a skilled person. But it still needsto be shown how by scanning essence of person capable of opening such gate.
System. After scanning person caopable of such feat. gate to different layers of reality can be opened by a flick. It stays opened bae size rating of minutes and then dissipates, like it never existed it opens too any possible place connecting to real world normally. (Dreaming, Shadowlands, Spirit wilds and so on.
Food dispensing station 11CP
Min size.4
This simple devices made out of concentric circles of metals essence into raw form of existence mixing itu p with substances unknown and rare transforms essence into raw foodstuff. Sadly its set up is lacking in quality as it is completely bland mush or food suited perfectly to Alchemicals tastes, which can be often problematic
System: This room produces enough food for 5 persons.
Defense shield matrix 20
Min size.5
This powerful defense room made out of crystals and thick with essence stored in them produces nearly impenetrable shield, that makes attack against Lair impossible as it stops entrance and even heavy duty bombardment, but consumes all essence produced by the dragon nest. Alchemical commands this defense shaping it against all possible attacks and neutralizing even the most potent ones. It stops even extraplanar incursion
System:
Impenetrable barrier that can be pierced only by supernal means as all mundane defense collapses. , supernatural attack against the barrier: Alchemical controlling lair rolls Wits+Occult against difficulty 8, if he succeeds enemy attack was negated and shield neutralized it. During shield activation no essence can be regenerated in the dragons nest as it consumes all available essence to fuel itself.
Heavy defense apparatus 15
Min size.5
Great bunker installed with most potent weapons of mass destruction, from great cannons to Ballistic missiles. Enhanced by flows of the essence they represent most potent line of defense of tyrants tool.
System add automatic successes equal to the base rating to attack with weapon installed in this room. You need to procure weapon yourself though.
Mass production systems 23
Min size.5
Might concentric essence array mix essence with wisps of unknown energies, resultin in production of a material to use in building.
System. One of these rooms produce 1 dot of resources, two rooms 2 three rooms 3 4 rooms 4 and five rooms 5 you cannot have more rooms, than base rating of your lair.
Vision enhancing pools 19
Min size.5
This vision pool allows you to witness any secrets of the planet r planes, if you can aim it correctly, opening small window through nowhere to spy on your enemies.
System: Roll Perception +appropriate knowledge against difficulty 8
1 succes.You can spy anywhere on the continent.
2successes: Anywhere on planet
3succese:
4 Successes: Anywhere in middle Umbra
5 Successes: Anywhere in deep umbra.
This allows you to witness location, not people and lasts 10 minutes X essence rating of the user of the pools. You can be detected and warded against, but first invocation will slip through any awards, thanks to connection to nowhere.
Gate of certainties 30
Min size.5
This great sized gate with unreadable inscriptions open anywhere on planet earth and with proper direction anywhere in middle umbra. As essence coalescences and opens path through nowhere resonating actions of your forgotten predecessors.
System: Gate takes 7 days to spool up and connects to the place for hours X essence rating of the opener. It doesn't need proper targeting, but needs the opener to visited the place already or there be bacon opener can focus on present.
Facilities
Facilities are constructions that enhance Lair or various rooms, unlike rooms they do not take up physical space and can be incorporated into rooms or walls of the lair
Meditation and breath apparatus 2 CP
Min size.1
Array of glass and crystalline structures interwoven in the structures of the lair. Easing the breathing of essence. Be it decaying essence of grave, steely essence of machine, everchang essence of moon, deathly rays of sun, sin infested breath of demons, elementally charged essence of earth or heavy essence of destiny.
System : For every 4 point of essence gained in the dragon nest gain bonus one. This systm needs to be bought multiple times as one type only services one type of exlated.
Transformation engine 1CP
Min size. 1
This simple node of essence in a form of an accumulator and various connectors transforms essence flow into electricity allowing free charge of normal devices powered by batteries(phones, ipads,) and modified to work with it. It is installed in concrete rooms,but extender cables are often used in resource strapped Lairs.
Sytem:You can charge electric batteries in Lair.
Connector of possibilities
Min size. 1
Several nodes allowing secretive connection of lair to the internet, telephone and radio by sending and receiving signals along the leyline, hiding the presence of the lair. It can sadly only pick stations in vicinity of lair before signals dissipates and someone wanting to find lari through this can still pinpoint location of it in the size of smallish state.
