Titanic Glory of Gaia
Solar Circle Sorcery
Keywords: Physical, Mental, and Spiritual Shaping
Cost: 60m
Target: Caster
This spell is one of the last to have been entered into the Book of Three Circles, penned by a Solar Circle Sorcerer who sought to bolster the affections of his Lunar mate to their utmost zenith by taking on the Essence, aspect, and spiritual mantle of the Emerald Mother herself. The marginalia of the Book of Three Circles itself lists no small controversy over the spell's creation and inclusion, with the strongest objections being levied against certain modular notation used in the spell that suggest it's possible adaptation to channel different titanic powers. Traces of a poor attempt to over-write the spell can still be seen under the effects of Essence sight, where it was given the name Mother and Empress Assumption. The marginalia notes this attempt as conducted by the spell's largest opponent, the sorceress Aesha.
This spell is a deliberate exception to normal Shape Sorcery rules--prospective casters must declare their intent to cast this spell during their first Shape Sorcery action and cannot change this decision without aborting the entire shaping process. In exchange, this spell's shaping bears unique powers in and of itself. During each Shape Sorcery action taken to cast this spell, the sorcerer channels ever-increasing amounts of Gaian Essence that projects a field equal in strength and size to Creation-Repelling Prana. Each action, the sorcerer's player receives (Essence + Occult) dice which may be reflexively awarded to any action taken inside that radius by a creature born of Creation. These bonus dice count as dice from Charms, and manifest as a helpful burst of Essence.
Once cast, the sorcerer is engulfed in a fleeting chrysalis of Primordial power eerily similar to the Chrysalis Grotesque. They emerge an instant later, their physical appearance changed as their body transforms to better utilize their alien Essence. Their Attributes become equal to the values given below for an Avatar of Gaia unless their natural Attributes are superior--with the exception of Manipulation, which may be lowered by this spell. They still project a field of Creation-aspected Essence as they did during the Shaping process, and still gain dice to distribute each action.
The sorcerer is terrifying and beautiful to behold, and any creature born of Creation is cowed by a sense of overpowering love. If their MDV does not exceed the caster's (Compassion + Occult + Essence), they must spend a single point of Willpower to take any hostile action against the caster. It curious to note that this mental influence is unblockable to Lunar Exalted; they cannot so casually deny the majesty of everything that their patron finds to be worthy and lovely.
Anytime a demon, raksha, ghost, or other creature born outside the bounds of Creation dies within the sorcerer's presence, they may reflexively spend five motes to transform the creature's spiritual matter into an Essence 1 mortal as a Shaping effect. The mortal retains their former memories, but their Attributes and Abilities are diminished as befits a mortal frame.
Channeling so much power into a mortal frame has other difficulties. Once cast, the sorcerer crafts an Urge fitting to Gaia's thematics of love, life, protection with the approval of his storyteller. Any action that works contrary to that Urge requires the expenditure of a point of Willpower; any action that is unrelated to that Urge requires the expenditure of a single mote of Essence. Ending this spell is a miscellaneous action that always works contrary to that Urge.
Avatar of Gaia
Strength 12, Dexterity 8, Stamina 15, Charisma 10, Manipulation 1, Appearance 10, Perception 8, Intelligence 8, Wits 10
Titanic Glory of Autocthon
Solar Circle Sorcery
Keywords: Physical, Mental, and Spiritual Shaping
Cost: 60m
Target: Caster
Sometimes, objection is nothing more than a smokescreen for ambition. This spell, also called Brass and Shadow Ascension, was never made public in the Solar Deliberative and never entered into the Book of Three Circles. The only record of its existence was kept by its creator, and to this day the only record of the sorceress Aesha's final spell is still secreted away in some dank corner of Lotus-that-Was.
Like the spell it was based on, this spell is a deliberate exception to normal Shape Sorcery rules--prospective casters must declare their intent to cast this spell during their first Shape Sorcery action and cannot change this decision without aborting the entire shaping process. In exchange, this spell's shaping bears unique powers in and of itself. During each Shape Sorcery action taken to cast this spell, the sorcerer channels the dark cunning of Autocthonian Essence. This Essence manifests as a field equal to (Essence) yards in radius. Within this field, all beings are brought into the Design of Autocthon as an Axiomatic Shaping effect; against Creatures of the Void, this field constitutes an environmental hazard that deals (Craft)L/action and has a trauma of (Essence).
Once cast, the sorcerer is engulfed in a fleeting chrysalis of Primordial power eerily similar to the Chrysalis Grotesque. They emerge an instant later, their physical appearance changed as their body transforms to better utilize their alien Essence. Their Attributes become equal to the values given below for an Avatar of Autocthon unless their natural Attributes are superior--with the exception of their Stamina, which may be reduced through this spell.
