I still don't remember that one. I've been searching and trawling for first circle demons. Believe me, I know.

Were you referring to those crab-like things that repair things using syringes and essence slurry, put in the same post as the damage-eating blind armadillos?
I think so? It's in their threadmark and I remember it saying it can take off its carapace to make a breastplate
 
I think so? It's in their threadmark and I remember it saying it can take off its carapace to make a breastplate
Huh. Found it.

Wow, that was weird.

Weirder than my own idea of having bugs that lay eggs inside of you, with the developing pupae/ larvae acting as hyperspecialized, magically enhanced adrenal gland and performance drug dispensers.

By the way, have you ever watched/ read fate zero?
 
An idea I had. Please be gentle.

Combat ability: 5
Essence: 3
Duration: one scene
Keyword: Obvious

All forms of combat are one. In the hands of a grandmaster, a one shot musket is the same as a laser rifle as a bazooka. A silver spoon is the same as a kitchen knife as a broadsword

The solar rolls ability + attribute that let's him wield a weapon, pooling up successes, adding (essence) successes. Successes can be spent to increase rate, accuracy, range, or damage. Tags can be added or removed, allowing a solar to fire a missile launcher with one hand or to fire armour piercing pistol rounds.
 
Please take it to the question thread.
Nvm. I found it.

Darned search function...

Anyway, I've got this:

Osszeo, the many-who-are-one
Progeny of the many-handed maker

Many things when split apart, become weaker. Many, when put together, become stronger. Leaders speak of unity, while generals speak of morale and coordinatino. For the Osszeo, this is more literal than most.

The Osszeo appear to be men/bull hybrids of differing size, with a hide coloured like brass and yet shifting and pliable like mud. Gregarious and friendly, they make good friends, often willing to avoid resisting bindings. The Osszeo appears to be of childlike mind, and though at their base form have enough strength to uproot trees and tear men limb to limb, they seem to be of childlike mind, not quite capable of realizing that their victims are in pain.

The Osszeo are of mutuable form, and capable of merging together, adding their strength to one another, at the cost of their speed. Three Osszeo merging together will increase their size by a head, and make their fists capable of rending stone. A dozen, and they tower twice the size of mortal men, with hands that can wring apart steel plate. Thirty, and they begin to turn into small buildings, and use boulders the way a man may throw a pebble. And up to fifty, they are great towers, wielding house-sized hammers, trapped to the ground but no less dangerous for it.

The Osszeo are considered of lesser use than Blood apes, what with their lack of ferocity and bloodthirstiness. Their merged forms, though mighty, take many months to make and are unable to move. They work as guards, or perhaps as great workers in quarries.

The Osszeo fear the smell of rowan and parsley boiled together. Boiling such herbs and having the smell drift downwind will cause them to fly into a panic, disregarding their summoner's orders and having them split apart into their component demons to flee, no matter their previous size.
 
Pthlegaeos, The Boiling Marsh

In the distant East, there is a sprawling marshland, its waters simmering with unnatural heat, its ever shifting surface dotted with the ruins of immense raised highways. It is Pthlegeaos, the Boiling Marsh, an inauspicious place to be sure, but full of opportunity if one knows where to find it.

The marshes are inhabited by squabbling barbarian tribes who refer to their homeland as Pthlegaeos, living on the ruins that have drifted across its surface since time immemorial. Their oral histories claim that at the dawn of time, the great city of Pthlegaeos towered on stone pillars above the swamp that shared its name. The marshes once spoke the secrets of the earth below to those who lived above, oracles would inhale the vapors of the marsh and speak the will of Pthlegaeos. The people of Pthlegaeos revered the marsh, which was their king and their god. Then, one night, a shining trickster-daemon snuck into the city-temple and stole the secret treasure of the god-marsh, spiriting it away beyond the horizon. The god-marsh grew wroth, for it valued that stolen treasure above all things. In its throes of rage, great chasms opened in the earth and spat forth burning gases. The waters grew scalding with fury and boiled away the storied speaking manses and dueling pavilions Pthlegaeos was known for. In a single night, the city of Pthlegaeos was swallowed by its king and god, tens of thousands dying in the cataclysm. To this day, the barbarian Pthlegaelic tribes of the marsh claim their king and god still simmers with anger over its stolen treasure.