Weapon emplacements CP 3
Min size.1
These simple placements serve as first line of defense against introduces allowing ALchemical to direct weapons placed into them, sadly they are without guns in the plans stored in Alchemical minds, but that is easily rectified.
System: Automated weapons controlled by Alchemical from Central chamber.
Voice carrying apparatus CP 1
Min size.1
Intercom for all purposes, carried by essence
System : Alchemical announcements can be hear all around the Lair, if he wishes so, so can be general announcements made out of Central control chamber.
Mind expanding device CP 6
Min size.2
This strange computer enhanced by brass and crystals has one cable going in and several going out. This helps Alchemical to split his focus into multiple direction, which comes surprisingly naturally t the Alchemical.
System: You can focus on multiple locations, while in Central control chamber without receiving penalty. Amount of locations you can focus on is increased by your essence rating. There is catch, Other exalted who have Deal with the maker merit cannot use this facility to its full potential, They must either spend 1 point of Willpower to sue this facility as their mind reels at being split in this way.
Ventilation filtering apparatus CP 5
Min size.2
This simple device hooks into the lair system and drains the dangerous air out filtering it and cleansing it through use of essence.
System: Air in the lair cannot be poisoned or altered. .
Wall enhancing procedure CP 7
Min size.3
Embedding complex cables carrying essence into the wall together with nodes strengthening its structure against intrusion and overall structure.
System Increase necessary successes to damage the walls of the lair by 5 increase its soak against damage by 10.
Barrier against unwelcome CP 6
Min size.3
Simple array of nodes installed close to the walls of the lair creates barrier against sectral incursion
Camera emplacement system
Min size.2
These simple essence fueled camera allow you to see everything, for you have watched big brother.
System :Alchemical sees through his cameras all around the lair.
Big red button
Min size. 2
Punch it, it goes BOOOOM. Self destruct sequence , it does not have to be a button and can be known only to the Alchemical, but once punched in essence builds up and destroys Alchemicals lair with anything inside. Adding timer is advisable.
System: Deal Aggravated damage equal to CP installed in the lair to everyone present in the moment of explosion.
Black noise generator 8CP
Min size: 3
Simple small defensive device giving out terrible scream, that drivs itself directly to the brain and makes every action more difficult
System : increase difficulty of every action taken in the room by 1until the device is found and destroyed. This cannot break the limit of 9.
Delivery system: 6CP
Min size: 3
Simple arrangement of multitude of tube and delivery systems allows quick delivery of goods through the lair.
System: This is installed in rooms, they are considered adjacent .Delivery is instant.
Cloak of knowledge 15CP
Min size.3
This masking device made out of smoke and crystal that bind it adjusts the essence and creates dark cloak around the lair to hide to hide its presence from too curious eyes on all levels of reality,but can still be tracked by comings and goings
System: lair cannot be revealed by scrying or different methods and even Vision enhancing pools will fail to locate it.
Shunter prototype 17CP
Min size.4
This mighty device opens a gate to nowhere allowing expansion of the lair into the nonexistent areas. Allowing expansion into the nonexistent space.
System. You can build rooms, even without real world connection
Helpful mind 16CP
Min size.4
This simple artificial intelligence is housed in a piedestal and made out of many computer parts shaped as many angled sphere. It can be tasked with simple overseeing task, that does not require initiative like looking after doors announcing time, checking progress.
System: YOu have minion of intelligence 1 that will never betray you, but lacks initiative.
Dimension breaching apparatus 25CP
Min size.5
Alchemical can move the lair into nowhere nearly completely leaving only small gate, that also serves as a connection to the dragon nest from which alchemical gains power.
System: You can build rooms and facilities without real world limitations, destruction of the gate triggers decay of the Lair, but if Alchemical is inside he can erect new dimension breaching apparatus, that reaches the same node. You cannot access multiple nodes with this technology.
Resonance denying presence 10CP
Min size. 5
This mighty machine made of brass, crystal and gold denies strength of the Oblivion for world still stands lessened as it may be and offers succor to Abyssal from the call of underworld.
System: The lair gauntlet level is not lowered by abyssal, or any different influence and reminas on high level picked by the alchemical during construction.