Empowered by the might of the Great Maker himself, the caster becomes sovereign over all mechanisms. They may reflexively spend three motes to strip an attack from any bonuses granted by artifacts--this completely negates entirely artifact-based attacks such as a blast from a Concussive Essence Cannon. For the duration of this magic, the sorceress may instantly force full attunement to any unattuned artifact as a reflexive, diceless action and incurs no special expense for attuning to other magical materials.
Channeling so much power into a mortal frame has other difficulties. Once cast, the sorcerer crafts an Urge fitting to Autocthon's thematics of artifice, revenge, and invention with the approval of his storyteller. Any action that works contrary to that Urge requires the expenditure of a point of Willpower; any action that is unrelated to that Urge requires the expenditure of a single mote of Essence. Ending this spell is a miscellaneous action that always works contrary to that Urge.
Avatar of Autocthon
Strength 8, Dexterity 10, Stamina 1, Charisma 8, Manipulation 8, Appearance 7, Perception 12, Intelligence 16, Wits 12
Saturday, June 19, 2010
Sunday, June 13, 2010
The Titan Ascending, Part I
Sorcerous Enlightenment of Ivory Eyes
Cost: --; Min: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Ivory Eyes Excellency
Sorcerers initiated in the magic of Ivory Eyes learn that enlightenment is power, and with that power comes the duty to spread enlightenment. Whenever they cast a spell that would target themselves, they may instead touch another and make them the target of the spell, though all calculations based on Attributes, Essence, and other traits depend on the sorcerer's ratings. It is a curious side-effecting of this beneficence that the target may later learn the spell that affected them, using their own experience with the enchantment as a tutor. In return, a sorcerer initiated through the enlightenment of Ivory Eyes...
Empathy Crosses Creation
Cost: --(+WP, Compassion); Min: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment of Ivory Eyes
Ivory Eyes was once mortal, and so she understands that the bindings of affection and esteem can join mortals in ways more complex than even the most intricate geomancy. Whenever the sorcerer casts a spell that benefits from the enhancement the Sorcerous Enlightenment of Ivory Eyes, she may spend a Compassion channel to strengthen a mutual Intimacy with her target into an Arcane Link. The target and the sorcerer must each have an Intimacy for each other, or for a group that they represent. While the context of these Intimacies do not need to be identical, they must be compatible--love and hate cannot form the indelible connection this magic requires. This can replace any one Arcane Link the spell would normally require, and it also allows the spell to work without a touch. For a single point of Willpower, the spell may target a being in the same realm of existence. For two, the spell can pierce any distance short of the Seal of Eight Divinities.
Hallowed Promise Aegis
Cost: 5m, 1wp; Min: Essence 3; Type: Supplemental
Keywords: None
Duration: Up to (Essence) actions
Prerequisite Charms: Sorcerous Enlightenment of Ivory Eyes
Ivory Eyes promised the people of Lotus that she would be their bulwark against the darkest magic that could be brought against them. This charm supplements a Defend Other action taken by the sorcerer, eliminating the action's DV penalty. The ward protected by this Charm shimmers with incandescent light, a pale aurora similar to Ivory's own. Until the user fails to take a Defend Other action on the target's behalf or the Charm's duration elapses, they are protected as if through the personal protection effect of Emerald Circle Countermagic.
A second purchase at Essence 4+ allows the user to spend an extra four motes to grant protection equal to Sapphire Circle Countermagic. A third purchase at Essence 5+ allows the user to spend an additional six motes (for a total of 15m, 1wp) to grant protection equal to Adamant Circle Countermagic.
Cost: --; Min: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Ivory Eyes Excellency
Sorcerers initiated in the magic of Ivory Eyes learn that enlightenment is power, and with that power comes the duty to spread enlightenment. Whenever they cast a spell that would target themselves, they may instead touch another and make them the target of the spell, though all calculations based on Attributes, Essence, and other traits depend on the sorcerer's ratings. It is a curious side-effecting of this beneficence that the target may later learn the spell that affected them, using their own experience with the enchantment as a tutor. In return, a sorcerer initiated through the enlightenment of Ivory Eyes...
Empathy Crosses Creation
Cost: --(+WP, Compassion); Min: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment of Ivory Eyes
Ivory Eyes was once mortal, and so she understands that the bindings of affection and esteem can join mortals in ways more complex than even the most intricate geomancy. Whenever the sorcerer casts a spell that benefits from the enhancement the Sorcerous Enlightenment of Ivory Eyes, she may spend a Compassion channel to strengthen a mutual Intimacy with her target into an Arcane Link. The target and the sorcerer must each have an Intimacy for each other, or for a group that they represent. While the context of these Intimacies do not need to be identical, they must be compatible--love and hate cannot form the indelible connection this magic requires. This can replace any one Arcane Link the spell would normally require, and it also allows the spell to work without a touch. For a single point of Willpower, the spell may target a being in the same realm of existence. For two, the spell can pierce any distance short of the Seal of Eight Divinities.
