I know, which is why they're a separate thing here. Because if Exaltations by this point are so strong as to be almost impossible to mess with by Mages, then allowing any Joe Schmoe god in the distant past (when they were even stronger) to break them apart isn't great either. The Incarnae likely couldn't do it, or else the Primordials in the Divine Revolution would have commanded them to do so already. The Yozi could only corrupt, not destroy or separate. Which just leaves a free-roaming Primordial to maybe, MAYBE do it.
Alright, I am finally (sorta) free from some of my obligations this holiday season, so I was able to get started on writing again. With how much of a lead that Jiu has over the rest of the rangers for POV (with only 1 vote for Tommy's POV, so sad), I feel comfortable locking her in for the quest's leader.
Speaking of which, 'Jiu.' @DragonParadox , I'm unsure just why you chose that name in particular, but it's a lot more appropriate for Exalted than I realized when I started researching what it meant. Namely that it's quite a rare name to have, and that one of it's typical translations, when written out in Chinese characters is '志宇' or "The Will of the Universe."
Granted, that's just one possible interpretation, a more common spelling would be '芝雨' or "Rain of Sesame Seeds", but it's still Sidereal-coded as hell.
Anyway, the next update has nothing to do with the plan vote, and since we have a fairly close match between our competing plans, I'm leaving the vote for it open while I get a handle on Jiu's dialogue style. With luck, I'll have it ready for Christmas.
EDIT: Never mind, inspiration has struck, and it's done now. Woo!
Speaking of which, 'Jiu.' @DragonParadox , I'm unsure just why you chose that name in particular, but it's a lot more appropriate for Exalted than I realized when I started researching what it meant. Namely that it's quite a rare name to have, and that one of it's typical translations, when written out in Chinese characters is '志宇' or "The Will of the Universe."
Should probably do this here instead of out-of-thread again. It concerns our dear friend Sofia. If I get doubles or triples, I'm going to reroll until I get a set of 3 unique numbers. Lower is more interesting.
Well, it's midnight at the start of Christmas Eve for me, and I'm wide awake, so... I guess I could close the vote early then.
Jiu Lee was of course locked in as the winner, but congrats to Plan Vampire ZORD Hyper Beam, it's going to be interesting giving the squad access to disease warfare.
I'll get the chapter out in a few minutes, just need to make sure everything copies over correctly. For this first POV chapter, I'm starting with a 1st person viewpoint to try something new, since I don't often do that for my stories.
Scheduled vote count started by Critian Caceorte on Dec 18, 2024 at 1:11 AM, finished with 20 posts and 8 votes.
[X] Plan: Vampire ZORD Hyper Beam
-[X][Damage] The Machine gave its all to protect a Dragon-Blooded clan from a most ancient Vampire.
-[X][Z.O.R.D.] the Zero Obstacles Revolutionary Deity (Starmetal Battlezord)
-[X][Style] The Citrine Poxes (of Contagion)
--[X] Mastery
-[X][Style] The Prismatic Arrangement (of Creation)
-[X][Style] The Emerald Gyre (of Aeons)
--[X] Partial Mastery
-[X][Style] The Charcoal March (of Spiders)
[X] Plan Vampire ZORD Duck-Puncher
-[X][Damage] The Machine gave its all to protect a Dragon-Blooded clan from a most ancient Vampire.
-[X][Z.O.R.D.] the Zero Obstacles Revolutionary Deity (Starmetal Battlezord)
-[X][Style] The Kaleidoscopic Border (of Logic)
--[X] Mastery
-[X][Style] The Prismatic Arrangement (of Creation)
--[X] Partial Mastery
-[X][Style] The Emerald Gyre (of Aeons)
-[X][Style] The Charcoal March (of Spiders)
[X] Plan: Vampire MEGAZORD Hyper Beam
-[X][Damage] The Machine gave its all to protect a Dragon-Blooded clan from a most ancient Vampire.
-[X][Z.O.R.D.] the Zealous Orthodox Revolution-Drones (Five Jade Megazord)
-[X][Style] The Citrine Poxes (of Contagion)
--[X] Mastery
-[X][Style] The Prismatic Arrangement (of Creation)
-[X][Style] The Emerald Gyre (of Aeons)
--[X] Partial Mastery
-[X][Style] The Charcoal March (of Spiders)
[X] Plan Dream ZORD Duck-Puncher
-[X][Damage] The Machine fought off the Raksha, as it did in times of old.
-[X][Z.O.R.D.] the Zero Obstacles Revolutionary Deity (Starmetal Battlezord)
-[X][Style] The Kaleidoscopic Border (of Logic)
--[X] Mastery
-[X][Style] The Prismatic Arrangement (of Creation)
--[X] Partial Mastery
-[X][Style] The Emerald Gyre (of Aeons)
-[X][Style] The Charcoal March (of Spiders)
[X] Plan: Vampire ZORD Hyper Beam
-[X][Damage] The Machine gave its all to protect a Dragon-Blooded clan from a most ancient Vampire.
-[X][Z.O.R.D.] the Zero Obstacles Revolutionary Deity (Starmetal Battlezord)
-[X][Style] The Citrine Poxes (of Contagion)
--[X] Mastery
-[X][Style] The Prismatic Arrangement (of Creation) A/N: Full Mastery Here, the Tracker cut it off
-[X][Style] The Emerald Gyre (of Aeons)
--[X] Partial Mastery
-[X][Style] The Charcoal March (of Spiders) A/N: Partial Mastery Here, the Tracker cut it off
To all who read this… besides myself, of course.
I leave this diary in the hopes that it will serve as a declaration that I existed. Most people my age would probably feel like that's a bit dramatic, after all I'm only 16, I've barely lived at all. Why worry about some time WAY too far into the future? Well, most people my age don't have to worry about the things I deal with, so it's not like I could make a true point of comparison.
The reason I leave this last… I don't think it counts as a "last will," but it IS a testament, so that works. My last testament here is left because any day now, could be tomorrow, could be a year from now, I could die. Not because I got drunk and drove a car into a tree, not because I WANT to end it all, but because I might not have a choice. Because someone could kill me, and make it look like an accident, if they even leave a body to be found. Any day now, my parents might wonder where I am, and never know that my blood sucked corpse is in a ditch somewhere by the harbor.
As you can see, I am not in my usual polite mood.
Perhaps I should start at the beginning of it all. The name given to me by my parents is Jiu (志宇) Lee. It's not a common name, they tell me, particularly not the spelling of it which uses more Chinese characters, but the version of it they have given me means "the will of the universe." At least, that's what they say it means, that same spelling could also mean "the ambition of the house" but at least it's not much of a worse name.
The problem, of course, is that all of the people in my class have never heard a name like that before, and in my youth I did my best to "fit in" more. I've tried a few different nicknames, even new names entirely, and in the end settled on-
[ ] Just using my name as-is.
[ ] A nickname.