Advanced helpful mind 20 CP
Min size. 5
This advanced artificial intelligence can be used to command repairs, construction, o active defense in the lair, but still completely lack initiative
System Servant of intelligence 3 ´, that will never betray you, but still needs instructions on how to react.
Enlargement array of Polis 25CP
Min size. 5
This massive work of cables arrays and nodes allows you to break size restriction of base and build Lair of the size of a city.
System: You can build lair size of a city.
CHarms and Merits
Merit
Deal with the maker 7p
It seems previous owner of your exaltation made deal with Great maer, or you were just unlucky and stumbled into half forgotten experiment. It does not matter, what matter is this. You do have plan of alchemical lair in your head plus the resulting headaches, that go with it.
System : Exalted can use Alchemical lair system, but his essence is not aligned and so he does not get free points offered by essence, so he must accumulate points the hard way.
Alchemicals
Wonder remembrance 5 dots
See Wonder forging genius in Exalted vs WoD Companion for details of this charm. Alchemical version needs to be undertaken inside lair which base size is equal to the Wonder rating.
Pack rats disassembly 4 dots
On The Alchemical back is a crystalline matter converter with a direct link to exaltation core surrounded with tools and appendages capable of quick dissolution of alchemica lair and the compression of its essence laden structure into the Exaltation core in quick fashion.
System: deconstruct lair room or facility in 8 hours-Craft: building and store the resulting materials in your core to be swiftly available for further notice. This charm can also unload resulting materials, but cannot help with building Lair itself.
Long range connection array 1dot
This circular antenae rises from the back of Alchemical's head connecting him to Central control chamber at all times.
System: ALchemicsal is considered to be always in the Central control chamber while this charm is installed. for the purpose of operation the lair he he does count as one location.
Cute old man who got kidnapped by thirsty spirits a lot.
Though I'll have to abandon this trait in the actual story since having kings and fairies constantly jumps on the circle for that sweet sweet beefcake will get really boring after a while.
Cute old man who got kidnapped by thirsty spirits a lot.
Though I'll have to abandon this trait in the actual story since having kings and fairies constantly jumps on the circle for that sweet sweet beefcake will get really boring after a while.
Wear a veil
Alternatively, he's a sorcerer; he can create a custom spell or charm to mask the full impact of his visage from the eyes of those too weak willed not to be blinded by it's glory.
Cute old man who got kidnapped by thirsty spirits a lot.
Though I'll have to abandon this trait in the actual story since having kings and fairies constantly jumps on the circle for that sweet sweet beefcake will get really boring after a while.
If anyone hasn't read it yet, the manga Kingdom is a great source of inspiration for Exalted. It's set during the warring states period so it hails the aesthetic, but it also does a really good job of showing how battles can be about both the strategic movements of troops and 1 on 1 kung fu duels
So, I laid out another installment of my bestiary and put it up on the Vault, so that I'm now occupying the #1 and #2 slots. With luck, all of the top sellers will soon be me. (After I finish with sorcerers, I'll probably do a set of Exalted, which will be convenient because I won't actually have to fluff them.)
So, I laid out another installment of my bestiary and put it up on the Vault, so that I'm now occupying the #1 and #2 slots. With luck, all of the top sellers will soon be me. (After I finish with sorcerers, I'll probably do a set of Exalted, which will be convenient because I won't actually have to fluff them.)
Oh yeah, I know these characters. They are high-tier daddy in term of appearance, but their character schtick is being the "Pervert old man" which I find gross.
Which is why all of my Exalted daddies are Disney princess with the body of a muscular old man.
Oh yeah, I know these characters. They are high-tier daddy in term of appearance, but their character schtick is being the "Pervert old man" which I find gross.
Which is why all of my Exalted daddies are Disney princess with the body of a muscular old man.
If anyone hasn't read it yet, the manga Kingdom is a great source of inspiration for Exalted. It's set during the warring states period so it hails the aesthetic, but it also does a really good job of showing how battles can be about both the strategic movements of troops and 1 on 1 kung fu duels
A swift-learning artisan, the Lunar effortlessly draws connections between disparate disciplines. Upon purchasing this Charm, the Lunar gains two additional Craft specialties for each Craft specialty she already has. Further specialties may be purchased for 1xp, and take one third of the normal time to train.