For centuries, the homeland of the Pthlegaels was regarded as an inhospitable backwater, populated by barbarians in crocodile-leather armor designed to protect them from gouts of deadly steam. The Pthlegaelic tribes live crude existences atop the ruins of their ancient city. The remains of the great superstructure constantly drift throughout the marsh, cyclopean columns pulled by the currents of Pthlegaeos's rage. Where there are no ruins to provide shelter, the tribes weave houses from the marsh grasses and build villages on stilts in the safer parts of the marsh, travelling by canoe when the waters rise. The Pthegaels farm the giant freshwater sponges that can be found within the marsh and hunt crocodiles and coral-horned swamp deer for food and materials. Insular and fractious, they often skirmish with each other over territory disputes, and headhunting is a common practice among them. They have learned to use the clouds of steam that cover parts of the marsh to great effect, blending into them for hunting animals and unlucky humans, leading to some outsiders to believe the marsh is devil-haunted. The greatest warriors among them wear armor with the insides smeared with a cocktail of drugs that dulls their pain and enhances their strength at the cost of long-term sanity and fertility.

The marsh sat neglected for aeons, avoided by its neighbors and far from any trade routes. Things changed fifteen years ago when the Guild merchant prince Blue Tea Sparrow discovered the three hidden gifts of the marsh, the Red Harlequin Flower, the Giant Tigers-Blood Snail, and the Century Salts of Pthlegaeos.


Guild Interests

The Red Harlequin Flower is a large insect-eating plant that grows within the marshes. The Pthlegaels use it to brew entheogens for their shamans. Blue Tea Sparrow's alchemists discovered that when the flower's stem and roots are ground to paste and mixed with certain plant based drugs, they increase the yield of the subsequent narcotics without diminishing potency or dosage, the paste taking on the traits of the materials its mixed with. The Guild Directorate has richly rewarded Sparrow after she enabled them to ruin the economy of a particularly willful kingdom with cheap harlequin paste opium.The Guild has tried growing the plant elsewhere, but they refuse to take root outside the Boiling Marshes, so Blue Tea Sparrow hires or enslaves the local tribes to bring her hauls of the flowers and is working on building a plantation within the bounds of the swamp.

The Giant Tigers-Blood Snail is a massive carnivorous snail that hunts within the boiling marsh. Pthlegaelic braves hunt the creature to make armor and building materials from its large shell, which can be ground and introduced to a primitive type of concrete to increase the strength. Blue Tea Sparrow has discovered that the snail secretes a substance that can be used in a dye that gives fabric a beautiful orange and black pattern reminiscent of tiger stripes. Clothes made with the dye are all the rage amongst dynasts and threshold princes, and Blue Tea Sparrow has made several attempts at domesticating the predatory beasts. She has met with mixed success, but has managed to get a pair of the creatures to lay eggs, which are now jealously guarded as they incubate within a fortified Guild trading post.

The most prized of Blue Tea Sparrow's discoveries are the Century Salts of Pthlegaeos. Deep within the marsh, where the steam can kill an unwary mortal, there are pools where the divine ichor of the living marsh has crystallized into salt deposits along the water's edge. Blue Tea Sparrow has discovered that the salts act as a minor anagathic. When an adult human bathes in waters with the dissolved salts, they emerge looking and feeling years younger (though their bodies don't revert past the stage of adulthood). The effects wear off over the span of a few weeks, the grip of age reasserting itself, often painfully so. The Guild finds itself inundated with offers from vain, aging aristocrats for doses of the Century Salts, and Blue Tea Sparrow herself has not looked a day over twenty-five for almost a decade. Only the Pthlegaelic tribes know the swamp well enough to safely gather the salts (though a few guildsmen who have been with Blue Tea Sparrow for years approach their skill), trading it to Guild outpost in exchange for iron weapons, opium, and other foreign goods. Blue Tea Sparrow has yet to disclose the disquieting effects of prolonged exposure to the salts.


