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Ages ago, the world was ruled by semi-divine
beings known as the Exalted. Though born mortal, each of them was talented even prior to their ascension, completing some act which earned them a shard of power from one of Creation’s most powerful gods, the Celestial Incarnae. The brightest among them were the Solars, great heroes of unrivaled talent who received their powers from the Unconquered Sun. Below them were the Lunars, their most loyal lieutenants. Shapeshifters who gained their powers from Luna, they stood beside their Solar kings through trial and tribulation. Beside the Lunars were the Sidereals, agents of Fate selected by the Five Maidens; Mercury, Venus, Mars, Jupiter, or Saturn. Below them all were the Dragonblooded, the soldiers of the Solar Deliberative, and the only Exalted to receive their powers hereditarily rather than through some great act.

For many years, the Solars ruled over Creation. But then, things began to change. The Celestial Incarnae became distant, oblivious to the happenings of Creation. Then, over time, the Solars fell further and further into vice, no long benevolent rulers but twisted tyrants. Eventually, they were overthrown by the Dragonblooded aided by the Sidereals. The Solars were killed to the last, and the sources of their power, the Solar Shards, were captured so that the may not select a new incarnation. The Lunars were chased to the very edge of Creation, and the Sidereals erased themselves from Fate, forcing all of Creation to forget their existence. The Dragonblooded became the new kings of Creation, and formed a religion known as the Immaculate Faith, which extolled the virtues of the Dragonblooded and falsely declared all other Exalted to be Anathema, powerful demons which possess the unvirtuous.

Thousands have years have passed since the Usurpation, and Creation is in a crisis. The Dragonblooded empire, the Realm, has lost it’s empress, leaving it on the brink of civil war. Powerful ghosts have returned to Creation, seeking to end all life and draw Creation into Oblivion. Demonic cults call on beings of ancient power to raze Creation to it’s very foundation. New, mysterious Exalts which seem to be corrupt mirrors of the Solars of old have been seen, causing mayhem all across Creation. And in this time of crisis, the Solars begin to return, their shards accidentally released back into Creation. Their return heralds a mixture of hope and despair, equally capable of saving or condemning Creation. Hunted by the Realm, these fledgling Solars seek to strike out into the world and make a change, while simultaneously hiding from the far-reaching eye of the Realm.
>>
>>451584
You are one such person. You are Victorious River, or at least, that’s what you’ve been calling yourself lately; River for short. Threshold Names always sounded strange to you, but the locals haven’t raised an eyebrow so to them you suppose it must sound normal enough. You are not from the Threshold, the areas of Creation not ruled by the Realm, no. You come from the Blessed Isle, the home of the Realm, centered around the Elemental Pole of Earth. It seems like so many years have passed since you last saw your birthplace, but in truth it has only been three months since the change. Since you became a Solar, or Anathema as your peers would say. You’ve been living in the East ever since, wandering from place to place in the Scavenger Lands, unable to return home. You remember the day it happened almost perfectly; blood staining your clothes, you reached for the cool river water to clean your face when you saw it; that golden sigil on your reflection’s forehead, forever marking you as a…
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>>451589
>Dawn caste - The unrivaled warriors of the sun, experts in all things martial. Combat is your area of expertise, from large-scale battles to one-on-one duels. Your enemies quake in fear at the coming of the Dawn, those who do not flee are crushed beneath you and your armies. Even the most terrifying supernatural horrors shudder at the sight of Creation’s mightiest warriors.
>Zenith caste - The priest-kings of their patron, the Unconquered Sun. You may or may not pray to him, but your actions are their own method of worship, your greatness a testament to the one who granted you your powers. Your passion is your strength, your values are inviolable and you would risk life and limb for those you care for. Your body reflects your mental fortitude, making you strong enough to uproot trees and tough enough that your enemies swords seem to strike solid iron. When you speak, men are moved to tears, and gladly rally to your cause. Though the Solar Deliberative has passed, the Zenith are undeniably regal, being the rightful kings of all Creation.
>Twilight caste - Your knowledge is vast, nearly limitless. What you do not know, you need only the will to learn. You understand many of Creation’s secrets, from mundane to arcane, and it’s essence obeys your whims. In the First Age, the Twilights were capable of arcane feats which could rewrite the natural laws of Creation, perhaps in time you will learn to do the same.
>Night caste - Once the spies and assassins of the Solar Deliberative, the Night caste are masters of the subtly. The eyes of your enemies never find you, they may not even realize they have been slain for minutes after their throats have been cut. No lock can deny you, no purse cannot be stolen. You are nimble as the wind, capable of evading blows and then fleeing into the night. Your enemies sleep with one eye open, knowing that they should fear the Night.
>Eclipse caste - The explorers and diplomats of the Solars. By ship or by horse, you are a master of travel. You easily navigate the many pitfalls of court and bureaucracy, even in lands you have never visited before. Your silver tongue brings bloody feuds to peaceful accords, your honeyed words earning you countless friends. You navigate the supernatural courts of even the most hateful and wretched of spirits, as none would risk the wrath of heaven for wrongly killing one of it’s ambassadors. The eclipse brings all of the celestial bodies together in harmony, and likewise, you bring harmony to Creation wherever you go.
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>>451593
>>Night caste - Once the spies and assassins of the Solar Deliberative, the Night caste are masters of the subtly. The eyes of your enemies never find you, they may not even realize they have been slain for minutes after their throats have been cut. No lock can deny you, no purse cannot be stolen. You are nimble as the wind, capable of evading blows and then fleeing into the night. Your enemies sleep with one eye open, knowing that they should fear the Night.
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>>451593
>>Night caste - Once the spies and assassins of the Solar Deliberative, the Night caste are masters of the subtly. The eyes of your enemies never find you, they may not even realize they have been slain for minutes after their throats have been cut. No lock can deny you, no purse cannot be stolen. You are nimble as the wind, capable of evading blows and then fleeing into the night. Your enemies sleep with one eye open, knowing that they should fear the Night.
>>
>Zenith caste
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>>451593
>>Night caste - Once the spies and assassins of the Solar Deliberative, the Night caste are masters of the subtly. The eyes of your enemies never find you, they may not even realize they have been slain for minutes after their throats have been cut. No lock can deny you, no purse cannot be stolen. You are nimble as the wind, capable of evading blows and then fleeing into the night. Your enemies sleep with one eye open, knowing that they should fear the Night.

I wantesd to say I was interested but cannot currently participate because of work
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>>451593
>>Night caste
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>>451593

I like Zenith caste, but it seems like Night caste has it. Maybe we can have our primary or secondary stats and a few favored abilities in talky stuff? For me and >>451650
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>>451584
damn, seems like the chance the be a Dawn cast is out of the widnow

and with these stupid ID's I can't blame it on someone samefagging
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>>451593
Dawn.
>>
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>>451593
>Caste Abilities unlocked
>Stealth - Used for sneaking around and generally not getting caught
>Larceny - Used for disguises, pickpocketing, lockpicking, and general criminal activities
>Athletics - Used for physical activity, such as running, jumping, lifting heavy objects, etc.
>Awareness - Used for noticing things using the five senses. Also used when rolling for Initiative.
>Dodge - Used for determining your Evasion score, the DC attacks must beat to hit you.

>Night Caste Anima Powers unlocked
>For an Exalt to use their powers, they must spend Motes of Essence. While they appear to be normal humans most of the time, spending large amounts of Essence causes their anima to flare, making their nature known. A Night Caste may spend an extra 2 motes to avoid increasing their anima flare.
>For 3 motes, a Night caste may ignore up to (Higher of 3 or Permanent Essence Rating) penalties to a Stealth attempt.
>When a Night's anima reaches it's brightest level, known as Iconic or Bonfire level, their anima begins to mask their features, making it impossible for anyone to identify them even through use of magic.

>Further details will be explained as they become relevant.


The mark on your forehead was an empty circle, glowing bright gold. The mark of the Night caste, though at the time you did not know that's what you were. As the mark began to fade, however, you noticed that your abilities were drastically increased. Your footsteps hardly made a sound, you noticed the slightest rustling in the trees, and even the most complex locks became easy to pick. One of your skills, however, became drastically better, well into the realm of supernatural talent. It was...

>Select your Supernal
>Your Supernal is a caste ability which is more potent than others. Usually, certain powers will have a prerequisite Permanent Essence Rating (basically your "level") before you can take it. However, your ignore this requirement for your Supernal, allowing you to learn it's most potent powers right from the start.
>You may only have one Supernal skill. Choose one of the following.

>Stealth
>Larceny
>Athletics
>Awareness
>Dodge
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>>451745
>Awareness
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>>451745
Athletics
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>>451745
>Stealth
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>>451691
Yeah, you'll get five Favored abilities as well. Caste abilities are abilities you automatically are good at because of your caste, but favored abilities are skills you've practiced and gotten good at through your own efforts, and essentially have the same effect as caste abilities, except your supernal can only be a caste ability.

For simplicity's sake, your Favored abilities will be determined by how you choose to solve problems in this thread. Talking someone down from a fight would earn you Presence as a favored ability, for example. Presence being the ability used for persuasion, intimidation, bartering, etc. As for Attributes, I'll just be determining that based on what makes sense the way you guys play.

For the record, because I forgot to explain, Favored and Caste abilities are abilities that you're naturally talented at. You can increase your rating in those abilities and learn to charms (powers) easier than other abilities, making them your key abilities for the most part. You can have points in Presence and not have it favored, it just takes more resources to improve and learn charms for.
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>>451745
>>Athletics
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>>451745
Awareness
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>>451745
>Athletics
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>>451745
Awareness
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>>451745
Since your exaltation, you noticed you were considerably faster, stronger, more agile. You could outrun horses, leap over buildings in a single bound, and lift wagons with one hand without breaking a sweat. Yet at the time, all you could think about was home. You were Anathema now, if anyone found out you would surely be put to death. And so, you set out for the East, leaving your home and family behind. You knew the Realm's presence was weak in the East, if anywhere would be safe it would be there. As you crossed the ocean and left the Blessed Isle behind, however, a strange vision came to you in your sleep.

