Gauderis Athelstane, the Ring of Basalt and Crimson

Gauderis Athelstane, Ring of Basalt and Crimson and Primordial of Security, takes the form of a massive ringworld of basalt and red jade. Her nature is to protect those things she and her siblings hold dear. Originally, the greatest of these things was Zen Mu, and she defined the separation between its borders and those things Wyld. Those fey that bypassed the dread river-of-blades Adrian would have to face the weapons and traps bristling within Athelstane next. Later, the Ring of Basalt and Crimson positioned herself around the Wyldspace that would become Creation. She had no interest in the affairs of that realm. Unlike some of her siblings who departed after forming it, though, she wanted to monitor it and her siblings within.

Athelstane could not imagine what happened next. The death of Mardukth resonated far enough out of Creation that she felt it. Then her sibling Rametheus fled outwards to confirm her observations: unitary beings of meat, endowed with the powers of the Incarnae, were murdering the Primordials. The Ring of Basalt and Crimson sheltered him while he restructured himself for vengeance. When Rametheus failed to return from his assault, and she felt the death of yet another sibling, something snapped within her. She sealed her current set of devas deep within herself, to delay Exalted attacks upon them. To determine what had gone wrong, Athelstane then made two more devas: a male to scout Creation proper and a female to infiltrate the prison that had been King Theion. Finally, she pushed herself farther from Creation for protection.

The Exalted found her sooner than she would have liked. Fortunately for her, the Solar Deliberative determined she was not an immediate threat and made her existence classified knowledge. She weathered attacks by adventurous Solars and Lunars throughout the First Age. A few Sidereals set up waystations in her world-body, for monitoring raksha attempting to enter Creation. Athelstane tolerated the latter much more than the former. While she wasn’t hostile to what would become the Silver Faction, she also took no special interest in protecting any Exalts from the Contagion and Balorian Crusade. It was a relief when Exalted contact decreased and only the few Silver Faction survivors truly remembered her.

Then a second raksha crusade occurred and Gaia did . . . something . . . to Creation. Athelstane’s view of Creation became blurry. For millennia after that, she relied on her two scout-devas and the heirs of the Silver Faction for information. Then a teenage boy unmistakeably attempting to emulate Primordial power came to her world-jouten. Gauderis Athelstane is not sure her great-grandson Charles can fix the mistakes of the past. If he is set on becoming like her, though, why not let him prove himself?

First Gauderis Athelstane Excellency

This Excellency enhances actions that involve surveillance, fortifications, blockading, and guardianship. It never enhances actions involving rapid physical movement or non-retaliatory attacks.

Gauderis Athelstane Mythos Exultant

Instead of gaining motes from a successful stunt, the character may choose to reduce the cost of Charm-based defenses by the amount of motes normally granted until her DV refreshes.

Sorcerous Enlightenment of Gauderis Athelstane

Safe in herself, the Ring of Basalt and Crimson may simultaneously cast multiple spells from her walls. When the sorcerer casts a Terrestrial Circle spell, she may also cast a thaumaturgical effect. When she casts a Celestial Circle spell, she may also cast a Terrestrial Circle spell. Solar Circle Sorcery is already siege magic, and does not gain these benefits.

A fortress does not easily move itself. Accordingly, spells that enhance the sorcerer’s personal movement are outside of this initiation’s scope.

Imperfection of the Ring of Basalt and Crimson

Rapid movement is for vehicles, not fortifications. If the character exceeds more than half her top Dash speed, all defenses with this imperfection deactivate until the character stops moving and her DV has refreshed twice. Gauderis Athelstane’s Greater Imperfection activates when she takes any Dash actions at all and increases the necessary recovery time to (Essence) DV refreshes.

Ascendancy Mantle of Gauderis Athelstane

The character’s Move and Dash speeds may not be enhanced by any means.

The Crimson Urge (The Urge to Contain)

Gauderis Athelstane encircled Creation within her borders. At first she ensured that the Wyld did not unnecessarily penetrate the house of the Primordials, but that mission became securing the Primordial weapons within after Rametheus fell. Her akuma-and Infernals with her Urge, were she to get over her fear of the Exalted-would have similar desires to guard something. Such Urges are similar to those to rule or conquer, but go beyond the acts of rulership. Their bearers feel compelled to ensure that their charges do not leave their control. Unlike Kimbery’s emotional smothering, this desire is more physical: controlling movement, confining to specific areas, and the like.

Some examples of this Urge include:

  • Ensure that the “purestrain” humans of Earth never leave their homeworld.
  • Find the current location of Dehelshen and prevent other Exalted from abusing its facilities.
  • Renew the Dragon King race and ensure its members are not troubled by outside conflicts again.
  • Secure the Sword of Creation and make sure it does not fall into another’s hands.

The Torment of Gauderis Athelstane

When the character’s Limit reaches 10, it decreases to 0 and a solipsistic madness overcomes her. She freezes where she is and will not move from that spot for a full day, though she may still defend herself as necessary. This madness also affects those who interact with her. Anyone with a Dodge MDV less than (Essence+character’s primary Virtue) is affected.

Act of Solace (Villany): Ever-Vigilant Warden Obstruction

It is the nature of the Ring of Basalt and Crimson to keep things from those who desire them. If the character obstructs an opponent in retrieving something important for no reason other than to be obstructive, even-especially-if it interferes with her own plans, she may roll (Conviction) and reduce her Limit by the number of successes rolled.

Pseudopod-Painting Interpretations by Tyson Casgrain

What a crazy day.

Let me back up . . . I’m Amoebro’s contact with the Canadian Nonhumanoid Assimilation Society. They give me money and I keep tabs on the little guy. Or big guy. That’s the thing about amoebas, they keep changing size. Just watching him move around gives me great stories for the microbiology department. You wouldn’t believe the looks on some of the professors’ faces.

What, the name? Yeah, blame me and my brothers at Sigma Theta Pi for that one. I was on the phone one day and since he didn’t have a name yet, I just called him my “Amoebro.” I didn’t know he was listening. Now that he’s started calling himself that, it’s stuck.

Anyway, you were visiting about the pseudopod-painting. It was Dr. Fleury’s idea. Since he’s sapient and acts like a human preschooler, she wanted to test his cognitive abilities. It took a few hours to get the point across to him. Once he figured out the paint wasn’t food, though, he took to it like normal kids do. It’s pretty helpful for keeping him under control. I think it’s helped him cope with these superhero missions, too. He always paints after he returns here. Sometimes, when he’s foggy on some of the details and getting frustrated, I dose him with the memory serum.

What, you don’t believe an amoeba can paint? Here, I’ll show you some of them.

Image

After that last mission,  Amoebro decided to go for a swim in the river. I didn’t stop him. He was pretty depressed after blowing up! Normally there are a lot of boats out there. Maybe he just didn’t feel like painting them.

Wait, who am I kidding? I bet he was too busy eating fish.

Image
Huh. If explosions don’t bother him too much, why should fish hooks? I haven’t heard anything about amoebas in the rivers, so I guess he didn’t pull back. Not that it’d be hard for him to get out; he could just flow his cytoplasm around it.

Image
Amoebro’s pretty friendly and chirpy for what he is. Earth is lucky that he’s always been that way. When you get down to it, though . . . he’s a giant blob of protoplasm. Captain Thunder here didn’t react too well to that. It’s a good thing Amoebro isn’t fased by tasers. Otherwise, he might’ve eaten the guy, and we don’t need that.

Image

I mean, he’d already eaten his clothes. He said they had a “salty flavor.” Amoebas!

Image
Oh yeah. Ever since he accidentally caught Satan II’s show from the States, Amoebro’s been wanting to get on TV. I suggested he get on Sesame Street. Since I wasn’t expecting him to get on right away, I also had him film some tapes for local channels. One actually responded. They wanted him to appear for their “things that begin with ‘A'” segment. He was pretty excited . . . then he asked what an “A” looked like.

Huh. Well, this is a good opportunity to test our theory on his age. If he acts like a preschooler, he can probably be taught like one. Mini-Max, that new fellow, was pretty receptive when I asked about primers. With his miniature skills, he should be able to make metal books.  I don’t think the local preschools would appreciate him eating theirs.

Image
Heh. Things are always exciting around here. Samhain’s daughter Ceara went missing, and then there was an Amber alert for two kids around her age. He put two and two together and went to the danger room. It turned out Ceara had made Virtual Candy Land for a couple of her schoolmates. Amoebro’s reaction was pretty predictable. I think the other members of Aurora Ward have already added a distraction setting. Maybe it’ll cut down on the food bills.

Image
A little while after that, everybody but Amoebro left the base. I was working on some research when I heard some noises downstairs. When I looked at a camera, I saw that Night Templar had returned. He and Amoebro were gathering his ritual supplies. (All the crates for expensive and rare stuff are cytoplasm-resistant. Amoebro will eat everything.) I figured I should stay out of it, since I’m no mage.

Image
That might’ve been a mistake. From looking at these pictures, and talking to Night Templar and Samhain, the team leader was under some kind of mind control from his investigations. He’d set up the ritual circle with a whole lot of errors. Samhain came back and tried to talk him out of it, but he was too late.

Image

Unlike last time we had a demon (I never thought I’d say that), it was a warrior one. Even superhumans sometimes have trouble with them. The demon made fun of Night Templar for a bit, then stepped out of the warding circle and teleported elsewhere.

Image

So yeah . . . Amoebro ate Night Templar again. He was nice about it and asked Samhain first.
Image
Then he spat out the demon amulet that was in Night Templar’s costume pocket. How did anyone reverse pickpocket him like that? He’s usually pretty sharp!

Image
The team put the base on lockdown and pursued the demon. It was a pretty clever one, from what Night Templar said, snatching one of the boats. Good thing Night Templar had his plane and Mini-Max had his boat. Amoebro rode along with Mini-Max. When Night Templar fried the boat the demon was on, Amoebro got off at a dock. He and that Captain Mayhem guy restrained the demon. After that, sending it home was apparently simple.

Image
This one confused me at first. Mini-Max was able to explain. For whatever reason, the team decided to take Amoebro to the university. They’d meant to interview one of the students about that stolen artifact. The trouble is, Amoebro is . . . well, Amoebro. Just the sight of him terrified the students.

Image
Apparently he shoved Amoebro through the wall. Don’t worry, though; again, only his feelings were hurt. That made him really sad, though! Once I gave him his memory serum, he drew this next picture.

Image
I guess he didn’t feel like interacting after that. It looks like he shrunk into the grass and hid in a can until he forgot where he was. He said the squirrels were pretty. Huh. I’m just glad he got back to the others. Amoebro is pretty hard for a bunch of nonsupers to hurt, but there could have been more media trouble.