Intrigues and Mysteries


For her discoveries, Blue Tea Sparrow has attained the rank of Factor in the Guild. She wields immense influence throughout the East. She could rise higher in the Guild, but doing so would take her away from the Boiling Marsh. She has sworn to wring every last scrap of profit from the ill-omened place. Despite this, she's seen as a major player in Guild politics, lending her financial and social clout to those who make deals with her.

In ancient times, Pthlegaeos laid with the behemoth now called Mother Bog, and a child was born of their union, Acleos, the Lion of The Pit. A being of living quicksand, it is still in its millennia spanning childhood, wandering the southeast near the Dreaming Sea in search of its mother or father. Buried deep beneath its surface lie sandstone caverns illuminated by Acleos's will, inhabited by the descendants of those who survived being pulled underneath. At the center of the caverns lies its temple heart, where the Lion of The Pit speaks through its oracle and manifests its leonine insectoid avatar.

The Guild sells iron weapons and supplies to the Pthlegaelic tribes in return for labor and slaves, but some guildsmen have taken greater notice of the Pthlegael's skill in stealth and skirmish warfare. Visiting merchant princes and factors have recruited(or enslaved) several Pthlegaelic braves and used them as gladiators and mercenaries abroad. The bladder-lung, a crude underwater respiratory device used by the tribes, has also seen use among Guild affiliated smugglers and assassins.

The god-marsh fitfully sulks as it has done for centuries, sullen and bitter. It hardly notices the small beings that live within its borders, only occasionally manifesting its avatar, a towering, fire crowned giant of mud, among them to issue orders or demand sacrifice. Recently, its interest was piqued when a young Pthlegaelic woman discovered the ruins of the ancient city temple. It contemplates making her it's oracle, sending her dreams of future glories and hints at possible locations of its beloved lost treasure.

The majority of the artifacts of the ancient city of Pthlegaeos no longer function, requiring the blessing of the god-marsh to work. Despite this, there are a few wonders that continue to function as they once did, whether through an independent power source or by the whims of the marsh. One such artifact, a stone mace, has been discovered by the Pthlegaelic war-leader Six Bows, who's name is becoming infamous amongst the marsh tribes. Another, a brass automaton in the shape of a heron, has found its way into the hands of Blue Tea Sparrow, who consults it for advice and insights into the secrets of the marsh.

The Feasters of the Blossom, a mystery cult dedicated to the Yozi Metagaos, has sent agents to the Boiling Marsh, infiltrating the Guild workforce and some of the more open marsh tribes. The leadership of the cult believes that Pthlegaeos is a child of the All-Hunger-Blossom, and there may be some truth to that claim in the oral histories of the Pthlegaels.
 
Another commission came in. Behold the cutest Zenith in all of creation. His beauty spot is an artifact all in on itself

ハチイ🌸ヤマザキ@P5R HYPE!!🌸 (@Hatsubara_8chan) | Twitter

The latest Tweets from ハチイ🌸ヤマザキ@P5R HYPE!!🌸 (@Hatsubara_8chan). ☆ artist☆ writer ☆ gamer ☆ Persona ☆ SFV ☆ Lupin III ☆ Destiny 2 ☆ 龍が如く☆ ボイきら ☆ HELLSING ☆ FE ☆ | Cayde-6 | Majima | Sagawa | Jigen | ENG&JP OK!

The artist
 
Last edited:
Did a bit of rework on an old charm. Was thinking about doing something with making this Intimacy act as a Virtue and moving the peripheral pool to a follow up charm but couldn't get it to work

Ego Boosting Courtier's Whisper
Cost: -Mins: Essence 3;
Type: Permanent
Keywords: None
Duration: Permanent
Requisite Charms: Solipsistic Rejection of Possibilities

Malfeas, bound and broken by the exalted, has found succor in the endless legions of sycophants who stoke the fires of his ego. The Infernal Exalted to partake of this nature.