It was hazy, difficult to make out, yet it felt so real you almost felt you were there. You were running through the streets of a city you'd never seen before, pursued by what appeared to be Realm Soldiers. You were wounded, and had trouble getting away. Someone was with you, but you couldn't quite make out their features. Eventually however, you were cornered and slain, the pain of a dozen Realm spears piercing your body so real, you almost forgot it wasn't real. Then you saw it, an ancient tomb lying far to the east, almost swallowed whole by vines and foliage. When you awoke, you checked yourself just to make sure you were unharmed. You were fine, but somehow that ancient tomb seemed...familiar, in a way. Moreover, you felt as though you could actually find it on a map if you tried, despite never seeing it before in your life.

And so you sought out this ancient tomb, taking a false name to hide your identity, just in case. You passed through many of the major cities in the East; Lookshy, Sijan, Great Forks, and many more, following your instincts to find this tomb, having no other goal now that your home was thousands of miles behind you. Eventually you found it, in the exact same state you saw in your vision.
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>>451965
To say the tomb was trapped would be an understatement. There were countless traps, many arcane in nature, and more than a few false dead-ends. You had a couple close shaves, but eventually you came to the tomb's antechamber, deep below the surface. You found an ancient sarcophagus there, carved from solid oak that nor only showed no signs of rot, but was so sturdy you thought an axe might bounce off of it. The sarcophagus bore a carving of a man, presumably the one buried here, with a face that was blank and featureless save for an empty ring on his forehead, quite similar to your own caste mark. Below the carving was an inscription, written in an ancient language that seemed vaguely similar to Low Realm, yet was almost indecipherable. You were only able to read a few choice lines, among them was this;

"Unrivaled under the heavens, a....of the Night Caste. Was....Solar Deliberative, beloved by....Return in the next life, a more virtuous man."

Though you could only translate a few lines based on the script's similarity to Low Realm, you were able to catch a few choice words. Solar, Night caste, these things seemed to be things that could describe you. You had done some shady work in the past, albeit for the good of the Realm and your family, and since you became Anathema you noticed those talents were magnified tenfold. 'Solar' seemed an appropriate term as well, given the radiant light you seemed to let off whenever you pushed your abilities. Either way, it certainly sounded better than calling yourself Anathema, so you held on to it.

Of course, that was not the only thing you held on to. The tomb's antechamber held more than just the sarcophagus, it also held equipment which you presumed belonged to the tomb's inhabitant during his life. They were all quite luxurious in nature, but you could only take so much; because the moment you took touched any of the tomb's treasures, the tomb began to collapse on itself.
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>>451975
>>Select one of the following

>Resources - You grabbed a small, intricately designed chest and carried it with you as you escaped. The chest, though relatively small, held a large quantity of Jade currency inside. Moreover, when the money was removed, you opened it a week later to find that it had completely refilled itself. You have money in abundance, daily living costs are a non-issue and you're able to live in relative comfort. You even have enough to buy extra luxuries and equipment from time to time. Money will never be an issue for you, unless you spend a large amount in a short period of time. The chest refills itself once a week, and requires no commuted essence.

>Artifact Weapon - You saw an ancient weapon inside the tomb, clearly bearing some arcane power. Choose a weapon of any type, from sword a sword to a fighting gauntlet to a seven-section staff. This weapon is much more powerful than a mundane weapon, and may develop it's own powers over time. However, you will need to commit a few motes of essence in order to use it.

>Artifact Armor - This ancient suit of armor bears it's own supernatural power. Built from one of the five magical materials, it will protect you and may develop it's own powers over time. Choose light, medium, or heavy armor. Heavier armor provides more protection, but imposes a penalty on actions that require free mobility, such as Dodge and certain Athletics actions like swimming or running. To use the armor, you will need to commit a few motes of essence to it.
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>>451998
>>Artifact Armor - This ancient suit of armor bears it's own supernatural power. Built from one of the five magical materials, it will protect you and may develop it's own powers over time. Choose light, medium, or heavy armor. Heavier armor provides more protection, but imposes a penalty on actions that require free mobility, such as Dodge and certain Athletics actions like swimming or running. To use the armor, you will need to commit a few motes of essence to it.

>Light armor
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>>451998
Thunder's Might, Power Suffusing Form, Legion Aurochs Method, Nine Aeons Thew, Full excellency. Tell the collapsing tomb to shut up and sit down, by throwing everything above you somewhere else.
Yes, I'm aware we're deep underground. But we're also an athletics supernal solar.

Assuming we don't have those charms, take a Staff Artifact Weapon.
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>>451998
Artifact weapon.

Can we get a knife?
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>>452036
With Athletics 5, Strength 4, I predict an average of 28 successes.
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>>452036
That'll take up 6 of your 15 starting charms to do. I wasn't going to list charms until close to end thread for simplicity, but if that's something you want to do, then we'll put it to a vote.

>Hulk out and stop the tomb from collapsing (this will take 6 of your 15 starting charms)
>Get the fuck out
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>>451998
>>Resources
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>>452066
SPARKS

:'( i missed you man
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>>452066
>>Hulk out and stop the tomb from collapsing (this will take 6 of your 15 starting charms)
This is exactly how solars do.
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>>452066
I'm all for Hulk Mode-ing it. We picked athletics as our supernal, and it'd be hilarious to have a super strong thief. Also puts us pretty close to being able to take that unalterable destiny or something or other charm, that requires 10 charms in one skill.
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>>452066
>Hulk out and stop the tomb from collapsing (this will take 6 of your 15 starting charms)
You guys seem to know what you're talking about so I'll follow your lead.
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>>452066
>Hulk out and stop the tomb from collapsing (this will take 6 of your 15 starting charms)
>>
>>452066
Alright then, hulk out it is then. But first, a couple things. Apologies in advance for front-loading all this info.

>New Specialty Unlocked!
>Athletics (Feats of Strength)
>Specialties add one extra die to all rolls involving your specialty. In this case, all your Feats of Strength now enjoy an extra die for free.

>New Charms Unlocked!
>(Ability) Excellency - Duration: Instant. Cost: 1m per die
This charm comes free with any ability you have dots in. You may spend motes to gain an extra die on your roll on a one-to-one basis; one mote buys one die. For this quest, you may buy an excellency after a roll if you would not pass otherwise.

>Increasing Strength Exercise - Duration: one scene. Cost: 3m or 3i per dot.
By spending 3 motes or 3 initiative, you may increase your Strength by one dot per 3 motes or initiative spent. You may not gain more dots of Strength than your Permanent Essence Rating (currently 1), and you may not gain more than double your base Strength

>Thunder's Might - Duration: Instant. Cost: 5m
You may reroll all non-successes on a Feat of Strength

>Power-Suffusing Form - Duration: Instant. Cost: 4m
This charm supplements a Feat of Strength, adding (Strength) non-charm bonus dice to the attempt. This is explicitly compatible with the bonus from Increasing Strength Exercise.

>Legion Aurochs Method - Duration: Permanent. Cost: None.
From now on, when performing a Feat of Strength, an Athletics Excellency costs 1m per two dice.

>Aegis of Unstoppable Force - Duration: Permanent. Cost: None.
The difficulty of all Feats of Strength are now permanently reduced by two.

>Nine Aeons Thew - Duration: Instant. Cost: 1m 1wp.
By spending 1 mote and 1 point of Willpower, you may double 7s on a Feat of strength, meaning a 7 or higher counts as two successes rather than one. In addition, for the duration of the charm, you are considered to meet the minimum Strength requirement for any Feat of Strength, allowing you to perform legendary Feats of Strength.

>>On Charms and dice
>Unless specified otherwise, all dice gained from charms are Charm Dice. You may only add Attribute+Ability Charm Dice to a roll, no higher.
>To make a roll, you roll a pool of d10s. A 7 or higher is a success, while a 10 counts as two successes. Your successes are counted and compared to a Target Number, if you meet or exceed this number, you succeed. If you receive no successes and roll at least a single 1, you Botch the roll, meaning you not only fail but suffer a setback.
>>
Rolled 6, 3, 8, 4, 2 = 23 (5d10)

>>452144
With all this in mind, you have 4 Strength and 5 Athletics, with a Specialty in Feats of Strength. That's 10 dice, plus a full excellency and Power Suffusing Form making it 23 dice. In addition, anything that's a 7 or higher counts as two successes, and any non-successes are rerolled. I'll handle rerolls, for simplicity. Total, this is costing you 15 motes and 1 point of Willpower, bringing you to:

>Personal Motes: 0/13
Peripheral: 33/35
>Willpower: 4/5

So, I need three rolls of 6d10 from you guys. I'll roll the remaining 5, along with any non-successes. I know this is a bit complicated, but it'll start to make sense as we move along, apologies.
>>
Rolled 3, 3, 4, 7, 2, 8 = 27 (6d10)

>>452148
>>
Rolled 3, 7, 6, 5, 7, 3 = 31 (6d10)

>>452148
>>
Rolled 7, 8, 5, 4, 8, 7 = 39 (6d10)

>>452148
>>
Rolled 9, 9, 8, 3, 5, 6 = 40 (6d10)

>>452148
>>
Rolled 5, 7, 9, 1, 9, 4, 3, 5, 7, 10, 9, 4 = 73 (12d10)

>>452148
18 successes so far, now I'm rerolling your non-successes.
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>>452148
>30 successes - Success!

You were about to run for it when the tomb begane to collapse, but as you reached the doorframe you came to a sudden stop. Logically, the obvious thing to do would be to get out now before the whole place comes down on your head. However, as you clenched your fists, a strange confidence began to well up in your mind, instigated by over a month of supernatural feats of strength. You've grown incredibly strong since your exaltation, and even if your brain said it was time to run, something inside you says that no, you can handle this.