-[ ] Write-in.
In any case, I was born to an older couple of immigrants from South Korea. My parents had always had trouble having children prior to their moving to America, so my birth was seen as a sign of good fortune to come. Particularly since in the US my father-
[ ] Made a considerable fortune he couldn't achieve back in his homeland (The Lee Family is Filthy Rich)
Jiu Lee as "the Rich Heiress"
Jiu begins with 2 dots of Resources from sheer allowance.
This allows her to make quite a number of discretionary purchases, and it might be useful for infiltrating the upper crust. It's about equivalent to middle class income.
[ ] Made a decent living for himself and numerous connections (The Lee Family is Well-Connected)
Jie Lee as "the One who gets the Business"
Jiu begins with 2 dots of Contacts (Local Businesses).
This allows her to gather information from Seattle's fading small businesses, which could provide leads on investigations.
[ ] Made enough to keep the lights on through sadly criminal enterprises (The Lee Family is Well-Owed)
Jiu Lee as "the Crime Boss' Daughter"
Jiu begins with 2 dots of Backup (Gangsters).
This allows her to, in an emergency, call on 4 gang members for protection. They are normal dudes meant more to secure an escape than to actually fight the good fight.
Sadly, due to their age there would be no more children after me, and with that reality came enormous expectations. Expectations to do well in school, to excel in every avenue available for success. But that… that wasn't the life I wanted to live. I didn't want to be another "smart Asian student", particularly not with the sort of face I had. I wasn't ugly, but perhaps it would be better if I was, because then at least I could be recognizable. Instead, I was completely, utterly plain. A face you could never remember, a figure that was nonexistent, hair that was the same black as every other kid on the street. There were multiple instances when teachers I've known for years couldn't pick me out of a group of 5 kids. Not fifty, five.
Perhaps that's why, when HE said that we were all cursed to be forgotten by others in the long-term, I didn't really care. It's not like anyone really remembered me anyway.
No one until Sofia, that is. But I'm getting ahead of myself.
To help deal with the high expectations put on my shoulders, I did what every kid my age does: Turn to crime, obviously. Nothing major, I never even got into a fight. It was just… shoplifting, mostly. Sometimes breaking into an old building to hang out. Picked up lockpicking from that after getting some tips. And, after some time of turning to the dark side and wanting to be more easily noticed, I decided that if I couldn't stand out naturally, then I just had to turn to other methods to be seen. Methods such as-
[ ] Dressing dark and moodily, like that "emo" thing that's becoming popular (Clothing)
Jiu remains difficult to remember, but can easily put away the clothes in order to stealth.
[ ] Getting a few piercings in different places (Piercings)
Jiu is a bit easier to remember, and if need be can remove her piercings to be less noticeable. Can be fully undone with time..
[ ] Finding a back alley tattoo artist to spice my skin up (Tattoos)
Jiu is much easier to remember when her skin is exposed, but tattoos are very difficult to remove in this era. Plus, uh, she's still growing, so it's not going to be a pretty picture any more as the skin stretches.
It was in the process of "acquiring" this stuff that I first met Sofia. Sofia Rossellini was, from what she told me at first, the granddaughter of Italian immigrants to the states. She was the bright star of our middle school, exceptionally pretty, surprisingly athletic (I tried to match her, which is how I got decently toned myself, but you can't match INHUMAN strength), and a laughter that lifts all spirits. How then could this girl who would only get prettier as she got older become friends with a literal nobody like me? Well, speaking as her best friend, if I had to boil it down to 3 factors, it would probably be:
Speaking as Sophia's friend, with all the love in my heart, I have to admit that she could get pretty fucking weird sometimes. She never seemed to really empathize with others when the topic of dead family members came up, far too casual about such a tear jerking thing. She frequently told me (and others) about how all of the "pretty" things we saw were in her eyes far too ephemeral and decaying. "If you're not living, you're dying" is the saying, and to Sofia, everything was dying.
That same perspective didn't really extend to me. I guess I was so boring and average that I couldn't even look awful in Sofia's eyes, which in an ironic sense made me stand out. When all you can see is rot and slime, having a bog standard human around would seem like the Mona Lisa.
It was an open secret just how entrenched into the criminal underworld Sofia's family was. It made the teachers and school administration nervous as hell. Old school mafia that didn't seem to fear the government like Capone and those guys did. Given my own proclivity towards crime, it didn't bother me as much as it did others who were "in the know."
Except I wasn't "in the know," and neither was anyone else. Being part of a criminal empire, as it turned out, was the least of Sofia's big secrets. It would have made things easier if that's all there was, but none of us suspected the players at work here, keeping us ignorant of the truth. I only found out what happened myself when I asked her a few weeks after she died.
Yes, not before she died. After.
Right now, Sofia Rossellini is a vampire, an undead blood drinker. Yes, they do actually exist. No, they don't like it when people who shouldn't know about it do. Yes, I am expecting anyone to read this diary to call me crazy, call me insane, but considering what my life's become, maybe I have gone mad. Or maybe, it's everyone else who are so in denial that they've just lost it. I don't know, and I don't really care to debate about it.
In any case, Sofia of course wasn't always a vampire, but apparently she was something close to it. A form of "living" vampire called a ghoul, well, a "revenant" if we're being accurate here since that seems to be the important subcategory for this whole mess. A typical ghoul is a normal person who has drunk vampire blood within the past month, which gives them superpowers and halts their aging for that time period. A revenant is someone who has vampire powers baked into their DNA, and can use them very rarely without needing to drink any vampire vitae. "Vitae" is a fancy word they use for vamp blood, if you were wondering.
Vampire blood is apparently EXTREMELY addicting, more so than any other drug on the market, so not needing to drink it and become a junkie makes Revenants prized servants for their vampire overlords. However, getting superpowers in your DNA apparently does a number on your brain growing up, which is why Sofia while she was alive had such a pessimistic view on things: It was quite literally ALL she could see. Almost like schizophrenia, except there's no type of medication that can help with that mess.
But that only applied while Sofia was alive. When she died and got turned at her 15th birthday party (why yes, it IS a bit messed up to turn someone that's not a full-grown adult into a vampire, but we're talking about people that have trouble remembering that the USA exists), apparently her vision turned back to normal, which is great. Except as a vampire, she had to deal with a whole host of new problems instead, like avoiding sunlight or fire. From what she told me, the first time she saw a match again after becoming a vamp, she nearly had a panic attack from fright. Personally, I would have taken the "deathsight" as its apparently called any day of the week.
As for who turned her, well, it was someone who wouldn't take "no" for an answer. Either from sheer power or connections, they had the authority to decide who their next "childer" should be, and apparently Sofia as someone with a foot already in the night life was the perfect candidate. As for who that motherfucker was, well everybody who's gone to Elysium knows the name of-
[ ] Ignazio FUCKING Giovanni, son of the Clan Head himself (4th Gen)
In life he was the legbreaker of the Giovanni back in the good ol' days of the 11th century. These days, he's only become more important, and dangerous, with age.
