Kiko and Friends Defy Gravity

While Charles Dexter Ward creates unusual Occult Charms suited to aiding others, expanding his world-body, and enhancing Manses and thaumaturgy, his friend Kiko takes her usual physical approach. All but one of this set of Charms concentrates on Spider Foot Style-a Solar Athletics Charm that allows movement on vertical surfaces and ceilings.

Leaping Spider’s Graceful Dance
Cost: -; Mins: Athletics 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Lightning Speed, Monkey Leap Technique, Spider Foot Style

Night Castes were made to defy the ground’s bonds. In the past, many flew above the battlefield with Eagle Wing Style. Contemporary Solars often need to be more subtle. Of course, “subtle” means “defying reality” for most Solars, and those who rediscover this Charm redefine what “up” means. Leaping Spider’s Graceful Dance upgrades Spider Foot Style, providing the following effects:

  • Remaining still on a vertical surface, or upside down, no longer costs one mote per action.
  • Indeed, the Solar moves best and fastest when the above conditions apply. Redefining Ground Stance partially empowers Graceful Crane Stance, Lightning Speed, and Monkey Leap Technique. If the Solar knows any of those Charms and activates them while Spider Foot Style is active, they do not count as Charm activations, and each costs two fewer motes than usual to activate.
  • The Solar has perfect control over how high she jumps. There is no such thing as hitting her head when attempting to jump a pit or leap onto a ledge. If she would hit an obstacle, her Essence guides her beneath or around it without interfering with her momentum. This includes obstacles that suddenly appear, like traps.
  • The Solar may leap off of multiple surfaces as part of her Jump action. She remains limited to a single Jump action on her tick, and cannot move farther than her horizontal jumping distance in any case. Additionally, she must end the action on solid, horizontal ground as defined by Spider Foot Style. Other Charms can modify this definition. With Feather Foot Style active, she can land on waterspouts, lava eruptions, and the like.

Invincible Team Performance
Cost: 3m; Mins: Athletics 3, Essence 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Dread Killers’ Approach), Obvious, War
Duration: One scene
Prerequisite Charms: Any Athletics Excellency
This alternative version of Flying Faith Legion/Nowhere Is Safe does not have the limitations of those Charms, but affects only units of up to (Permanent Essence-2) Magnitude.

Kiko is also working on a variation of this Charm that allows a mass combat unit to use her Larceny-based disguise Charms. She calls it Team Uniform-Donning Sequence. Learning that one will take more time-she doesn’t have Essence Aptitude for Larceny Charms-but the opportunities for confusion are promising.

Walking Gravity’s Web
Cost: – (+4m); Mins: Athletics 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Leaping Spider’s Graceful Dance

The gravity of the Daystar keeps the Earth and its neighboring worlds within its grasp and sight. Likewise, a Solar who has surpassed gravity acquires some of the Daystar’s control over it. She projects this control in a small, invisible web that surrounds her body. This Charm upgrades Spider Foot Style and increases its cost by four motes. While the Solar is under the effects of that Charm, the following effects are available:

  • Magnetic Attraction (4 m, 1wp): The Solar’s thrown attacks become much harder to avoid; since she can define opponents as down, gravity violently pulls her weapons toward their targets. Most thrown weapons apply a penalty of (Permanent Essence) to targets’ DVs to avoid. Restraining weapons, such as nets, bolas, and the like, also become harder to remove, applying an additional external penalty of -(Permanent Essence) to removal attempts. This ability can affect up to (Permanent Essence) Thrown attacks per activation. Flurrying is encouraged.
  • Vibration Sense: The Solar can feel the vibrations of others’ movements as they disrupt her gravitational web. Any unexpected attacks originating within a radius of (Permanent Essencex20) yards, centered on her, become expected. This effect is active as long as Spider Foot Style is active.

Permanent Essence 6+ upgrades to Walking Gravity’s Web are likely to include attraction and repulsion effects and possible radius increases to the gravitational web. Even more (grossly) powerful upgrades might create or close black holes and warpgates. This is about as esoteric as Athletics Charms can get.

Erwan Madoc, Update 1

To keep others updated on what Erwan is capable of, I’ve decided to try and update his online sheet regularly. I’m aiming for doing so for every 25 XP-a rate of about 8-12 sessions. Erwan’s original character sheet is here.

Knowledge 0

  • Heavy Weapons +2
  • Linguistics +3 (Native: Breton, Others Known: English, French, Russian)
  • Medicine +1
  • Scholar +1
  • Scientist +1
  • Tinker +3

Perception +1

  • Investigation +2
  • Scrounging +2
  • Second Sight +1
  • Spot +1
  • Stealth +1

Physique +1

  • Athletics +2
  • Endurance +1
  • Harvesting +2
  • Melee +2
  • Recovery +1
  • Survival +1
  • Throwing +1
  • Unarmed Combat +2

Reflexes +1

  • Drive/Pilot (Ground Vehicles) +2
  • Evasion +1
  • Firearms +2
  • Maneuver +1
  • Reaction +1

Social 0

  • Empathy +2
  • Trick +1

Spirit -1

  • Resist Magic +1

Specialties
Drive/Pilot (Ground): Tank-Train (2)

Perks
Ownership of a Tank-Train (4)

Gear of Note

  • Toolkit.
  • Combat Knife: +1 to hit.
  • Revolver: Moderate range, +1 to hit.
  • German Rifle: Moderate range, +1 to damage rolls.
  • Insulation materials as necessary and appropriate, to deal with Tesla’s experiments.

Disadvantages

  • Nearly dying in war has made Erwan conscious of his safety-a little too much, actually. He’s no coward. Still, he is fastidious about safety procedures. Before interacting with a mechanical device, especially steam-powered devices, he MUST ensure that it is functioning correctly, secure himself tightly, and perform other necessary tasks.
  • Erwan is a French citizen of Britanny who’s working with the province’s British occupiers. Rebels, French patriots, and other opponents of the occupation are not going to like him at all if they know he’s collaborating.

Aikiko Tanaka, Budding Celestial Investigator

There is a slum called the Omphalos Redoubt in Yu-Shan’s Fulgent Administrative District. Watched over by the former city god Gri-Fel, it’s relatively prosperous compared to the surrounding neighborhoods. The celestial lions mostly attribute this upswing to Gri-Fel’s recent attunement to a Cult-providing Manse. They’ve also noticed that organized crime is less prevalent, other than Gri-Fel’s own easily-hidden activities. Divine muggers, gangs, and even deiphages take pause at entering the neighborhood. As far as the lions can tell, the decrease in the crime rate began when Gri-Fel hired a mortal servant. The lions have learned that this servant is a Solar, and one with a dubious history. Aikiko Tanaka came in with a divine emissary, though, even if he was only a Terrestrial. She’s also slightly reducing their workload. Thus, the celestial lions leave her alone for the time being.