So, defying all reason, you planted your feet in the center of the antechamber, head turned up to the crumbling roof, arms outstretched to catch it. You could hear a series of explosions coming from other parts of the tomb, most likely blowing out the supports keeping it up. And then it happens, the upper levels begin to to crash down on top of each other, compressing into a solid wall of earth that comes down to crush you beneath it. You caught the falling structure above you, the force of it's weight forcing a strained grunt out of you, but...you held it up. Defying all sense, you held what must have been several hundred tons of earth and stone up over your head, preventing it from crashing down on top of you. All the veins in your arms bulged against your skin as you strained yourself, letting the structure down a little as you summoned up all of your strength, and with a mighty shout you tossed the entire structure up, heaving the multi-ton tomb structure hundreds of feet into the air. A deafening crash could be heard as the tomb landed a good distance away from you, along with the snapping of wood as the structure shattered the trees beneath it. As you took a moment to catch your breath, you couldn't suppress the stupid grin that began to spread across your face. What you just did should have been impossible. You should have been killed, but instead you managed to throw a whole damn tomb overhead. You remember that moment fondly; it was the very first time you began to think that maybe, just maybe, your exaltation wasn't the terrible curse you originally thought it to be.

Tossing your hard-earned goods up out of the pit, you climbed your way out of the massive hole which once held an ancient tomb, leaving the oak sarcophagus and it's gibberish inscription behind.
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>>452251
>You have acquired: Light Artifact Armor
This shirt appears to be made of simple silk at first glance. However, closer investigation reveals that it is actually made from incredibly thin strands of magical materials. Forged through methods long since lost, this shirt functions provides adequate protection and yet does not even appear to be armor, allowing it to be worn in public without issue.

>You have acquired: Artifact Weapon
>This weapon is forged from one or two magical materials. Not only does this make it nigh-indestructible, but it also grants the weapon arcane might, allowing it to manifest charms of it's own, called Evocations. These Evocations may be mastered as time goes on.

>You have acquired: Replenishing Chest of Riches.
This small chest is filled with whatever currency is used in the location the bearer finds himself, be it jade or silver. It refills itself once a week, meaning you will never be without money.

>>Please select your weapon while I write up the next post.

>Pair of fighting gauntlets, used for punching your foes into submission.
>Sword, large in size yet perfectly balanced for your use.
>Greatsword, immense in size yet light as a normal sword in your hands, albeit unbalanced to the point it requires two hands
>Staff, practical as a walking stick as well as a weapon, also useful for certain acrobatic stunts like pole-vaulting.
>Bow, finely crafted and capable of striking targets a great distance away
>Axe, not very balanced but ideal for cleaving through scores of enemies
>Razor Claws, worn on the hands and used to eviscerate your foes
>Other (Please Specify)
>>
As a side note, for those curious about how good 30 successes is, the book only goes up to 20 successes in giving examples, and one of the examples for having 20 successes on a Feat of Strength is "Tear open the Earth to create a crevasse". On top of that, Nine Aeons Thew means you can basically do whatever so long as you get enough successes, so yeah.

Welcome to Exalted.
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>>452253
>>Staff, practical as a walking stick as well as a weapon, also useful for certain acrobatic stunts like pole-vaulting.
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>>452253
Razor claws.

Let's rip our enemies to shreds.
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>>452253
knife or dagger
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>>452253
>>Other (Please Specify)
What appears to be a normal sized sword, golden blade perfectly balanced in immaculate condition. It fits to our hand unnaturally well. The blade has Old Realm text eched on it, the handle is jade.
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>>452253
>Staff, something that does not obviously look like a weapon to the untrained eye, comboing with our armor to allow us to be fully armed and armor without appearing to be.
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>>452253
>>Staff, practical as a walking stick as well as a weapon, also useful for certain acrobatic stunts like pole-vaulting.
Maybe something akin to the Power Pole?

or how do you guys feel about a walking cane, with a blade hidden inside of it?
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>>452253
A kusarigama
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Assassinate em with a stick?
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>>452490
Broken neck works as well a slit throat right? Also has the advantage of hiding in plain sight fully armed and armored.
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>>452490
Judging by our current build, we could assassinate em via meteorite.
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>>452253
>Favored Ability unlocked!
>Melee - This ability is used for all melee weapons. It determines your attack rolls while using one, and helps determine your Parry score, which functions the same way as Evasion save that it scales from melee and is not affected by mobility penalties.

>New charms unlocked!

>Call the Blade - Duration: Instant. Cost: 1m.
Summon a weapon you possess to your hand by making a (Wits+Melee) roll against difficulty 4. On a success, the weapon teleports to your hand. On a failure, the weapon still comes to you, but must cross the distance between you and it.

>Summoning the Loyal Steel - Duration: Indefinite. Cost: 1m
Commit 1 mote. Banish a weapon you possess to another dimension for storage. End commitment to summon it back to your hand instantly.

>Silk shirt - Starmetal light armor.
>+5 Soak, 4 Hardness, Mobility -0. Attunement cost: 4 motes.
>Wrackstaff - Moonsilver staff
>+3 Accuracy, +12 Damage, +1 Defense. Attunement cost: 5 motes.

>Personal motes: 13/13
>Peripheral motes: 24/24
>Willpower 5/5

It has been about a month since your visit to the tomb, and during that time you've been wandering from place to place, never finding a place to settle for fear of attracting unwanted attention. To this end, you have come to the area where you are least likely to be found, so long as you keep a low profile. This place, known as the Hundred Kingdoms, is a large region of countless small kingdoms. Few have a name you would recognize, for most rise and fall in the span of a single evening. In this chaotic region, you've been wandering from place to place, sometimes spending a week in one place, sometimes spending only a day. Ever since you left the Realm, you've been somewhat aimless, unsure of what to do with yourself. You were steadily growing to like your newfound powers, but even so, you'd grown up your whole life believing you would live and serve within the Realm. With your life so suddenly change, you found your old goals were no longer applicable. Perhaps, in a way, your constant wandering was both an effort to avoid the Realm's eye, and an way of searching for a new goal, for some new task to set your mind to.

The sun has just reached it's zenith when you arrive at the next village. By now, you've stopped keeping track of which village belongs to which kingdom, there were so many that you simply couldn't keep track of them all. As you arrive at this village, however, you note the unfortunate condition they find themselves in. Outside the village walls, farmers work hard tilling the lands, trying to provide for themselves and the village as a whole. Yet, you note that the crops seem to be withering and dying, or otherwise appear weak and stunted. A bad harvest, it seems. You hope for their sakes they're able to till out enough for the winter, otherwise the village may starve.
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>>452842
You enter the village gates on foot, though to call it a gate would be a gross overstatement. The village was surrounded by a simple wooden palisade, but it wouldn't keep out any truly determined threats for long. Your guess is that it's mostly there to keep the children from wandering off, and perhaps deter the smaller bandit gangs. Large-scale raiders like the Linnowan would tear through this place within a single day, their greatest defense is most likely not their wall but their low priority as a target. As you enter the village, it's locals go about their own business as normal, some giving you a curious glance before returning to what they were doing. A village like this must not get many visitors.

>Find an inn, get settled down for the day
>Look for a store, pick up some supplies
>See if they have a job board, perhaps you can find something to do while you're here
>Other
>>
>>452845
Check out the job board.
>>
>>452845
>Look for a store, pick up some supplies
>>
>>452845
>Look for a store, pick up some supplies
>>
>>452845
You decide to head to one of the local shops first, pick up some supplies while you're there. It doesn't take long to find a trading post, situated on the dirt road leading out the opposite end of the village. It's a small building, you'd wager it doubles as the owner's home. You step inside, finding a short, balding man is currently moving something around in the back. Upon hearing the door open, he drops what he's doing and returns to the counter. He clears his throat, and politely introduces himself.

"Welcome to my store, traveler. Just stopping by on your way somewhere else?"

You nod. "Yes, thought I'd pick up a couple supplies while I'm nearby. Do you have any trail rations?"

The man behind the counter grimaces, but reaches under the counter and produces a bag of rations, containing various dry foods that won't spoil during a long journey. "It'll be 30 dinars for each day's worth, I'm afraid."

You whistle in surprise. "30 dinars? Awfully high just for trail rations, isn't it?"

The shopkeeper nods sadly. "Yes, well, things aren't going so well in our village lately. Nothing a traveler need worry himself about, but right now we need to stock up on all the money and food we can, so I'm afraid that's the best I can offer."

>Accept it and take your rations. Looks like they've hit hard times, and you can easily afford it.
>30 dinars? For that much, you could stay the night at a decent inn, no way are you paying that. Pretend to lose interest, then pilfer the goods while he's not looking.
>Ask him about what's going on. Maybe there's something you can do to help?
>Barter for a lower price. 30 dinars is just ridiculous.
>Other

>>Feel free to grab whatever other mundane gear you want, just mention what you want in your post.
>>
>>453057
>Ask him about what's going on. Maybe there's something you can do to help?
>>
>>453057
"Not going well, huh? What's going on?"

The shopkeeper sighs. "A couple things, really. Our king's fallen ill and his two sons are bickering over who inherits if he passes, and lately there's been word of a Rakshasa band wandering about causing trouble. More importantly though is our harvest, at this rate we might not have enough to get through the winter."

"Bad year?"

He shakes his head. "No, it was a decent year like always until lately. Juroshin's done good by us for the most part, but now he's gone and fallen for the elder's grandaughter, now he wants us to give her to him or he'll cut off our harvest."

"Juroshin?"

"He's the local fertility god, been with us so long no one can remember when he first showed up. Before this he never demanded anything crazy, just our prayers, and he always stuck to the woods by himself. Then last month he comes into town and asks the elder if he can marry his grandaughter. When the elder refused, Juroshin said he'd make sure nothing grows in our fields until the elder gives in. Personally, at this point I'm hoping the elder will do the smart thing and give in, but...well, I can't help but feel bad for the poor girl too. Juroshin's no looker, but the alternative is that we all starve, what choice do we have?"