Upon purchasing this charm the Warlock gains one positive intimacy related to personal aggrandizement, subject to storyteller approval. Furthermore, the Infernal requires only a single scene to develop positives intimacies to themselves. As long as the Infernal has one such intimacy they gains access to a 10 Mote peripheral essence pool. This pool regains 1 mote for every hour the Infernal spends reinforcing this intimacy.
 
An idea I had.

Be a sorcerer
Go underwater (use that spell!)
Start using 'Raising the Earth's bones'.
Make an impromptu hatchery/ artificial reef
Find a fish that's an R-breeder, and that grows quickly (or grant one using sorcerous workings)
Throw it in
Set up a dozen wards protecting the hatchery from any predators
Watch your fish stocks grow in size
Look on in horror as your fish escapes and ecosystems go haywire.
 
Thoughts:

Hunter-Killers (Autochthon)

Beings created to defend great world-bodies and landscapes. The bodies of the primordials are vast, being universes and worlds in and of themselves rather than the fleshy constructs that man's spirit inhabit. Such bodies need to be maintained, inhabited, and of course protected. Invaders from other primordials, Fair Folk brought in by intrusion-tubes, other, more esoteric beings... it does not matter.

Some use realms of higher mathematics brought into the lower plane, perfect crystal clarity transforming invaders into petrified statues. Others, use soldiers made out of tales of loyal and valorous soldiers, whose ink-blood spills onto the ground even as they themselves are torn to pieces by the invaders, only to rise up, harder and stronger, from the bloodstains. Others, use fiery knights of green burning fire.

The Hunter-Killers of Autochthon are cyclopean beings, half again as tall as a man. A single burning orange eye, capable of burning through illusions and disguises. Autochthon, being the sickly craftsman that he is, required far stronger and numerous hunter-killers. From both the disease he suffers and the increased propensity for the Fair Folk to strike at a sickly foe. The Hunter-Killers have a body made of chrome, segmented and patterned to appear somewhat chitinous and segmented. They move in a loping run, a bladed, semented tail like a centipede trailing behind them. They are swift, and deadly, used to working in groups. Stalking through the urban jungle that is Autochthon's innards, strong limbs pulling their bulk across cables and under ceilings in complete silence, except to drop onto their foes, claws and projectile weapons granting death. Each has 3 pairs of limbs. 2 legs, 2 arms for gripping and manipulation, and 2 more that can be any type of projectile weapon, ranging from net launchers, fog dispensers, to essence cannons. Their blood is composed of boiling lubricant, and any damage to them risks burning off the skin of the attacker.

Spell: Conan the barbarian. Mixing two things together.

Merging the two beasts
Circle: Terrestrial
Cost: Ritual, 1wp
Duration: 1 month

The sorcerer grasps onto the corspes of two separate beings. Whether a horse and a bird, a fish and a bull, or other more esoteric mixtures, he slays both, and mixes their blood, their essences and DNA mingling. Chanting the words of the Echidna and the Emerald Mother, the point where the blood mingles boils and expands, eventually forming into a reddish-coloured chimera of both creatures. The creature will never, in any circumstances, be considered a natural being by any who lays sight upon it, and itself is near uncontrollable by any save the sorcerer.

After the duration is past, the animal releases a shrill scream as it realizes that its life is over, and collapses into a stinking heap of blood and offal, its former solid shape being lost as the spell fades.
 
The Mead-Fleet of Kithbald

Throughout the seas of Creation, sailors tell of a great fleet of carracks that appears on stormy nights. Immense, fat bellied vessels, their sails tattered but nonetheless ornate, ride the waves. The fleet appears to be of vaguely northern make, but they dwarf all but the largest Realm ships and bear signs of Late Shogunate construction. Sounds of revelry and mirth can be heard even through their thick hulls, though their top decks are abandoned. In their wake follows a flood of flotsam and driftwood, all obviously from northern longships. Sailors who tail the fleet notice the sounds of revelry become louder and louder, the songs drowning out the sound of crashing waves. Then, suddenly, as the night comes to an end, the sounds of mirth turn into screams. Barely intelligible cries ring out from the fleet, expressing utmost terror at some unseen monstrosity. As morning finally breaks, the ships are scoured away from Creation by the light of the sun, as if they never existed.