Sofia will be of the 5th Generation of Cainites, with much potential though little of it has been realized yet.
Her sire will be a cruel brute, and push her towards becoming cruel herself. Yet, in cruelty there CAN be strength…
You, you really think that Ignazio, a Methuselah, doesn't know what his newest Childer has been up to with this mortal this whole time? Really? Ha, haha, hahahahahaHAHAHAHAHAHAHA-
[ ] Maria Giovanni, Padrona of the West Coast United States (6th Gen)
Maria's star is on the rise this century, with the growing economy of California and the smashing success of Las Vegas in her overall domain, she is slowly accruing the political favor necessary to ascend to a Maestra, an overseer over an entire continent.
Sofia will be of the 7th Generation of Cainites, a fair amount of potential beyond the norm, but not so strong that her thirst will be endless.
Maria will use Sofia for her own ends, but will still take the time to explore her potential as a socialite and spy.
Maria's powerful and experienced enough to likely find out Sofia's connection to Jiu, but might allow this indiscretion… for a price.
[ ] Capo Surem of the Pisanob (8th Gen)
Having forgone his original name since his embrace, Surem normally worked as a Capo for a Mexican city (NOT Mexico City), but has since turned his sights northward with the outward expansion of the Sabbat in his home country.
Sofia will be of the 9th Generation of Cainites, still notable but far more typical for a vampire. Despite having average potential, the accompanying lower expectations on her shoulders might be healthier for her.
That being said, Surem "totally" doesn't practice traditional Aztec sacrifices for his Necromancy. Totally. Surely? Regardless, Sofia might pick up a habit of pulling out hearts when calling up ghosts.
Surem is more focused on his magic than he is on politics (or socialization in general) despite his position, and so Jiu can most safely coordinate with her friend with this sire. Despite this, he's also more traditional when it comes to the Masquerade, so if he finds out…
Regardless, I didn't know any of that when Sofia vanished. All I heard when I asked for the second time and more was just that she died. Not how, not when, just that she was dead. Needless to say, as someone with only 1 friend, hearing that said friend was dead was devastating, but I didn't want to just cry. I wanted ANSWERS. So, against the wishes of those around me, I started sleuthing.
I knew Sofia had other people who she talked with, if perhaps not in a friendly manner. Some of the other upper crust students like Seth (who I WILL be getting back to, believe me) talked with her because their parents wanted to make some kind of deal or create some kind of tie. The more "dirty" types interacted with her in the hopes of acquiring protection from other gangs. Tommy (another name that will come up again) even told me the other day that they tried to talk with her once because of that, but got completely ignored. While the pickings were sparse, I still did my best to survey everyone I knew who knew her.
It was a family member of hers, another Rossellini, that revealed the truth, and only under duress. Then again, apparently I was so good at bluffing (and so naturally pale) that they assumed that I was a vampire myself, and spilled the beans. How they never figured out that I kept making up bullshit as I went along, I don't know, but I wasn't going to question it for something like this.
So, with the knowledge of what vampires were, and Sofia's ties with them, I turned my search for where they might be based. And in the local home of her sire, at midnight, I snuck in and found her-
[ ] Getting lectured by her sire on her mistakes (Practical Weakness)
Sofia will struggle with more "normal" tasks, in the form of her Attributes and Abilities.
[ ] Looking at her hands in confusion (Disciplinary Weakness)
Sofia will struggle with utilizing the common Vampire powers, called Disciplines.
[ ] Grappling with a weird ritual (Necromancy Weakness)
Sofia will struggle with learning Necromancy, the specialty of Clan Giovanni.
From there, when no one was watching, I interrupted her and she gave up the rest of her family's secrets quickly. In order to ensure that I could remain a part of her life, I took up putting on pale make-up in order to look more haggard, as is common with ghouls. Though, publicly debuting as her ghoul would have to wait until she had become independent herself, because her sire would not tolerate a ghoul's existence before that point.
And so, with my friend rediscovered, I thought that my life had entered a new, if more exciting, chapter. Yet, it turned out to only be a prelude for things to come.
In the days before I traveled outside of Seattle, I had a dream. A vision of the stars, aligning their light together to form people performing, I believe the term is "maneuvers?" The Old Man said that they were "charms," but that makes it sound more like some fortune teller's junk than a technique. Then again, from what he said, I'M a fortune teller now, and something inside says that he's right.
Regardless, the image of that constellation etched itself in my mind, and when I woke up, something made me try and replicate them before I even ate breakfast. Not that it worked the first time I tried, but I could still remember it clearly, the shape of-
[ ] A man stomping and shouting (Obsidian Shards of Infinity Style)
Style Traits: Dimensional Manipulation, the Underworld, Ghosts, Mirrors
Starting Charm: Black Shards Fall Like Ice (Deadly AOE that hits all dimensions)
Captstone: Breathing on the Black Mirror (Banish a target into the Spirit/Underworld violently.)
[ ] A woman stepping out of the way (Sapphire Veil of Passion Style)
Style Traits: Analysis, Peace, Ribbons, Power Manipulation
Starting Charm: Into Infinite Depths (When attacking or being attacked, learn the attacker's supernatural type and true face.)
Capstone: Thousand Desire Ribbons (Enhances the Form Charm to grant the user an additional attack each turn, and to mind control any supernatural who falls into frenzied rage.)
[ ] Someone planting their feet in the ground (Scarlet-Patterned Battlefield Style)
Style Traits: Teleportation, Home Turf, Command Structures
Starting Charm: Unassailable Rebuff Position (Consecrate the battlefield as a holy space, driving away vampires and demons)
Capstone: The Empress Lives For All (Strike a leader, and simultaneously strike EVERY single subordinate they have created via their powers at the same time. This includes a vampire and their ghouls + childer, a Changeling and their chimaera, an Infernal Exalt and their crafted fomori, etc.)
I tried, and tried, to repeat the act, to no effect. But that was because I wasn't truly ready yet. I didn't have access to that small spark of power that's in me now. The… I guess I can call it "the inciting incident" hadn't happened yet. But once I was there, at that rusted, tainted factory, things spiraled beyond my wildest dreams.
I guess here is where we get into the gritty details.
When Jiu arrived at the sight of the smog-spewing factory, she would soon be joined by another future Sidereal. None of the Circle members have had extensive interactions with each other save for Alex and Amanda, and so these first few interactions will color future relationships. The first Circle member will enjoy having a better starting relationship with her, and will also help shore up any weaknesses she might have in this encounter. On the other hand, the last person to show up might get there only when things are almost finished, which can be annoying to Ms. Lee.
So, who is the first person to show up and help Ms. Lee with the factory?