>That's tough, but it's not your problem. Take your supplies and head for the inn, you'll probably leave tomorrow morning
>Ask about the elder and his grandaughter. Go speak to them, maybe you can convince the elder to give in or come up with a plan.
>Ask about Juroshin and his home in the forest. Go speak with him, maybe you can talk sense into Juroshin, or force his compliance otherwise
>Other
>>
Getting late, looks like things are starting to quiet down here anyways. I'll continue sometime tomorrow, after I've gotten some sleep and more people are around.
>>
>>453456
>Ask about Juroshin and his home in the forest. Go speak with him, maybe you can talk sense into Juroshin, or force his compliance otherwise
>>
>>453456
>Ask about Juroshin and his home in the forest. Go speak with him, maybe you can talk sense into Juroshin, or force his compliance otherwise
juroshin's a.....dragonblooded?
>>
>>453540
No, dragonblooded are a separate thing. They're exalts, like solars, except their exaltations are hereditary; if their parents are dragonblooded, there's a chance they'll be dragonblooded too. Juroshin's just a terrestrial god with a relatively small domain.
>>
>>453569
>"just" a god
never change, Exalted.
>>
>>453456

So, this Juroshin guy sounds like he's lonely. If we bully him around with "We're a solar exalted, do my will." That'll only last as long as we're around. Later on he'll turn on the people and be even angrier.

So let's go talk sense to him, AND be his wingman. Give 'em a little, "Hey, I know you're lonely and want a nice gal, but their's a saying from back home, it's better to work at noon by the pole of fire and sleep at midnight by the pole of ice, than live in a home with a hateful husband. Now, it'd be a wife in your case, but the principle's the same. Someone you force to marry you will never be a good partner! You need a friend and a lover. So come on, let's show you how to do it!"

Then we teach him a Performance Excellency (he should have essence available, being a god), so that he can be an absolute beast in the sack compared to mortals, and Harmonious Presence Meditation (Presence 2 req). We teach him how to be a nice conversationalist and woo targets of his choice while being an overall decent person. And we can say "This way, when your mortal partner dies, you can find somebody else. Gotta take the long view."

The reason I want to do it this way is two-fold. One, the old solars messed up royally because they founded all their plans and solutions on themselves. Everything would collapse when they disappeared. Let's be more practical than that. We're gonna leave eventually. Two, because we'll be sticking around to teach Juroshin, we'll be here when the Rakshasa attack, and maybe we can bring him with us to fight them off, and he'll get hero cred, making finding a gal even easier! And we'll have saved the people from the Rakshasa.
>>
>>453456
>>454018
Why don't we just give Juroshin the girl? They're only mortals, he's a god: Surely, in exchange for helping that village for so long, he can reap some rewards. He could even collect some pretty girls every few years...
>>
>>454087
Give a man a fish and you feed him for a day.

Teach a man to fish and you feed him for a lifetime.

Now apply that to courting girls and keeping them happy.
>>
>>454106
How about:

Give a man a fire and he'll be happy for an hour.

Set a man on fire and he'll be happy for the rest of his life.
>>
>>454106
>>454148
You two have had very different experiences with women :).
>>
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>>454148
I suppose if you have a certain state of mind that is true.

Cause the rest of his life is very short while he is on fire.
>>
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>>454171
>>
>>454193
Kitty Get!
>>
Alright, I'm back and writing an update now.
>>
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>>453456
Technically speaking, none of this is really your business. Still, these people may possibly starve without your help, and it's not as though you have anything else to do anyways.

"Where does this Juroshin live?"

The shopkeeper looks at you curiously. "Why, are you a priest or something?"

"No, but I am a neutral party. Maybe there's something I can do to help?"

The shopkeeper still looks a little skeptical, but given the situation you imagine he has little to lose by letting you try. "Well, I don't think anyone's sure where he lives specifically, but if you take the trail heading south into the woods, there's a little shrine where we leave him the occasional offerings. You might see him if you head there. Dunno what you can do to change Juroshin's mind, but we'd be mighty grateful if you did."

You thank the shopkeeper for the instructions, pay for your supplies, and head for the trail.

------------
The trail leads deep into the woods, and the closer you get the thicker the plant life seems to get. Finally, you reach the end of the trail and find a small, humble shrine. Just a simple wooden structure, about the size of a grown man, shaped like a house with a door to place offerings. Judging from the thicker plant life here, it wouldn't be a stretch to say that Juroshin's home must be somewhere close by. Before you can start looking around, however, a voice comes from the bushes.

"Sparrow? You finally change mind?"

The bushes rustle, and out comes a rather homely looking figure. Though humanoid in figure, the creature in front of you has green skin that is streaked with dirt. He has a terrible hunchback which forces him to walk with his hands, yet even crouched over his face is level with your own. His face is gnarled and ugly, with pupiless white eyes and two blunt teeth sticking out from his underbite. He looks over you, disappointment clear on his face.

"You not Sparrow. You not villager either. Who are you?"

>Introduce yourself and your intentions
>See if you can recognize what type of god Juroshin is (Occult becomes Favored. 3/5 Favored abilities remaining.)
>Other
>>
>>454997
>we'd be mighty grateful
All smiles, but with closed coin purses and empty food plates... peasants!

>Introduce yourself and your intentions
"Greetings to you, Juroshin! I am Victorious River. I heard you have problems with the villagers?"
>>
>>454997
>>Introduce yourself and your intentions
>>See if you can recognize what type of god Juroshin is (Occult becomes Favored. 3/5 Favored abilities remaining.)
Occult is an exelent one to favor as it is needed when dealing with supernatural thing, we should spent some charm slots for anti-spirit charms.
>>
>>454997
>New Favored Ability Unlocked!
>Occult - This ability represents your knowledge of the supernatural. It's charms allow you to use sorcery, harm or seal spiritual beings, and detect supernatural effects.

As Juroshin approaches, your mind thinks over the subtleties of his appearance, trying to make a rough guess at his nature. Unlike demons and elementals, gods aren't as easy to categorize. Many fall into certain niches, but they can be as diverse as humans, maybe even moreso. Given his nature as a fertility god and his seemingly small domain, you would guess that Juroshin is very low in the celestial bureaucracy, and likewise not very powerful. However, judging from his build you would guess that he's exceptionally strong and resilient, and most likely can control the local plant life to an extent. Judging by the unusually thick foliage in this part of the woods, you would guess that his Sanctum is nearby. He seems not to be overly hostile, but that is a good thing to know just in case; as a slain god will return to it's sanctum and reform unless it's sanctum is destroyed.

You clear your throat. "Greetings, Juroshin. My name is Victorious River, I was traveling through the village when I heard about your conflict with the village elder. I was hoping that I might be able to convince you to end your curse on their fields."

Juroshin frowns. "Sparrow send you? I told him, bring me Viridian Spring, I will heal the fields. I make field grow twice as plentiful even, but he still refuse!"

Viridian, huh? Must be the name of the elder's daughter. Sparrow must be the Elder's name too...ugh, Threshold names are so weird. You doubt you'll ever get used to them.

>"The village faces starvation, Juroshin. Surely you wouldn't want them to die over this, would you? Surely there's a better way."
>"Why are you so obsessed with this? Is a mortal girl's hand really worth starving your worshipers?"
>"You can't do this Juroshin. Even if you get your way, imagine all the trouble you'll have to go through as the villagers lose their trust in you. Generations from now, they may still remember you as a tyrant that holds their fields at ransom."
>"This is not a negotiation." Flash your caste mark
>Other
>>
>>455371
>>"Why are you so obsessed with this? Is a mortal girl's hand really worth starving your worshipers? Even if you get your way, imagine all the trouble you'll have to go through as the villagers lose their trust in you. Generations from now, they may still remember you as a tyrant that holds their fields at ransom."
No need to pull our trump card yet, allso his view on solars may not be the best.
>>
>>455371
>"Why are you so obsessed with this? Is a mortal girl's hand really worth starving your worshipers? Even if you get your way, imagine all the trouble you'll have to go through as the villagers lose their trust in you. Generations from now, they may still remember you as a tyrant that holds their fields at ransom."

are we gonna have a vote on what the mc looks like?
gender?
real name?
>>
>>455371
>So, this Juroshin guy sounds like he's lonely. If we bully him around with "We're a solar exalted, do my will." That'll only last as long as we're around. Later on he'll turn on the people and be even angrier.
>So let's go talk sense to him, AND be his wingman. Give 'em a little, "Hey, I know you're lonely and want a nice gal, but their's a saying from back home, it's better to work at noon by the pole of fire and sleep at midnight by the pole of ice, than live in a home with a hateful husband. Now, it'd be a wife in your case, but the principle's the same. Someone you force to marry you will never be a good partner! You need a friend and a lover. So come on, let's show you how to do it!"
>Then we teach him a Performance Excellency (he should have essence available, being a god), so that he can be an absolute beast in the sack compared to mortals, and Harmonious Presence Meditation (Presence 2 req). We teach him how to be a nice conversationalist and woo targets of his choice while being an overall decent person. And we can say "This way, when your mortal partner dies, you can find somebody else. Gotta take the long view."
>The reason I want to do it this way is two-fold. One, the old solars messed up royally because they founded all their plans and solutions on themselves. Everything would collapse when they disappeared. Let's be more practical than that. We're gonna leave eventually. Two, because we'll be sticking around to teach Juroshin, we'll be here when the Rakshasa attack, and maybe we can bring him with us to fight them off, and he'll get hero cred, making finding a gal even easier! And we'll have saved the people from the Rakshasa.

This. Flavor it not as protecting his reputation or doing the right thing, but as "if you want a girl to really like you."