Oh yeah, they’re heading to this magical auction next. The others are taking it pretty seriously, but I’m not sure Amoebro is. Maybe I can get him to learn his ABCs before they start that mission. And eat some armor, and maybe another engine . . . he’s pretty strong, but he’s just like a kid and doesn’t think things through.

Amoebro

Amoebro doesn’t think about his origins too much. His first memories were of oozing through the Montreal sewers, eating garbage and vermin. One day, he saw light coming from far above and was too curious for his own good. The amoeba climbed up a wall, squeezed himself through countless pipes, and emerged in the Silverhold’s bathroom. One of the people renovating the place found him. There was a brief skirmish. When it became apparent that Amoebro wasn’t trying to kill anyone, though, Aurora Ward’s superheroes trapped him with some of the leftovers in the back of the fridge. He stayed there until the Canadian government decided what to do with him. Since the amoeba had considerable powers of growth, shrinking, and shapeshifting (albeit not enough to disguise himself), it assigned him to Aurora Ward too.

Amoebro has fit in surprisingly well with his new compatriots. He would never win a contest of wits, memory, or self-control. For a blob of protoplasm, though, he is quite amiable and interested in the bright, busy world above the sewers. He has a soft spot for animals despite his carnivorous eating habits and a surprising interest in painting. Unfortunately, the former led to some disastrous PR issues when a monster-hunting supervillain attacked the Montreal Biodome; the property damage was considerable.

While Amoebro is unconcerned about where he came from, others certainly are. The Canadian Nonhuman Assimilation Society has taken an interest in the amoeba. Its scientists don’t discount the possibility of him being an experiment. Nonetheless, their research has determined that his DNA greatly diverges from that of terrestrial amoebas and shows no signs of artificial manipulation. They’ve also noted that he rapidly learned English and French despite his otherwise poor mental skills. If the Society researchers’ theory is correct, Amoebro is a young example of his species and might grow out of his current frustrating tendencies. Those around him certainly hope so!

10/40 STR 0
18/21 DEX 24
23 CON 26
20 BODY 20
5 INT -5
15 EGO 10
15 PRE 5
4 COM -3
8 PD 0
6 ED 1
4 SPD 9
13 REC 0
24 END -11
52 STUN 0
Total 76

 

Points Powers END
7 Elemental Control/Ameboid Powers (7-pt reserve)
a-27 Ameboid Body/Armor (16 PD/16 ED); Always On (Blatantly obvious, resists most medical treatment): -½
b-9 Life Support
(3) Life Support: High Pressure/Vacuum
(10) Need Not Breathe
(3) Immune to Disease
c-7 Pseudopods/Clinging (Clinging STR +11)
d-5 Too Dumb to Manipulate/Mental Defense (17 pts); Add to Total; Always On (Cannot consent to helpful telepathy): -½
e-15 Amorphous Body/Shape Shift (Any); Champions Limitation (Does not function as a disguise/obviiously made out of protoplasmic goo)): -1; Reduced END: Zero, +½; Always On (Cannot even pretend to be a normal life form): -½ 0
f-7 Minimal Organs/Lack of Weakness (-14 to Roll)
g-15 Regeneration (1 BODY/5 min.); Regenerate: From Death, +20
37 +30 STR; Reduced END: Half, +¼ 1
40 Multipower (60-pt reserve); Generic Limitation (Protoplasmic Powers Only): -½
m-3 Expansion/Growth-3 (×8 mass, ×2 height); Mass: 0 kg/0.00 lbs; Height: 0 cm/0″; Extra STR: 15; Knockback Reduction: -3; Extra BODY: 3; Extra STUN: 3; DCV Penalty: -2; PER Penalty: +2; Reduced END: Zero, +½; Active Points: 22; Generic Limitation (Protoplasmic Powers Only): -½ 0
u-4 3d6 Entangle (DEF 3); Range: 300; Sticky: +½; Reduced END: Zero, +½; Active Points: 60; Generic Limitation (Protoplasmic Powers Only): -½ 0
u-4 1d6 Engulf/Killing Attack (HTH) (Total 1½d6); Range: 0; Continuous: +1; Penetrating: +½; Armor Piercing: +2, +1; Reduced END: Zero, +½; Active Points: 60; Generic Limitation (Protoplasmic Powers Only): -½ 0
m-8 Contraction/Shrinking-4 (DCV +8, Height 0 cm/0″); Mass: 0 kg/0.00 lbs; Knockback Increase: 12; PER Bonus: -8; Reduced END: Zero, +½; Active Points: 60; Generic Limitation (Protoplasmic Powers Only): -½ 0
m-8 Stretchy Body/Stretching (8″, NC: 16); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; Active Points: 60; Generic Limitation (Protoplasmic Powers Only): -½ 0
5 Pseudopods/Extra Limbs (1); Number: 1
12 2d6 60-Point Equipment Allowance Aid (Fade/month, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; Active Points: 119; This allows a character to haul along 60 CP worth of customized gear. 30
213 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +2 level w/HTH Combat
2 Area Knowledge/Montreal Sewers 11-
3 Concealment 10-
3 Contortionist 13-
2 Professional Skill/Pseudopod Painting 11-
3 Stealth 13-
3 Survival 11-
3 Tracking 10-
3 Simulate Death (Hibernation)
1 English (Basic Conv.); Literacy: Standard, 0
1 French (Basic Conv.); Literacy: Standard, 0
2 Base: 12
36 Total Skills, Talents, Perks  

 

Cost Equipment
7 2d6 Junk Food Reserves/Aid Reduced Attribute (Fade/turn, Max. 12) 0; Range: 0; Affects: Single Power of Special Effect, +¼; OIF (Junk food inside.): -½; Trigger (Running out of Endurance): Set, +¼; Focus: Obvious Inaccessible, -½; Charges: +8, +0; Recoverable Charges (Needs to eat some more): -2 levels
15 I Swallowed A Car Battery/Hand-to-Hand Attack (6d6, Total 12d6) 0; Range: 0; OIF: -½; Charges: 32, +¼
13 2d6 And Some Glue/Aid Entangle (Fade/hour, Max. 30) 2; Range: 0; Affects: Single Power, +0; Extra Time: 1 turn, -1; OIF: -½
7 And This Thing With Sesame Street On It/High Range Radio Hearing ; OIF: -½
6 +3 And This “Monkey Belt”/DEX ; OIF: -½
10 And This Amulet Thing/Mind Link ; Minds: Any One Mind, +15; OIF: -½; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0
58 Total Equipment

 

125+ Disadvantages
20 Distinctive Features: Dripping with Protoplasm; Concealability: Concealable, 10; Reaction: Extreme, +10
15 Psychological Limitation/Curiosity (Very Common, Moderate)
15 Psychological Limitation/Impulsive (Very Common, Moderate)
10 Psychological Limitation/Obsessed with Children’s Television (Common, Moderate)
10 Psychological Limitation/Protective towards Animals (Common, Moderate)
15 Reputation/EVERYONE’S seen “The Blob”… (14-)
10 Phys. Lim/Innumerate (Frequently, Slightly)
10 Phys. Lim/Illiterate (Frequently, Slightly)
15 Phys. Lim/Poor Memory (Frequently, Greatly)
10 Phys. Lim/Ravenously Hungry (Frequently, Slightly)
5 Enraged/When Injured (8-, 14-); Circumstances: Common, +10
15 Dependent NPC/Marty, an Incompetent Pet Rat (Incompetent, 8-); Skills: Normal, +0
10 Hunted/Media (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
15 Hunted/Monster Assimilation Organization (14-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
10 Hunted/Montreal Police (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Only Watching, ×½; Punishment: Harsh, 0
10 Public Identity
5 Poor
200 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
76 + 249 = 325 325 = 200 + 125

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 / 15 5 17 24/16 22/16 3, 6, 9, 12

 

Marion Beatrice Webster

The monks of the God-Emperor found Marion on their doorstep. Since their monastery was rural, the presence of a felinoid Wildfolk was not unexpected, and they raised her to revere the founder of the Empire. Unfortunately, Marion began talking to inanimate objects soon after she came of age. Equally unfortunately, during this time, the Empire fought a losing war with the Elvish Dominion. The Elvish Dominion banned worship of the God-Emperor and the related Cosmic Book sect as part of the peace treaty. Marion has been on the run ever since. Such hardships have not eroded her belief in the Cosmic Book. Indeed, her understanding of the Primal Speech has only made her a more zealous proponent.

Marion was recently caught up in a sweep of heretics and dissidents in the Empire’s far north. As a result, she became acquainted with Dante Allegori. She’s willing to tolerate his blasphemy. Anyone willing to degrade the gods that much must believe in something divine, after all!

Marion originated as a character for a one-off game in the Elder Scrolls Skyrim setting. In that case, she’s a Khajit. The God-Emperor is Talos, the Cosmic Book can be assumed to be associated with his worship, and the Elvish Dominion is the Thalmor. Marion would certainly be a wild card in the conflict between the Stormcloaks and the Empire of Cyrodill.

Pathfinder Package Deal: +2 Bonus to Dexterity.

Wildfolk Racial Modifiers:

  • Self-Development/Attribute Modifiers of +2, +2, and +4 distributed between Strength, Constitution, Dexterity, Wisdom and (possibly) Intelligence (for animal-morphs noted as being especially tricky or cunning) as appropriate to the animal type the Wildfolk emulates. No single attribute may be enhanced more than once. (48 CP).

o   In her case, +4 Dex, +2 Str, +2 Con.

  • Occult Senses/Low-Light Vision and Scent, Corrupted/the Wildfolk suffer a -2 penalty on saves against light and scent-related attacks (8 CP).
  • Martial Arts/1d4 Natural Weapons (3 CP).
  • Adept/Pays half price for four skills related to the animal type they emulate (6 CP).
  • Hers are Acrobatics, Stealth, Survival, and Martial Arts (an unarmed racial style)
  • +2 to each Racial Adept Skill (4 CP).
  • One Bonus Feat appropriate to the emulated species (6 CP). “Prey” species often take Natural Armor, Celerity, or Augmented Bonus (to provide enhanced senses), while “Predator” species often take enhanced natural weapons or other combat boosts.

o   Hers is Fast Learner, Specialized in Hit Dice, providing a base of 1d12 at first level and 1d6 at each level thereafter.

  • Wildfolk suffer from some drawbacks as well, but for details I’ll have to refer you to the full writeup.