If one boards the ships during the night and enters their holds, they encounter a lavish feast, with warriors in ancient northern garb, bearing hallmarks of both Late Shogunate armor and traditional northern clothing. Mead and beer flow endlessly from casks into drinking horns and steins, while long tables are covered in mouthwatering viands. The crewmembers of the ship dance and sing and eat, all watched by their captains in walrus ivory crowns. Treasures from across Creation can be found in the ships' holds, from the carved tusks of the Brinestone Mammoth to the glittering coinage of distant Lathe. The crew greets any newcomers warmly, for the law of hospitality is ancient and revered among the blood of the North. When questioned, the crew claims to be part of the Mead-Fleet of Lord-Admiral Kithbald, hero of the Far North, returning home from a great expedition. They invite all who come to feast and make merry with them. For a while, all is well, all is right, and all are happy, and then dawn approaches.

As the hour grows late, a panicked sailor rushes in from above, raving about a great terror on the horizon, that the "Starving Maelstrom" has been sighted, and the revelry stops. The crew appears haggard, as if they aged a thousand years in a few seconds. The mead runs out and the food turns to ash in their mouths. The captains, visibly shaken, give the order to batten down the hatches and man the decks. Some of the crew mutter desperate prayers to long dead gods, other wordlessly go to their stations. Visitors may be grasped tightly by one of the crew members who urges them to flee, the ancient sailor's hands now skeletal and their eyes yawning voids. Suddenly, a wordless scream goes out, followed by gibberings that "It" grows ever closer. Sailors crowd the windows in terrified awe, and those on the top deck scream curses and fling harpoons at the monstrosity, a whirlpool of endless shark's teeth and pitch black water. The fleet desperately tries to escape the thing, but they inevitably fail, ripped to shreds and dragged down into the Starving Maelstrom's gullet. And the Mead-Fleet of Kithbald is no more, until it appears once again upon stormy seas...


The Eternal Cycle.

The sailors of the fleet are, down to every last man and woman, centuries dead. The sailors know they are dead, that they sail upon both the Rivers of The Underworld and the Seas of Creation at the same time as a temporary ocean-going shadowland. They revel to forget the experience of being devoured again and again by the Starving Maelstrom, a horror that was ancient and long dead when Creation was young. After the last ship is destroyed and the last sailor has expired upon the teeth of the Maelstrom, the monstrosity spits forth the fleet, whole and fully crewed, and vanishes into the depths.

Time is convoluted for the fleet, having ample time to dock in Underworld ports but always plagued by the nagging suspicion that the Starving Maelstrom is about to catch up with them. Only when their personal afterlife enters Creation as a temporary shadowland does the flow of time become fixed to a single night. The crew never leaves, for when away from the fleet for too long, they begin to enter torpor and find themselves awakening to the holds of the Mead-Fleet once again. Grave goods from across the Underworld can be found within the fleet's holds, in addition to true artifacts and treasures that were pulled down into the afterlife when the fleet was first devoured.


Intrigues and Mysteries

The clever and brave can make use of the Fleet's hazy relationship with time, signing on when the fleet makes anchor and traversing the seas of the Underworld in record times, for the captains can will their vessels to sail atop the flow of time. They are often reluctant to do so, believing that it makes the Starving Maelstrom approach faster. However, they have agreed to quickly ferry passengers in exchange for a variety of gifts and favors. Passengers run the risk of being devoured with the crew by the Starving Maelstrom, some never to be seen again, others becoming part of the crew's endless cycle of revelry and fear. Some find that the Maelstrom spits them back out, unharmed, at their destination or a distant locale of its own choosing.

Though the experience of being devoured by the Maelstrom haunts every crewmember, their revels are beyond that of mortal ken. For a while, the fleet is in a state of happiness few in the Age of Sorrows can hope to achieve. Isolated fishing villages pray to the fleet for goods from the Underworld or in hopes of joining the crew after death, viewing the Starving Maelstrom as simply a fact of unlife. In this age, beset by the death of empires, hungering fae, and cruel gods, some believe the Maelstrom is a small price to pay for the joys of the Mead-Fleet.