Kiko has been in Yu-Shan nearly as long as Charles Dexter Ward has. While he avoids attracting attention as a Solar by pretending to be a Primordial and strives to fix the entirety of existence, she takes a more local approach to a bigger goal. She would like to diminish the Wyld’s ability to attract and tempt mortals. She also believes Gri-Fel will soon find work again and move to better quarters. Thus, Kiko has been preparing to take over his smuggling operations-and building contacts among the disenfranchised. She intends to use these power bases to build charitable efforts to rival the Bronze Faction. They’ll attract people, and with them skilled individuals. With human artisans and disenfranchised gods of enchantment and artifice on her side, Kiko will construct some means of punching the Wyld, or at least a suitable shinma.

Of course, there are flaws in this plan. Kiko is only eighteen years old, all too easy to distract, and still inclined to get high. She still intends to build a skate park with at least part of her profits. It’s still a plan, and that’s more than many Solars have these days.

That said, though, Kiko’s time in Yu-Shan has been good for her. Under Gri-Fel, she’s learned SOME discipline. Charles’s generosity has provided her with powerful artifacts. Most importantly, seeing how people and gods live in the empty quarters has awakened a desire to act in her. While they live at standards many of Earth’s mortals would envy, the disenfranchised are deprived and desperate compared to the upper classes. Kiko intends to change that as well. Thus, until Gri-Fel finds Terapishim and they become the gods of Arcosanti, she protects his slum and the nearby regions. She takes on side jobs for a reasonable price. To do this, Kiko’s had to become a talented investigator and disguise artist. When all else fails, she calls upon her training in Solar Hero Style. Her opponents often don’t know what hit them.

Kiko’s original character sheet is here.

  • Motivation: Punch the Wyld so hard that it becomes as intoxicating as dishwater.
  • 
Virtue Flaw: Foolhardy Contempt
  • Caste: Night Caste Solar
  • Anima Banner: A whirlwind of golden dust that swirls about her body, which is seen about as frequently as Charles’s anima.
  • Intimacies: Skateboarding (Passion), Marijuana Legalization (Dedication), Legal Authorities (Disdain), Dragon-Blooded (Annoyance), Parents (Grudging Affection)

Attributes


  • Physical: Strength 2/4, Dexterity 5, Stamina 4
  • Social: Charisma 4, Manipulation 2, Appearance 3
  • Mental: Perception 4, Intelligence 2, Wits 3

Virtues
Compassion 3, Conviction 2, Temperance 2, Valor 3

Abilities
* +2 from the Experienced Merit.

  • Dawn: Archery 0/2, Martial Arts 5/7*, Melee 0/2, Thrown 0/2
  • Zenith: Integrity 1, Resistance 2/4
  • 
Twilight: Investigation 3, Lore 2, Medicine 1, Occult 1
  • Night: Athletics 5*, Awareness 4/6, Dodge 4, Larceny 4, Stealth 5/7*

  • Eclipse: Bureaucracy 1, Linguistics 2 (Native: English; Others: High Realm, Japanese, Old Realm), Pilot 1, Socialize 2

Specialties (Base 4 free)
Drug Trade 1, Skateboarding 3

Backgrounds (7 Base+8 from Experienced)

  • Artifact 4/Panoply from Charles [Dreamstone (**), Enhanced Orichalcum Smashfists (**), Orichalcum Commando Armor (****), Orichalcum Hearthstone Bracers (**), Roach Clip of Ineffable Toking (*), Transdimensional Cell Phone (*)],
  • Connections 2/The Celestial Disenfranchised
  • Contacts 3
  • Followers 1/Yu-Shan Slum Gang*
  • Manse 2/The Monkey House*
  • Mentor 3/Gri-Fel, Former God of the Imperial City and unofficial Patron of the Yu-Shan slums*
  • Salary 2/Arnmalassaris Survival Endowment*

Excellencies

  • Athletics: 2nd
  • Dodge: 1st
  • Investigation: 1st
  • Larceny: 1st
  • Martial Arts: 1st

Charms

  • Athletics: Graceful Crane Stance,Lightning Speed,Monkey Leap Technique
  • Dodge: Reflex Sidestep Technique, Shadow Over Water
  • Investigation: Crafty Observation Method
  • Larceny: Flawlessly Impenetrable Disguise, Instant Transformation Prana
  • Stealth: Easily Overlooked Presence Method

Supernatural Martial Arts
Solar Hero Style: Dragon Coil Technique, Fists of Iron Technique, Sledgehammer Fist Punch,Solar Hero Form


Merits

  • Artificer (3): Kiko has befriended Charles Dexter Ward, who gives away artifacts to nearly everyone he meets.
  • Background Conservation (0)
  • Daredevil (4)
  • Essence Aptitude/Athletics Charms (1)
  • Experienced (1)
  • +2 Willpower (2)
  • +1 Essence (7)

Flaws
* Part of the Experienced Merit.

  • Enemy/The Pentacle of Justice (-5)*
  • Allergy/White Jade (-1): Kiko isn’t sure if the Cauldron-Born cursed her while she was escaping, or if she’s always been allergic, but the presence of white jade makes her sneeze and cough. Actually touching it is painful. Needless to say, she doesn’t enjoy meeting with Earth Aspect Terrestrials-such as her friend Rachel’s mother.
  • Criminal Record (-1): Kiko’s been on probation and fined for shoplifting, trespassing, and vandalism. Law enforcement-including the celestial lions, who have ways of finding this information-is suspicious of her, and few legitimate employers trust her.
  • Distractible (-1): Kiko has a rather short attention span and becomes bored easily. In addition to affecting her patience level, this Flaw applies a -2 penalty to Dodge MDV against effects meant to distract, such as Paralyzing Contradiction.
  • Obligation/Various gods, including Burning Feather, Lady of Intoxicants (-3): Kiko owes a rotating variety of gods, unemployed and otherwise, favors. Burning Feather remains her most frequent “patron.”
  • Obsession/Skateboarding (-1): Ever since she tried it, Kiko has been ridiculously passionate about skateboarding. She takes a -1 internal penalty on any action that does not involve a board when one is present.
  • Vice/Marijuana (Variant) (-3): Kiko is addicted to marijuana, and must smoke at least one joint per day; she usually tokes more frequently than that. Additionally, she is at -2 MDV against social attacks that encourage her to pursue this vice and +2 to MDV against social attacks that discourage it.