Available Character Points: 96 (L3 Base) +10 (Disadvantages) +6 (Duties) +12 (L1 and L2 Bonus Feats) = 124 CP

Disadvantages:

  • Compulsive/Religious Belief in the Cosmic Book: There is a book that is the platonic ideal of all books, written in the Primal Tongue. It holds all the knowledge of the cosmos. It may or may not exist, but Marion believes in it, prays to it, and promotes belief in it. It’s a pretty obscure sect, to be sure . . .
  • Hunted/Elvish Dominion: While the Elvish Dominion has officially disengaged from the Empire, its agents still have a major presence there. They enforce the bans on worship of the Cosmic Book-and since Marion is a very active worshipper of it, they know of her existence. She can expect trouble from any of their agents once her beliefs are known.
  • Insane/Treats Objects Like Living Things: Asking permission before handling inanimate objects is perfectly reasonable when you know they can chew you out for prior mistreatment.
  • Duties: Serve the Cosmos. As a speaker of the Primal Tongue, she is obligated to perform various tasks and missions for powerful entities-whether such entities are animate or not.

Basic Attributes: Str 14 (16), Dex 12 (16), Con 12 (14), Int 14, Wis 10, Cha 16

 

Basic Abilities (60 CP)

  • Hit Dice: 20 (1d20, 8 CP) + 3 (2d8, 4 CP) +15 (Conx5) + 18 (Magic) + 1 (Pathfinder) = 57 HP
  • BAB: +2 (12 CP)
  • Saves:
  • Fortitude +2 (6 CP) + 3 (Con) + 1 (Morale) = +6
  • Reflex +1 (3 CP) +3 (Dex) + 1 (Morale) = +5
  • Will +2 (6 CP) + 0 (Wis) + 1 (Morale) = +3
  • Skill Points: 9 (9 CP) + 12 (Int) + 8 (Fast Learner) +1 (Pathfinder) = 30 SP
  • Proficiencies: All Simple and Martial Weapons (9 CP) and Light Armor (3 CP)
  • Armor Class: 10 (Base) + 3 (Dex) + 3(Studded Leather) + 4 (Shield) = 20
  • Initiative: +3 (Dex)

 

Special Abilities (64 CP)

  • Create Relic, Specialized, Only points from Enthusiast may be used (3 CP)
  • Double Enthusiast, Specialized Double Effect, Only to make Relics (6 CP)
  • Fast Learner, Specialized in Skills (taken at level -1, with disadvantage points) (6 CP)
  • Immunity/Normal limits of Persuasion and spoken language (Common/Minor/Major) (12 CP): This ability allows the user to effectively communicate with ANYTHING – and to attempt to persuade it to help them out. They can speak with plants and animals, attempt to persuade locks and doors to open, fires to leave open a path of escape, spirits to answer, air to remember when it was stone, or stone to remember when it was molten rock or simple sand or whatever it once was. It’s usually fairly easy to persuade things to act within their natures – for example, doors are made to let people through, so getting one to open itself is fairly easy. Getting a lock to open without the key is considerably harder; locks are MADE to keep unauthorized people out.
  • Innate Enchantment; Favored Emissary of the Spirits (5600 GP) (7 CP): All spells 1st level, caster level 1st, and personal-only where applicable.
  • Force Shield I: +4 Shield Bonus to AC, Immune to Magic Missiles (1400 GP)
  • Immortal Vigor I: +12 + (2x Con Mod) HP (1400 GP)
  • Inspiring Word: +1 Morale Bonus to Attacks, Saves, Damage, and Checks (1400 GP)
  • Tap Inner Beauty (Pathfinder) +2 Insight Bonus on all Charisma Ability and Skill Checks (1400 GP)
  • Professional/Persuasion (6 CP)
  • Privilege/Most things that are not naturally communicative are pleased to be spoken to, and will be reasonably friendly (3 CP)
  • Skill Emphasis/Persuasion (3 CP)
  • Skill Focus III/Persuasion (6 CP)
  • Spirit Favors (12 CP): Major from spirits of the physical world and spiritual beings of the elemental and neutral alignment planes.

 

Relic: Cedar Animist’s Wand

  • 4d6 Mana with the Unskilled Magic option, Specialized, Can only be used to produce effects appropriate to the wand: for cedar, longevity, protection, and preservation (12 CP)
  • Rite of Chi with +4 Bonus Uses, both Corrupted, The user must expose the wand to appropriate forces in order to recharge it (12 CP)

 

Skills

* indicates a skill affected by Adept

  • Acrobatics +12 (3 SP* + 3 Pathfinder + 3 Dex + 2 Racial + 1 Morale)
  • Deception +12 (3 SP + 3 Pathfinder + 3 Cha + 2 Insight + 1 Morale)
  • Kifeng +12 (3 SP* +3 Pathfinder + 3 Dex + 2 Racial + 1 Morale)
  • Techniques Known: Toughness II, Strike, Attack II, Weapon Kata/Longsword
  • Perception +10 (6 SP + 3 Pathfinder + 0 Wis + 1 Morale)
  • Persuasion +20 (6 SP + 3 Pathfinder + 3 Cha + 2 Skill Emphasis + 3 Skill Focus + 2 Insight + 1 Morale)
  • Religion +9 (3 SP + 3 Pathfinder + 2 Int +1 Morale)
  • Stealth +12 (3 SP* + 3 Pathfinder + 3 Dex + 2 Racial + 1 Morale)
  • Survival +9 (3 SP* + 3 Pathfinder + 0 Wis + 2 Racial + 1 Morale)

 

Gear: Masterwork Studded Leather Armor (175 GP), Masterwork Longsword (315 GP), Survival/Camping Kit (50 GP), Reinforced Kaifeng Gloves (50 GP), Boots of Landing (500 GP), Firebox (25 GP), Silver Holy Symbol (25 GP), Acrobat’s Joint Wraps (50 GP), Forester’s (Stealth) Cloak (50 GP), Masterwork Str 16 Composite Longbow (700 GP), Orator’s Throat Lozenges (50 GP), assorted normal gear (rope, bedroll, food, oil, firestarter, water, lantern, etc) and some cash (310 GP).

The Heirlooms of Yu-Shan

Yu-Shan, the Low-Hanging Star Turned Celestial Plain (Reality Shaping)

Heaven is a Primordial, unbeknownst to most of her current inhabitants. While not even Charles knows that much about her at the moment, he has discovered her devas through consultation with Dumenza, the Calibration Gate-a necessary step in fixing the Celestial City within Yu-Shan’s world-body.

Yu-Shan’s devas are collectively called treasures. Within her hierarchy, First Circles are curios, Second Circles antiques, and Third Circles heirlooms. As a Nascent One-an immature Primordial-Yu-Shan has devas who have more than seven Second Circle souls. Her most important devas are associated with her poles; these Third Circles are italicized.

Pole/Associated Devas Deva Function Associated Intimacy
Elemental Pole of Spirit (Center Depths)
1. Ayuji, The Weaver Who Is Her Own Thread Causality Engine Cause and Effect (Evangelical Dedication)
12. Zanjaras, The Violet Bier of Sorrows Cycles and Lethe Things She Has Yet to Experience (Mingled Curiosity and Fear)
Elemental Pole of Adamant (Center Peak)
4. Gaofeng, The Pinnacle of the Sky Dome Light and Clouds Transience (Comfort)
10. Fayuandi, The Adamant Womb God Generation Facilities Personally-Created Gods (Patronizing Affection)
Elemental Pole of Matter (East)
2. Lianza, The Cornucopia of All Celestial Foodstuffs and Beverages Own Souls (Indulgent Pride)
6. Huajen, The Lattice of Vapors Air and Internal Weaponry Own Maturation (Anticipation)
Elemental Pole of Reason (West)
5. Yao Xin, The Heart of the Canals The Canal System Complacency (Burning Hatred)
8. Cangha, The Seed of Worldspeech Communications Systems Other Primordials (Reluctant Loyalty)
Elemental Pole of Mind (South)
9. Xiang, The Gallery of Captured Dreams Raksha Research Facilities Shapeless (Mingled Curiosity and Disgust)
3. Dumenza, The Calibration Gate Portals The Wyld (Wary Appreciation)
Elemental Pole of Pleasure
11. Bayanji, The Algedonic Palace Recreational Facilities The Games of Divinity (Hidden Frustration)
7. Quan Pen, The Conduit of Pleas Quintessence Fountains and Ambrosia Potential (Irrepressible Optimism)
None (The Great Forge)
13. Muquinas, The Weave of Mothers and Maker Jouten-Creation Links Creation (Grudging Acceptance)

Condensed Martial Arts: The Hero Styles

Next up, we have the various Hero Styles, including Violet Bier of Sorrows. Some of the form artifacts were tricky to create. All these styles came out interestingly, though, and some have thematic additions.

Solar Hero Style

Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Strength and Stamina preferred.
  • Solar Hero Mastery: 1/day each +2d stunt enhancers: Crashing Wave Throw, Fist of the Daystar, Four Hands Block the Unrighteous, Heaven Thunder Hammer, Sunlight Skips Over the Waters

Enlightened Mortal Mastery (Martial Arts 4+)

Essence 2:

  • Mysteries of the Solar Hero I: Iron Hand Training (Claws, 1), Iron Skin Training (Fur/Scales, 1), Larger than Life (Large: +1 Strength, +1 Stamina, +1 0 health level, 1)
  • Initiate of the Solar Hero: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Solar Hero II: Upgrade Iron Hand Training (Talons, +1) and Larger than Life (Huge: +2 Strength, +2 Stamina, +2 0 health levels, +1 -1 health level, +1); add Orichalcum Skin Training (+1 A/L/B Soak, +1 1)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.
  • Mysteries of the Solar Hero III: Upgrade Orichalcum Skin Training (+2 A/L/B Soak, +1); add Sun Always Rises Internalization (Inexhaustible, 2)

Sidereal Mastery

  • Challenge Fans the Flames
  • Solar Hero Form: +3 Valor channels, Emulates Smashfists of the Sun and Reinforced Mail of Resilience.

Smashfists of the Sun

Base is a pair of orichalcum fighting gauntlets.

  • Perfected: +1 Accuracy, +2 Damage, and +1 Rate (Class A)
  • Overwhelming 1 (Class A)
  • Aggravated damage against creatures of darkness (Class B)

Class Ax2, Class Bx1

Power 3, Usefulness 3, Plot Impact 2, Script Immunity 1

  • Punch: Speed 5, Accuracy +3, Damage +7B/2, Defense +3, Rate 4, Tags M, O
  • Clinch: Speed 6, Accuracy +2, Damage +5B/2, Defense -, Rate 1, Tags C, M, O, P

Mail of Resilience

Base is orichalcum lamellar.