Hallowed Promise Aegis
Cost: 5m, 1wp; Min: Essence 3; Type: Supplemental
Keywords: None
Duration: Up to (Essence) actions
Prerequisite Charms: Sorcerous Enlightenment of Ivory Eyes
Ivory Eyes promised the people of Lotus that she would be their bulwark against the darkest magic that could be brought against them. This charm supplements a Defend Other action taken by the sorcerer, eliminating the action's DV penalty. The ward protected by this Charm shimmers with incandescent light, a pale aurora similar to Ivory's own. Until the user fails to take a Defend Other action on the target's behalf or the Charm's duration elapses, they are protected as if through the personal protection effect of Emerald Circle Countermagic.
A second purchase at Essence 4+ allows the user to spend an extra four motes to grant protection equal to Sapphire Circle Countermagic. A third purchase at Essence 5+ allows the user to spend an additional six motes (for a total of 15m, 1wp) to grant protection equal to Adamant Circle Countermagic.
Wednesday, June 9, 2010
Wonders of Far-Flung Petal I
Wonders I: from Ivory's Own Forge
Glass Rule (Artifact 4) is a perfect dome-shaped shield crafted from rare veins of thrice-sanctified white orichalcum polished to a peerless sheen. Thin but intricate glyphs are etched into the mirror's surface through a process of direct motic inscription; as they are illuminated, each forms one of twelve great orisons to the Unconquered Sun's role as the arbiter of equitable justice. When attuned for eight motes, it becomes weightless as sunlight and strong as the Omphalos itself. No blow can mar its surface or shatter its wholeness. The bearer may add a +3 Shield bonus to both of his DVs. If the shield is successfully used to parry a magically supplemented attack, the owner may reflexively spend 3m, 1wp to mirror the attack--and its enhancements--upon the aggressor as a Counterattack. The attacker is subjected to the same attack, using the results as he originally rolled them.
Inherent to the justness of this retribution, though, is the concept of real danger--this power may not be used if the owner of Glass Rule invoked a perfect defense of any sort during this action. Equally dangerous to the owner is the way that Glass Rule enforces its sense of fairness--an attuned owner who personally instigates a battle or who escalates a battle to lethal levels is automatically subjected to the first attack they make that qualifies for either of these conditions--striking an unarmed man or moving to kill when no other blood has been shed, for example. The owner himself appears in phantom light reflected off Glass Rule, striking at the true attuned user with a look of righteous contempt. Glass Rule can subject its owner to only one such attack per scene, but it may continue to do so for twenty four hours after the breaking of attunement, temporarily taking over any other reflective surfaces in the former owner's presence.
The Tenfold Scabbard (Artifact 4) is a humble-looking bit of black leather covered all over with orichalcum filigree and marked by ten dark, lusterless gemstones. Its attunement cost is highly unorthadox in that it is entirely variable--the owner may attune it for a single mote, or for ten, or for two-thousand if they wanted. Once attuned, the owner may place any artifact blade within it; the Tenfold Scabbard expands to cover anything from a mortal dagger to a grand daiklave. Once sheathed, a weapon disappears entirely, consumed in a burst of golden Essence, and one of the sheath's ten stones brightens in color. Artifact weapons held within the Tenfold Scabbard need not be attuned and, in fact, attunement breaks when they are sent Elsewhere. As a miscellaneous action (Speed 4, DV -1), the bearer may draw any number of blades from the sheath so long as their combined attunement cost is equal to or less than the number of motes invested in the Tenfold Scabbard. Banishing a blade by sheathing it is a reflexive action. Mote committed to the Scabbard can be adjusted through a twenty-minute process of meditation. Obviously, the Scabbard may hold no more than ten swords in its Elsewhere arsenal at any one time.
The First Hunter's Mantle (Artifact 4) is a sash of black silk that seems to devour light from the world around it. When tied around the wearer's waist and attuned for five motes, it covers the user in an umbra of pitch black--save, curiously, for the wearer's eyes, which grow yellow and feline, shining with a savage intensity. The very fibers of the Mantle were woven from some of the eldest memories of mortalkind, and whoever wears the mantle may prey upon those fears. Those who glimpse the attuned user compare their MDVs to the owner's (Charisma + Presence). If they succumb to this attack, they suffer a Compulsion effect forcing them to flee; this Compulsion costs a point of Willpower to resist per action and persists until the target either steels their nerves with a Miscellaneous action to roll their Valor against a difficulty of 2 or has spent three Willpower in total. The greatest power of this mantle comes in pursuit--when chasing anyone fleeing because of fear or still in the process of shaking off the mantle's effect, it doubles the attuned owner's speed and allows him to reflexively dematerialize for three motes a tick in order to overcome obstacles between him and his quarry.