Movement

  • Move: 10 (x2 Commando Armor)
  • Dash: 22 (x2 Commando Armor)
  • Climb: 6 (x2 Monkey Stone)
  • Swim: 3
  • Vertical Jump: 18 (x2 Monkey Stone)
  • Horizontal Jump: 36 (x2 Monkey Stone)

Before Charms, Kiko is capable of jumping over a four-story building and has a top speed of 15 mph. She could probably crack the world marathon record at this point-quite easily with Lightning Speed.

Physical Combat

  • Join Battle: 6
  • Dodge DV: 8
  • Soak: 12A/14L/16B (+12L/+12B Commando Armor)Commando armor grants two purchases of Ox-Body Technique and caps damage from attacks and flurries at three health levels.
  • Hardness: 6L/6B (+6L/+6B Commando Armor)
  • Health Levels: 0/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-4/I/Dyingx4

Attacks

  • Glorious Solar Windhands Punch: Speed 5, Accuracy 13, Damage 11B/2, Defense 15 (Parry DV 8), Rate 3, Tags M, O
  • Glorious Solar Windhands Clinch: Speed 6, Accuracy 12, Damage 10B/2, Defense nil, Rate 1, Tags C, M, O, P
  • Kick: Speed 5, Accuracy 12, Damage 7 B, Defense 13 (Parry DV 7), Rate 2, Tags N

Social Combat

  • Join Debate: 6
  • Dodge MDV: 6

Social Attacks

For Accuracy and Defense values, the number before the slash represents Charisma-based attacks, and the number after it represents Manipulation-based ones.

  • Investigation Attack: Speed 5, Accuracy 7/5, Defense 7/5 (Parry MDV 4/3)
  • Performance Attack: Speed 6, Accuracy 4/2, Defense 6/4 (Parry MDV 3/2)
  • Presence Attack: Speed 4, Accuracy 4/2, Defense 4/2 (Parry MDV 2/1)

Permanent Essence: 3 (5 for Athletics Charms)
Personal Essence: 16
Peripheral Essence: 20 (38)
Willpower: 7

New Connections: The Celestial Disenfranchised 2

The Drunken Shedu
This minor god, a servant of Terapishim, fell to alcoholism about twelve thousand years ago. It remained a loyal follower of the mountain deity nonetheless. A courier, spy, and herald, it encouraged Terapishim to trust Charles when the boy offered him a job. It met Kiko while its master and Gri Fel were discussing matters. When she pulled strings to get it alcohol, it knew she was trustworthy. The two of them trade information on each other’s patrons-and their neighborhoods (Terapishim lives in the Lunargent Ecological Protectorate)-regularly.

Tirol Bikram

Tirol runs a modest black market operation in the Fulgent Administrative District, headquartered in the Five Dates Concourse slum. So far he’s resisted all divine attempts to acquire it. This makes him fabulously successful by Celestial human standards. When a rival operation stole a shipment of goods from Creation, Tirol went to Gri-Fel for aid. Gri-Fel sent Kiko to retrieve them. She succeeded, and Tirol established a direct working relationship with her as well. Kiko regularly visits Tirol’s vendors for supplies and information.

Kiko Advancement:

  • Perception 3 (-8 XP) and 4 (-12 XP)
  • Connections 2/The Celestial Disenfranchised (-3 XP)
  • Temperance 2 (-3 XP)
  • Investigation 3 (-3 XP)
  • Awareness 4 (-5 XP)
  • Linguistics 2 (-2 XP)
  • Lore 2 (-5 XP)
  • Resistance 3 (-3 XP)
  • First Larceny Excellency (-8 XP)
  • First Investigation Excellency (-8 XP)
  • Flawlessly Impenetrable Disguise (-8 XP)
  • Easily Overlooked Presence Method (-8 XP)
  • Instant Transformation Prana (-8 XP)
  • Reflex Sidestep Technique (-8 XP)
  • Crafty Observation Method (-8 XP)

The Occluded Observatory (Celestial Manse ***, Sidereal *)

Despite its name, the Occluded Observatory is not an astrological facility. High First Age Sidereals built this Manse as an experiment in geomantic subtlety. When forced to add additional justification for construction by the Celestial Bureaucracy, they added residential facilities. It was perfect for keeping future Sidereals out of trouble. Since its physical location was hidden, and the entrances required bureaucratic approval to access, the Occluded Observatory allowed these apprentices to learn their future duties without risking the attention of unfriendly or exploitative gods. Visiting Exalts also liked to board their entourages at the Manse. It was a rare center of human activity in First Age Yu-Shan.

Sadly, the Usurpation, the breaking of the Mask, and other disasters made it harder to retrieve pre-Exaltation Sidereals. Few Celestial Exalts could access Heaven, much less with entourages. The Occluded Observatory lost its purpose. The neighborhood it supported, once safer for mortal visitors than much of Yu-Shan, slid into abandonment. Sidereals and gods still inhabited the Manse itself. Then the Oberonian Reconquest and the Reshaping hit. Like many other facilities in the empty quarters, the Occluded Observatory slipped into the resulting bureaucratic cracks. When Bronze Faction operatives found it several centuries ago, it was little more than a pile of cracked adamant and marble.

Officially, there are no abandoned Manses in Yu-Shan. All of them are cataloged by the Department of Celestial Concerns in the Bureau of Heaven. That said, though, the owners of many Celestial Manses died or lost their domains in the aftermath of the Reshaping. The Celestial Bureaucracy was too busy with Creation’s new state to assign new owners to ones in abandoned regions. Some of these places remained sealed or became deiphage haunts. Those that required maintenance usually suffered Essence buildup and detonation. The resulting ruins and demesnes are open to anyone who wishes to stake and file a claim. Getting approval for a new Manse is murder, though, and usually only the wealthiest Celestial officers can afford the construction costs. There’s also the bribes to KEEP the place once it’s built . . .