  • Perfected: +1L/B Soak, subtract 1 each from fatigue and mobility penalties (Class A)
  • Subtract 1 from mobility penalty; with Perfected bonuses, no fatigue penalty (Class A)
  • +2 A/L/B Soak (Class A)
  • Hardness equal to half Soak (Class A)

Power 3 (Class Ax4), Usefulness 3, Plot Impact 2, Script Immunity 1

  • Soak 10A/10L/12 B; Hardness 6L/7B

Lunar Hero Style

Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Dexterity and Stamina preferred.
  • Lunar Hero Mastery: 1/day each +2d stunt enhancers: Claws of the Silver Moon, Frenzy of the Full Moon, Mercurial Dance of Luna, Moon-Beast Wrestles Chaos, Quicksilver Flow Maneuver

Enlightened Mortal Mastery (Martial Arts 4+)

Essence 2:

  • Mysteries of the Lunar Hero I: Animalistic Grasp (Claws, 1), Moonsilver Skin Training (Fur/Scales, 1), Larger than Life (Large: +1 Strength, +1 Stamina, +1 0 health level, 1)
  • Initiate of the Lunar Hero: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Lunar Hero II: Upgrade Animalistic Grasp (Talons, +1) and Larger than Life (Huge: +2 Strength, +2 Stamina, +2 0 health levels, +1 -1 health level, +1); add Outpacing Prey (Enhanced ground movement; +2 Dexterity for Move and Dash, +2 jumping distance)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.

Mysteries of the Lunar Hero III: Add Eyes of the Moon (Darksight, 1) and Scent of Blood (Analytical Scent, 2)

Sidereal Mastery

  • Challenge Fans the Flames
  • Lunar Hero Form: +3 Conviction channels, emulates the Claws of the Moon and the Ever-Shifting Gem.

Claws of the Moon

Base is a pair of moonsilver tiger claws.

  • Perfected: +1 Accuracy, +1 Damage, and +2 Defense (Class A)
  • Overwhelming 1 (Class A)
  • Aggravated damage against raksha (Class B)

Power 3 (Class Ax2, Class B), Usefulness 3, Plot Impact 2, Script Immunity 1

  • Speed 5, Accuracy +5, Damage +4L/2, Defense +4, Rate 3, Tags M, O, R

Ever-Shifting Gem

  • +2 Athletics (Class A)
  • Can shapeshift into a specific animal-normally reflective of the characters personality (or totem for a Lunar)- as a Lifeweaving effect: Base difficulty 8, six tick casting time (+2 difficulty), single target (+0 difficulty), duration (Essencex2) days or until dismissed (+3 difficulty), personal-only (-2 difficulty) with +15 successes on the roll (Class A)
  •  Can assume temporary mutations as a Lifeweaving effect: Six tick casting time (+2 difficulty), single target (+0D), induces temporary mutations (+5D), personal-only (-2 difficulty), with +20 successes-providing 12 points of mutations for two motes (Class B)

Power 3 (Class Ax2, Class Bx1), Usefulness 3, Plot Impact 2, Script Immunity 1

Throne Shadow Style

Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Dexterity and Perception preferred.
  • Throne Shadow Mastery: 1/day each +2d stunt enhancers: Choking the Assassin, Cutting Retort Hand, Elusive Stride of the Functionary, Guardian-of-the-Court Deflection, Silent Stare Technique

Enlightened Mortal Mastery (Martial Arts 4+)

Essence 2:

  • Mysteries of the Throne Shadow I: Heightened Awareness (Third Eye, 1), Social Training (Aura Reading, 2)
  • Initiate of the Throne Shadow: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Throne Shadow II: Add Keen Sight Training (Enhanced Sight, 1) and Nonvisual Perception Training (See the Invisible, 1); upgrade Heightened Awareness to Spirit Sight (Chakra Eye, +1)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)

Possible additional Excellencies.

Mysteries of the Throne Shadow III: Upgrade Heightened Awareness to Spirit Sight (Chakra Eye, +1); add Constant Movement (Spatial Awareness, 1) and Unparalleled Sight (Telescopic Vision, 1)

Sidereal Mastery

  • Challenge Fans the Flames
  • Throne Shadow Form: +3 Temperance channels, emulates the Vizier’s Torc:
  • +4 Awareness (Class B)
  • +4 Stealth (Class B)
  • Functions as a fighting chain (Class A)
  • Lion Mouse Strategem:
    • The wearer may subtract three dice from opposing rolls to determine his combat abilities three times per scene (Class A)
    • The wearer may add three dice to attempts to re-establish surprise three times per scene (Class A)
  • Lotus Eye Tactics: Automatically know the combat ability ratings (Archery, Martial Arts, Melee, Thrown, War, and, in modern settings, Firearms) of opponents at a glance (Class B)
  • Sifu’s Useful Fingers:
    • May grant +2 Martial Arts to a small group (Class B)
    • The wearer may grant the benefits of Throne Shadow Mastery and any Mysteries of the Throne Shadow Charms he has learned to people benefiting from the above ability for one mote per person (Class B)
  • Vizier’s Best Friends: Create poisons as an Art of Alchemy effect: Six tick casting time (+5 difficulty), no equipment (+2 difficulty), no ingredients (+6 difficulty) with +20 successes on the roll (Class C)
  • Welcoming the Uninvited Guest: Allows self and a small group of others to interact with dematerialized spirits as a Countermagic effect: Base difficulty 3, six-tick casting time (+2 difficulty), room-sized area (+1 difficulty), duration (Essence) minutes (+1 difficulty), physically strike spirits (+3 difficulty), with +15 successes on the roll (Class A)

Power 5 (Class Ax4, Class Bx4, Class Cx1), Usefulness 4, Plot Impact 2, Script Immunity 1

  • Strike: Speed 5, Accuracy -1, Damage +6B, Defense +2, Rate 2, Tags M, R
  • Clinch: Speed 6, Accuracy -1, Damage +4B, Defense -, Rate 1, Tags C, M, P,  R

Violet Bier of Sorrows Style

Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Strength and Dexterity preferred.
  • Violet Bier of Sorrows Mastery: 1/day each +2d stunt enhancers: Block the Unordained Blade, Cut the Doomed Thread, Dance of the Violet Bier, Evade the Unordained Blow, Lesser Touch of Saturn

Enlightened Mortal Mastery (Martial Arts 4+)

Essence 2:

  • Mysteries of the Violet Bier of Sorrows I: Combat Awareness Training (Spherical Perception, 1), Heightened Awareness (Third Eye, 1), and Sword Hand Training (Claws, 1)
  • Initiate of the Violet Bier of Sorrows: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Violet Bier of Sorrows II: Change Heightened Senses to Spirit Sight (Chakra Eye, +1); add Constant Movement (Spatial Awareness, 1) and Maneuverability Kata (Large movement-based variant; +1 Dexterity for ground movement, +1 Stamina, +1 0 health level, 1)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.
  • Mysteries of the Violet Bier of Sorrows III: Upgrade Sword Hand Training (Talons, +1); add Long Acquaintance with Spirits (Presence Sense/Spirits, 2)

Sidereal Mastery

  • Challenge Fans the Flames
  • Violet Bier of Sorrows Form: +3 Conviction channels, Emulates Snarl-Bane Amulet:

Blade of the Battle Maiden:

  • Functions as starmetal straight sword (Class B).
  • +4 Accuracy (Class B)
  • +2 Damage (Class A)\
  • +2 Defense (Class A)
  • Overwhelming 1 (Class A)
  • Perfected: +2 Accuracy, +1 Damage, +1 Rate (Class A)
  • Drains (Essence) motes per successful attack against spirits (Class B)

Conclusion-Pursuing Approach: Aggravated damage against entities outside of fate and creatures of darkness (Class Bx2)
Spirit Walking: Physically interact with dematerialized spirits as a Countermagic effect: Base difficulty 3, six-tick casting time (+2 difficulty), duration (Essencex2) days or until dismissed (+3 difficulty), physically strike spirits (+3 difficulty), personal-only (-2 difficulty) with +15 successes on the roll (Class A)

Power 4 (Class Ax6, Class Bx5), Usefulness 3, Plot Impact 2, Script Immunity 1

  • Speed 4, Accuracy +9, Damage 9L/2, Defense +3, Rate 3, Tags O

Terrestrial Hero Style

Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Strength and Dexterity preferred.
  • Terrestrial Hero Mastery: 1/day each +2d stunt enhancers: Glacier’s Inexorable Movement, Ocean Depths Hold, Trireme-Shattering Hand, Tsunami Throw, Undertow Sweep

Enlightened Mortal Mastery (Martial Arts 4+)

Essence 2:

  • Mysteries of the TerrestriaI Hero: Iron Grip (Claws, 1), Strength Training: (Large: +1 Strength, +1 Stamina, +1 0 health level, 1), Swimming Training (enhanced swimming, 1)
  • Initiate of the Terrestrial Hero: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Terrestrial Hero II: Upgrade Swimming Training (swim at normal ground speeds, 1); add Contortionist Training (Impossible Joints, 2)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.
  • Mysteries of the Terrestrial Hero III: Upgrade Strength Training (Huge: +2 Strength, +2 Stamina, +2 0 health levels, +1 -1 health level, +1); add Unconventional Grappling Methods (Prehensile Tail, 2)

Sidereal Mastery

  • Challenge Fans the Flames
  • Terrestrial Hero Form: +3 , emulates the Mail of the Sea and the Wavefists

Mail of the Sea

Base is black jade lamellar.

  • Perfected: +1L/B Soak, subtract 1 each from fatigue and mobility penalties (Class A)Subtract 1 from mobility penalty; with Perfected bonuses, no mobility penalty (Class A)
  • Provides an infinite supply of air (Class A)

Power 3 (Class Ax3), Usefulness 3, Plot Impact 2, Script Immunity 1

  • Soak 7A/7L/9B

Wavefists

Base is a pair of black jade fighting gauntlets.

  • +2 Defense (Class A)
  • Overwhelming 1 (Class A)
  • Perfected: +2 Damage, +1 Defense, and +1 Rate (Class A)

Power 3 (Class Ax3), Usefulness 3, Plot Impact 2, Script Immunity 1

  • Punch: Speed 5, Accuracy +3, Damage +10B/2, Defense +2, Rate 3, Tags M, O
  • Clinch: Speed 6, Accuracy +2, Damage +8B/2, Defense -, Rate 1, Tags C, M, O, P

Dark Messiah Style

Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Strength and Dexterity preferred.
  • Dark Messiah Mastery: 1/day each +2d stunt enhancers: Dead Man’s Grasp, Foe-Blinding Jab, Lashing Tempest Strike, Oblivion’s Terror Defense, Ravaging Blow

Enlightened Mortal Mastery (Martial Arts 4+)

Essence 2:

  • Mysteries of the Dark Messiah I: Iron Hand Training (Claws, 1), Iron Skin Training (Fur/Scales, 1), Larger than Death(Large: +1 Strength, +1 Stamina, +1 0 health level, 1)
  • Initiate of the Dark Messiah: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Dark Messiah II: Upgrade Iron Hand Training (Talons, +1) and Larger than Death (Huge: +2 Strength, +2 Stamina, +2 0 health levels, +1 -1 health level, +1); add Soulsteel Skin Training (+1 A/L/B Soak, +1)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.
  • Mysteries of the Dark Messiah III: Upgrade Soulsteel Skin Training (+2 A/L/B Soak, +1); add Oblivion’s Patience (Inexhaustible, 2)

Sidereal Mastery

  • Challenge Fans the Flames
  • Dark Messiah Form: +3 Conviction channels, emulates Oblivion’s Hands:

Base is a pair of soulsteel fighting gauntlets.