The Gaoler's Key (Artifact 4) is a solid piece of orichalcum worked into a key just under a foot in size. When attuned for four motes, it sheds a cruel, white light at all times equal to a Solar anima at the 4-7 level. The owner is reflexively aware of any attempts to circumvent the proscribed boundaries of Creation within an area equal to their (Essence x 100) yards in radius. In the Wyld, this can mean an Unshaped Raksha crossing the shinmatic horizons of Chaos to take on true shape. It applies equally well to the crossing of a Shadowland, the summoning of Ghosts or Demons, or the use of secret paths into Creation from the endless body of Cecelyne. The owner may spend a point of Willpower to initiate a contested roll of (Essence + Willpower) with any such intruder. The Goaler's Key grants the owner a single automatic success on all such rolls. If they owner wins the roll, the intruder is banished back to the heart of their natural realm and suffers a Compulsion to remain there for at least five days.
Harmony and Wisdom (Artifact 4) are a pair of short daiklaves crafted from pale blue jade the color of the morning sky. They sing in the hands of a gentle soul, and may be attuned for eight motes, with a discount equal to half the owner's Compassion, rounded up. Their blunted edges are soft as clouds and so it is that these swords inflict spiritual damage that can only be soaked through Stamina or Charms, and add Charisma to determine their damage rather than Strength. Mark this damage with an S; it heals at a rate of one point per day. While suffering from the powers of Harmony and Wisdom, a target adds a bonus to their Compassion rolls equal to the highest wound penalty that contains a level of this spiritual damage. If the incapacitated level is filled by this spiritual damage, the target suffers a Compulsion to cease hostilities which they may resist for three points of Willpower, healing back that level of damage. Actual physical damage replaces spiritual harm inflicted by Harmony and Wisdom without moving them up.
Speed 3, Accuracy +4, Damage +1S, Defense +1, Rate 2, Attune (Varies)
Glass Rule (Artifact 4) is a perfect dome-shaped shield crafted from rare veins of thrice-sanctified white orichalcum polished to a peerless sheen. Thin but intricate glyphs are etched into the mirror's surface through a process of direct motic inscription; as they are illuminated, each forms one of twelve great orisons to the Unconquered Sun's role as the arbiter of equitable justice. When attuned for eight motes, it becomes weightless as sunlight and strong as the Omphalos itself. No blow can mar its surface or shatter its wholeness. The bearer may add a +3 Shield bonus to both of his DVs. If the shield is successfully used to parry a magically supplemented attack, the owner may reflexively spend 3m, 1wp to mirror the attack--and its enhancements--upon the aggressor as a Counterattack. The attacker is subjected to the same attack, using the results as he originally rolled them.
Inherent to the justness of this retribution, though, is the concept of real danger--this power may not be used if the owner of Glass Rule invoked a perfect defense of any sort during this action. Equally dangerous to the owner is the way that Glass Rule enforces its sense of fairness--an attuned owner who personally instigates a battle or who escalates a battle to lethal levels is automatically subjected to the first attack they make that qualifies for either of these conditions--striking an unarmed man or moving to kill when no other blood has been shed, for example. The owner himself appears in phantom light reflected off Glass Rule, striking at the true attuned user with a look of righteous contempt. Glass Rule can subject its owner to only one such attack per scene, but it may continue to do so for twenty four hours after the breaking of attunement, temporarily taking over any other reflective surfaces in the former owner's presence.
The Tenfold Scabbard (Artifact 4) is a humble-looking bit of black leather covered all over with orichalcum filigree and marked by ten dark, lusterless gemstones. Its attunement cost is highly unorthadox in that it is entirely variable--the owner may attune it for a single mote, or for ten, or for two-thousand if they wanted. Once attuned, the owner may place any artifact blade within it; the Tenfold Scabbard expands to cover anything from a mortal dagger to a grand daiklave. Once sheathed, a weapon disappears entirely, consumed in a burst of golden Essence, and one of the sheath's ten stones brightens in color. Artifact weapons held within the Tenfold Scabbard need not be attuned and, in fact, attunement breaks when they are sent Elsewhere. As a miscellaneous action (Speed 4, DV -1), the bearer may draw any number of blades from the sheath so long as their combined attunement cost is equal to or less than the number of motes invested in the Tenfold Scabbard. Banishing a blade by sheathing it is a reflexive action. Mote committed to the Scabbard can be adjusted through a twenty-minute process of meditation. Obviously, the Scabbard may hold no more than ten swords in its Elsewhere arsenal at any one time.