Fortunately for the Occluded Observatory, its security included magical local surveillance. The Bronze Faction always needed outposts for monitoring deiphage activity. After a good deal of arguing, the faction’s Sidereals pooled their resources and reconstructed the Manse. They added further security features. Otherwise, though, they preserved the Occluded Observatory’s original structure. It has become one of the safest reclaimed territories in Yu-Shan, though traditionally a cramped one with little privacy.

Behind its geomantic cloaking, the Occluded Observatory is a cylindrical structure of white marble, capped with an adamant dome. It has many windows, all with internally-locked shutters. No other obvious entrances exist. Its interior consists of a eleven-story main room ringed with balconies. The ground floor functions as a public area. Each balcony leads to its floor’s twenty suites, for a total of two hundred. Twenty-five suites hold reclaimed territory administrative facilities, such as archives, offices, and other necessities. Another twenty-five have been converted into shops. The remaining 150 suites house the reclaimed territory’s mortals, non-family Half-Castes, and gods. As for the Manse’s Sidereal and his or her relatives, they have quarters in the dome itself, accessible only through the hidden passages. That’s also where the Hearthroom is.

Hearthstone: The Occluded Observatory’s Hearthstone is a prism of distorted voices, the Sidereal version of the gem of echoes. Instead of creating echoes of sounds, this foggy triangular stone projects future footsteps and speech a distance from his present ones. The mechanical effects are identical to the Air Hearthstone.

  • Bureaucratic Security/Password Activations (1): The Occluded Observatory has an unusual variant on this ability: opening the Hidden Passages, using certain aspects of the Magical Conveniences, and piercing its Greater Veil of Shadows require filling out various forms. When burned by an individual attuned to the Manse, they function as passwords.
  • Crystalline Panopticon/Local Surveillance (1): The Manse’s Hearthroom contains a pillar of particularly high-quality adamant crystal. On its own, it allows approved occupants to survey the area in and around the Manse. It can also serve as a focus or component for scrying spells and rituals.
  • Discreet Channeling of Celestial Essence/Geomantic Subtlety (2): Thanks to its baroque geomantic structure, the Occluded Observatory is difficult to analyze. It’s not immediately identifiable as a Sidereal Manse. Additionally, any rolls to learn anything from its geomancy suffer the standard -3 external penalty.
  • Exquisite Suites/Magical Conveniences (1): The Occluded Observatory provides:
    • Automatic Cleaning: The suites clean themselves, and objects placed within them, when unoccupied by living beings.
    • Information Services: The Manse’s suites contain links to Yu Shan’s communication networks, allowing the transmission of alarms and easy access to emergency services. Additionally, it allows occupants in-suite access to the Manse’s (sadly mundane) archives. Certain documents require Password Activation approval.
    • Locked and Barred Entrances: This convenience was not part of the original Manse’s design; the contemporary Bronze Faction cannot afford to take chances with entryways. No amount of damage can force open the hidden passages or the shutters on the windows.
  • Occluded Entrances/Hidden Passages (2): The Occluded Observatory’s name comes from its lack of obvious entrances. A tunnel opening near the reclaimed territory’s Quintessence basin connects it to the Manse. Others in abandoned buildings near the defensive walls lead to the central chamber. At least one of the hidden passages is an escape route. Its interior is also honeycombed with tunnels, most notably those leading to the dome.
  • Perfect Seclusion/Greater Veil of Shadows (4): To all appearances, the Occluded Observatory is an abandoned lot adjoining its Quintessence basin’s prayer plaza. Individuals who have not attuned to the Manse or signed the proper forms can’t detect it through sight, though other senses are valid. The only phenomenon this power doesn’t cloak is strong anima flare-the 11+ mote level for most Exalts, 16+ for Sidereals.

This power is technically applicable only for Rank 4 Manses, but it fits the concept, and physically-hidden Manses are pretty neat. Thus, that restriction is removed. This would, of course, apply to all Manses in this game . . .

Maintenance: The Occluded Observatory’s geomancy is precision-calibrated to the point where even tiny changes can affect its stability. Once a week, someone has to perform diagnostic and recalibration rituals on its Essence flows. The procedures last a full day. Anyone who is attuned to the Manse, or has Craft/Earth 3, Lore 3, and Occult 3, can perform them (-3)

Holding Back the Maddened Bureau

A prospective reclaimed territory center

Ever since its rebirth, the Bronze Faction has been assigned to take back Yu Shan’s abandoned quarters from deiphage infestation. Its members have made some progress in twenty thousand years. While their neighborhoods can hardly be called safe, they’ve at least established outposts against the Maddened Bureaus (the factional term for deiphage hordes). The Bronzers attribute their modest successes to their vigilance and defense research. By necessity, a reclaimed territory has to hold the fort while its Sidereal is absent. All but the mightiest defenses must be comprehensible to humans and Half-Castes. Thus, Bronze Faction magical research as a whole tends toward thaumaturgy and Terrestrial Circle Sorcery. A surprising number of Yu Shan’s mortal magic academies draw upon its public results . . . and its emphasis on anti-deiphage defense.

Celestial Manses

Ideally, a reclaimed territory’s center or main fortification is a Manse. Bronze Faction Sidereals tend to prefer Celestial Manses with defensive powers or powers that can support and aid a population. Fortress is highly sought after-but the Crimson Panoply of Victory tends not to let go of those places. Other powers desired by Bronze Sidereals include Advanced Magical Conveniences, Central Control, Greater Veil of Shadows, Hidden Passages, Magical Conveniences, Master’s Workshop Manse, Provider, and Wyld Revocation/All occupants can shape Quintessence and Ambrosia.

Civic Ward Amplifier

In old Creation, civilized settlements near the Wyld or Underworld did not feel safe without incorporating this item into their infrastructure. Most examples are ten-foot orichalcum obelisks inset in white jade bases. Engraved runes of stability cover both.
Regardless of form, a civic ward amplifier bolsters warding magics cast near it. This artifact does not discriminate: the humblest thaumaturgical wards are as affected as the world-shaking miracles of the Adamant Circle. Most civic ward amplifiers are also highly durable. When the Reshaping tore what was left of Creation asunder to build anew, they survived even as their settlements burned.