That said, if Viridian Spring wants to be with him already, but Sparrow won't let him, then we need to negotiate with Sparrow.
>>
>>455420
I was still wondering about these things. If we were a Lunar, I suppose Gender wouldn't matter.
>>
>>455425
If we could pull this off it would be better

can a god change appearance? if he can that would help a LOT
>>
>>455437
It's definitely possible, but it'd require us to train him up to Performance 3. (And by extension, we'd need to be Performance 3)

That said, it should be pretty easy to teach him to be great at Performance (which includes Sex), and Presence, making him a good conversationalist. Even if he's not a looker, if he's got 2/3, he'll find somebody.

Rule ??, Somebody's into it.
>>
>>455420
You're a guy, I probably should have done a quick description earlier. Normally, I tend to give QMCs just a brief, simple description and let players imagine the rest. As for real name, well, you'll find out in time.

>>455437
>can a god change appearance? if he can that would help a LOT
Some can, but Juroshin is unfortunately not one of them. And there lies one of the big problems, he's not really a looker. To put it in mechanical terms, he's got Appearance 3 and the Hideous merit, meaning the higher his Appearance the uglier he is. The human norm is 2.

>>455425
>>455453
Excellencies are actually a purely Exalted thing in 3e I believe, which is what I'm basing this on. You can help him raise his Performance though, and given time he can develop his own charms based on Performance.
>>
>>455371
>New Favored Ability Unlocked! 2/5 Remaining
>Socialize - This ability is used for social influence of a more subtle and reasoned sort. While Presence uses raw Charisma and draws on a target's emotions to sway them, Socialize is used for subtler manipulation, including lying, and arguing through logic. It's charms help you discern others moods and intentions while concealing your own.

"Why are you so obsessed with this? Is a mortal girl's hand really worth starving your worshipers? Even if you get your way, imagine all the trouble you'll have to go through as the villagers lose their trust in you." You reason, drawing on his longevity to help you make your point.

The gnarled god thinks for a moment. It somewhat hard to tell, but you get the impression he's almost...sad. "Don't want to hurt villagers, but Sparrow give no choice. Viridian good girl, used to play in my woods. Look so much like..." He hesitates. "...Old friend. Woman that found village, look much like her. Used to leave gifts for her, she never forget to send prayers. Now she grown, I ask Sparrow for her hand. He say no, because Juroshin hideous. Fields only way."

>"There's better ways than blackmail, Juroshin. If you'll fix the fields, I can help you."
>"Have you stopped to consider how Viridian feels? You're forcing her into marriage under threat of starvation."
>"Regardless of their resemblance, Viridian isn't whoever your old friend was. Let this go Juroshin, I don't think whoever you're remembering would like it if she knew you were starving her people."
>Other
>>
>>455591
Literally all of those are good options. I can see a good argument going through each of them in reverse order.

Establish a good moral plea to the past, with this isn't the same person, and your old friend wouldn't want you to starve her people.

Then, bring up how Veridian feels. Establish a current moral plea.

Then, provide a better way out. Teach him to talk well, and make friends with the village. Be more than a distant god that prayers must be sent to to guarantee the harvest.
>>
>>455591
>"Regardless of their resemblance, Viridian isn't whoever your old friend was. Let this go Juroshin, I don't think whoever you're remembering would like it if she knew you were starving her people."
>>
>>455591
>>"Regardless of their resemblance, Viridian isn't whoever your old friend was. Have you stopped to consider how Viridian feels? You're forcing her into marriage under threat of starvation. If you'll fix the fields, I can help you."
>>
"Regardless of their resemblance, Viridian isn't whoever your old friend was. Besides, I don't think whoever you're remembering would like it if she knew you were starving her people." You point out. "Have you stopped to consider how Viridian feels either? You're forcing her into marriage under threat of starvation."

You know, months ago you would have found this situation ludicrous, the idea of talking down a god. But you were mortal then, and it seems your point is getting across, as Juroshin starts to hang his head in shame.

"I know it not good, but what choice do I have? Fields are all Juroshin has, nothing else." He says sadly. The more you speak to him, the more you get the impression that Juroshin isn't -really- that bad. It looks like he at least realizes his little tantrum is wrong, that's more than some gods can claim.

"There's better ways than blackmail, Juroshin. If you'll fix the fields, I can help you."

Juroshin turns his head up curiously. "How?"

>Teach him how to be more charismatic. Can't do anything about his looks, but you can at least show him there's better ways than cursing people. Besides, personality is important right?
>It might take a couple weeks, but you might be able to do something about his appearance through sorcery (Charm unlock: Terrestrial Circle Sorcery)
>Broker some sort of agreement between Sparrow and Juroshin. Maybe you can change Sparrow's mind.
>Other
>>
>>456056
>>Teach him how to be more charismatic. Can't do anything about his looks, but you can at least show him there's better ways than cursing people. Besides, personality is important right?
>>Broker some sort of agreement between Sparrow and Juroshin. Maybe you can change Sparrow's mind. Maybe get Viridian to be Juros 'main' priestess?
>>
>>456056
>Teach him how to be more charismatic.

And help him make some friends. I think just not being lonely might solve the problem.
>>
>>456056
>>Teach him how to be more charismatic. Can't do anything about his looks, but you can at least show him there's better ways than cursing people. Besides, personality is important right?
>>
>>456056
>It might take a couple weeks, but you might be able to do something about his appearance through sorcery (Charm unlock: Terrestrial Circle Sorcery)

He's going to need to find a rather special someone to overcome his hideousness, given his little show of power im guessing he isnt interested in playing the waiting game any longer, and even then he wont find anyone willing to overlook his looks if he treats the village like he does.

He is already friendly enough even if he wont charm anyones socks off
>>
>>456056
>Favored Ability Unlocked!
>Presence - This ability is used for social influence that draws on emotion rather than logic (as Socialize) or artistic performance and rousing speeches (as Performance). It is used to intimidate and persuade. It's charms make it harder for a target to reject social influence, improve social influence which draws on your own values, and draw followers to your cause while leaving enemies in awe of your prowess.

"What you need, Juroshin, is to come out of these woods and stop being a distant presence. How many times have the villagers actually seen you in person, let alone Viridian?"

He thinks over the question seriously. "Visit to village was first time being seen by most. Speak to priests more often, when bringing offerings."

"That's exactly your problem. Right now, most of the villagers know nothing about you except that you manage the fields, and you threatened to cut off their harvest. Putting Viridian aside, you need to speak with the villagers more often, if nothing else it'll ensure you get more offerings. Besides, most people try to actually, you know, talk to a woman before they start demanding a marriage."

The troll-like god thinks about it for a moment before he responds. "But Juroshin ugly. Juroshin-"

"None of that." You cut him off. "If you think the fields are all you've got going for you, then what's it harm to try anyways."

Juroshin looks hesitant, but he does give it another moment of thought. Finally, he nods. "Fine. I will try, but village not like after Juroshin make threats."

"Just leave that to me." You reassure him. "Come on, lets head back to the village now and smooth over all this nonsense."

Truth be told, you can't believe this actually worked. Back home, disputes with gods were settled by the Dragonblooded dynasts and the Immaculate Order. No normal mortal save a god's priests would try to talk down a god like this, and most certainly not as informally as you've gone about it.

"One question." Juroshin says as you start walking down the trail. "Who are you? No mortal talk to god like you. Afraid I crush them or curse their people."

...Shit, that's true, you have been acting very un-mortal like. Quickly, you try to think up an excuse.

>"I used to be a priest." (Lie)
>"I used to be an Immaculate monk." (Lie).
>"I'm actually god-blooded. I'm kinda used to this stuff by now." (Lie)
>"That's because I'm not mortal" Flash caste mark
>Other
>>
>>456459
Technically I don't think it matters if we flash him our mark, he doesn't care about us being an Anathema.

But he doesn't appear to be the brightest of kind, I do not want it to become a situation where the immaculate order comes a few days/weeks later to resolve the same issue and start digging into who already resolved this.

So lying would work out for the best

>"I used to be a priest." (Lie)
probably easiest one, however we spoke very casually with him, need to think of a good cover story to explain it, if he asks
>>
>>456459
>"I'm actually a god-blooded. It's hard to be standoffish with gods when you're one of like 40 siblings who talk to dad and company pretty often."
>>
>>456459
>>Other
"Just someone who is from out of town and was wondering why rations cost so much. Thought I'd try to help the situation while I was here."
>>
>>456459
>>"That's because I'm not mortal" Flash caste mark
>>
Getting late here and the vote's still tied, so I'm just gonna call it here for now and get some sleep. Tomorrow I'll count votes and continue.
>>
>>456459
>>"I used to be a priest." (Lie)
>>
>>456459
seconding >>456545

Should we joke about our "dad" looking much uglier?
>>
>>456459
>>"That's because I'm not mortal" Flash caste mark
I feel that Gods have to stick together. The mortal fleshbags are nice to have around but our connection to Juroshin, another Godlike being, should be stronger than to some peasants...

Just convince him to not reveal our Godhood to the villagers.
>>
>>456841
>Tomorrow
Thank you for running this quest! Probably won't be catching it live but I enjoy reading it!
>>
>>458509
Actually, I'm gonna be typing up another update soon-ish. Just gotta take care of some IRL stuff real quick.
>>
>>458505
>I feel that Gods have to stick together. The mortal fleshbags are nice to have around but our connection to Juroshin, another Godlike being, should be stronger than to some peasants...
>Just convince him to not reveal our Godhood to the villagers.
Theres no point for us to reveal ourself to a lesser god like that on a whim, the shit the immaculate will do to us is not worth it. Even if he keeps his lips shut, just knowing it could reveal it if he gets questioned by the order.
>>
>>456459
"That's because I'm god-blooded." You tell him, making up a lie on the spot. "Hard to be standoffish with gods when you're one of like 40 siblings who talk to dad and company pretty often."

Juroshin looks over you curiously, but nods. "I see. Fortunate you come then."

Well, looks like your secret's safe for now. From what you know about gods, they can usually discern the nature of anyone that partakes in their domain, but if Juroshin had to ask then that probably means just entering his woods isn't enough to tip him off. Given his duties, you'd imagine you'd have to work directly in the village fields before he could take a guess at what you are, so you make a mental note to avoid the fields while you're in town. Which...you suppose will be a while now, won't it? You hadn't planned to stay too long, yet here you are. Then again, it is a fairly remote village, you should be safe staying here a while unless you do anything drastic.