  • +4 Damage (Class B)
  • Perfected: +1 Accuracy, +2 Damage, +1 Rate (Class A)
  • Overwhelming 1 (Class A)
  • Subtract -4 from multiple action penalties when using this weapon (Class B)
  • Piercing (Class A)
  • Bone-Shattering Blow: May inflict Crippling effects, including amputations, on successful infliction of damage for three motes-one mote for mortal extras (Class B)
  • Dead Man’s Grasp: All attacks with this weapon inflict lethal damage (Class A)
  • Illustrative Overkill Technique: May cause terror in onlookers, as the Science of Shadow-Weaving: Six-tick casting time (+5 difficulty), duration (Essencex2 minutes) or until dismissed (+1 difficulty), house-sized area (+2 difficulty) with +20 successes on the casting roll. Stunts involving killing one’s opponent are encouraged here (Class C)
  • Void Avatar Prana: May punch things by channeling Oblivion, as the Art of Attack: Base difficulty 4, six-tick casting time (+2 difficulty); inflicts (Int/2)A with +20 successes on the casting roll (Class  B)

Power 5 (Class Ax4, Class Bx4, Class Cx1), Usefulness 3, Plot Impact 2, Script Immunity 1

  • Strike: Speed 5, Accuracy +3, Damage +11L/2, Defense +2, Rate 2, Tags M, O, P
  • Clinch: Speed 6, Accuracy +2, Damage +9L/2, Defense -, Rate 1, Tags C, M, O,P

Infernal Monster Style

Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Strength and Stamina preferred.
  • Infernal Monster Mastery: 1/day each +2d stunt enhancers: Brass Chest Deflection, Fist of the Old Ones, Mauling Bite, Skycracker Throw, Vitriolic Lunge

Enlightened Mortal Mastery (Martial Arts 4+)

Essence 2:

  • Mysteries of the Infernal Monster I: Iron Hand Training (Claws, 1), Iron Skin Training (Fur/Scales, 1), Larger than Creation (Large: +1 Strength, +1 Stamina, +1 0 health level, 1)
  • Initiate of the Infernal Monster: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Infernal Monster II: Upgrade Iron Hand Training (Talons, +1) and Larger than Creation (Huge: +2 Strength, +2 Stamina, +2 0 health levels, +1 -1 health level, +1); add Inevitable Pursuit (Enhanced Ground Movement: +2 Dex to calculate ground Move and Dash, +2 to jumping distance, 1

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.
  • Mysteries of the Infernal Monster III: Upgrade Inevitable Pursuit (Enhanced Ground Movement: +4 Dex to calculate ground Move and Dash, +4 to jumping distance, +1); add Pursuit Never Ends (Inexhaustible, 2)

Sidereal Mastery

  • Challenge Fans the Flames
  • Infernal Monster Form: +3 Valor, emulates One Hand Fury.

Base is a pair of tainted orichalcum fighting gauntlets.

  • Perfected: +1 Accuracy, +2 Damage, +1 Rate (Class A)
  • Overwhelming 1 (Class A)
  • Piercing (Class A)
  • -1 Speed for all attacks with this weapon, to a minimum of Speed 3 (Class A)
  • Subtract -4 from multiple action penalties when using this weapon (Class B)
  • Fury of the Infernal Monster: All attacks with this weapon inflict lethal damage (Class A)
  • Hero-Sundering Hands: May inflict Crippling effects, including amputations, on successful infliction of damage for three motes-one mote for mortal extras (Class B)
  • Raging Behemoth Charge: Double ground movement (Class B)
  • World-Breaker Grip: If the target of a grapple is light enough for the character to drag around, maintaining the grapple no longer requires effort; the character may do other things while grappling that opponent (Class B)
  • The wearer is outside of fate (Class A)
  • +4 Strength (Class C)

Power 5 (Class Ax6, Class Bx4, Class Cx1), Usefulness 3, Plot Impact 2, Script Immunity 1

  • Strike: Speed 4, Accuracy +3, Damage +7L/2, Defense +3, Rate 1, Tags M, O, P
  • Clinch: Speed 5, Accuracy +2, Damage +5L/2, Defense -, Rate 1, Tags C, M, O,P

Condensed Martial Arts: The Five Dragon Styles

To go with Thoth’s Condensed Martial Arts, here are the Five Dragon Styles written up using it. A strict conversion was not possible. Fortunately, using Unconquered (Ability) Perfection allows the emulation of most “canon” effects-and they all came out nicely different.

One interesting quirk of the condensed system is that it further reinforces Sidereals learning one of these styles to pass unnoticed among Terrestrials. Beyond the canon explanation of “my martial arts mastery changed my anima and made it safer for the environment,” the elemental effects each form supplies provide mechanical cover. As long as an incognito Sidereal sticks to Excellencies, few in the Realm would question her nature.

Air Dragon Style
Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2):

  • High Strength and Dexterity preferred.
  • Air Dragon Mastery: 1/day each +2d stunt enhancers: Buffeting Sting Strike, Glide of the Air Dragon, Hurricane Fist, Leap of Mela, Wind Carries to Refuge

Enlightened Mortal Mastery (Martial Arts 4+)

Essence 2:

  • Mysteries of the Air Dragon I: Acrobatic Training (no need to roll for ordinary actions while climbing and swinging, 1), Blindfighting Training (Darkvision, 1), and Maneuverability Training (Enhanced Ground Movement: +2 Dex to calculate ground Move and Dash, +2 to jumping distance, 1)
  • Initiate of the Air Dragon: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Air Dragon II: Upgrade Acrobatic Training (climb and swing at normal ground movement speeds, +1); add Breakfall Training (Halve falling damage, 1) and Heightened Awareness (Third Eye, 1)

Divine and Godblooded Mastery

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.
  • Mysteries of the Air Dragon III: Upgrade Breakfall Training (Immune to falling damage, +1) and change Heightened Awareness to Spirit Sight (Chakra Eye, +1); add Constant Movement (Spatial Awareness, 1)

Sidereal Mastery

  • Challenge Fans the Flames
  • Air Dragon Form: +3 Temperance channels, emulates the Tear of Mela:

The Tear of Mela, and the other Tears of the Five Dragons, have never actually existed. They are mental constructs that the Sidereals used to construct the styles. Were an artificer-most likely a curious Dragon-Blooded-to construct one, Self-Powered would be optional and increase Power to 7 (Class B). I like to imagine these items as many-faceted Hearthstone-sized jewels with colors appropriate to the element.

Incarnation of the Air Dragon:

  • Dissolve into air and pass through matter as a Travel effect: Six-tick casting time (+2 difficulty), teleport (Essencex10) feet (+8 difficulty), with +15 successes on the roll (Class B)
  • Double ground movement (Class B)
  • Create mist in the local area as a Weather-Working effect: Six-tick casting time (+5 difficulty), duration (Essencex2) Days (+3 difficulty), Town-sized area (+5 difficulty) with +20 successes on the roll (Class C)
  • Exhale a blast of cold over an area as an Alchemy effect, coating everything within it with ice: Transmutation ([Stamina+Resistance] lbs of air to ice), Six-tick casting time (+5 difficulty), no equipment (+2 difficulty), no ingredients (+1 difficulty), with +20 successes on the roll (Class C)
  • Touch everything within (Essencex10) yards: blindsense penetrating any nondetection effects vulnerable to touch (Class B)
  • Graceful Crane Stance (Class A)

Spirit Walking: Physically interact with dematerialized spirits as a Countermagic effect: Six-tick casting time (+2 difficulty), duration (Essence) minutes (+1 difficulty), physically strike spirits (+3 difficulty), personal-only (-2 difficulty) with +15 successes on the roll (Class A)
Class Ax2, Class Bx3, Class Cx2; Power 5, Usefulness 4, Plot Impact 2, Script Immunity 1

Earth Dragon Style
Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Strength and Stamina preferred; favored weapon.
  • Earth Dragon Mastery: 1/day each +2d stunt enhancers: Avalanche Fist, Earthshaker Stomp, Mountain Block, Pasiap’s Grip, Stability of the Earth Dragon

Enlightened Mortal Mastery (Martial Arts 4+)
Essence 2:

  • Mysteries of the Earth Dragon I: Hardening Kata (Large: +1 Strength, +1 Stamina, +1 0 health level, 1), Iron Fist Training (Claws, 1), Iron Skin Training (+1A/1L/1B Armor and +1 Resistance against environmental damage, 1),
  • Initiate of the Earth Dragon: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Earth Dragon II: Upgrade Hardening Kata (Huge: +2 Strength, +2 Stamina, +2 0 health levels, +1 -1 health level, +1) and Iron Skin Training (+2A/2L/2B Armor and +2 Resistance against environmental damage, +1); add Heightened Awareness (Third Eye, 1)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.
  • Mysteries of the Earth Dragon III: Change Heightened Awareness to Spirit Sight (Chakra Eye, +1); add Earth-and-Body Understanding (Inexhaustible, 2)

Sidereal Mastery

  • Challenge Fans the Flames
  • Earth Dragon Form: +3 Temperance channels, emulates the Tear of Pasiap:

Incarnation of the Earth Dragon:

  • Functions as any primarily-metallic weapon of Cost 2 or less as desired (Class C)
  • Tremorsense; sense anything contacting the ground within (Essencex10) yards (Class B)
  • Protected by a field of force as the Telekinesis effect (+6 L/B Soak, +6 L/B Hardness, -6 to ping damage): Six-tick casting time (+5 difficulty), duration (Essencex2) days or until dismissed (+3 difficulty), personal-only (-2 difficulty) with +15 successes (Class B)
  • +4 A/L/B Soak (Class B)
  • Counts as a reinforced buff jacket with no armor penalties (+9L/12B soak, Damage Cap 5), (Class Bx2) and Hardness equal to half soak (5L/6B hardness) (Class A).