Today, civic ward amplifiers are integral parts of Lunar interstellar nations’ colonies, outposts, and (near the Wyld) planetary infrastructure. In Heaven, though, the Bronze Faction is these items’ most immediate user. Its Sidereals began collecting civic ward amplifiers when they realized what the Celestial Bureaucracy was planning for them. The small cache they gathered wasn’t enough. They didn’t want their Half-Castes and allies to be Manse-bound, and they had little hope of the Celestial Bureaucracy promptly approving the construction of new amplifiers. Thus, the Bronze Sidereals initiated efforts to scavenge examples from Creation. Their human and near-human followers have continued these missions to the present. The Stalwart Foundry Reclaimed Territory also constructs them when it has the supplies and its workshop-Manse isn’t otherwise occupied.

Civic ward amplifiers are vital to the Bronze Faction’s Heavenly operations. Each reclaimed territory receives at least one per Quintessence basin, and Manses always contain one in a geomantically auspicious room or alcove. The Bronze Faction also uses these artifacts outside of the reclaimed territories. An abandoned tenement, mansion, or park containing one becomes a useful outpost or camp for mortal migrants. Sidereals have transported them into battles with magical aid, turning potential disasters into victories with allied occultists’ assistance. Bronze Faction operatives have even attempted to construct protected supply routes with civic ward amplifiers, though the sheer distance between the reclaimed territories severely hampers these efforts.

  • Protective Essence Amplification: A civic ward amplifier doubles the duration (not Duration successes) of any ward centered upon it (Class B)
  • Part of Existence: A civic ward amplifier incorporates thaumaturgical wards centered upon it into the local geomancy, making them easier to maintain. Reduce the difficulty of maintaining such a ward from 4 to 2 (Class A)
  • Ruggedized: Civic ward amplifiers are not damaged by anything beyond the grossest deliberate mistreatment (Class A)
  • Runes of Stability: A civic ward amplifier’s runes of stability substitute as minor ward components, reducing necessary Resources costs by 2 (minimum 0)-as long as they don’t exceed Resources 4. Wards requiring materials more expensive than that are beyond this artifact’s scope (Class A)
  • Self-Powered: A civic ward amplifier draws upon local geomancy for its power. It requires no Essence to attune (Class C)

Components: White jade, orichalcum, and purified powdered marble (-2)
Troublesome: Civic ward amplifiers are always heavy and bulky. Without Charms or sorcery, they require a vehicle to move. The Bronze Faction normally transports them with warded and guarded cargo dhows and sky wagons, larger and more rugged cousins of the aerial rickshaw (-3)
Power 5 (Class Cx1, Class Bx1, Class Ax3), Usefulness 2, Plot Impact 2, Script Immunity 2
Cost: 11 (-2 to create, -3 to purchase)/4 = 2.

Stall the Maddened Bureau (Emerald Circle)

  • Cost: 20m
  • Target: Area

This spell, invented by the first Bronze Faction reclaimed territory leaders millennia ago, remains a keystone of anti-deiphage defenses to this day. It’s potent enough to reduce the severity of attacks, yet simple enough for God-Blooded and Half-Caste sorcerers to cast.

The spell requires a ritual similar to the Incantation of Spiritual Discretion. Over six hours, the sorcerer sprinkles salt and raw Quintessence worth Resources 3 around the area to be warded. (Offerings made from Quintessence will work if anyone has to cast this spell outside of Yu Shan.) The ritual ends with the sorcerer invoking Mars and Saturn and a brief but harmless implosion of red and violet Essence around the affected area. Anyone with Essence sight will spot violet and red static in the area afterwards. Sidereals using Telltale Symphony instead hear discordant horns and drums within its borders.

The warding static disorients and deters deiphages while leaving non-cannibal gods unscathed. Mechanically, it increases the time between raids and sieges by a factor of (sorcerer’s Permanent Essence).

Reclaimed territories come under attack based on how many Quintessence basins they have (and by extension, how many gods they feed). A raid is a snatch-and-grab attack by a pack or two of deiphages, normally handled by patrollers. Sieges resemble the classical “zombies surrounding the fort” situation, requiring organized efforts by the territory’s militia or garrison to end. Most reclaimed territories can expect one raid per week per five Quintessence basins and one siege per month per ten Quintessence basins.

Stall the Maddened Bureau lasts for (Occult+Essence) weeks before dissipating. Civic ward amplifiers affect it as they do any ward. The original caster or another sorcerer can extend its duration with a truncated version of the original ritual. It lasts an hour, costs 15 motes, and requires offerings worth Resources 2. If someone other than the caster maintains the ward, that sorcerer’s statistics replace the original caster’s.

Starve the Maddened Bureau (Sapphire Circle)

  • Cost: 30m
  • Target: Area

Starve the Maddened Bureau represents the pinnacle of anti-deiphage defenses: no matter how hard the Bronze Faction’s sorcerers try, they have not yet come up with a more effective non-lethal measure. It’s temporary and accessible to only a tiny amount of sorcerers. It’s also saved countless mortal, God-Blooded, divine, and even Exalted lives over the millennia.

To cast this spell, the sorcerer must be directly beneath Yu Shan’s Sky Dome. Being atop a high place, such as the reclaimed territory’s Celestial Manse or other high fortification, is prudent. The sorcerer invokes Saturn and forms the complex Sign of Celestial Geomancy Resurgent. A warding dome of violet light forms across an area no more than 50 yards away from the sorcerer and with a a radius no greater than (Permanent Essencex100) yards. For the next (Permanent Essence) hours, divine feeding Charms-whether used by deiphages or sane gods-will not work within its borders. This spell does not stop deiphages from dragging victims out of its radius. On its own, it’s most useful for facilitating rescues and creating distractions.

Starve the Maddened Bureau is most useful in a region protected by Stall the Maddened Bureau. If the latter spell is active in the affected area, its warding static becomes visible to the naked eye-and painful to deiphages. All cannibal gods within its radius suffer a -(Permanent Essence/2) external penalty to all actions until they leave. This synergistic interaction was quite deliberate on the ancient Bronze Faction’s part. Indeed, the spells were developed simultaneously.

Erwan Madoc, Farmer-Soldier

Before the most recent Franco-British war, Erwan was a simple Breton farmer. He tended his crops, cared for his wife and children, and hunted and scavenged during lean times. Being conscripted changed that. Fortunately for Erwan, his survival skills transitioned well to military life. He also discovered a previously untapped knack with mechanical devices.

Those talents led his superior officers to assign him to a special infiltration squad. His unit couldn’t always count on timely resupplying, so Erwan and his comrades would go on scavenging missions behind enemy lines. One of them nearly killed him. The squad had managed to capture a prototype tank-train. Erwan was driving it while the others towed their own supplies. Then a British squad ambushed them. Erwan still isn’t sure what happened-he suspects magic-but the tank’s boiler exploded. The pain from the steam burns and shrapnel was too much for him to stand. He fainted.