[ ][First] Tommy, the Smiling Street Kid
Skills: Better at breaking and entering, can navigate the factory more easily
[ ][First] Seth, the Poetry Club President
Skills: Perceptive with the supernatural, can provide a source of encouragement
[ ][First] Alex, the Handsome Fencer
Skills: Great at fighting, can easily run around the place
[ ][First] Amanda, the Empathetic New Parent
Skills: VERY perceptive in general, can patch up injuries
And who is the straggler who only arrived at the last minute? Keep in mind, that these unflattering descriptions are from Jiu's point of view on who the straggler was.
[ ][Last] Tommy, who is too scrawny to help
[ ][Last] Seth, who is useless in a fight
[ ][Last] Alex, who is dumb as a rock
[ ][Last] Amanda, who is… also dumb as a rock
And with these last few details decided, the inaugural mission of the Power Rangers can begin…
The Vote Will End On December 31st at 4:00 PM PST. It may end earlier if needed. Please write your votes in a plan format.
Author's Note: Well, here's my first attempt at getting a handle on what Jiu might sound like. With her high Streetwise and Subterfuge, I figured that she would probably have quite a few connections to local gangs and the like, only beat out by Tommy who literally lives on the streets. Since Sofia is tied to the Giovanni who themselves are tied in both legit and illegal businesses, that only further enhanced the connection.
If you were wondering what the dice rolls for Sofia were for, they were determining her sire's generation, adding the d10 result to 3 to figure it out. You all scored remarkably low with your options here, so Sofia's sire in turn had to be someone more important than the norm. Guess the Exalted don't really do things by half-measures, but it also means that whoever will become her dominator and mentor is going to be quite powerful and influential.
For the Secret Art vote, this is the style that Jiu starts out with in her charm selection. She can self-tutor, for the most part, with CK providing some advice and anecdotes even if he doesn't know how to wield the style himself. And of course any style he DOES know can be taught to her later.
Thank you to everyone who voted last time, and as always if you have any questions let me know. Though, I will be heading to bed now since it's midnight, so I'll get to it eventually.
Not going to lie I kind of want to go fourth gen for Sophia's sire, just because as scary as they are a circle of Sids with an Age of Legends AI backing them is scarier. On the other hand we do not (alas) have Flight of the Brilliant Raptor to deal with the problem so probably best to go a little less ambitious.
[X] Plan Growth Potential
-[X] Just using my name as-is.
-[X] Made a considerable fortune he couldn't achieve back in his homeland (The Lee Family is Filthy Rich)
-[X] Dressing dark and moodily, like that "emo" thing that's becoming popular (Clothing)
-[X] Maria Giovanni, Padrona of the West Coast United States (6th Gen)
-[X] Getting lectured by her sire on her mistakes (Practical Weakness)
-[X] A man stomping and shouting (Obsidian Shards of Infinity Style)
-[X][First] Tommy, the Smiling Street Kid
-[X][Last] Seth, who is useless in a fight
Reasoning
I think her name is portentous enough as is no need to add to it
Getting money is easy... when you already have money. We can manipulate fate, twist investments in our favor, perform feats of inside training that would make the technocracy blush, but we need something to start with. Being sixteen means there aren't many ways to get that seed money legally and while Tommy may be fine with less than legal solutions to the problem the rest of the team would not be. Plus just think of how convenient having something as simple as a car would be
We are going to mess around with vampires and banes, that arcane rating is the saving grace of a baby Sid in a jam. As we get more dots in it, if we get more dots we can see about things like piercings
Like I said above if we were a bit more kitted out for vamp killing I'd be tempted to take the 4th gen... but with the team we have and banes to deal with it seems more reasonable to go with a middling Canite. Hell if Sophia really wants to raise her generation... there are options. 💀
Regular old Attribute+Abilities are the easiest to raise with training and luckily for her Sophia has a friend who's a Chosen of Secrets. Plus the more necromancy she learns the more she can trade us
Helps us deal with banes in the short run and the ghost-enslaving Giovani in the long run
Tommy is the kind of friend who wouldn't blink at 'my best friend needs to drink human blood' which is a very important quality in the long run
Seth is the least useful in the short term, long term we can and should fix the relationship. Incidentally I am saying away from the estranged lovers as first or last since that seems like a way to get caught up in their drama.
That is a reasonable thought. Being able to banish vampire and demons from our presence would make Jiu safer but we kind of need to kill those banes not just scatter them all over the place. Same thing for any vampires we might fight, if we are fighting them we probably want them dead or captured, not running away from us and into a crowd of random passersby.
Incidentally given that Sophia is still attractive and not corpse-like as a vampire we can assume she did not get the Capadocian Weakness (which does happen sometimes)... which means she has the Giovani Weakness:
The Kiss of a Giovanni: vampire causes excruciating pain in mortal vessels who receive it. If the Giovanni isn't careful, her vessel may die of shock
and agony before being wholly exsanguinated. When a Giovanni feeds upon a mortal, she does twice as much damage as the Kiss of another vampire would inflict. For example, if a Giovanni takes one point of blood from a mortal vessel, that victim would suffer two health levels of damage. As a result, they tend to use blood banks and other means of feeding that don't fight as much.
That does mean she is going to be inclined to drink banked blood, but on the other hand if her sire forces her to feed on the living it's going to be doubly traumatic.
This is a list of everything which Chejop Kejak can provide in terms of training for the Rangers. Anything listed here can be freely taught without any need for uncovering clues or details.
Talents: All Talents
Skills: Crafts, Drive, Etiquette, Larceny, Melee, Performance, Stealth
Knowledges: All Knowledges
Awakened Eye of the Dragon: This hour-long ritual awakens the spiritual Essence of a Dragon Nest and grants its blessing to the Exalt and her companions for one full cycle of the moon. System: Spend 5 Essence to begin the ritual, and roll Wits + Occult (difficulty 7) to contest with the spirit of the Dragon Nest. It is otherwise identical to the Rite of the Opened Caern (see Werewolf 20th Anniversary edition, p. 206).
Argent Miracle Binding: This spell works exactly as the Rite of the Fetish found on page 213 of W20, save that the sorcerer rolls Wits + Occult against difficulty 9, and the binding itself occurs over the course of a ritual lasting for (Fetish's rating) hours, during which time the sorcerer must spend (Fetish's rating × 3) Essence. As a result, this spell is almost always performed in a Dragon Nest.
Death of Obsidian Butterflies: The sorcerer releases her Essence and shapes it into a cascade of streaming butterflies sculpted from razor-edged obsidian. Flashing past her shoulders in a glassy torrent, they shred everything within a path roughly 30 yards wide, 10 yards high, and 100 yards long. After this spell ends, the entire area of its effect is littered with the sharp, broken remnants of the summoned insects. System: Spend 3 Essence and roll Perception + Occult (difficulty 5). Everyone inside the attack pattern who isn't behind solid cover must soak a number of levels of lethal damage equal to the successes rolled.