The First Hunter's Mantle (Artifact 4) is a sash of black silk that seems to devour light from the world around it. When tied around the wearer's waist and attuned for five motes, it covers the user in an umbra of pitch black--save, curiously, for the wearer's eyes, which grow yellow and feline, shining with a savage intensity. The very fibers of the Mantle were woven from some of the eldest memories of mortalkind, and whoever wears the mantle may prey upon those fears. Those who glimpse the attuned user compare their MDVs to the owner's (Charisma + Presence). If they succumb to this attack, they suffer a Compulsion effect forcing them to flee; this Compulsion costs a point of Willpower to resist per action and persists until the target either steels their nerves with a Miscellaneous action to roll their Valor against a difficulty of 2 or has spent three Willpower in total. The greatest power of this mantle comes in pursuit--when chasing anyone fleeing because of fear or still in the process of shaking off the mantle's effect, it doubles the attuned owner's speed and allows him to reflexively dematerialize for three motes a tick in order to overcome obstacles between him and his quarry.
The Gaoler's Key (Artifact 4) is a solid piece of orichalcum worked into a key just under a foot in size. When attuned for four motes, it sheds a cruel, white light at all times equal to a Solar anima at the 4-7 level. The owner is reflexively aware of any attempts to circumvent the proscribed boundaries of Creation within an area equal to their (Essence x 100) yards in radius. In the Wyld, this can mean an Unshaped Raksha crossing the shinmatic horizons of Chaos to take on true shape. It applies equally well to the crossing of a Shadowland, the summoning of Ghosts or Demons, or the use of secret paths into Creation from the endless body of Cecelyne. The owner may spend a point of Willpower to initiate a contested roll of (Essence + Willpower) with any such intruder. The Goaler's Key grants the owner a single automatic success on all such rolls. If they owner wins the roll, the intruder is banished back to the heart of their natural realm and suffers a Compulsion to remain there for at least five days.
Harmony and Wisdom (Artifact 4) are a pair of short daiklaves crafted from pale blue jade the color of the morning sky. They sing in the hands of a gentle soul, and may be attuned for eight motes, with a discount equal to half the owner's Compassion, rounded up. Their blunted edges are soft as clouds and so it is that these swords inflict spiritual damage that can only be soaked through Stamina or Charms, and add Charisma to determine their damage rather than Strength. Mark this damage with an S; it heals at a rate of one point per day. While suffering from the powers of Harmony and Wisdom, a target adds a bonus to their Compassion rolls equal to the highest wound penalty that contains a level of this spiritual damage. If the incapacitated level is filled by this spiritual damage, the target suffers a Compulsion to cease hostilities which they may resist for three points of Willpower, healing back that level of damage. Actual physical damage replaces spiritual harm inflicted by Harmony and Wisdom without moving them up.
Speed 3, Accuracy +4, Damage +1S, Defense +1, Rate 2, Attune (Varies)
Monday, June 7, 2010
Military Structure of Lotus
Ranks of the Unenlightened
• Velites: Archers and skirmishers. Equivalent to a Private.
• Miles: Infantry soldier. Equivalent to a Private.
• Equis: Cavalryman. Equivalent to a Private.
• Decanus: Fang or Scale commander. Between a Sergeant and a Lieutenant.
• Decurio: Commands a cavalry Fang or Scale. Between a Sergeant and a Lieutenant.
• Tesserarius: Third-in-command of a Talon. Act as assistants to the Optio.
• Optio: Second-in-command of a Talon. Act as assistants to the Centurion.
Ranks of the Enlightened
• Centurion: Talon commanders. Equivalent to a Captain.
• Centurion Ordines: Senior Talon commanders. The better sort of Captain.
• Centurion Prior: Special title for the five senior Centurions of a Legion.
• Centurion Primus: Special title for the senior Centurion of a Legion. One of the Centurion Priors.
Ranks of the Mighty, Sorcerers, and War-Amalga
• Praefectus: Commander of a Dragon. Equivalent to a Lt. Colonel.
• Tribune: Second-in-command of a Legion. Can independently head a Field Force. Loosely analogous to a Colonel.
• Legatus: Legion commander. Equivalent to a Brigadier.
• Dux: Commander of multiple Legions. Loosely analogous to a General.
• Imperator: Holder of Lotus's official power. Similar to a General, but also implies rulership. You all would be Imperators, Transval would not be.