Spirit Walking: Physically interact with dematerialized spirits as a Countermagic effect: Six-tick casting time (+2 difficulty), duration (Essencex2) days or until dismissed (+3 difficulty), physically strike spirits (+3 difficulty), personal-only (-2 difficulty) with +15 successes on the roll (Class A)
Class Ax4, Class Bx5, Class Cx1; Power 5, Usefulness 4, Plot Impact 2, Script Immunity 1

Fire Dragon Style
Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Strength and Dexterity preferred.
  • Fire Dragon Mastery: 1/day each +2d stunt enhancers: Flame Evades the Water, Flying Dragon Kick, Fire Sears the Underbrush, Frenzy of the Fire Dragon, Leap of Hesiesh

Enlightened Mortal Mastery (Martial Arts 4+)
Essence 2:

  • Mysteries of the Fire Dragon I: Enduring Flame (heal as if resting at all times, 1), Maneuverability Kata (Large movement-based variant; +1 Dexterity for ground movement, +1 Stamina, +1 0 health level, 1), and Running Training (Enhanced ground movement; +2 Dexterity for Move and Dash, +2 jumping distance, 1)
  • Initiate of the Fire Dragon: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Fire Dragon II: Upgrade Maneuverability Kata (Huge movement-based variant; +2 Dexterity for ground movement, +2 Stamina, +2 0 health levels, +1 -1 health level, +1); add Heightened Awareness (Third Eye, 1) and Immolation Training (Fur, 1)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.
  • Mysteries of the Fire Dragon III: Upgrade Running Training (Enhanced ground movement; +4 Dexterity for Move and Dash, +4 jumping distance, +1); add Immolation Training II (+1 A/L/B Soak, 1); change Heightened Senses to Spirit Sight (Chakra Eye, +1)

Sidereal Mastery

  • Challenge Fans the Flames
  • Fire Dragon Form: +3 Valor channels, emulates the Tear of Hesiesh:

Incarnation of the Fire Dragon:

  • Breathe holy fire as an Attack effect: Six-tick casting time (+2 difficulty), Piercing (+3 difficulty), inflicts aggravated damage on creatures of darkness with a successful (Wits+Lore) roll (+3 difficulty) with +20 successes on the roll (Class B)
  • Douse fire as an Energetics effect: Six-tick casting time (+5 difficulty), Town-sized area (+5 difficulty) with +15 successes on the roll (Class B)
  • Double ground movement (Class B)
  • Immune to mundane extremes of heat and cold (Class A)
  • Metabolic enhancement; add Dexterity as a Lifeweave effect: Six-tick casting time (+2 difficulty), +3 Dexterity (+8 difficulty), duration (Essencex2) minutes or until dismissed, personal-only (-2D) with +20 successes, and double healing rate as a Healing effect: Base difficulty 3, six-tick casting time (+2 difficulty), duration (Essencex2) days or until dismissed (+3 difficulty), personal-only (-2D) with +20 successes, (Class Bx2)
  • Seal bleeding wounds with fire, effectively becoming immune to bleeding out (Class A)
  • Transmute metallic materials as an Alchemy effect: Six tick casting time (+5 difficulty), no equipment (+2 difficulty), no ingredients (+6 difficulty) with +20 successes on the roll with +20 successes (Class C)

Spirit Walking: Physically interact with dematerialized spirits as a Countermagic effect: Six-tick casting time (+2 difficulty), duration (Essencex2) days or until dismissed (+3 difficulty), physically strike spirits (+3 difficulty), personal-only (-2 difficulty) with +15 successes on the roll (Class A)
Class Ax2, Class Bx5, Class Cx1; Power 5, Usefulness 4, Plot Impact 2, Script Immunity 1

Water Dragon Style
Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Dexterity and Stamina preferred.
  • Water Dragon Mastery: 1/day each +2d stunt enhancers: Grasp of Danaa’d, Tsunami Hits the Shore, Palm of the Water Dragon, Water Evades the Dam

Enlightened Mortal Mastery (Martial Arts 4+)
Essence 2:

  • Mysteries of the Water Dragon I: Water Adaptation (Enhanced Swimming; +2 Dex to calculate swimming speed, +2 for diving, 1; Gills, 1), Water Training (enhanced swimming, 1)
  • Initiate of the Water Dragon: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Water Dragon II: Upgrade Water Training (swim at normal ground speeds, +1) and Water Adaptation (Enhanced Swimming; +4 Dex to calculate swimming speed, +4 for diving distance, +1); add Heightened Awareness (Third Eye, 1)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Possible additional Excellencies.
  • Mysteries of the Water Dragon III: Add Eyes of the Depths (Echolocation, 2); change Heightened Senses to Spirit Sight (Chakra Eye, +1)

Sidereal Mastery
Challenge Fans the Flames
Water Dragon Form: +3 Conviction channels, emulates the Tear of Danaa’d:

Incarnation of the Water Dragon:

  • Create mist in the local area as a Weather-Working effect: Six-tick casting time (+5 difficulty), duration (Essencex2) Minutes or until dismissed (+3 difficulty), Town-sized area (+5 difficulty) with +20 successes on the roll (Class B)
  • Summon a wave to surf upon for fast travel, as the Art of Travel: Six-tick casting time (+2 difficulty), reduce travel time by 90% (+8 difficulty), with +20 successes on the roll. On land, this is personal-only, but it can speed up ships at sea (Class B)
  • Create toxins as an Alchemy effect: Six tick casting time (+5 difficulty), no equipment (+2 difficulty), no ingredients (+6 difficulty) with +20 successes on the roll (Class C)
  • Immune to grappling and being tied up, identical to a Freedom Stone (Class C)
  • May move freely in and upon water, as the Water Aspect anima power (Class A)
  • Turn into water and penetrate surfaces through cracks as a Travel effect: Six-tick casting time (+2 difficulty), teleport (Essencex10) feet (+8 difficulty), personal-only (-2 difficulty) with +15 successes on the roll (Class B)

Spirit Walking: Physically interact with dematerialized spirits as a Countermagic effect: Six-tick casting time (+2 difficulty), duration (Essence) minutes (+1 difficulty), physically strike spirits (+3 difficulty), personal-only (-2 difficulty) with +15 successes on the roll (Class A)
Class Ax2, Class Bx3, Class Cx2; Power 5, Usefulness 4, Plot Impact 2, Script Immunity 1

Wood Dragon Style
Unenlightened Mortal Mastery (Martial Arts 3+, Essence 2)

  • High Dexterity and Stamina preferred.
  • Wood Dragon Mastery: 1/day each +2d stunt enhancers: Aim of Sextes Jylis, Distracting Pollen Allure, Eyes of the Wood Dragon, Willow Upon the Wind

Enlightened Mortal Mastery (Martial Arts 4+)
Essence 2:

  • Mysteries of the Wood Dragon I: Archer’s Sight Training (Telescopic Vision, 1), Nature Adaptation (Fur, 1), and Tree Maneuverability Training (Brachiation: climb and swing without having to roll for ordinary actions, 1)
  • Initiate of the Wood Dragon: Allows either (Essence-2) additional uses of martial maneuvers per day, or one bonus use of one martial maneuver per fight.

Essence 3:

  • Mysteries of the Wood Dragon II: Upgrade Tree Maneuverability Training (Brachiation: climb and swing at normal ground speeds, +1); add Heightened Awareness (Third Eye, 1) and Metabolic Awareness (heal as if resting at all times, 1)

Divine and Godblooded Mastery

  • At least one Excellency.
  • Unconquered (Ability) Perfection I (Channel a virtue and add +2 difficulty to add a thaumaturgical effect to your martial action)

Exalted Mastery

  • Unconquered (Ability) Perfection II (Terrestrial, Essence 3, channel a virtue and add +4 difficulty for a Terrestrial Circle equivalent stunt), III (Lunar and Sidereal, Essence 5, channel a virtue and add +7 difficulty for a Celestial Circle equivalent stunt), or IV (Solar, Essence 8, channel a virtue and add +10 difficulty for a Solar Circle equivalent stunt)
  • Mysteries of the Wood Dragon III: Add Metabolic Mastery (spend three motes or one Willpower for an hour’s worth of healing, 1) and Tree Mastery (enhanced climbing, 1), change Heightened Senses to Spirit Sight (Chakra Eye, +1)

Sidereal Mastery

  • Challenge Fans the Flames
  • Wood Dragon Form: +3 Temperance channels, emulates the Tear of Sextes Jylis:

Incarnation of the Wood Dragon:

  • Create toxins as an Alchemy effect: Six tick casting time (+5 difficulty), no equipment (+2 difficulty), no ingredients (+6 difficulty) with +20 successes on the roll (Class C)
  • Command mundane animals as a Compel effect: Six-tick casting time (+2 difficulty), single target (0 difficulty), duration (Essencex2) days or until dismissed (+3 difficulty) with +15 successes to the roll. The control difficulty is (Control Rating-2) (Class A).
  • Immune to Poison and Sickness effects (Class Ax2)
  • Can assume temporary mutations as a Lifeweaving effect: Six tick casting time (+2 difficulty), single target (+0D), induces temporary mutations (+5D), personal-only (-2 difficulty), with +20 successes-providing 12 points of mutations for two motes (Class B)
  • Regenerate one bashing health level of damage every third action (Class B)
  • Animate plants to attack opponents as a Telekinesis effect: Base effect difficulty 3 (move many small objects), six-tick casting time (+5 difficulty), Room-sized area (+1 difficulty), duration (Essencex2) hours or until dismissed (+2 difficulty) with +20 successes on the roll (Class C)

Spirit Walking: Physically interact with dematerialized spirits as a Countermagic effect: Six-tick casting time (+2 difficulty), duration (Essence) minutes (+1 difficulty), physically strike spirits (+3 difficulty), personal-only (-2 difficulty) with +15 successes on the roll (Class A)
Class Ax4, Class Bx2, Class Cx2; Power 5, Usefulness 4, Plot Impact 2, Script Immunity 1

Incarnation of the (Element) Dragon (Terrestrial Only)

Cost: 6m; Mins: Martial Arts 5, Essence 5; Type: Simple

Keywords: Elemental, Form-Type, Obvious

Duration: One scene or until another Form-Type Charm is activated

Prerequisite Charms: Mysteries of the (Element) Dragon, Unconquered Martial Arts Perfectionx2

The Sidereals knew what they were doing when they crafted the Five Dragon Styles, and Dragon-Blooded can approach the apex of supernatural martial arts when wielding them. There are five versions of this Charm, each of which provides the artifact-emulation effect of the appropriate Form-Charm, but not the additional Virtue channels. A Terrestrial must learn the Charm appropriate to her aspect first.

Simplified Primordial Excellencies

The Primordial Excellencies as listed in the Infernals book have a lot of italicized terms, and are not clear in places. Thus, I’ve created simplified versions for my own game. I’ve tried to capture what seems to be the core for each Primordial with official Charms. The text for these applies to all three versions of the Excellencies, just like the canon ones.

Malfeas: This Excellency’s bonuses always apply to actions that cause destruction or fearful respect, dancing, and forging. They never apply to subtle actions; additionally, the user must always increase the die pool by at least half its base value.