Some of the sailors of the Mead-Fleet believe there is a way to escape the Maelstrom. They take longboats and sail towards the direction they believe their tormentor will appear from, hoping to confront it and reclaim their agency. Some have failed, being devoured and awakening once more in the holds of the fleet. Others have never returned, the crew believes they either found their freedom or were snuffed out by the Starving Maelstrom.

Apocryphal texts in northern libraries name Kithbald as a sworn follower of Bagrash Kol, but they are centuries old and very vague. Legends tell of a great fleet, armed with sorcerous weapons, that sailed forth from Kol's empire to display the witch-emperor's power and extract tribute from across Creation, but all accounts say they were lost at sea shortly after Kol's disappearance.

None know why the Maelstrom chases them, none save perhaps the Admiral Kithbald, who sequesters himself in his quarters while his sailors feast and make merry. He was uncharacteristically shaken the day before the Fleet was devoured for the first time, having holed himself up in his cabin with a relic they found on their travels, a clock of whalebone and oily black stone. The crew has tried and failed multiple times to get the Admiral to explain what he knows, but they can get naught but cryptic ravings from him.
 
Was reading up on Natural Law and saw some striking parallels to how races were created by the primordials.

Basically the idea I'd that God created creatures with the urge to do "good" where good is defined as fulfilling their role in gods plan.

For instance he gave a survival instinct, so surving (and this not killing) is good.

This translates really well into exhausted. Blood Apes were designed to fight so it is moral for them to do so. People to pray. Gods to regulate the natural world. Anything which aids in these efforts is good according to natural law.

Natural law - Wikipedia

 
Finally I have an Exalted PC. Whole lot of context but basically, me and my mortal prequel DBs party got caught running supplies to a sketchy Exalt who wouldn't tell us anything, and we ended up having to run for our lives. I tried to buy us some time.. but then I ended up winning. Singlehandedly Initiative Crashing this dude as a mortal.

And then this. (Navona is me).

[8:11 PM] Navona Afia Sarantankous: Navona doesn't have time to watch what Ekhidna and Thalia are doing. Right now there is only the violence. There is only her rage, her shame, her zeal. She will not be moved.

The knee slams into her stomach and drives air from her lungs. She lets it--he's in close. Then takes a hand off the spear and drives it as hard as she can across his temple.

It connects with all her weight behind it, and she follows it with a blow of the butt of her spear that sends him backward with a sick crack.
[8:21 PM] Mannun: He opens his eyes and lifts an arm.

He's fast enough, faster than he should be.

It's not enough. It's not enough at all.

A sickening crack, a strike that sends him reeling. He isn't seriously hurt, not really, he's not bleeding.

But his pride? The loyalty of his soldiers?

Those are lying on the ground, the flies are coming soon. Flies come for dead things.
[8:29 PM] Thalia Tomaria Meletia: pauses. "... New plan. Ekhi, jump him!" She releases the girl and darts in on the reeling Exalt, thrusting her spear past his head and jumping after it to catch it with her other hand, hooking the shaft around his neck.
[8:49 PM] Ekhidna Tomaria Paradoxica: She didn't believe it. She expected the man to unveil his powers, to dispatch Navona in seconds, then to move to her and do the same - hoped, only, to buy enough time for Opiter and Dia to escape beyond shooting range. A few seconds of hopeless fighting.

And then...

Navona does it. She breaks his guard. She opens him.

She reveals weakness, and Ekhidna sees this weakness.

Danaa'd teaches us that water will seep through the tiniest crack, and drop by drop will fill even the greatest vessel. Danaa'd teaches us that a single drop of water, inside the thinnest crack in a stone wall, when winter comes, will in freezing shatter it entirely.