--------
Weeks have gone by since you first arrived at the village. After returning with Juroshin in tow, Juroshin made the announcement that he would be returning the crops to normal. It was a bit of a spectacle to see, as the crops seemed to grow back within a day of the announcement, healthier than ever. The villagers were most pleased by this, and you became somewhat of a local hero for helping them. The local innkeeper has allowed you to stay as long as you like, free of charge, and the innkeeper was nice enough to return the silver dinars you spent in his shop earlier. You could swear there's one or two dinars missing, but decide not to say anything as you weren't expecting to be paid back anyways.

Juroshin has been more active in the village as well. At least once every day, he comes out of the woods to visit his people. The villagers were a bit apprehensive at this, but were willing to give him a chance now that their fields were back and stronger than ever. You've done your part in easing the tension a bit as well, helping him socialize with the locals. Soon, he started coming to the fields to help the villagers tend the fields, showing them better ways to till the land. This certainly helped rebuild the locals' trust in him, and while most are still a little cautious around him, you feel it won't be long before they're able to peacefully co-exist. As for Viridian and Juroshin, well, they're talking at least. The few times you were present for it were so awkward it was painfully, but now they're at least talking. Baby steps?
>>
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>>459110
In any case though, the locals found it quite strange to see you being so informal with a god. They got curious, started asking questions, until finally you just told them the same lie you told Juroshin. They bought it, and your secret remained safe. Curiously enough, it wasn't long after you told them you were god-blooded that the innkeeper offered to let you stay for free. You suppose the villagers have become interested in keeping you here, which you can understand. In a land as chaotic as the Hundred Kingdoms, having a friendly supernatural being nearby can be very reassuring.

It's been a while though, soon it'll be time to leave again. Everything seems to be stable here, so there shouldn't be too much trouble leaving the rest to the locals. You start packing your bags, planning to leave early tomorrow morning, when something peculiar happens. Outside, you can hear the sound of a loud trumpet blaring nearby. Looking out your window, you can see a lone figure on a horse, holding a signal horn in hand. The man is peculiar in his appearance, with skin tinged a light green, pointed ears, and solid black eyes. A pair of horns sprout from his head, and he wears a set of fine green robes with a leaf-like pattern. Even the white horse he rides on is clearly not normal, as a single spiraled horn sprouts from it's head.

You recognize what it is immediately. Rakshasa, or Fair Folk as they're also called. Eccentric beings from the chaotic expanse beyond Creation, the Wyld. They take physical forms before entering Creation, and are renowned for their whimsical and often flamboyant personalities. To maintain their forms, they devour the souls of mortals. Mortals who have had their souls devoured become soulless husks, devoid of emotion or motivation, alive but empty inside. However, some Fair Folk choose to live in harmony with Creation's people, feeding off of a person's emotions and only leaving them somewhat weakened for a couple days. You don't know which kind this Fair Folk is yet, but knowing what he is puts you on your guard.

"Rejoice, plebeians, for I bring word from the Magnificent Flames of Crimson, king of the Hundred Kingdoms! Bring me your leader, so that I may deliver his edicts!" The Fey shouts, to the confusion and concern of all present.

King of the Hundred Kingdoms? There's no such thing, in fact that title makes no sense given the nature of the Hundred Kingdoms. But you vaguely remember the shopkeeper mentioning on your first day in town that a Rakshasa warband was causing trouble in the region.

>Stay put and listen to what the fey has to say.
>Go down there, speak with the fey yourself and convince him to leave.
>Grab your weapon. This fey has come to the wrong village.
>Other
>>
>>459112
>Go down there, speak with the fey yourself and convince him to leave.
>>
>>459112
>Go down, but bring your weapon too. It's only a staff, so it's not particularly threatening.

Yeah, few fey are worth trusting, but sometimes they have enough flair for the dramatic you can negotiate.
>>
>>459112
>>Go down there, speak with the fey yourself and convince him to leave.
>>"You do realize that you would need a crusade to reach the title of 'king of the Hundred Kingdoms' right?"
>>
Are we smart enough to realize that if we thought that the Threshold is an exelent place to hide in, there should be other celestials, like those shapeshifter barbarians(Lunars) and the dead fucks who took over Thorns(Abyssals), out here too?
>>
>>459235

Eh, there are tons of places to hide if you've got the right charms. I mean, any Lunar with an aquatic form could just muck about in the ocean for the entire lives and be in 0 danger from the realm.

But exalted aren't made to just sit around and safely hide, they want to do things.
>>
>>459258
>But exalted aren't made to just sit around and safely hide, they want to do things.
Truth!
>>
>>459235
being night caste will eventually make us night impossible to locate unless we reveal ourself, we could straight up talk with people looking for us and they wouldn't recognize us
>>
>>459300
Oh the shenanigans we could pull
>>
>>459112
You decide to go down there and see what's going on, maybe convince the fey that this village isn't worth the trouble. Just to be safe, you call your staff back from Elsewhere just to be safe, the silver pole flashing to your hand in an instant. Though someone inspecting it closely may notice that the staff is made from Moonsilver, you've already told everyone that you're god-blooded, which means they shouldn't question it.

>Personal Essence: 12/13

By the time you get downstairs, a sizable crowd has formed around the rakshasa. Among them is the elder, Sparrow, who looks both confused and alarmed by the fey's presence.

"Who are you? What do the Fair Folk want with a small village like this?" You ask.

The fey turns it's gaze down towards you, maintaining a regal posture on top of it's horse. "I am The Emerald Emissary, I have come to inform you all that you are now a part of the Magnificent Flames of Crimson's territory. As such, we expect a tribute within the week, and another on the first day of the next month."

The elder scratches his head. "But we already have a king..." He mumbles to himself.

"Just what, exactly, is it your king wants as tribute?" You ask.

"Humans, of course. You will send us five sacrifices as tribute each month, normally we would demand more but your dirt-farm of a village appears too small to support more than that. Failure to deliver our tribute will be punished most harshly." The fey states, matter-of-factly.

>"No deal. Now leave before I send your head back to your master."
>"You waste your time with us, we're just a small village with little to offer, leave us be."
>"Give us time to think it over."
>Pretend to submit. Follow him in secret back to his people.
>>
>>459858

Whatever we do, let's NOT fight the Fey in their own realm. Let's fight this guy here, then ambush the next wave as they head for here.
>>
>>459858
No deal.
I never liked the Fey anyway.
Let's beat him down.
>>
>>459858
No deal
>>
>>459867
>Whatever we do, let's NOT fight the Fey in their own realm
this

no need to fight the eldritch abominations on their terms
>>
>>459858
>>"You waste your time with us, we're just a small village with little to offer, leave us be."
>>
>>459858
>"You waste your time with us, we're just a small village with little to offer, leave us be."
I wonder if Juroshin can make the village temporarily look even poorer and useless.
>>
Rolled 3, 9, 5 = 17 (3d10)

>>459858
You frown. "No deal. Now leave before I send your head back to your master."

Some of the villagers turn their head towards you in surprise. The fey, however, only looks down at you with mild irritation.

"Honestly, I can't stand peasants like you. Do you not realize how easy it would be for my lord's army to raze this city? I see that staff of yours, what are you? God-blooded? Dragon-blooded? Perhaps you may be strong compared to these mortals, but you are nothing compared to my lord. Know your place, [i]peasant.[/i]

>Limit Trigger
>All exalts are affected by a terrible curse from ages past, called the Great Curse. When they act against major or defining Intimacies, which are people, places, and principals the exalt holds dear, they gain Limit.
>They also have a Limit Trigger, a specific condition which causes them to gain even more Limit, which can only be triggered once per day.
>When you reach 10 Limit, you experience Limit Break. Limit Break causes an exalt to lose control in some way; he may fly into a berserker rage, run off in tears for an entire day, be consumed with suicidal grief, or experience a number of other Limit Breaks.
>On the bright side, Limit Break is a cathartic experience for an Exalt. At the end of Limit Break, your Willpower immediately returns to it's max value.
>Acting against a major intimacy causes one die of Limit. Acting against a Defining gains two dice. Your Limit Trigger causes three dice of Limit. You gain a point of Limit for each success on this roll.

You grit your teeth, your grip tightening on the staff in your hands. You [i]hate[/i] being looked down on like that. You were looked down on for most of your life back at the Realm, and almost every action you took was to show that you were not weak, that you were to be taken seriously. Hearing the fey belittle you even now after you've become so much stronger makes your blood boil in anger. The fey's horse starts to turn around, the fey getting ready to bring your message back to his lord. You could crush him if you wanted to, send him back to his lord bloodied and broken. The prospect is very tempting.

>Attack. You'll send his 'king' a message that the village isn't to be trifled with.
>Let him go. Start planning how to deal with the fey.
>Other
>>
Damn, looks like the text formatting isn't working for me. Probably cause I've changed locations a lot since starting the thread.

Either way, you now have 1/10 Limit. Gonna mark it down on River's sheet, which I'll post once chargen for him is finished.
>>
>>460258
Attack. Let's leave no survivors to send a message.

Also, what major intimacy did we act against?
>>
>>460263
You didn't act against an intimacy, the fey hit your Limit Trigger, which is being looked down on as inferior or weaker. He's got a bit of a complex about that, as you'll learn.

Right now I haven't written down any Intimacies for you guys yet. When chargen is done you'll be deciding your own.
>>
>>460258
>>Let him go. Start planning how to deal with the fey.
We might not want to make this village our base
>>
>>460258
>>Attack. You'll send his 'king' a message that the village isn't to be trifled with.

i vote we find a gender changing thingy playing as a male ninja is creepy as fk
>>
>>460258
>Attack. Then run away. Keep leading the Fey until we reach another kingdom, and get him to start conflicts with that kingdom with collateral damage.
>>
>>460271
Well, we could head over to the West and try to steal Maka's hearthstone thingie.
>>
>>460282
Eh, I don't think we know of anyone that can take the few on other than the realm. And we don't want to be near a bunch of immaculates. They're boss. And want to kill us.
>>
>>460258
You make up your mind. Before the fey can leave, you run forward and leap into the air, the fey turning around just in time to see your staff flying towards his face.