Theion: This Excellency’s bonuses always apply to forceful actions, forging, and actions that instill loyalty or servility to the user. They never apply to subtle actions.

Cecelyne: This Excellency’s bonuses always apply to actions intended to advance the user’s plans or social position, elevate the strong over the weak, and survive in wastelands (metaphorical and literal). They never apply to actions that elevate the weak over the strong or actions that do not advance the user’s established plans.

She Who Lives in Her Name: This Excellency’s bonuses always apply to actions that support or build a hierarchy, as well as any action based on precision or caution. They never apply to spontaneous actions or actions that foster chaos.

Adorjan: This Excellency’s bonuses always apply to movement, attempts to remove attachments, and stealthy actions. They never apply to attempts to make noise or attack from range.

Ebon Dragon: This Excellency’s bonuses always apply to inflicting mental distress, betrayal, and darkness (metaphorical and literal). They never apply to unselfish actions or melee attacks; additionally, the user may not increase the die pool by more than half its base value.

Kimbery: This Excellency’s bonuses always apply to attempts to drown (metaphorical and literal), create and wield toxins, survive in aquatic environments, and dissolve social bonds. They never apply to actions that cause immediate harm or withhold forgiveness.

Nocturnal Interstellar Travel II

Quantum Foam Skimmer
Cost: 1 wp; Mins: Stamina 4, Essence 4, Type: Simple
Keywords: Flux, Combo-OK
Duration: One voyage
Prerequisites: Rapid Transit Alteration
The Charm Mirror-Shattering Method defines the career of every post-Reshaping Sidereal: every Chosen of Journeys must learn it for the Bureau of Destiny to function, and those of other castes who don’t learn it befriend those who do. Its only drawback is slowness. This will not do for the Nocturnals. While they do enjoy traveling on the sea of Essence-foam, five days is far too long to respond to many interstellar emergencies-and such journeys leave their Sidereal partners with little free time. The most potent Empyrean Caste Barristers have come up with a solution.

Normally, Quantum Foam Skimmer just makes a voyage with Mirror-Shattering Method safer and easier. The Barrister may activate it whenever a Sidereal within (Permanent Essence) yards uses that Charm. She must then accompany that voyage. (Yes, this means that the Nocturnal may accompany a Sidereal using Mirror-Shattering Method without a vessel.) A force field of shadowy Essence surrounds the travelers, or the vessel if the voyage is using one. If there is no vessel, the force field serves as one, becoming flat-bottomed so the travelers can relax. In any case, travelers cannot voluntarily or involuntarily leave the force field. It prevents effects that target dematerialized beings from working unless the user’s  Essence exceeds the higher of the Sidereal or Nocturnal’s Essence. The travelers also have no need to eat, sleep, and drink during the journey.

If the Sidereal who activates Mirror-Shattering Method is the Barrister’s Companion, Quantum Foam Skimmer’s true power becomes apparent. Merely being the Nocturnal’s Companion allows the Sidereal to divide the journey’s time in hours (120) by the Nocturnal’s (Essence/2). Additionally, the two characters may add their combined Companion Background ratings, if any, to the Nocturnal’s Essence. This time reduction works only for trips in Creation or to and from Yu-Shan. Other realms of existence are not part of Fate’s weave, and beyond the Nocturnal’s ability to manipulate.

A second purchase of this Charm at Stamina 6 and Essence 6 adds the Sidereal Companion’s (Essence/2) to the divisor. It also allows the Nocturnal to divide another Sidereal’s Mirror-Shattering Method travel time by her (Essence/2).

This Charm can reduce the time required for a Mirror-Shattering Method voyage to eight hours, or twenty-four for non-Companion Sidereals. While that still doesn’t let Sidereals respond to threats immediately, it still greatly reduces their transit time between missions.

Tenders, Unwanted Gods of the Fourth and Fifth Ranks

Anyone who has been in Yu-Shan for more than a few weeks knows about deiphages: unemployed gods who’ve lost their sapience and hunger for Essence. Most are no more powerful than Celestial functionaries. Their ringleaders, however, are as intelligent and potent as any senior member of the Celestial Bureaucracy, their minds unaffected by whatever causes deiphagy. The Bronze Faction knows they can jump from body to body and have a grudge against Heaven’s order. There are very good reasons for these characteristics. These “greater deiphages” are a separate species from gods of the Bureaucracy. Indeed, they’re the prototypes for the other gods.

Greater deiphages prefer to be called Tenders. Before Charles Dexter Ward managed to communicate with their leaders, they knew that they had the Primordial-mandated duties of protecting Yu-Shan and maintaining the geomancy of what the Bureaucracy calls empty quarters and they call pure quarters. They knew they were older than the Bureaucracy. After Charles reestablished communication with the Jade Pleasure Dome, the Tenders learned the full truth.

Yu-Shan, the Low-Hanging Star, needed protectors while she and her devas slept and regulated the Essence flows of what would become Creation. Za’el Viskarma, Autochthon’s Smith of Heroic Souls, and her tenth soul Fayuandi, the Adamant Womb, created a hundred beings that would feed her through regular involuntary contributions of Essence. They linked these entities in male-female pairs. These were the Tenders. Yu-Shan herself customized fifteen of the Tenders to be Overseers of the entire species and awakened two afterwards. These became the Rank 1-A and Rank 1-BA Overseers, Arelis and Auros Sorrowhands. They served Yu-Shan until it was time to shape Creation, whereupon she quickly awakened the others. For whatever reason, the Low-Hanging Star told the Sorrowhands to keep her true identity secret from their subordinates. They kept this promise until very recently.

Those who know how Tenders lived before the Primordial War-information found in the Book of First Days-aren’t talking. The Tenders themselves say only that they were loyal to the Primordials and held the Exalted off so their beloved Mighty Ones could escape Yu-Shan. This was at great cost. Only sixty or so Tenders are alive today, and because of their losses and the suppressive geomancy imposed on Yu-Shan by the Celestial lions, they have been stuck in their emergency geomantic monitoring pods ever since, trying to keep things together. They despise the Incarnae’s “Occupation.” While they fought back,  their tactics did not bear fruit until the Usurpation and Balorian Crusade caused the mass emergence of deiphages,

The Bureau of Heaven and the Bronze Faction know these tactics all too well. Secure in their bunkers, Tenders remotely possess the bodies of powerful deiphages and use their abilities to grant sapience to other deiphages. They then attack inhabited quarters and reclaimed territories alike. Contrary to popular belief, feeding and killing are not these raids’ primary goals. Tenders would much rather frighten the inhabitants into fleeing elsewhere. Since the suppressive geomancy imposed upon Yu-Shan was dependent on its buildings and streets being inhabited, the residents’ absence allows Yu-Shan’s actual geomancy to remanifest. That this geomancy is baleful to gods not intended to handle being Yu-Shan’s life support system helps the Tenders spread it.

The Tenders have reclaimed seventy-one percent of Yu-Shan’s world-body simply by being patient and aiming raids strategically. Had Charles not intervened, they would have continued their slow reconquest. His support has given them hope of their own space. While they’re too pragmatic to trust that the Celestial Bureaucracy won’t try to attack them, they’ve waited a very long time to walk Yu-Shan’s streets again. Anything that can make that happen faster is good!

Description: All Tenders are tall, adamant-skinned beings with orichalcum eyes and sharp obsidian nails; Overseers have adamant “hair” and individualized features. They wear simple white trousers and tunics when in their pods. On the off chance one is forced out, it immediately dons its operator’s vestments and attempts to drive the intruders out. All but the Sorrowhands have titles rather than names: a number followed by a word. Western Tenders receive pairings of opposites, one per partnership. Northern Tenders are titled after gemstones, Southern ones after animals, and Eastern ones after plant materials. The few remaining Central Tenders’ titles are based on precious metals.

All Tenders are also forbidden gods, though for whatever reason, the Sun has not declared them creatures of darkness. This is a source of constant frustration for the Bronze Faction and other residents of Yu-Shan who know about them.

Sanctum: Hundreds of feet beneath Yu-Shan’s streets, there are gates to extradimensional pockets. Half these pockets sit between Celestial gates. They lead to the Tenders’ homes: geomantic monitoring stations transformed into heavily-warded bunkers. These boltholes are roughly equivalent in size to Third Rank gods’ residences. Overseers’ bunkers are equivalent to Fourth Rank gods’ residences. Hordes of lesser deiphages often haunt the passages surrounding them, protecting . The Bronze Faction has actually cleared some bunkers out, but it cannot hope to take, much less hold, all of them.

The below statistics represent ordinary Tenders: those with a number greater than 14. The Sorrowhands both have Essence 9. Their subordinate Overseers have Essence 7 to 8, depending on how badly their directions were hit during the Primordial War; what is now the Fulgent Administrative District was the hardest hit and its Overseer pair was weakened to near-madness.

Motivation: To protect Yu-Shan from harm, with all that emphasis entails. Yes, this is identical to the average celestial lion’s Motivation; the difference is in which parts of the Celestial City they protect.

Intimacies: Yu-Shan (Loving Reverence), Primordials (Awe), Supervising Overseer (Loyalty), Sidereal Exalted (Disappointment or Bitter Hatred), Solar and Lunar Exalted (Terror), Celestial Bureaucracy (Cold Hatred), Celestial Incarnae (Grudging Respect), Lesser Deiphages (Mingled Pity and Annoyance)

Attributes                                                                                                     

Physical*: Strength 8, Dexterity 8, Stamina 7

Social: Charisma 4, Manipulation 4, Appearance 4

Mental: Perception 7, Intelligence 7, Wits 7

* All +1 from deiphagy.

Virtues

Compassion 3, Conviction 5, Temperance 3, Valor 4

Abilities

Athletics 3, Awareness 4, Bureaucracy 3, Craft 7 (Free Specialty: Earth), Dodge 3, Integrity 4, Investigation 3, Lore 7, Martial Arts 6, Occult 7, Performance 6, Presence 3, Resistance 4, Socialize 3, Stealth 4, War 4

Backgrounds

Artifact 3

A Tender’s panoply always includes the following items:

Operator’s Vestments (Artifact ****)
When Za’el Viskarma and Fayuandi began constructing the Tenders, both of them agreed that the new gods needed additional protection. The dangers of the Wyld were many. Thus, Za’el forged utility clothing for each of them alongside their spirits.

An operator’s vestments always look the same: coveralls, a hooded jacket, and split toed boots of darkened adamant and a hard hat made of jade matching the appropriate direction in Creation. The Tender’s number is carved onto the back of the jacket and coveralls. Both have pockets for tools. Overseers’ vestments are identical to their subordinates’ protective garments; in most situations, their lower numbers suffice as indicators of rank.