Navona cracked, and now Ehkidna makes herself the water. One moment the man and the girl are locked into a fierce duel - and the next moment Ekhidna is there, slipping past Navona's flank, surging out of nowhere to strike in his opened guard, claws shining.
[8:57 PM] Thalia Tomaria Meletia: had jolted towards Ekhidna, but at Navona's sudden string of success, she stutters to a halt, mind working for a few moments.
[8:57 PM] Thalia Tomaria Meletia: Running still isn't an option. He's not mortal, he'll be faster than any of them. But Navona somehow, impossibly, put him on the back foot. In a fair fight, they'd lose. They'd all lose, even if they fought together.

But with him reeling, with Ekhidna moving in to attack, there's an opportunity. A chance to take him down, fair and square, before he recovers. Or at least delay his recovery long enough to do it before then. No need for anything underhanded.

It won't last longer than three breaths.

Thalia is there in two, dashing past the man with her spear held out horizontally before her - punching him with the shaft as she darts past the other two girls and settles in on his back.
[9:06 PM] Navona Afia Sarantankous: Fire within and blood without. Spear in hand and shield on arm. Enemies all around. Comrades by her side.

Overwhelming odds.

Navona.

All her life she has lived in shadows. Cast by her sister the great admiral, thrown by her helot ancestors, streaked by the ethos of Lookshy.

The clouds roll in front of the sun.

And, for a moment, they part.

Navona, hair and eyes lit to bronze flame, leaps from the shadows with her spear to slay a god among men.
[9:07 PM] Navona Afia Sarantankous: "FOR LOOKSHY!"
[9:18 PM] Mannun: For a moment, he's there, he's invincible.

Taller. Stronger. Older. Thoroughly more experienced than her in every way and a trained soldier at that. He would crush her like a bug, crush her like he could crush so many. Then he would crush Ekhidna and Thalia and Dia and chase down that scuttling Opiter and crush him too. Then he would demonstrate to those beneath him that he was not to be challenged, that he was indomitable. Not even the City could crush him. He would in all regards prove himself as the best. It would be glorious. It would be fantastic. Superlative. It would be his world.

His world did not exist. Did never exist.

First, his block was too slow. He had always imagined himself as faster than other people, but where Thalia had struck him, he still ached and thus he moved slowly. That was what he told himself, in those half-seconds. It wasn't his fault. He was weakened.

Second, his armour did not protect him. He had always imagined that armour as stronger than his fellows, but where Ekhidna had struck him, the phalera of his armour had become displaced and did not absorb the blow, thus letting the strike through. That was what he told himself, in those heartbeats. It wasn't his fault. He was weakened.

Thirdly, his ribcage did not protect him, and there were no more excuses to be made. His breath stopped. Her speartip stopped.

It didn't strike the heart but blood came out in a steady stream. The bloody river looked like that small river where he played as a kid.

Then she lifted the spear again. He closed his eyes. He screamed. His arm screamed. His socket screamed.

He might as well have been dead.
[9:20 PM] Navona Afia Sarantankous: Navona pulls the spear and takes his arm with it. Huge gouts of blood and viscera spurt. She swings her spear to the side and looks up into the crowd around her, face red.
[9:21 PM] Navona Afia Sarantankous: "Anyone else!?"
[9:21 PM] Dia Tomaria Pistia: Dia claps, again.
[9:22 PM] Thalia Tomaria Meletia: whirls, turning on the guy's soldiers as he falls. She has no idea what the fuck just happened to be honest.
[1:53 PM] Navona Afia Sarantankous: And in the chaos a young girl stands. She has fought for Lookshy, once and again. She has struck blows truly, for glory and for duty. She has faced death and seen it blink.

She has learned that when faced with the impossible, a soldier of Lookshy finds a way. She makes the impossible, possible, with courage, with cleverness, and with will. She has performed one miracle this day, and, as she raises her spear, the bronze tip glinting in the sunlight, her breath burning in her lungs, she is prepared to perform another if need be.

The young girl spins her spear slowly, staring down the soldiers that surround her. The spear-tip trails a smoking afterglow. The dry afternoon air shimmers with heat around her. Boot-trampled scrub begins to smoke.

Will she have to slaughter all foes present today to escape? Will she have to kill for her comrades again?

The young girl closes her eyes, and red shines through her eyelids. She inhales.

If she does, then so be it. All things in due time.

All things for Lookshy.