Emerald Spirit Binding: This powerful spell allows the sorcerer to bind a spirit into her service. It doesn't protect her from the spirit's attempts to visit violence upon her during the course of the binding, and so is best performed after defeating or bargaining with a spirit, or in the company of allies who can protect her while she casts the spell. System: This spell must be performed in the immediate presence of the target spirit (being on the material side of the Gauntlet within an area corresponding to the spirit's location in the Penumbra counts). The Exalt claps her hands and spend 1 Essence, preventing the spirit from leaving her presence while she performs the rest of this spell. She must then spend 5 Essence and make an extended Intelligence + Occult roll against a difficulty of the spirit's Gnosis rating. Once she accumulates a total of 10 successes, the spirit is bound to her service for a year and a day. Alternately, if the Exalt has defeated a spirit in battle within the last two turns, clapping her hands and spending 1 Essence stops the spirit from dissipating and draws its Essence temporarily back together. In this case it remains helpless to oppose her during the remainder of the spell, as her sorcery is the only thing preventing its discorporation. A sorcerer may keep as many bound spirits at a time as her Essence rating. Any spirit more powerful than a gaffling or jaggling is beyond the scope of this spell to bind.
Incantation of Spiritual Discretion: The sorcerer chants a sutra which resonates with the Essence of the Weaver, of patterns, and of blindness and silence, and thereby seals a chamber against observation from the spirit world. System: Spend 4 Essence and make an extended Intelligence + Occult roll against difficulty 7. Upon accumulating five successes, the spell takes effect, sanctifying whatever room the sorcerer stands in. Within that chamber, the Gauntlet rises to 9, and no creature in the Penumbra or Shadowlands can discern even the slightest feature of the room; it appears to be a colorless, featureless void, devoid of figures or sound. This spell's effects persist for the sorcerer's Essence rating in days.
Iron Shade Binding: Standing within a circle of blood and bone-dust, the sorcerer performs an hour-long incantation to summon a ghost and bind it into her service. This ritual may only be performed at night or in the Underworld, and requires either the utterance of the ghost's living name, possession of a piece of the shade's body or of one of their Fetters. System: Spend 5 Essence and make an extended Intelligence + Occult roll (difficulty 8). Once the player accumulates ten successes, the ghost appears at the edge of the summoning circle, whisked to the sorcerer's side through a Nihil. The sorcerer and wraith then make contested Willpower rolls at difficulty 6. The first to gain three more successes wins the contest. Should the wraith win, he may depart, and is immune to this spell for a year and a day. Should the sorcerer win, the wraith must obey her commands to the best of its ability for a year and a day.
Raise the Skeletal Horde:The sorcerer conjures a ball of crackling Essence which forks out black lightning to strike one or more nearby corpses. These enchanted cadavers climb to their feet and become the sorcerer's loyal if limited servants. System: This spell raises one zombie per 2 Essence spent to cast it. Roll Intelligence + Occult against difficulty 8. Once the player accumulates ten successes, the dead rise at the character's command. Zombies created with this spell are perfectly obedient, but unable to carry out instructions much more complicated than "kill him," "guard this place from anyone not wearing this special symbol," or "load those crates into that truck." If left to their own devices, they slowly creep about searching for living flesh to devour. Zombies animated by Raise the Skeletal Horde lose their animation after one cycle of the moon unless stationed within a Dragon Nest, whose power may sustain them indefinitely.
The zombies created by Raise the Skeletal Horde or Risen and Screaming have Strength 3, Dexterity 2, Stamina 4, Intelligence 1, Brawl 2, and always act last in a turn. They have Willpower 10 for the purpose of resisting effects, but cannot spend any of it. Zombies have 10 health levels, and cannot suffer wound penalties. They halve any bashing damage they suffer after soak (round down), and suffer aggravated damage from fire. They can soak lethal damage, but cannot soak aggravated damage. They also cannot ever heal damage. Zombies have no minds to speak of, and so are immune to any mind-controlling effect not specifically designed to command the walking dead.
Sapphire Ritual of Exorcism: The sorcerer adorns a chamber with ritual implements reflecting the five elements, the sun, the moon, the stars, and the grave, then slowly focuses her Essence into a purifying mandala of absolute reality which splits apart any unnatural joining of matter and spirit. System: The character enacts an hour-long ritual, then spends 5 Essence and makes an Intelligence + Occult roll against difficulty 8. Success ends any form of possession afflicting the ritual's subject, ejecting the possessing spirit or shade. Because of the ritual's length, its subject must usually be restrained in some way if they don't consent to the exorcism. This spell terminates possession by spirits and ghosts, mind and spirit-riding with powers such as high-level Animalism or Dominate, the Dragon-Blooded Charm Sense-Riding Method, and so on. It immediately evicts demons from their hosts (whether that be mortal flesh or a graven idol), and can even separate the Bane from a fomor – although fomori suffer 10 dice of lethal damage as the Bane rips its way free of their flesh, rolled at a rate of one die per minute over the course of 10 agonizing minutes.
Each of these spells costs 10 XP after character creation.
Citrine Poxes (of Contagion) Style:
Feverish Essence Discharge Atemi (•)With a precisely measured strike, the Exalt infects her victim with the spiritual contagion known as White Sun Sickness.
System: Spend 1 Essence and make a Dexterity + Brawl attack. If it inflicts at least one level of damage, the target contracts White Sun Sickness. While suffering from White Sun Sickness, the victim doubles the cost of all supernatural expenditures (for example, a vampire would need to spend 2 blood points to heal a level of damage, rather than the usual 1). The victim can attempt to throw off this spiritual sickness every 24 hours, by making a Stamina roll against difficulty 9.
Convulsive Displacement Infectious Atemi (••)With a precisely measured strike, the Exalt infects her victim with the spiritual contagion known as Jigsaw Organ Condition.
System: Spend 1 Essence and make a Dexterity + Brawl attack. If it inflicts at least one level of damage, the target contracts the Jigsaw Organ Condition. While suffering from Jigsaw Organ Condition, the victim's body becomes disconnected from itself. Each time the character suffers damage, a limb or organ of the Storyteller's choice (or the attacker's choice, if they're aware of the Jigsaw Organ Condition and seeking to exploit it) pops free or is expelled from the victim's body. The errant limb or organ is still mystically connected to the character's body, even at a distance, although he has no control over it while it is disconnected. For example, a separated heart continues to circulate his blood, and a severed head does not die and can still speak and perceive its surroundings. Luckily, restoring separated body parts is as simple as putting the limb back in place, or swallowing the missing organ. Unluckily, any damage done to a separated body part is felt by the victim, and in the case of purloined organs, can have immediately fatal consequences. The victim can attempt to throw off this spiritual sickness every 24 hours by making a Stamina roll against difficulty 9, but only if his body is intact.
Poxes of Contagion Form (•••) The character surrounds himself with a miasma of spiritual sickness, and the very air around him becomes a vector for mystical contagion.