Special Ranks of the Unenlightened
• Evocatus: A skilled soldier exempted from the worse kinds of work. Encompasses Specialists and Warrant Officers.
• Imaginifer: Carries icons of the God-Kings. Could be considered a priest, except for the sword.
• Cornicean: Special title for relays.
Specialist Ranks of the Enlightened
• Signifier: Elite relay of a Talon.
• Aquilifer: Elite relay of an entire Legion.
• Augur: A military diviner.
• Mechane: An honorary title for sentient constructs and other artifacts.
Specialist Ranks of the Mighty, Sorcerers, and Exalts
• Vates: Equivalent of a Sorcerer-Engineer.
• Sacerdos: Equivalent of a Sorcerer-Technician.
• Principium Mundi: A special title for any Exalt, albeit mostly used to refer to you guys in Lotus.
• Velites: Archers and skirmishers. Equivalent to a Private.
• Miles: Infantry soldier. Equivalent to a Private.
• Equis: Cavalryman. Equivalent to a Private.
• Decanus: Fang or Scale commander. Between a Sergeant and a Lieutenant.
• Decurio: Commands a cavalry Fang or Scale. Between a Sergeant and a Lieutenant.
• Tesserarius: Third-in-command of a Talon. Act as assistants to the Optio.
• Optio: Second-in-command of a Talon. Act as assistants to the Centurion.
Ranks of the Enlightened
• Centurion: Talon commanders. Equivalent to a Captain.
• Centurion Ordines: Senior Talon commanders. The better sort of Captain.
• Centurion Prior: Special title for the five senior Centurions of a Legion.
• Centurion Primus: Special title for the senior Centurion of a Legion. One of the Centurion Priors.
Ranks of the Mighty, Sorcerers, and War-Amalga
• Praefectus: Commander of a Dragon. Equivalent to a Lt. Colonel.
• Tribune: Second-in-command of a Legion. Can independently head a Field Force. Loosely analogous to a Colonel.
• Legatus: Legion commander. Equivalent to a Brigadier.
• Dux: Commander of multiple Legions. Loosely analogous to a General.
• Imperator: Holder of Lotus's official power. Similar to a General, but also implies rulership. You all would be Imperators, Transval would not be.
Special Ranks of the Unenlightened
• Evocatus: A skilled soldier exempted from the worse kinds of work. Encompasses Specialists and Warrant Officers.
• Imaginifer: Carries icons of the God-Kings. Could be considered a priest, except for the sword.
• Cornicean: Special title for relays.
Specialist Ranks of the Enlightened
• Signifier: Elite relay of a Talon.
• Aquilifer: Elite relay of an entire Legion.
• Augur: A military diviner.
• Mechane: An honorary title for sentient constructs and other artifacts.
Specialist Ranks of the Mighty, Sorcerers, and Exalts
• Vates: Equivalent of a Sorcerer-Engineer.
• Sacerdos: Equivalent of a Sorcerer-Technician.
• Principium Mundi: A special title for any Exalt, albeit mostly used to refer to you guys in Lotus.
The Seven-Leaved Prince
The Seven-Leaved Prince
Motivation: Faithfully serve and protect Lotus
Attributes:
Strength 0, Dexterity 0, Stamina 0
Charisma 2, Manipulation 1, Appearance 4
Perception 5, Intelligence 4, Wits 3
Abilities:
Archery 3, Awareness 3, Bureaucracy 1 (Shipboard Scheduling +1), Craft 2 (Magitech +1), Integrity 2, Linguistics 2 (Old Realm and Forest Tongue), Lore 4, Occult 3, Presence 3 (I'm a Warship, You Know +3), War 1 (Coordinating Attacks +2)
Essence 3, Willpower 6/6, Motes: 200/200
Compassion 3, Conviction 2, Temperance 2, Valor 3
Attacks: Four Medium Essence Cannons
Accuracy 8, Damage 20B Piercing, Rate 1, Range 125, the Prince may spend 1m per cannon to ignore multiple action penalties for an action.
Motivation: Faithfully serve and protect Lotus
Attributes:
Strength 0, Dexterity 0, Stamina 0
Charisma 2, Manipulation 1, Appearance 4
Perception 5, Intelligence 4, Wits 3
Abilities:
Archery 3, Awareness 3, Bureaucracy 1 (Shipboard Scheduling +1), Craft 2 (Magitech +1), Integrity 2, Linguistics 2 (Old Realm and Forest Tongue), Lore 4, Occult 3, Presence 3 (I'm a Warship, You Know +3), War 1 (Coordinating Attacks +2)
Essence 3, Willpower 6/6, Motes: 200/200
Compassion 3, Conviction 2, Temperance 2, Valor 3
Attacks: Four Medium Essence Cannons
Accuracy 8, Damage 20B Piercing, Rate 1, Range 125, the Prince may spend 1m per cannon to ignore multiple action penalties for an action.