The young woman opens her eyes, and breathes fire.

A scaled eagle flaps its wings and fire screams skyward in a tower of bronze flame. Grass catches fire, the air's heated dust igniting and rippling outward in exploding clouds. The sun shines far above but it is not as bright as Navona.

Somehow she stands taller now, her eyes orbs of liquid fire. When she speaks it is with a voice that crackles.

"Lay down your arms, and you will live to the end of this day."
EXALTATION BABYYYYYYYYYYYYYYYYYYYYYYY
 
It bothered me that Exalted didn't have a system in place for like, making statues that convince you to hate the monarchy or jewels which fill people with desire. So I made them up.

Then I updated an old charm to take advantage of this

SIDEBAR: Crafted Social Attacks
In real life, there are countless objects created for the Express purpose of eliciting some form of reaction from those who interact with it. Memorials, palaces, paintings. Each of these evokes an emotion or an idea. Such a thing is not without literary precedent either. The one ring inspired greed and covetousness in all who see it, the shield of Captain America inspires hope. It is a shame then that exalted has no rules to handle this. Thus this new rule.

Characters can work a single social attack into an object they craft. To do so they must simply make a social attack roll at some point during the creation of the object and before it's completion. This attack uses Charisma or Manipulation as normal, depending on the honesty of the message and uses the Craft used to create the object in place of Appearance. The ability in question must be Performance if the attack will affect anyone who studies the object (up to once per scene per reader) or Presence if the attack is tailored to affect a specific person whenever she examines the object.
The exact nature of what counts as "examining an object" will vary based on the object in question but it is always an active process. Examining a painting, watching a commercial or admiring a castle are all count as examinations, but merely glancing at something as you walk by does not.
Besides coming outside the timing of social combat (and obviating an opportunity to retaliate), Crafted Social Attacks follow the same resolution process as any other social attacks. It is even possible to parry with witty retorts. Characters cannot use charms that grant UMI through the medium of Crafted Objects unless those Charms are specifically intended for such use.

Without the use of special charms, no created object can ever contain as much information as the written or spoken word. Words are their own form of magic and it takes greater magic still to communicate without them. For this reason, a crafted social attack can never contain complex information or create complex intimacies. Crafted social attacks are limited to the creation of Emotion, Servitude or Illusion based intimacies. A painting might inspire you to hate the monarchy, or a memorial might create an intimacy of nationalism, but neither can convince you to take a specific action or convey the contents of a treaty.


Look on my Works, ye Mighty
Cost: 10m Mins: Essence 4;
Type: Permanent
Keywords: Combo-Ok, Obvious
Duration: Instant
Requisite Charms: Viridian Legend Exoskeleton

The City-That-Malfeas is a monument to it's King and he would see it spread to every corner of creation. This charm enhances a single Craft Based Social Attack the Infernal encodes in an object larger in size than a person. The dread splendor Malfeas now resides in the object, drawing the eye like a beautiful sunset or prowling tiger. Any scene spent in the presence of the object, whether that be spending a day within sight of an enhanced tower or touching a hand to an enhanced blade, counts as a scene examining the object for the purpose of Crafted Based Social Attacks. The merely mortal cannot bear to look away from such dread splendor.
Characters may force themselves to ignore the enhanced object for the cost of 1wp, and doing so makes them immune for the rest of the day.
Those with knowledge of the demon realm can link the aesthetics of the enhanced object to that of Dread Malfeas with a Difficulty 3 (Intelligence + Occult) roll.
If the object is ever the target of the Charm Gifts of Invisible Flames then this Social Attack becomes UMI
Malfean Landscape Charm, such as Calloused City Growth (homebrew found in Earthscorpion's Book Of Ten Thousand Scorpions), may be enhanced with this charm, but only when they are cast.
 
today in dp the moon:

curio reconnects with a classmate and discovers one weird trick to resolving past trauma. bian trips over a plot hook for another player while making business deals, is kind to a small child, and ruins a fancy dinner. orochi is somehow constantly the adult in the room and doesn't know why people keep accusing him of terrible things.
 
Last edited:
Back
Top