If the Lunar knows Memory-Drinking Meditation, whenever she acquires the shape of a character with one or more Craft specialties, she immediately learns one of them at no cost. She may learn specialties she already knows this way; when she does so, she's refunded any xp she had invested in that specialty. If the Lunar also knows the charm Demon Drinking Fang, she gains the above benefit whenever she kills a spirit with one or more Craft specialties. If a Lunar with Memory-Drinking Meditation and this Charm uses Second Shadow Forgery to imitate someone who's shape she's taken, the imitation is perfect and can only be discovered through similarly absolute magic.
The Lunar uses the remains of animals, monsters, and bestial spirits that she participated in slaying more effectively when crafting. On mundane projects, such materials never incur a penalty for quality or applicability; the Lunar may make weapons from bone that match any steel blade. On Artifacts, such materials provide one roll more than they normally would.
Perhaps the Lunar sculpts the world like clay, making tools unnecessary. Perhaps she transforms her own fingers into whichever tools she needs. Perhaps she simply makes incredibly good use out of whatever she has. In any case, this Charm removes all penalties for missing or substandard tools from any roll with any Attribute. Truly impossible rolls remain impossible; the Lunar cannot play the flute without a flute. But she can make a crude wooden tube sound like a finely-made instrument, carve stone without a chisel, pick locks without lock-picks, row a boat without paddles, perform surgery without medical instruments, and otherwise make do.
If this Charm is used on an Artifact creation roll, it provides the equivalent of a master's workshop.
The Lunar rubs some of her own blood into a freshly-made worn object that she created using the remains of an animal, monster, or bestial spirit that she participated in slaying. She may imbue the object with up to five dots of mutations associated with the nature of the beast used to make it, at the cost of 1wp per dot. The object becomes magical, although not a true artifact; a character wearing it may spend 1wp to have it transform and grant them the imbued mutations for the rest of the scene. A character who received the object via Shining Moon-Child Mark need not spend willpower to activate it.
Inchoate Wonders Realized
Cost: 5m, 1wp; Mins: Intelligence 5, Essence 2
Type: Simple
Keywords: None
Duration: One story
Prerequisites: Wonder-Weaver Art
The Lunar makes a few quick modifications to an Artifact that she's at least one third of the way through building or repairing. It functions as though finished for the duration of this Charm. If the Lunar attunes it herself, it costs her 5m less to do so.
This Charm may only be used once per story. It does not interfere with attempts to finish building or repairing the Artifact in question. It's not a problem if the ST, or the player, decides to revise the mechanics of the Artifact in between the use of this Charm and its actual completion.
While using Inchoate Wonders Realized, the Lunar adds an additional roll to the terminus of the artifact for each of the following that occurs:
• The artifact's wielder uses it to uphold a Major or Defining Intimacy, achieve a major character or story goal, or complete a legendary social goal.
• A character forms a Major or Defining Tie towards the artifact.
• The artifact's wielder is awarded a three-point stunt on an action using it.
If one of those events happens multiple times, only the first occurrence provides an additional roll.
This Charm reduces the interval of Artifact-crafting rolls made by the Lunar. Two-dot Artifacts are simply completed twice as fast; Manses and greater Artifacts take as much time as an Artifact rated one dot lower normally would.
The Lunar begins to create an Artifact or Manse without defining exactly what she's trying to make. She must decide upon the level of the project and any factors that affect its terminus. Everything else about the project may be left a mystery to other characters, the players at the table, and perhaps even the Lunar herself. Once the project is complete, the Lunar reveals - or perhaps decides, or discovers - what she had been working on the whole time.
The Lunar transforms a non-legendary Artifact that she owns into raw materials for another Artifact of the same rating. The old artifact is worth five rolls as material. As long as the new artifact is thematically similar to the old one, this Charm also reduces the difficulty of each crafting roll to 0 and allows the Lunar to create it as quickly as a two-dot Artifact regardless of its rating. If the transformation is ultimately fairly minor, like turning a grimcleaver into a daiklave, the Lunar also divides the overall goal number by two.