The Flower of the East
The Flower of the East
Renewed Glory-Class Flagship of Lotus
There is no weapon known in the East finer than Ivory's Flower. The hull itself is a wide 'V' of adamant and orichalcum several hundred yards long and half as tall. Inside, the Flower of the East is divided into five decks, in ascending order: Cargo, Engineering, Recreational, Living, Bridge.
From its bridge, the Flower of the East commands an impressive view of the horizon. Essence-lit displays offer an Exalted captain a 360-degree view of the battlespace. The Living Deck contains comfortable berths for fifty crew members in mostly doubles, and the Recreational Deck offers a wide park stocked with the most exotic and beautiful plants of the East.
Speed: 35/70mph (90/210mph in Hyperdrive)
Maneuverability: +2S (Lore 4, Sail 4)
Endurance: Requires a Dualcore Protoshinmatic Reactor, and the captain must commit five motes of Essence to the throne. The shipboard AI must assent to the captain's commitment. Every five hours of operations beyond low-power deals a single point of Bashing damage.
Crew: 25/10 (5/1 if captained by a Celestial Exalt)
Cargo: The Flower of the East has roughly two decks worth of cargo space in addition to crew berths and even a small recreational area. It could comfortably transport legions of troops, a fang of warstriders, and other assorted supplies.
Armor: 38L/38B
Health Levels: Ux35, Mx20, Cx10, Ix10, D
Weapons: Ten mounted Medium Essence Cannon emplacements, six must be manned. Six manned lightning bows. Two manned Medium Implosion Bows. Six manned Medium Essence Cannons fitted specifically with Motonic Disruptor Lenses.
Other Systems:
Shipboard AI - The Flower of the East is administered by an awakened intelligence called the Seven-Leaved Prince. His core is a battery capable of holding two hundred motes of Essence; these are not linked to the reactor and thusly must be donated by Essence-users. He is kind spirited and somewhat naive. Bronzeheart has curiously adopted him as something of a son, and the Prince is capable of projecting his image to a transmitter in Bronzeheart to discuss strategy with the elder mechanism. When in range of one another, Bronzeheart and Seven-Leaved Prince can automatically coordinate any attacks that they can control (Seven-Leaved Prince controls only two of his Medium Essence Cannons; Bronzeheart controls one Large).
Hover-System - The Flower of the East is equipped with a large artifact at it's core called a levitation pillar. The pillar is, somewhat ironically, a tremendous cylinder of blue jade. When attuned for fifty motes--usually by Seven-Leaved Prince--the cylinder's girth is mystically inverted and it becomes less than weightless, capable of holding the ship in place. In this mode, the engines may be disengaged and operational damage can be assessed without causing further risk to the Flower. This also means that it would take quite a feat to down the Flower of the East, as this artifact is explicitly not part of the ship itself in any meaningful way.
Golden Dragon Hyperdrive - Now partially operable, the Golden Dragon Hyperdrive was reverse engineered from the Dragonrail system. It allows the ship to completely Dematerialize and would effectively triple the craft's speed. Opening a stable hyperdrive window through the Dematerialized world is a Speed 7, DV -4 action costing the Seven-Leaved Prince or captain 25m. Every hour spent in hyperdrive deals 1B damage to the Flower. It can also be used more readily: by spending 15m, Seven-Leaved Prince may reflexively dematerialize the ship for one tick, acting as an applicability-trumping Perfect Dodge against any attack that can not strike immaterial targets. This can not be invoked against attacks which the Prince or his captain are unaware of. This also incidentally sends the ship 100 yards in a random direction.
The Titanic Emulator - A chamber newly opened by Ivory Eyes, it is directly above the ship's Protoshinmatic Reactor. Inside, there is little more than a single throne of polished crystal and feathersteel. When in use, the room darkens and begins to draw energy from the Reactor. While in use, the ship is completely inoperable: it must be kept aloft by its levitation pillar. It can not move, and weapons tied to the ship's reserves must be powered by the Prince's own store of motes or, in the case of manned emplacements, their operators. The Prince may invoke the Flower's Perfect Dodge, but the cost rises to 25m, 1w.
Activating the Titanic Emulator requires someone with Wyldshaping Technique to attune to the chamber as a reflexive action by investing ten motes of Essence (or five, if the being is also attuned as the Flower's captain). Once attuned, the Emulator acts as a large-scale Hand of the Great Maker. The Protoshinmatic Reactor is capable of storing up to 50 banked successes. Spending successes on Battlefield Shaping causes the Flower's core to temporarily expose itself through an iris, releasing a thin beam of concentrated Wyld energy directly downwards.