System: Spend 1 Essence to activate this Charm. The Exalt may exempt (Essence rating) allies from this Form's miasma; otherwise, it affects everyone within 20 yards of her. All characters within the miasma suffer one level of lethal damage for each point of mystic energy (Essence, blood, Gnosis, etc) they spend while within the miasma. Moreover, whenever anyone in the miasma suffers damage, the Exalt may reflexively spend 1 Essence to afflict them with a spiritual contagion she knows how to inflict with other Charms of this Secret Art. This Charm lasts for one scene, and cannot be used at the same time as another Form-type Secret Art.
Disjointed Essence Infectious Atemi (••••) With a precisely measured strike, the Exalt infects her victim with the spiritual contagion known as Drunken Moth Sickness.
System: Spend 1 Essence and make a Dexterity + Brawl attack. If it inflicts at least one level of damage, the target contracts Drunken Moth Sickness. While suffering from Drunken Moth Sickness, the victim must devote herself to a purpose defined by the Exalt at the moment of infection, such as "humiliate yourself," "protect me," or "kill your friends." If the victim can't act upon the sickness's compulsion (either due to lack of opportunity, or because it violates her Nature), then she must spend a Willpower point to take any other actions for the rest of the scene besides curl up in a state of general misery. Defying the sickness for a turn requires a Willpower roll at difficulty 8. The victim can attempt to throw off this spiritual sickness at the end of every hour by making a Stamina roll against difficulty 9.
Essence-Shattering Typhoon (•••••)Combining every malady at her command into a destructive anathema, the Exalt strikes at reality itself, shattering it into a blistering stream of white-hot fragments.
System: Spend 3 Essence and make a Strength + Brawl roll against difficulty 5. A torrent of white-hot shrapnel blasts forth, destroying everything within a path roughly 20 yards wide, 10 yards high, and half a mile long. Everyone inside the attack pattern who isn't behind solid cover must soak a number of levels of aggravated damage equal to the successes rolled. This attack lowers both the Gauntlet and Shroud in the immediate area by two for the next year, but anyone using the weakened spot to cross over suffers three levels of aggravated damage during the passage, due to the lingering stew of contagions infecting the very substance of reality. This attack damages spirits and ghosts in the Penumbra and Shadowlands when it goes off as readily as people and property in the physical world, and the denizens of the otherworlds do not look kindly on those who use Essence-Shattering Typhoon carelessly.
Prismatic Arrangement (of Creation) Style:
Spell-Shattering Palm (•) Concentrating all of her Essence into a single strike, the Exalt may strike the air and shatter any ongoing enchantment or magical effect.
System: Spend 1 Essence and roll Dexterity + Brawl against difficulty 8. Success allows the Exalt to violently dispel any ongoing discrete enchantment or magical effect. Examples include thaumaturgy rites to ward a location, a rote to grant a mage good luck, or the enchantment binding a spirit into a fetish. The Exalt doesn't need to understand how a bit of magic works to break it, only to suspect that it is present, and to be within a few feet of something being affected by the magic. Spell-Shattering Palm can't destroy any magic intrinsic to a creature's state of being, such as a vampire's agelessness, a demon's possession of its body or reliquary, or a fomor's bond with its possessing Bane.
Magical Materials Form (••) Exerting a quick series of katas and Essence-redirecting postures, the Exalt hardens her body into a gleaming edifice of ancient perfection. While she still looks human at a glance, the light strikes off of her skin as though it were polished stone or metal rather than flesh, and does so in otherworldly hues: green, gold, silver, and so on.
System: Spend 1 Essence to assume the Magical Materials Form. While this Charm is in effect, the Exalt adds +3 dice to her soak rolls, inflicts lethal damage with Brawl attacks, and adds +5 to her Initiative score. This Charm's effects remain active until the Exalt sleeps, or until she voluntarily ends it. It cannot be active at the same time as another Form-type Secret Art.
Soul Fire Shaper Form (•••) The Exalt supercharges her Essence to its utmost potential.
System: Spend 1 Essence to activate this Charm. The character's Essence rating is considered to be 5 for the purpose of all Charm calculations (such as determining how many turns an "Excellence" type Charm remains active), and she gains complete control over the state of her anima, causing it to flare, remain muted, or even to vanish while already burning as she desires. This Charm's effects remain active until the Exalt sleeps, or until she voluntarily ends it. It cannot be active at the same time as another Form-type Secret Art.
Games of Divinity Form (••••) The Exalt's steps and movements are the Essence of everything the heart has ever adored or desired, making the very sight of her both heartbreaking and addictive.
System: Spend 1 Essence to activate this Charm. Anyone attempting to harm the Sidereal subtracts their own Empathy rating from all dice pools to do so. Moreover, anyone who witnesses the Games of Divinity Form must make a Willpower roll against difficulty 8, or else become addicted to the sight of it, going through heroin-like withdrawal symptoms if forced to go too long without witnessing the Form again. This Charm lasts for one scene. It cannot be active at the same time as another Form-type Secret Art.
The Arrangement of Creation (•••••) The Exalt becomes the absolute master of esoteric mystical forms, and may break the limits imposed upon lesser practitioners of the Secret Arts.
System: The Exalt may now use two Form-type Secret Arts at the same time.
Emerald Gyre (of Aeons) Style:
NOTE: Homebrew Style, subject to alteration.
Futures Best Avoided (o)As their eyes trace the timeline, the Exalt remembers what is to come.
System: Spend 1 Essence and 1 Willpower. For the next day, whenever the Exalt would be ambushed or otherwise suffer a sneak attack, they may roll (Intelligence + Academics) at difficulty 7 as a reflexive dodge against such sneaky strikes after rolling to resist. This cannot dodge undodgeable attacks, but the Exalt still gains [Essence] soak against such a blow.
Striking Through Eternity (oo)The Exalt strikes not just their target, but their target's future as well, overlapping both to cause injuries on both sides.
System: Spend 1 Essence when the Exalt makes an attack. If it hits, then at the end of the round the attack is repeated using the same bonuses the first had, and is treated as an ambush with the defender suffering +2 difficulty to resist.
Gyre of Aeons Form (ooo) The Exalt traces their past and future steps, weaving their feet in such a way that it perplexes those who witness it.
System: Spend 1 Essence to activate this charm for a scene. The Exalt does not suffer from dice penalties for multiple actions, so long as one of those actions uses Brawl or Academics. They still suffer from the increase in difficulty. In addition, the Exalt gains an additional die on rolls to attack or chase a target for every attack the target has been successfully hit with this turn.
Charcoal March (of Spiders) Style:
Unnatural Many-Step Stride (•)The character can scuttle upon the strands of fate themselves, running or standing upon what appears to others to be thin air. In truth, the character's movement is not unlimited; she can only step where she finds threads of fate to support her. How fortunate, then, that fate's threads are always situated to take the character where she needs to go.