>>>Battle mechanics
>Each battle starts with both sides rolling Join Battle, which is Wits+Awareness. Your starting Initiative is 3+successes from your Join Battle roll.
>To hit your enemy, you must beat their Parry ([Dexterity+combat ability]/2) or Evasion ([Dexterity+Dodge]/2) scores, whichever they are applying.

>There are two types of attacks: Withering, and Decisive.
>Withering attacks are Dexterity+Combat ability+Weapon Accuracy. Withering attacks do (Weapon damage+extra successes on attack roll) damage to your opponent's initiative score and award the same amount to you, +1 for successfully hitting them. Thus, if you deal 7 damage with a withering attack, your opponent loses 7 initiative and you gain 8 initiative.
>When you reduce an opponent's initiative to 0 or lower, they are in Initiative Crash. Crashing an opponent grants you an extra 5 initiative, and opponents in initiative crash may not launch Decisive Attacks or use charms which cost initiative or have the Perilous tag. A character who survives Initiative Crash for 3 rounds automatically returns to base Initiative (which is 3 Initiative).
>Decisive attacks are (Dexterity+combat ability), and do damage to the target's Health Levels. A Decisive attack's damage is equal to the amount of Initiative you have. So, if you have 12 initiative, you will roll 12 dice for damage.

>Soak and Hardness
>A character's soak is (Stamina+Armor). You subtract your soak from an enemy's withering damage pool, so if your Soak is 5 and your opponent's withering damage is 10, they only roll 5 dice of damage. Soak only applies to Withering attacks.
>Hardness only applies to Decisive attacks. If a Decisive Attacks damage pool is equal to or less than your Hardness, the attack hits but fails to hurt you. If their damage pool is greater than your Hardness, then Hardness does nothing.
>You currently have 7 Soak and 4 Hardness
>>
Rolled 4, 7, 3, 5, 7, 5, 8, 5 = 44 (8d10)

>>460309

>Essence, Excellencies, and Willpower
>You may use Excellencies to add to your dice pool after failing an attack, to try and recover. You gain 1 die per mote spent, to a max of (Dexterity+combat ability) dice. You may also use Excellencies to boost your defense after being hit, to save yourself. You may increase your Parry and Evasion rating by 1 per 2 motes spent, up to half your Dexterity+combat ability (Parry) or half your Dexterity+Dodge (Evasion).
>You may also spend a point of Willpower (one per action max) to gain one automatic success after a roll. You regain points of willpower after a night's rest, after Limit Break, or after performing a particularly heroic action.
>Spending Essence can cause your anima to flare, making your caste mark flash and golden light surround you. This phenomenon is exclusive to the exalted, and will not only reveal that you are exalted but also your type and caste.
>Personal motes do not contribute to anima flare. They can be spent freely.
>Peripheral motes do contribute to anima flare. For ever 5 points of Peripheral motes spent, your anima increases one level. At Dim level, you appear to be a normal human. At Glowing level, your caste mark flares and you are outlined by light. At Burning level, the light glows like fire around your body. At Bonfire level, your anima takes an Iconic shape related to your personality, and the light can be seen for miles.

>Addendum
>I forgot to add this under Decisive Attacks, but after making a successful Decisive Attack, your initiative returns to 3. Missing a decisive attack causes you to lose 2 initiative, but does not reset you to base initiative.

Okay, with all that shit explained (Sorry for the wall of text), I need three rolls of 2d10 for your Join Battle.
>>
>>460312
Oh yeah, one other thing I forgot to mention. You recover 5 motes of essence each hour outside of combat, and 5 motes of essence at the start of each new round in combat.

I'll make a pastebin with all the mechanics sometime soon, to post in the OP along with your sheet.
>>
Rolled 5, 8, 10, 2, 10, 4 = 39 (6d10)

>>460309
Just kill it, hack off its head and put it on a spear at the village entrance.
>>
>>460312
>I need three rolls of 2d10 for your Join Battle.
You might want to make it more obvious what dice rolls are required to make... overlooked that part at first. And I don't really understand the system, but I hopefully don't need, right?
>>
Rolled 9, 8 = 17 (2d10)

>>
>>460344
My bad. Thinking on it now, I probably should have just said 6d10 and taken the first one, since /qst/ is much slower than /tg/. Still getting used to that.
>>
>>460312
>>460342
>Personal Motes: 11/13
>Peripheral Motes: 24/24

>Your Initiative: 8
>Fey Initiative:8

>>Clash attacks
>When two opponents attack each other on the exact same initiative, a Clash occurs. Defense does not apply to these rolls, whoever rolls the highest succeeds and deals damage.

The fey is unnaturally quick, drawing a sword from his scabbard to meet your staff in the air. You land on ground beside his horse, and the irate Rakshasa takes a swing back at you. You respond by launching your own attack, his sword and your staff crossing each other at the exact same instant.

>Withering Attack (Damage Initiative)
>Decisive Attack (Damage Health)
>>
>>460365
>>Withering Attack (Damage Initiative)
>>
>>460365
Withering. I suggest you don't make that a choice every time, because in general, you always wither for a round or two before Decisive.

Also, go ahead and 5 mote this. Just enough so that our next round regen isn't wasted.
>>
Rolled 9, 7, 4, 10, 2, 10, 4, 1, 6, 6, 4, 8 = 71 (12d10)

>>460365
Withering it is then. Give me 13d10 then since you're spending your 5 motes on this.
>>
>>460381
It's the first thread, so I'll be making changes to mechanics as necessary. I was going to make it a choice between Withering, Decisive, or Gambits, which I was going to explain later because this info's already kinda front-loaded as-is. I'm open to suggestions though if you have a better idea for how to handle it.
>>
Rolled 10, 8, 6, 7, 2, 2, 9, 10, 7, 5, 7, 2, 5 = 80 (13d10)

>>460386
Success get
>>
Rolled 5, 7, 3, 5, 2, 9, 3, 5, 4, 2, 5, 8, 1, 10 = 69 (14d10)

>>460395
That'll win the clash attack, rolling damage now.
>>
>>460365
Your staff slides along the edge of his sword, pushing it away so that it slashes past your face. Meanwhile, your staff manages to smack him right in the side, almost knocking him off his horse in the process. He grits his teeth, holding onto the reigns tightly with his one free hand as the horse rears in surprise. Doesn't look like the horse was trained for fighting.

--------
Personal Motes: 11/13
Peripheral Motes: 24/24

Your Initiative: 14
Fey Initiative: 3

>Withering attack
>Decisive attack
>>
>>460409
Withering 5 mote. Sweep the legs of the horse, then leap into the air, poised gracefully to slam down on the trapped fey next turn.
>>
>>460409
>>460424
Alright, go ahead and roll 16d10.
>>
Rolled 1, 10, 5, 2, 9, 10, 3, 3, 9, 8, 1, 4, 1, 7, 3, 3 = 79 (16d10)

>>460457
>>
Rolled 5, 8, 5, 9, 9, 2, 3, 3, 9, 5, 1, 9, 6, 5, 7 = 86 (15d10)

>>460462
Rolling damage.
>>
Rolled 2, 10, 3, 6, 8, 6, 5, 5, 5, 8, 7, 8 = 73 (12d10)

>>460472
That'll crash him, and I'll roll his withering attack real quick.

Thinking I'm probably gonna have to restructure combat before the next thread. Any suggestions to that end are greatly appreciated.
>>
>>460409
You sweep low at the horse's legs, throwing it off-balance. The fey takes a shaky swing at you as the horse starts to tumble, but misses by the breadth of a hair.

>-2 Personal Motes

The horse falls over, and the fey is sent tumbling a few feet away. You then leap into the air, staff raised overhead for a final attack.

--------------
Personal Motes: 11/13
Peripheral Motes: 24/24

Your initiative: 26
Fey Initiative: -3 Crashed!

>Decisive Attack! Roll 13d10, your Dex+Melee with a 5 mote excellency.
>>
Rolled 8, 1, 3, 7, 7, 4, 4, 2, 4, 1, 4, 2, 1 = 48 (13d10)

>>460481
>>
Rolled 8, 4, 2, 7, 1, 10, 6, 10, 4, 3, 6, 8, 1 = 70 (13d10)

>>460481
>>
>>460488
Still 2 successes short. However, you can spend 3 more motes to get 3 more dice, and a point of willpower for an auto-success if need be. I doubt anyone here would be opposed, so go ahead and roll it.
>>
Rolled 6, 4, 9 = 19 (3d10)

>>460495
>>
Rolled 4, 6, 5, 10, 4, 3, 6, 7, 6, 6, 2, 6, 5, 1, 8, 3, 3, 8, 4, 4, 4, 3, 5, 7, 5 = 125 (25d10)

>>460498
That and a point of willpower will do it. Rolling damage now.
>>
>>460481
You fall from the sky like a crashing meteorite, your moonsilver staff swinging downwards and smashing into the arrogant fey's ribs. The heavy impact makes him cough up blood, his hands releasing the sword to hold his torso. The horse picks itself up off the ground and, seeing that it's rider is gone, quickly runs off into the woods.

The battle is basically over now. The fey is outmatched, and that last blow probably cracked at least one rib. The question now is, do you let him live so he can tell his people not to come here, or kill him and hope the fey forget about him and the village?