When Erwan came to, he was in a field hospital on the British side of the lines. One of their mage-medics had found and treated him. Erwan was quite surprised. He was even more so when a British intelligence agent came to visit him. The man thought Erwan’s daring and survival capabilities looked promising. He gave the Breton a choice: collaboration or categorization with the prisoners of war. It was a no-brainer. Thus began Erwan’s participation in the Great Game. He wasn’t happy about collaborating, but at least they let him keep the damaged tank-train. Then his handler assigned him to watch over a veteran named Tesla. His life has not been easy ever since.

Erwan is generally a salt-of-the-earth type. He’s not much for pretension and disinclined to seek out glory. He approaches his tank-train as an enthusiast-technician, not a mad scientist. Indeed, tinkering with it is about as much innovation as Erwan can stand. Seeing the horrors of war and living through France’s contemporary chaos has soured him to modernity. He is particularly leery of governments without a strong figure in charge. On the other hand, he is an enthusiastic supporter of industrial safety reforms.

Plot Hooks:

  • The tank-train is Erwan’s pride and joy. While he’s no sophisticated engineer, he takes good care of it. He frequently needs parts and tools for working on it. If he happens to come upon interesting upgrades or attachments, he’ll want to learn more about them.
  • Erwan is a proud Breton. His fellow French often perceive his people as backwater hicks who don’t want to integrate into modern society. Most Bretons, including him, just want to maintain their traditions and language. He will not be happy if the powers-that-be, British or French, make trouble for them.
  • Erwan’s family-and farm-is on the French side of the border. Only the continuing border tensions, and his concerns about what his family would think of his current work, have kept him from checking on them. His wife has probably scraped together enough money for an expedition to find him. She would almost certainly accompany it-and the farm itself could be a target for enemies he acquires.

Knowledge 0

  • Heavy Weapons +2
  • Linguistics +2 (Native: Breton, Others Known: English, French)
  • Tinker +1

Perception +1

  • Scrounging +2
  • Spot +1
  • Stealth +1

Physique +1

  • Harvesting +2
  • Recovery +1
  • Unarmed Combat +1

Reflexes +1

  • Drive/Pilot (Ground Vehicles) +2
  • Evasion +1
  • Firearms +2
  • Maneuver +1

Social 0

  • Empathy +1

Spirit -1

Specialties
Drive/Pilot (Ground): Tank-Train (2)

Perks
Ownership of a Tank-Train (4)

Disadvantages

  • Nearly dying in war has made Erwan conscious of his safety-a little too much, actually. He’s no coward. Still, he is fastidious about safety procedures. Before interacting with a mechanical device, especially steam-powered devices, he MUST ensure that it is functioning correctly, secure himself tightly, and perform other necessary tasks.
  • Erwan is a French citizen of Britanny who’s working with the province’s British occupiers. Rebels, French patriots, and other opponents of the occupation are not going to like him at all if they know he’s collaborating.

Solar Interstellar Travel Charms

For today’s Exalted posting, Solar Charms that allow the character to travel through space. These are a necessity for any Lawgiver who wants to leave Earth. Space does take up most of contemporary Creation, after all.

Essence Afterburner Technique

Cost: 5m, 1wp ; Mins: Drive 3, Essence 3

Keywords: Combo-OK, Merged, Obvious, Touch

Type: Simple

Duration: One scene

Prerequisites: Any Drive Excellency

Sometimes cars can fly. This Charm allows a single Drive-based vehicle to do so at its normal ground movement rate. It burns fuel at twice its normal rate while in flight, making Charms that create or eliminate the need for it valuable. Also, it is limited to suborbital flight.

Merged: Essence Afterburner Technique (Pilot, Sail). The Pilot version of this Charm multiplies a flying vehicle’s movement rate by (Permanent Essence) and does not cost a point of Willpower. The Sail version functions identically to the Drive version.

Orbital Insertion Method

Cost: (+5m); Mins: Drive 4, Essence 4

Keywords: Merged

Type: Permanent

Duration: Permanent

Prerequisites: Essence Afterburner Technique

The Lawgivers are creatures of the Firmament. Planets, even Earth, cannot hope to confine them. This upgrade to Essence Afterburner Technique allows the affected vehicle to take flight into space for an additional five motes. Life support is recommended for any occupants. Also, without Safe Re-Entry Prana or other suitable protection, the vehicle will burn up on the way down to a planet.

Merged: Orbital Insertion Method (Pilot, Sail)

Safe Re-Entry Prana

Cost: 6m ; Mins: Drive 4, Essence 3

Keywords: Combo-OK, Merged, Obvious

Type: Reflexive

Duration: Indefinite

Prerequisites: Essence Afterburner Technique

A Solar’s vehicle resists the rigors of unintended environments with aplomb. As long as the Solar commits the necessary motes, Safe Re-Entry Prana guarantees a ground vehicle and its occupants ideal life support. Whether it is in the inky depths of space, the crushing pressure of an ocean, or the mind-melting rain of Hegra, they, and it, will not be harmed by environmental damage. Deliberate damage, such as attacks by Exalted, fey, demons, and even mortals, can still affect the vehicle.

Merged: Safe Re-Entry Prana (Pilot, Sail)

Hyperphotonic Drive Mechanism

Cost: 15m, 1wp; Mins: Drive 5, Essence 4

Keywords: Combo-OK, Merged, Obvious

Type: Simple (Dramatic Action)

Duration: Instant

Prerequisites: Orbital Insertion Method, Safe Re-Entry Prana

If they are allowed to develop without interference, the Solars of the Fourth Age will bridge the shattered pieces of Creation. This Charm allows a Lawgiver to take his vehicle anywhere within Creation. Using it requires one hour to plan out the journey and a (Drive+higher of Intelligence or Wits) roll, determining on how far he plans to go.

  • 1: Nearby star
  • 2: Distant star, but still within the galaxy
  • 3: Nearby galaxy
  • 4: Distant galaxy
  • 5: The far edge of Creation

Difficulty Modifiers

  • +2: Solar knows where the location is, but has not visited it before
  • +5: Solar has no idea where the location is

On a failure, the Solar realizes that the navigation attempt has gone awry and can make another attempt. Botching means that the error is caught too late. The GM is encouraged to make the disaster level directly proportional to the number of “1s” rolled. A single “1″ results in hitting a hostile world; entering a black hole’s event horizon should be reserved for at least five of them.