This Charm may seem like, and to some extent is, a clever way of disposing of a troublesome indestructible Artifact. But using it that way can be hazardous. Curses, uncooperative intelligences, and other such things have an unfortunate tendency to resurface.
The characteristics of a half-transformed Artifact are up to the ST. In general, moonsilver Artifacts tend to remain useful while being transformed, while other Artifacts often behave as though broken. Undoing a transformation, whether partial or complete, uses the same rules as repairing a broken Artifact.
Once per story, when the Lunar uses Beast-Slayer's Art to incorporate the remains of a supernatural being into an Artifact, she begins the project with a number of automatic successes equal to three times that creature's Essence rating.
The Lunar refuses to accept the failure of a supernatural crafting project, pitting her willpower against an intransigent world. A Craft roll supplemented with this Charm may be applied a project with no remaining Terminus. The first use of this Charm on given project costs 3wp, the second costs 5wp, the third costs 7wp, and so on.
Lunar Charm Notes
Didn't have to do too much this time, since the canon Charms are pretty workable and Indivisible did a pretty solid job porting them over to the rewrite. That said, the number of extra rolls possible in the Indivisible version struck me as a little much. So I changed the effect of God-Skinning Hunter Art. And I cut Many-Phase Insights; it was fine, but I didn't see any pressing need for it to be included. Temporary Artifact Technique, one of my weirder ideas, was left out for the same reason.
I also added two new Charms, Lunar Blade Reconfiguration and Shaping Hand Technique. The former because reforging existing Artifacts is very moonsilver-y and by extension very Lunar. The latter because I think Lunars should be at least as good as, if not better than, Solars when it comes to operating without the right gear.
Apart from that, the changes are mostly rewordings and small functionality tweaks. Most of the functional changes are fairly minor and were made with flavour in mind.
I admit I haven't read the Lunar Charmset fully, but the parts I have read don't seem particularly sinister. Can you give an example of this theme?
Also, do you think it's a deliberate thing? It obviously wasn't present in the 2e Charmset, and I haven't heard anything about them planning to introduce it. Seems like kind of a weird addition, honestly.
I admit I haven't read the Lunar Charmset fully, but the parts I have read don't seem particularly sinister. Can you give an example of this theme?
Also, do you think it's a deliberate thing? It obviously wasn't present in the 2e Charmset, and I haven't heard anything about them planning to introduce it. Seems like kind of a weird addition, honestly.
So, hmm.... I was looking over the EvWoD docs and I've had a few conclusions;
Those Ritual Spells that add elemental effects to mundane equipment are too expensive on their own. I'd suggest just fusing the spells together as one. I love Flight of the Brilliant Raptor, and I'm planning to use it against the next vampire Prince I run into, and even through the reimagining, Death of Obsidan Butter Flies still remains my fav, just behind Invulnerable Skin of Brass.
Onto Infernals.
They are my fav splat, so I am going to be biased.
The Infernals are gimped by their lack of an access to easy Excellencies. I know they get to pick and chose their own "Caste" Abilities, but when everyone else can get all of their Caste or Aspect Excellencies in a one dot charm, it doesn't seem to be quite the advantage. If anything, it feels like a disadvantage. Sure, you get to pick out your own caste abilities, but a Solar gets a full 8(I think) Excellencies for one charm purchase. It doesn't seem to balance out.
Furthermore, it forces a player either make the decision to spend bp or exp on vital, but bogstandard Excellencies or to buy the fun, flashy effects. Which is kind of eh, not the conflict I'd go for.
Also I believe that the Shintai shouldn't have a per story limit. It is the big trick and stick of the Infernals, and with it's huge essence and willpower cost, 5 Willpower is a lot, and that it takes 3 turns to assume means that it already has a fairly large point of balance to make sure that it isn't just tossed around willy nilly.
Mind-Hand Manipulation is worse than buying By Rage Recast twice (and costs the same) and getting tentacles and extra limbs to represent telekinetics. Especially since the dice pool wouldn't be based off of the charm's activation roll and can be used to force choke a mother fucker, which MHM can't do if I'm reading it right.
Beyond that; I'd toss in the some of the "I will always hit you, distance doesn't mean anything to me" like the Solars have. They always seemed to lack those in the Core game as well.