Renewed Glory-Class Flagship of Lotus
There is no weapon known in the East finer than Ivory's Flower. The hull itself is a wide 'V' of adamant and orichalcum several hundred yards long and half as tall. Inside, the Flower of the East is divided into five decks, in ascending order: Cargo, Engineering, Recreational, Living, Bridge.
From its bridge, the Flower of the East commands an impressive view of the horizon. Essence-lit displays offer an Exalted captain a 360-degree view of the battlespace. The Living Deck contains comfortable berths for fifty crew members in mostly doubles, and the Recreational Deck offers a wide park stocked with the most exotic and beautiful plants of the East.
Speed: 35/70mph (90/210mph in Hyperdrive)
Maneuverability: +2S (Lore 4, Sail 4)
Endurance: Requires a Dualcore Protoshinmatic Reactor, and the captain must commit five motes of Essence to the throne. The shipboard AI must assent to the captain's commitment. Every five hours of operations beyond low-power deals a single point of Bashing damage.
Crew: 25/10 (5/1 if captained by a Celestial Exalt)
Cargo: The Flower of the East has roughly two decks worth of cargo space in addition to crew berths and even a small recreational area. It could comfortably transport legions of troops, a fang of warstriders, and other assorted supplies.
Armor: 38L/38B
Health Levels: Ux35, Mx20, Cx10, Ix10, D
Weapons: Ten mounted Medium Essence Cannon emplacements, six must be manned. Six manned lightning bows. Two manned Medium Implosion Bows. Six manned Medium Essence Cannons fitted specifically with Motonic Disruptor Lenses.
Other Systems:
Shipboard AI - The Flower of the East is administered by an awakened intelligence called the Seven-Leaved Prince. His core is a battery capable of holding two hundred motes of Essence; these are not linked to the reactor and thusly must be donated by Essence-users. He is kind spirited and somewhat naive. Bronzeheart has curiously adopted him as something of a son, and the Prince is capable of projecting his image to a transmitter in Bronzeheart to discuss strategy with the elder mechanism. When in range of one another, Bronzeheart and Seven-Leaved Prince can automatically coordinate any attacks that they can control (Seven-Leaved Prince controls only two of his Medium Essence Cannons; Bronzeheart controls one Large).
Hover-System - The Flower of the East is equipped with a large artifact at it's core called a levitation pillar. The pillar is, somewhat ironically, a tremendous cylinder of blue jade. When attuned for fifty motes--usually by Seven-Leaved Prince--the cylinder's girth is mystically inverted and it becomes less than weightless, capable of holding the ship in place. In this mode, the engines may be disengaged and operational damage can be assessed without causing further risk to the Flower. This also means that it would take quite a feat to down the Flower of the East, as this artifact is explicitly not part of the ship itself in any meaningful way.
Golden Dragon Hyperdrive - Now partially operable, the Golden Dragon Hyperdrive was reverse engineered from the Dragonrail system. It allows the ship to completely Dematerialize and would effectively triple the craft's speed. Opening a stable hyperdrive window through the Dematerialized world is a Speed 7, DV -4 action costing the Seven-Leaved Prince or captain 25m. Every hour spent in hyperdrive deals 1B damage to the Flower. It can also be used more readily: by spending 15m, Seven-Leaved Prince may reflexively dematerialize the ship for one tick, acting as an applicability-trumping Perfect Dodge against any attack that can not strike immaterial targets. This can not be invoked against attacks which the Prince or his captain are unaware of. This also incidentally sends the ship 100 yards in a random direction.
The Titanic Emulator - A chamber newly opened by Ivory Eyes, it is directly above the ship's Protoshinmatic Reactor. Inside, there is little more than a single throne of polished crystal and feathersteel. When in use, the room darkens and begins to draw energy from the Reactor. While in use, the ship is completely inoperable: it must be kept aloft by its levitation pillar. It can not move, and weapons tied to the ship's reserves must be powered by the Prince's own store of motes or, in the case of manned emplacements, their operators. The Prince may invoke the Flower's Perfect Dodge, but the cost rises to 25m, 1w.
Activating the Titanic Emulator requires someone with Wyldshaping Technique to attune to the chamber as a reflexive action by investing ten motes of Essence (or five, if the being is also attuned as the Flower's captain). Once attuned, the Emulator acts as a large-scale Hand of the Great Maker. The Protoshinmatic Reactor is capable of storing up to 50 banked successes. Spending successes on Battlefield Shaping causes the Flower's core to temporarily expose itself through an iris, releasing a thin beam of concentrated Wyld energy directly downwards.
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