Hardened Safety Clothing: This item’s base is exceptional superheavy plate (+12L/12B,  Mobility -3, Fatigue 2) with the following modifiers.

  • Adamantine Dominance: Despite its hybrid construction, this item grants adamant’s Magical Material bonus: +3L Soak and -1 to the Mobility penalty (Class A)
  • Skin of Bronze: -2 to the Mobility penalty (Class B)
  • Skin of Iron: -2 to the Fatigue penalty (Class B)
  • Hardness equal to half its soak (Class A)

Hard Hat:

  • The wearer has secure access to Yu-Shan’s entertainment and communication services, but only in the pure quarters (Class A)
  • The wearer has secure access to all geomantic monitoring stations in the pure quarters (Class A)

Hooded Jacket and Coveralls:

  • Any Crippling, Desecration, Shaping, Sickness, or Poison effect which an attack or flurry would normally inflict may be converted to the loss of two motes – even if it would normally take effect more than once due to a flurry or involves more than one of those keywords (Class B)
  • The wearer is immune to general environmental damage, but not directed effects. This ability serves mostly as backup for a Tender that has broken its Destiny Sponsorship’s terms (Class B)
  • The wearer can carry up to 100 lbs of gear in these items’ pockets (Class B)
  • At the wearer’s command, the numbers embroidered on these items glow, serving as light sources (Class A)
  • The wearer blends perfectly into adamant as desired, adding +3 to Stealth against it or a similarly colored background (Class A)

Split-Toed Boots:

  • Double ground movement speed (Class B)
  • The wearer can fly at its base Move and Dash speeds (Class B)

Components: Adamant, ambrosia and the appropriate color of jade (-5)
Power 8 (Class Ax7, Class Bx6), Usefulness 4, Plot Impact 2, Script Immunity 1
Total: 15 (-5 to create)/4. This item is Rank 4 to purchase, but only Rank 3 to create.

Operator’s vestments have the following statistics: +15L/12B, 8L/6B Hardness, Mobility -0, Fatigue 0. They do not count as armor for martial arts, cap incoming damage at three levels, and grant their wearers two purchases of Ox-Body Technique.

Implements of Geomantic Stimulation
Tenders, and most other greater deiphages, carry a small pouch resembling a mortal acupuncturist’s kit. It shames those made by humans. The adamant needles are inhumanly fine and the ambrosial moxa sticks burn with perfect evenness and musk. This superb medical kit also includes tools ordinarily used in geomantic surveys. Their presence indicates the kit’s true purpose: tinkering with Yu-Shan’s geomancy.

Acupuncture: An attuned user may substitute Occult for Medicine when caring for a living being (Class A)
Diagnostic Tools:

  • +2 Craft, Lore, and Occult (Class Bx3)
  • -2 TN to Occult rolls involving Yu-Shan’s geomancy (Class A)

Components: Ambrosia and adamant (-4)
Power 4 (Class Ax2, Class Bx3), Usefulness 3, Plot Impact 3, Script Immunity 1
Total: 11 (-4 to create)/4 = 3. This item is Rank 3 to purchase, but only Rank 2 to  create.

All Tenders also have at least a two-dot artifact associated with their secondary domain. Overseers have an additional dot of Artifact to represent their more powerful secondary domain items, and the Rank 1 Overseers each have Artifact 5 to represent their powerful Sorrowhands.

Merits and Flaws

Artificer (2), Bio-luminescence (1), Claws (1), Skin Color/Adamant (1)

Permanent Essence: 6

Essence Pool: 110

Willpower: 10

Excellencies

1st-Craft, Martial Arts, Occult

2nd-Craft, Occult

3rd-Craft, Occult

Divine Ability Subordination-Craft, Martial Arts and Occult, used in preservation of the pure quarters

Charms

Amethyst Awareness

Bread of Weak Spirit-All-Encompassing

Call-Other deiphages

Chrysalis of Preservation-Lesser deiphages

Control-Lesser deiphages

Creation of Perfection-Shaping the pure quarters’ geomancy

Destiny Sponsorship-Safe in the pure quarters of a specific region of Yu-Shan

-Do not reveal the nature of your link to Yu-Shan.

-Grant hospitality to any unknown Primordial that enters Yu-Shan.

-Keep an empty dreamstone on your person at all times.

-Do not cross spilled wine or scattered peach seeds.

-Dance in honor of Yu-Shan at dawn every day.

-Make no alterations to Yu-Shan that you cannot repair.

Divine Decree-Pure quarters in a specific region of Yu-Shan

Dreamscape-Against targets in the pure quarters

Endowment-Grants only Control and Swaying the Famished Occupiers

Geas-Defend the pure quarters against tampering

Hand of Destiny-Protecting the pure quarters

Hurry Home-Pure quarters in a specific region of Yu-Shan

Intrusion-Sensing Method-Pure quarters in a specific region of Yu-Shan

Materialize (80m)

Meat of Broken Flesh-All-Encompassing

Measure the Wind

Melodious Diagnostic Report-Pure quarters in a specific region of Yu-Shan

Principle of Motion

Regalia of Divine Authority-Individuals tampering with Yu-Shan’s geomancy

Sense Domain-Pure quarters in a specific region of Yu-Shan

Symbol of Invincible Authority-Lesser deiphages

Touch of Saturn-All-Encompassing

 

New Spirit Charm

Control (Temperance)

Cost: 12m, 1wp; Mins: Essence 2

Type: Simple

Keywords: Obvious, Touch

Duration: One scene

This Charm functions as Possession, but the spirit using it does not need to be immaterial. Instead, it enters a spiritual trance and dominates its target’s mind. Its original body is Inactive while the Charm is in effect, and must be hidden or protected. On the other hand, it works in Yu-Shan and on other spirits.

Actually using this Charm in Yu-Shan is illegal without very good reason and prior approval. (Not that it ever stops gods from trying . . .) Control is most common among ancient gods, forbidden gods, and, of course, greater deiphages. Tenders originally used it to march interloping gods out of Yu-Shan; not even the White Ram could be everywhere at once.

Swaying the Famished Occupiers (Temperance)

Cost: 18m, 1wp; Mins: Essence 6

Type: Simple

Keywords: Combo-OK, Obvious, Social, War

Duration: Instant

This Charm is why the Bronze Faction calls deiphages the Maddened Bureau. Granted to the remaining Tenders by  She Who Lives in Her Name, who appreciated their dedication to their modest hierarchy, it allows Yu-Shan’s custodians to add non-Tenders to that hierarchy.

Swaying the Famished Occupier affects up to Magnitude [(Permanent Essence/2)+1] lesser deiphages, who must be able to hear the god. Individuals have different methods of gathering audiences. Actual Tenders  keep hordes in subterranean pits, with talismanic collars to keep them from feeding on each other. Recruited allies gather their lessers as a shepherd does sheep. Regardless, the use of this Charm is simple: the greater deiphage makes a (usually Performance-based) social attack. This attack must include the project it wants to enact, and is unnatural mental influence with a base cost of 4 Willpower to resist. Considering most lesser deiphages realize when there is an opportunity to consume Essence, and most greater deiphages tailor their orders to their needs, resistance is rare.

For the next (Temperance) days, or until the project is complete-whichever comes first-affected lesser deiphages gain sapience as a unit. Members of the unit gain a Motivation appropriate to the project. This Motivation becomes the unit’s Policy in mass social combat. Members of the unit also regain their full Social and Mental Attributes and Abilities, usable only in pursuit of the project’s goal. Groups of war deiphages affected by this Charm make excellent siege forces. Its only drawback is that the greater deiphage must lead the unit. Fortunately for it, controlling a lesser deiphage’s body suffices.

Knowing this Charm prevents deiphagy from damaging the wielder’s psyche. That information doesn’t matter for Tenders, but if they endow it upon a deiphagic god with Permanent Essence 6+, that god regains its sapience for good.

 

Panoply Abilities

Invoking the Low-Hanging Star’s Vengeance: Tenders have considerable control over Yu-Shan’s geomancy, at least in the pure quarters, and can wield it against their enemies. None have dared to do so since the Incarnae’s occupation. This is a good thing, both for the Tenders and Yu-Shan.

Invoking the destructive qualities of Yu-Shan’s geomancy is a Speed 6, DV -2 Simple action costing 20 motes and 1 Willpower. The Tender must be physically present at the geomantic center of a demesne or Manse located in the empty quarters; a controlled body will not suffice. Additionally, the Tender must be attuned to the site. After a brief prayer of apology to Yu-Shan, the Tender strikes the geomantic site’s center. This action causes incredibly rapid Essence buildup, detonating the site within the next hour. The Tender adds (Permanent Essence) to all Essence calculations. It doesn’t control whether further explosions or Power Failure occurs; that’s up to Yu-Shan.

Additionally, the geomantic site’s dominant aspect influences the blast’s nature. Solar, Lunar, and Sidereal sites add the Holy keyword. Elemental sites inflict an additional +(site’s rating)A damage and add the Elemental keyword. Tenders know what enhancements sites associated with Primordials would grant; that’s part of their nature. None have ever spoken about it outside their ranks.

In his anger at having to evacuate Yu-Shan, Theion enhanced Invoking the Low-Hanging Star’s Vengeance. By spending an additional 20 motes and suffering a lethal health level, the Tender may further hasten geomantic buildup. The explosion occurs at the end of its action.

Oath of the Adamant Womb: The Tenders will not be stymied in their Essence gathering. When targeted by an effect made to resist or cure deiphagy, a Tender may spend one mote as a Reflexive action to make it, and any additional related effects, Obvious for the rest of the scene. Then it may spend motes to counter the effect. Countering thaumaturgic effects costs 5 motes. Emerald Circle spells cost 10 motes, while Sapphire Circle spells require 20 motes. Charms that cure or resist deiphagy need twice their mote cost in motes to counter. If the effect has a duration longer than “Instant,” the Operator is protected for (Permanent Essence) actions. It may extend this protection to lesser deiphages within (Permanent Essence) yards for an additional 5 motes per use.

This ability has a special cost if the Tender is out of motes. By suffering a lethal health level of damage, it can use any one of the effects listed above. Tenders have used this special function to commit suicide when captured.

Combat

Join Battle: 11

Dodge DV: 10

Soak: 23A/26L/27B (Insulating Robes, +8L/8B, Operator’s Vestments, +15L/12B). With Destiny Sponsorship active, 23A/36L/37B.

Hardness: 7L/6B

Health Levels: 0/-1/-1/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/I/Dyingx7

Attacks:

Claws: Speed 4, Accuracy 15, Damage 11L, Defense 16 (Parry DV 8), Rate 3

Clinch: Speed 6, Accuracy 15, Damage 11B, Defense nil, Rate 1, Tags C, M, N, P

Social Combat

Join Debate: 11

Dodge MDV: 10