Lunars do very, very well in Ex Vs WoD. They're evocative, powerful and with cool effects. They aren't as powerful as the Solariod's by and large. But they are flexible, powerful and very very dangerous. They can regen better than anyone save an Infernal whose managed to eat someone's face, they're honestly tougher than the Solars (who seem to loose out to the Abyssals and the Infernals in the tank game), and have a lot of effects that are always on.
I'd say the only thing that I'd say needs any real improvement is that the No-Moon seem to lack some evocative charms, but the companion mostly fixed that for me.
Also their beast form is wicked cool.
Abyssals are the killiest thing in the game; when a Solar gets a knock back effect, which is cool, the Abyssal can cripple some one. Which is clearly the more powerful effect. On the same note, they've got access to an armor charm that just plain out performs the Solar's own. Which is fine! They're more powerful in some regards than the Solar Exalted, but they've got several curses to wrestle with, so it about evens out with the quite straight forward Solar Exalted.
But I'd move Command the Dead into the Daybreak charm tree. They should have the Necromancy effects rather than the Midnight caste.
The Solars are the Solars; they're straight forward, direct and powerful in ways that neither the Infernal or Abyssal Exalted. Which is fine, that is their wheel house and the do it well. They're fun, cool and are a proverbial hand grenade thrown into the mire that is the World of Darkness.
In many ways, they're not a powerful as the brass or black; they can't make zombies with a command, they can't turn cultists into Bakemono or drain someone dry to heal or command the wicked creatures of Creation with all the authority of the Demon Emperor or make the skulls of the dead speak for them. They're just really, really good at whatever they do.
Though, I'd make Linear Sorcery a Charm rather than a merit. Just because I think it would suit players more if it were something they could dip into later more easily.
But ehh, it's not too important.
I love Dragonblooded. Their lore is fantastic, their charms are cool. My favorite depiction of them so far.
Not much to say otherwise; I like that there isn't any "Weak Dragonblooded" Stuff going on, sure they aren't as powerful as the other Exalted, but they've got their own advantages going on and sort of levels the playing field. I especially like the "Drown on Dryland" Water Aspect Grapple enhancer. It's hilarious.
Sidereals are fun, slick and cool. Again, they're the weakest direct fighters in the game; with a weak soak enhancer, terrible health levels and a weak Excellecy, but that isn't their direction. They are the middlemen, the information brokers and the combat support we all know and want.
I like'em, though I can't say I'd play as one. Sidereals have never been my cup of tea.
Though the name "Dynamic LARPING" can go die in a fire. It's kinda cringy personally speaking.
So, having just taken a walk through the history of conjoined twins in the 19th through 21st centuries (tl;dr - it's kind of depressing), I've decided to raise a question that's rattled around in my head for a while.
How do conjoined twins (and parasitic twins) interact with Creation's model of the hun-po structure? Are they a group of hun-souls sharing a single po, do they have individual po-souls (and if so, are they commingled together in the same way the flesh is, or isolated into specific portions, such as the brain or the heart?), and is there any noteworthy interaction between the phenomenon and bloodline-based factors like Terrestrial Exaltation or being demon/ghost/fae/god/elementalblooded?
Conjecture, off-the-dome improvisation, and story hooks are welcome.
So, having just taken a walk through the history of conjoined twins in the 19th through 21st centuries (tl;dr - it's kind of depressing), I've decided to raise a question that's rattled around in my head for a while.
How do conjoined twins (and parasitic twins) interact with Creation's model of the hun-po structure? Are they a group of hun-souls sharing a single po, do they have individual po-souls (and if so, are they commingled together in the same way the flesh is, or isolated into specific portions, such as the brain or the heart?), and is there any noteworthy interaction between the phenomenon and bloodline-based factors like Terrestrial Exaltation or being demon/ghost/fae/god/elementalblooded?
Conjecture, off-the-dome improvisation, and story hooks are welcome.
You know, I've been wondering about a Charmset for Sacheverell and I'm thinking the most obvious elements of it would be creating your own short lived Self-Fulfilling Prophecies.
The most basic use is "You're next line is, [insert line here]" shenanigans, but they'd probably also include more esoteric stuff.
Another charm could be called Injury Defining Attack, basically you see that your opponent will be injured and that actually causes the injury to happen.