System: Spend 1 Essence to activate this Charm for the rest of the scene.
Maw of Dripping Venom (••)The Exalt's bare-handed attacks infuse her enemy with corrosive, deadly Essence which melts them from the inside out.
System: Reflexively spend 1 Essence when making a bare-handed attack. If it succeeds, the target must soak its damage again during the following (Essence rating) turns. If the target is incapacitated while under the effects of Maw of Dripping Venom, they remain comatose for (Essence rating) days. At any point, the Exalt may crouch over a comatose victim, place her hand on his chest, concentrate for two turns, and consume his soul, instantly restoring 3 Essence. The victim's corpse collapses like an empty husk, out of which spill thousands upon thousands of spiders.
March of Spiders Form (•••)The character may spin her Essence into threads and filaments, fine as a human hair but stronger than steel, and cast them from her fingertips in battle.
System: Spend 1 Essence to activate this Charm. The character may issue Essence threads at will, allowing her to make Brawl attacks against targets up to 10 yards away, to snatch objects to her, to latch onto and swing from surfaces, and so on. This Charm's effects remain active for as long as the character wishes, but cannot be active at the same time as another Form-type Secret Art.
The Following is what Kejak has pieced together over the millennia of observation. Further progress will require independent character actions.
Quicksilver Hand (of Dreams) Style:
The Quicksilver Staircase(•) Upon mastering this Charm, the character forever after becomes a lucid dreamer, able to control the course of her own dreams. Moreover, she may attune herself easily to the emanations of the Dreaming, and bend them to her advantage.
System: The Exalt may, at any time, spend a turn in concentration to see reality's fae aspect in the same manner changelings do for the rest of the scene. She becomes permanently immune to the Mists. Finally, she may invoke the Wyrd in the same fashion as changelings do in order to bring the full power of any chimerical objects, allies, or treasures in her presence into reality for the rest of the scene. Doing so requires either a turn spent in concentration and a successful Essence roll against difficulty 7, or else the reflexive expenditure of 1 Essence.
Dream Ravager Hand(••) The Exalt may deliver a terrible blow that drives out dreams and destroys the creative spark.
System: Spend 1 Essence and make an unarmed Dexterity + Brawl attack. If it successfully inflicts damage, the target loses the ability to dream (and thus to regain Willpower through sleep) for (Essence rating + levels of damage inflicted after soak) days. If the target possesses a Glamour rating, the strike also dissipates a number of points of Glamour equal to the damage inflicted. If this blow knocks its target unconscious, the Exalt may extract one of the target's passions of which she is aware and crush it in her fist; when he awakens, he simply no longer feels any emotional attachment to that ideal, person, or idea. This can't be a passion central to the target's Nature, but anything else is fair game. Fae beings whose passions are destroyed in this fashion gain a permanent dot of Banality from the experience.
Fervent Night Phantasm(•••) The Exalt may, with a precisely calibrated touch, insert a dream of her design into someone else's soul, or with a harsher blow send him into a waking dream where she may influence the evidence of his senses.
System: Spend 1 Essence to activate this Charm. With a light touch, the Exalt may cause the target to dream a dream of her devising when he next sleeps. This has no particular metaphysical power, although the Exalt may design a nightmare that prevents the target from regaining Willpower from restful slumber if she desires. Often, it is best used to impart omens, warnings, and instructions.
Alternately, the Exalt may make an unarmed Dexterity + Brawl attack. If it inflicts damage, the Exalt may force the target to perceive one element of the world in an illusory fashion for the rest of the scene. He might confuse a friend for an enemy, or believe that it is night time when in truth the sun is shining outside, or could even behold a monster that is not truly present in any way shape or form. As one final alternative, rather than casting an illusion over the target's senses, the Exalt may instead open his eyes to the world's chimerical qualities for the rest of the scene, though the Mists will close in once the brief enchantment fades.
Further progress requires interaction and study of Changelings, Fae and the Dreaming.
???????? Blood (of Ages) Style:
NOTE: Homebrew Style, subject to alteration.
Blood-Draining Atemi(o) Curving the index and ring fingers outward like fangs, the Exalt strikes, drawing blood and draining it through the fingertips.
System: When making an unarmed attack, you can increase the difficulty to hit by 1. On a success, the damage dealt is lethal, and if the damage dealt changes the target's wound penalty to [5 - Essence] or higher, the Exalt heals 1 level of bashing or lethal damage.
Lost Vitality Exhaustion(oo) When a person loses their blood, weakness is sure to follow. Deprived of that vital element, the Exalt's foe staggers and wilts.
System: Spend 1 Essence after the Exalt has dealt damage with an unarmed attack. Divide [Target's Current Wound Penalty + 1] penalty dots amongst their Physical Attributes and Appearance (min 0 except for Stamina, which is min 1). For every dot assigned to an Attribute, that Attribute is treated as being 1 level lower. This explicitly stacks with wound penalties. If a target's Strength or Dexterity would be reduced to 0, they cannot move or hold items. If a target's Appearance would be reduced to 0, they gain a +5 die bonus to Intimidation rolls and cannot attempt to seduce a target. A target can only suffer from one instance of this curse at a time, using it again allows the penalty dots to be re-allocated.
Blood of Ages Form(ooo) The Exalt's skin pales and their teeth extend, a mockery of the Kindred studied to create this modern Art. They become a predator of the night, looking for the nearest prey.
System: Spend 1 Essence. The Exalt gains fangs like an Abyssal Exalt, dealing lethal damage and allowing them to drain blood to restore Essence (3 levels of damage per point.) Abyssal Exalted instead gain a Vampire's Kiss: Anyone they drain blood from must roll Willpower (difficulty Essence + 4] or else cannot resist the Abyssal's bite, even in combat, and automatically suffers from Lost Vitality Exhaustion for free if the Abyssal chooses so. In addition, the Exalt halves all bashing damage they suffer, treating handheld firearms as bashing for this purpose. In exchange, the Exalt suffers 1 unsoakable level of bashing damage every minute they spend in sunlight. This Charm's effects last for as long as the Exalt wishes, but cannot be active at the same time as another Form-type Secret Art.
Further progress requires interaction and study of Cainites, Blood Drinking and Vitae.
Bestial Avatar (of the ??????????) Style:
NOTE: Homebrew Style, subject to alteration
Frozen Homid Form(o) To understand the beast, one must first understand the man it hides inside. This stance takes natural human stances, but freezing at awkward enough intervals to seem like a glitch in a system.
System: Spend 1 Essence for the scene. While active, the Exalt may treat their Craft, Computer and Technology ratings as the higher of [Essence or natural rating]. In addition, the character can substitute any of the above three Abilities at their natural ratings for any other ability when interacting with Weaver-spirits. This can include social interaction, mental insight or physical violence. This Charm lasts for one scene, and cannot be used at the same time as another Form-Type Secret Art.