Merged: Hyperphotonic Drive Mechanism (Pilot, Sail)

Transcendent Warp Technique

Cost: – (+5m); Mins: Drive 5, Essence 5

Keywords: Merged

Type: Permanent

Duration: Permanent

Prerequisites: Hyperphotonic Drive Mechanism

Long practice will ensure that starfaring Lawgivers become consummate FTL pilots, regardless of craft. An upgrade to Hyperphotonic Drive Mechanism, this Charm has the following effects:

  • If the Solar spends five additional motes when activating Hyperphotonic Drive Mechanism, it requires only a Speed 6, DV -2 Simple action to use.
  • Other realms of existence, such as Yu-Shan, Malfeas, and Autochthonia, become available. Known realms are at +5 difficulty. Those hitherto untouched by denizens of Creation, such as Beyond and Zen Mu, add at least 10 to navigation difficulty.
  • Hyperphotonic Drive Mechanism can also be used to travel to, from, and within the Wyld:
    • 15 to enter or leave the Deep Wyld, emerging at the closest unoccupied waypoint. If the character is departing from a planetary Wyld zone, all of which are at least Bordermarches, reduce the difficulty to 10.
    • 5 to move to the next waypoint over; +2 per additional waypoint in a single journey.

Merged: Hyperphotonic Drive Mechanism (Pilot, Sail)

Exalted Modern: Terrestrials IV – Magic and Science

The nature of Essence, and how it interacts with mundane science, has been a lively subject of debate ever since the first Terrestrial occultists and scientists began interacting. The scientists knew that the world operated by provable scientific principles, yet they could bend or ignore many of them at will, or with training at worst. Meanwhile, the occultists had no illusions about the supernatural’s existence, but were quite surprised to discover its true mechanical extent. Both groups squabbled about it for some time. Eventually, and with much experimentation, they concluded that there wasn’t as much difference between magic and science as they had thought. They couldn’t agree on the details. Yet they understood that something connected the two. They had no idea how Fate-the force that regulates Creation’s natural laws, magical and otherwise-worked (and the Sidereals wanted it to stay that way). Thus, the debate on that connection has continued to this day.

It’s a credit to the Terrestrials that they’ve come close to the truth on their own. A majority of their scholars consider magic and science two complementary sets of natural law, each with benefits and drawbacks. Both can require highly specialized equipment and many years of training and research, but work on established and tested principles. Mundane scientific disciplines shine for making equipment for and creating scientific advancements usable by unenlightened mortals. Magical disciplines, such as thaumaturgy and artifice, are most effective for accomplishing what mundane science can’t. Mortal science is definitely cheaper than, and less of a bother than, magic in the contemporary era. All but the most arrogant Terrestrials respect unenlightened mortal scientists for their accomplishments. After all, they make their discoveries with no magic whatsoever. They grant occultists similar respect. Most Terrestrials also blend both fields’ products with no difficulty. Their Aspected and mortal relatives are welcome to do the same as long as they can afford it.

Sorcery and supernatural martial arts are more problematic. Since even enlightened humans can learn Emerald Circle spells, the Terrestrials want to ensure training methods don’t fall into the wrong hands. They can’t be everywhere at once. Still, they have a strong lock on Terrestrial Circle Sorcery training in nearly all developed nations and many developing ones. With that control comes dominance over what spells most mortal sorcerers learn. Terrestrials prefer to teach their mortal relatives and followers warding and enhancement spells. Conversely, most clans punish Terrestrials who teach non-Exalts offensive magic. They never teach mortals Demon of the First Circle. The most trusted Aspected are an exception for offensive magic. Terrestrial martial arts are much less restricted. Since most styles are strictly melee-only, the only criteria for training are usually loyalty, good physical health, and oaths of discretion. Even ranged styles tend not to be terribly restricted. Any Terrestrial worth his or her Exaltation can outfight even a mortal martial artist. Outright magical stunts in public are still discouraged.

Terrestrial Charms, as well as those of other Exalted, defy categorization.  Their scholars correctly believe they are an inherent part of the Exaltation. They also know that their power ultimately arises from Gaia and her five Third Circle devas, the Elemental Dragons. (Most will not admit they get this knowledge from early Sidereal interactions.) No mortal, not even an Aspected, can hope to wield it as an innate power. Thus, many Terrestrials consider their Charms privileges over reality as much as magic. The Elemental Dragons have granted them the ability to do magic beyond mortal comprehension. While an Exalt can certainly use those powers to terrorize others and destroy the land, it would be irresponsible. Only a few Terrestrials have ever been that bad. Still, all too often, they use their Charms to hoodwink mortals, benefit themselves, and hide indiscretions. Most do play at least lip service to the ideal of cooperation their abilities exemplify. Those Terrestrials who frequently put it in action are often vanguards in Charm development . . . and in self-righteousness.

While the Terrestrial Exalted happily blend magic with technology in their private lives, many are leery of open magic use. Their Autochthonian allies are a major factor. While not every clan has direct ties to the Alchemicals, those that do are powerful and influential. They have a monopoly on the Terrestrials’ magitech and atelier-chapels. They’re also the most notable backers of the Starbreaking. Most importantly, the Alchemicals told the Terrestrials to conceal their influence over the mortal world. Few Exalts want to risk their ire. There are also more theoretical matters. Going public is bound to cause disarray in the mortal world. Most of contemporary Creation’s major religions treat magic with suspicion. The elders would rather not chance a second round of persecution, liberalization notwithstanding. Even after that, the Terrestrials would still have to supervise the integration of magic into mortal society. They expect that the process will involve extensive social and political reorganization and considerable financial expenditures. It’s bound to cause headaches. Lastly, most Terrestrials are content with their current status. They’re the secret masters of the world. Selfish as it is, why would they want to change that?

Elsewhere-Touched Sword Cane (Artifact ***)

A short and simple artifact for the holidays.

In the Fourth Age, carting a daiklave around in most places will quickly attract the attention of authorities. Most contemporary versions are no bigger than normal swords. When subtlety is of utmost importance or preference, though, many Exalted favor these weapons. An Elsewhere-touched sword cane appears to be nothing more than an elaborate walking stick to mundane senses. The stick-sheathe transports Elsewhere at the user’s mental command.

These weapons are particular favorites of the Sidereal Exalted. Many ancient starmetal daiklaves-especially “buster sword” models-have been converted to Elsewhere-touched sword canes through Charms or favors. Terrestrial Exalted are also fond of these weapons, as they go nicely with many varieties of formal wear.

  • This artifact’s base is any type of sword. If using the Alternate Damage System, it grants +1 to Damage Rank against all Soak Ranks.
  • Daiklave in a Cane: Regardless of the base weapon, the cane has an additional +2 to Accuracy (Class B) and Defense (Class B).
  • Dualistic Elsewhere Attunement: Both parts of the cane, sheathe and daiklave alike, are linked to Elsewhere. The user can dismiss one or both as desired for the cost of one mote each (Class B). Dismissal is a reflexive, non-Charm action. It can be done quickly enough to switch from lethal to bashing damage and vice versa at will (Class A).
  • Energies of a Million Artifacts: This artifact’s link to Elsewhere goes beyond channeling and summoning: it was enchanted to draw power from long-forgotten items in that dimension. The enchantment is intelligent enough to transfer motes as linked artifacts return to reality. It functions as a form of self-powering, reducing attunement cost to one mote (Class D).
  • Just A Walking Stick Deception: The cane is personalized to its attuned user: to anyone else, it’s just a normal cane. Unattuned individuals can’t even remove the sheathe (Class B).

Power 6 (Class Dx1, Class Bx4, Class Ax1), Usefulness 3, Plot Impact 1, Script Immunity 1. If using the standard damage system, this item also has +2 Damage (Class B). This increases Power to 8.
Components: A scrap of the relevant magical material and steel that has never seen sunlight for the daiklave alloy, and wood that has been Elsewhere for the sheathe (-2)
Total: 11 (-2 to create)/4= 3 to purchase, 2 to create (3 to purchase and create in standard damage system)

Terrestrial Transformative Armor (Artifact ***)

Transformative armor is relatively common protective gear in Autochthonia, and the Alchemical Exalted who made first contact with Earth’s Terrestrials bought several sets to Creation. They also bought several sets of commando armor. Both items impressed the Chosen of the Dragons. After a brief period of awe at the Alchemicals’ magitech, their budding smith-technicians began experimenting with ways to combine the two forms of armor. They eventually decided to focus on ease of maintenance and elemental enhancement. The resulting armor design has become as iconic to contemporary Terrestrials as Elemental Dragon Armor was to their ancestors. It lacks that power armor’s sheer combat ability, but its subtle appearance means that it can be worn anywhere.

Like standard transformative armor, this artifact’s default form is a black leather tunic. It can take the form of any clothing the user wants (nice suits, formal wear, and military dress uniforms are quite common). Terrestrial transformative armor differs from standard transformative armor in its channeling of the elements. It enhances its wearer’s aspect skills, increases durability and speed, and mends minor wounds. If all else fails, the armor can preserve the wearer’s body for retrieval.

Terrestrial transformative armor represents the height of the atelier-chapels’ capabilities. It requires “only” mortal mastery of the necessary skills to create, but that level of mastery is quite rare. Only the eldest and most honored members of a clan are likely to receive a set. Most family members and independents have to make do with standard transformative armor.

  • This item is artifact armor; it protects against attacks of all Damage Ranks.
  • A Cabalist Must Always Look Dignified: Keeps the wearer neat and clean. When combined with Jade Egg Repose, this power protects the character’s mundane items from damage and decay (Class A).
  • Celerity of Flame: Double ground speed (Class B).
  • Durability of the Earth: +2 bonus to Stamina (Class B).
  • (Element) Adept Circuitry: A +2 bonus to six Abilities, usually the Aspect Abilities matching the color of the jade used (Class Ax6):
    • Air: Linguistics, Lore, Occult, Pilot, Stealth, Thrown
    • Earth: Awareness, Craft, Integrity, Resistance, Technology, War
    • Fire: Athletics, Dodge, Firearms, Melee, Presence, Socialize
    • Water: Bureaucracy, Computer, Investigation, Larceny, Martial Arts, Sail
    • Wood: Archery, Drive, Medicine, Performance, Ride, Survival
  • Essence of the Sea: Self-powered, costing only 5 motes to attune (Class C).
  • Hearthstone Socket: Most manufacturers of Terrestrial transformative armor place the Hearthstone socket in the lapel (Free)
  • Jade Egg Repose: If the owner dies while wearing this artifact, it will automatically encase the body in an ovoid sphere of Essence. This sphere’s coloration matches the armor’s jade. It will then sink into the earth and make it harder for mortals to find the body, subtracting four dice from any necessary rolls. Supernatural beings are unaffected. This effect lasts until the owner somehow revives or someone dispels the sphere; using the Art of Countermagic will suffice. Dispelling the sphere never harms the artifact (Class A).
  • Thaumaturgical Receptacle: Terrestrial transformative armor can store a single thaumaturgical effect for later use (Class A)
  • Transformative Cloth: May resemble any desired variety of clothing or armor on demand. For full compatibility with official transformative armor, this can optionally require a Miscellaneous action and a (Wits+Craft/Wood) roll; difficulty 1 for outfits the character has seen before, difficulty 3 for spontaneous creations (Class A).
  • Vitality of Wood: Regenerate one level of bashing damage every three actions in combat and all levels of bashing damage within a minute outside of combat (Class B).

Power 8 (Class Ax10, Class Bx3, Class Cx1), Usefulness 4, Plot Impact 1, Script Immunity 1

Components: Jade matching the intended wearer’s aspect and moonsilver (-1)

Total: 14 (-1 to create)/4=4, 3 to create. As Rank 4 artifact armor, Terrestrial transformative armor caps damage from single attacks and flurries at three levels and grants two levels of Ox-Body Technique.

The standard damage system version of this artifact uses a reinforced buff jacket as the base (+5L/8B); even Terrestrial transformative armor simply isn’t as protective as full-fledged commando armor. It removes the A Cabalist Must Always Look Dignified, Durability of the Earth, Jade Egg Repose, and Thaumaturgical Receptacle powers in favor of -2 Mobility (Class B), -2 Fatigue (Class B), and Hardness equal to Soak/2 (Class A). This changes the armor’s power distribution to (Class Ax8, Class Bx4, Class Cx1). Its final statistics are +6L/9B Soak, Hardness 3L/5B, Mobility 0, and Fatigue 0, allowing it to be used with all supernatural martial arts styles.

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