Devouring Crinos Form(oo) Delving deep into the darker psyche of the wolf, the Exalt channels the sheer fury granted to the War-Wolf by the Wyrm. This stance looms large, fingers curling into claws to demonstrate the danger found within.
System: Spend 1 Essence for the scene. The Exalt's fingernails extend into claws, allowing them to make Claw maneuvers like a Crinos werewolf (see WtA20, pg. 296; Dexterity + Brawl, Difficulty 6, Strength + 2 Aggravated). They can also spend 1 point of Willpower during a turn (max once per turn) in order to add [Essence/2] additional attacks at the end of the round (does not stack with other sources of additional attacks). This Charm lasts for one scene, and cannot be used at the same time as another Form-Type Secret Art.
Shifting Lupus Form(ooo) Change is the nature of all werewolves, the Exalt merely channels that potential into their art. This stance huddles low to the ground, the Exalt's hands touching the earth, ready to pounce when the time has come.
System: Spend 1 Essence for the scene. The Exalt doubles all movement done while this Charm is active, and treats the local Gauntlet as [Essence] points lower for all purposes. If this would bring the rating down to 4 or below, then the Exalt is able to detect and physically interact with spirits in the Spirit World, and can swap between realities once per turn as a reflexive action. This Charm lasts for one scene, and cannot be used at the same time as another Form-type Secret Art.
Further progress requires interaction and study of Werewolves and spirits of the Triat.
Iron Shade Binding: Standing within a circle of blood and bone-dust, the sorcerer performs an hour-long incantation to summon a ghost and bind it into her service. This ritual may only be performed at night or in the Underworld, and requires either the utterance of the ghost's living name, possession of a piece of the shade's body or of one of their Fetters. System: Spend 5 Essence and make an extended Intelligence + Occult roll (difficulty 8). Once the player accumulates ten successes, the ghost appears at the edge of the summoning circle, whisked to the sorcerer's side through a Nihil. The sorcerer and wraith then make contested Willpower rolls at difficulty 6. The first to gain three more successes wins the contest. Should the wraith win, he may depart, and is immune to this spell for a year and a day. Should the sorcerer win, the wraith must obey her commands to the best of its ability for a year and a day.
Raise the Skeletal Horde:The sorcerer conjures a ball of crackling Essence which forks out black lightning to strike one or more nearby corpses. These enchanted cadavers climb to their feet and become the sorcerer's loyal if limited servants. System: This spell raises one zombie per 2 Essence spent to cast it. Roll Intelligence + Occult against difficulty 8. Once the player accumulates ten successes, the dead rise at the character's command. Zombies created with this spell are perfectly obedient, but unable to carry out instructions much more complicated than "kill him," "guard this place from anyone not wearing this special symbol," or "load those crates into that truck." If left to their own devices, they slowly creep about searching for living flesh to devour. Zombies animated by Raise the Skeletal Horde lose their animation after one cycle of the moon unless stationed within a Dragon Nest, whose power may sustain them indefinitely.
The zombies created by Raise the Skeletal Horde or Risen and Screaming have Strength 3, Dexterity 2, Stamina 4, Intelligence 1, Brawl 2, and always act last in a turn. They have Willpower 10 for the purpose of resisting effects, but cannot spend any of it. Zombies have 10 health levels, and cannot suffer wound penalties. They halve any bashing damage they suffer after soak (round down), and suffer aggravated damage from fire. They can soak lethal damage, but cannot soak aggravated damage. They also cannot ever heal damage. Zombies have no minds to speak of, and so are immune to any mind-controlling effect not specifically designed to command the walking dead.
Given we choose to have a Giovani friend both of these are quite powerful and synergistic, but for those who have not looked into the martial art that Jiu has opened, this is what the 4 Dots ability looks like
Draw Forth One Shard (••••)
Having secured the agreement of a willing wraith, the Exalt may strike a ghost and split apart Psyche and Shadow. Using an intricate kata and a great infusion of Essence, she forges the sundered Shadow into a powerful weapon.
System: Spend 5 Essence and strike a consenting wraith, then roll Intelligence + Occult against difficulty 9. Failure sends the mutilated ghost into a Destruction Harrowing. Success splits apart Psyche and Shadow. The wraith becomes something very much like a Ferryman (see Ends of Empire, p. 87), while the Shadow is soulforged into a powerful weapon the Exalt may reflexively call forth at any time while within the Underworld (in the living world, the weapon becomes insubstantial and invisible, and quickly merges with her
anima). The resulting artifact is always a melee weapon of some sort, capable of making attacks at difficulty5, and which inflicts Strength + 3 aggravated damage.
Jiu: let me just punch your whole Oblivion-loving evil side off and make a sword out of it Mr Wraith, it will transform you into one of the most potent and unique spirits in the Underworld. What's it going to take to persuade you into it? *Immediately gets mobbed by Wraiths pledging their service*
On that note @Critian Caceorte can we have a wraith familiar bound with Iron Shade Binding instead of a spirit one?
[X]Plan Just the things I like:
-[X] Just using my name as-is.
-[X] Made a decent living for himself and numerous connections (The Lee Family is Well-Connected)
-[X] Getting a few piercings in different places (Piercings)
-[X] Looking at her hands in confusion (Disciplinary Weakness)
-[X] Capo Surem of the Pisanob (8th Gen)
-[X] A man stomping and shouting (Obsidian Shards of Infinity Style)
-[X][First] Amanda, the Empathetic New Parent
-[X][Last] Alex, who is dumb as a rock
As the title says, there's no real plan here, just my favorite options (Alex last because CK likes him enough for the two of them)
[X]Plan Just the things I like:
-[X] Just using my name as-is.
-[X] Made a decent living for himself and numerous connections (The Lee Family is Well-Connected)
-[X] Getting a few piercings in different places (Piercings)
-[X] Looking at her hands in confusion (Disciplinary Weakness)
-[X] Capo Surem of the Pisanob (8th Gen)
-[X][First] Amanda, the Empathetic New Parent
-[X][Last] Alex, who is dumb as a rock
As the title says, there's no real plan here, just my favorite options (Alex last because CK likes him enough for the two of them)
I mean, both spells have slightly different methods of acquiring entities, but they both create bonds of service lasting a year and a day, the only difference being that ESB is slightly easier to pull off while Iron Shade Binding has no limit on the number of ghosts you can bind. Neither can make permanent bonds, so I'm unsure as to what you're asking for.
I mean, both spells have slightly different methods of acquiring entities, but they both create bonds of service lasting a year and a day, the only difference being that ESB is slightly easier to pull off while Iron Shade Binding has no limit on the number of ghosts you can bind. Neither can make permanent bonds, so I'm unsure as to what you're asking for.
Ah, got it thanks. I had been hoping we might be able to have some long lasting ghost back up, though I guess a year is pretty long lasting depending on how fast time passes IC.