>Let him live
>Kill him
>>
>>460554
>Kill him, unless we know about the whole oath thing and how to properly do it, and he's willing to accept some sort of oath of servitude.
>>
>>460554
>Kill him
>>
>>460567
Kill him.
>>
>>460554
>Kill him! - but first ask where we can find his king of a hundred kingdoms?
>>
>>460621
Supporting
>>
>>460554
>Kill him
Fey are just way to unreliable, better to just end this abomination right here and now. Dont forget they are the enemies of all of creation.

Worst case scenario we can just leave the village if the fey retaliate in overwhelming numbers.


By the way sparks, do you run with stunting, I'd imagine it might give a way to big bonus for running on a board where people have the time to formulate cool stunts, but maybe for really cool ones?
>>
>>460554
>Kill him
REMOVE FEY

Fey are literally the fucking worst, I hope we slaughter every single one of those pansy twiggy pointy-eared cunt
>>
>>460554
You stand over the fey, staff poised to deliver a killing blow. "One question before you go; Where can I find this king of yours?"

The fey flares at you with it's black eyes. "You will know soon enough." He sneers.

You roll your eyes, and deliver a quick strike to the side of it's head. There's a wet crunch, and the fey no longer moves. The fight over, you look over your shoulder and see the crowd of villagers watching, you'd almost forgotten they were there. Some look awestruck, others look worried. The elder in particular looks concerned, his eyes wide as he looks from you to the dead fey.

"You....you killed him!" He says. It's both an expression of surprise, that you were able to defeat a fey so easily, and an expression of concern.

"This way he can't tell the others about us."

"What if his people come looking for him?"

"If we're lucky, they won't."

"And if they do? How are we supposed to defend ourselves?!"

>"We set up a militia. Prepare the area in case of an attack."
>"Send a messenger to your king, let him know the fey are coming and ask for reinforcements."
>"Bury the body, if the fey don't know who killed them they have no grudge with us. If they come here again we'll just have to figure things out as they happen."
>Other
>>
>>461734
>>"Send a messenger to your king, let him know the fey are coming, bury the body, if the fey don't know who killed them they have no grudge with us. If they come here again we'll just have to figure things out as they happen."
>>
>>461734
"You weren't willing to sell away your granddaughter for fear of being wiped out by starvation, didn't figure you guys would be down for sacrificing many more from the threat of the fey."

>Tell them to do whatever they think is appropriate, while we go hunting.
>>
>>461734
>"Bury the body, if the fey don't know who killed them they have no grudge with us. If they come here again we'll just have to figure things out as they happen."
>>
>>461734
>>"Bury the body, if the fey don't know who killed them they have no grudge with us. If they come here again we'll just have to figure things out as they happen."
Though I'd say burn the body and spread the ashes. Less evidence that way and all.
>>
>>461734
"Burn the body, if the fey don't know who killed them they have no grudge with us. If they come here again we'll just have to figure things out as they happen, do what you think is appropriate. We'll figure the rest out as things develop."

The elder seems a little worried still, but no one can say you didn't do the right thing. No one wants to live under fey, especially not when they're asking for sacrifices. They're scared, but you're sure everything will work out.

-----------
The Rakshasa lounges on his newly acquired throne, testing it out. It was a simple one, made from fine oak. In fact, it was too simple! A king as great as he deserves only the finest throne, to symbolize his authority! But, for now, this would have to do. His kingdom was growing, but he was still hardly notable amongst the many other kingdoms striving to survive in the Hundred Kingdoms. 'King of the Hundred Kingdoms' was the title he'd given himself, but it was not yet true. Not yet being the key words.

"Four down, ninety-six more to go your magnificence." A twisted hobgoblin says, ringing it's hands at the foot of his throne.

"You fool, it's not literally a hundred kingdoms, there's probably more than that around." The Rakshasa says.

"Regardless, you're well on your way to greatness, your Magnificence." Another Fair Folk says, this one softer, almost musical in tone.

"I simply wish this hadn't proved so boring." The Fair Folk Noble complained. "A sick king and two brothers so desperate to one-up each other they couldn't even focus on the real enemy, where's the fun in that? Is there no challenge here worth my time? Do I have to charge after Greyfall to actually enjoy myself?"

"The Hundred Kingdoms is a wide place, my king. You'll find your fun soon enough."

Just then, another fey enters the throne room, bearing a letter. "My lord, you have a letter." It announces offering it up to the figure on the throne. The Fey noble takes the letter and tears it open, his eyes quickly skimming through it's contents.

"'Fey approaching the kingdom'? Did their last king really keep such loose contact they don't know already?"

"Ignorant barbarians indeed sire! Your new rulership can only be superior to the old!" The hobgoblin says, continuing to brown-nose it's leader.

"Yes, quite. Didn't we send someone in that direction already? What was his name, Emerald or something?"

"He hasn't reported back in a while, sir."

"Hm, strange." The new king says, tossing the letter aside. "Well, the peasants have a right to meet their gracious new king. Prepare an envoy for me immediately, we leave tomorrow."

The fey that brought the letter nods, and exits the throne room to do as his master commands.
>>
Alright, gonna call it a session here folks. Next time I run I'll be sure to say so on twitter. You can find me here:
@sparkthetgqm

I've also got an ask.fm, which I try to check fairly often. If you've got a question and I'm not around to answer, just ask it here and I'll answer as soon as I can:
ask.fm/sparksqm

Feedback's always appreciated, and I hope everyone playing had fun. Bit rocky, but most first threads are. Gonna try to re-do the combat system somehow before the next thread, suggestions on that are also appreciated.

I'm just gonna wrap up chargen here while the thread's still alive, once everything's set up I'll be posting the finished sheet so everyone can take a look.
>>
>>464273
Thanks for running Sparks
>>
So, right now you have 5 Caste abilities and 4 Favored abilities. Caste and Favored abilities are skills which you particularly excel at, they are easier to improve and learn new charms for. Your Caste abilities are Athletics, Awareness, Dodge, Larceny, and Stealth, with Athletics being your Supernal ability. Your Favored abilities are Melee, Occult, Presence, and Socialize. You have room for one more, please select one of the following.

>Archery - Used for firing ranged weapons such as bows and crossbows.

>Brawl - Used for attacking enemies with your fists or certain weapons like tiger claws, cestus', and khatars.

>Bureaucracy - Used for dealing with, managing, and navigating political structures and services.

>Integrity - Used for resisting unnatural mental influence and magic which attempts to warp or mutate you

>Investigation - Used for discerning facts through investigation and interrogation.

>Linguistics - Used for social influence through writing. You start with one dot in this for free, characters without at least one dot in Linguistics are illiterate.

>Lore - Used for knowledge of general facts and educating others.

>Medicine - Used for all medical procedures, from patching a wound to treating an illness.

>Performance - Used for social influence through the arts or fiery speeches. Bring crowds to tears with a song, or whip up an angry riot through a searing speech.

>Resistance - Used for resisting poison, disease, and physical damage.

>Ride - Used for riding any sort of creature, from horses to giant birds and everything in-between.

>Sail - Used for piloting any sort of ship, be it a normal sea-ship or an air-ship.

>Survival - Used for getting by in the wild and training animals.

>Thrown - Used for thrown weapons like javelins or boomerangs

>War - Used for waging large-scale war, both leading troops, training them, and planning strategies.
>>
>>464353
>Investigation - Used for discerning facts through investigation and interrogation.
>>
>>464353
>>Performance - Used for social influence through the arts or fiery speeches. Bring crowds to tears with a song, or whip up an angry riot through a searing speech.
>>
>>464353
>Investigation - Used for discerning facts through investigation and interrogation.
>>
>>464353
>>Integrity - Used for resisting unnatural mental influence and magic which attempts to warp or mutate you
Ahahah, we need this
>>
>>464353
>New Favored Ability Unlocked!
>Investigation - Used for discerning facts through investigation and interrogation.

Now, your Caste and Favored abilities have been chosen the next step is Specialties. Specialties grant you an extra die to your roll when your specialty comes into play. For example, you have the specialty Athletics (Feats of Strength). Whenever you attempt a feat of strength, be it lifting a heavy object or smashing something with brute strength, you gain an extra die to your roll. Your specialties can be whatever comes to mind, but there are two rules:

1.) You must have at least one dot in the relevant ability
2.) It cannot be something too broad. Melee (Staffs) is perfectly valid, but Melee (blunt objects) is too broad.

With that in mind, your current abilities are:

5 dots - Athletics
4 dots - Awareness, Larceny, Stealth, Dodge.
3 dots - Melee, Presence, Socialize, Occult, Investigation
1 dot - Linguistics (Required for literacy)

>Select one of the listed abilities and suggest a specialty.
>>
>>467736
While on the point of specialization, Martial Arts: White Reaper could be fun.

As for specialties:
Presence(Persuasion)
Larceny(Disguice)
Awareness(Detecting Ambushes)
>>
>>467973
As I don't know the details of the exalted mechanics, I'll support this as anon seems to list good stuff
>>
>>467736
>New Specialties Unlocked!
>Presence (Persuasion)
>Larceny (Disguise)
>Awareness (Detecting Ambushes)

While an Exalt's attributes and abilities are part of their strength, Charms are the cornerstone of their powers. You currently have 8 charms, you may select 7 more.

>>Choose a primary abilities and two secondary abilities. You may pick 3 charms for your primary ability and 2 for your secondary abilities.

>Awareness - Charms allow you to hone your senses to superhuman levels.
>Larceny - Charms allow you to create perfect disguises, blend in with criminals, open any door, and pickpocket any item.
>Stealth - Charms allow you to hide without cover, become undetectable to sight, blend in with crowds, and more.
>Dodge - Charms allow you to not only evade attacks, but punish your attackers when they fail to hit you.
>Melee - Charms boost your attack and defense, provide counter-attacks, help you defend others, and damage creatures considered unholy.
>Presence - Charms help you intimidate enemies, make it harder to resist social influence, and buff those who consider themselves your followers.
>Socialize - Charms help you hide your intentions, discern the intentions of others, avoid giving offense, and instigate wide-scale change.
>Occult - Charms allow you to detect invisible spirits, understand languages long-since forgotten, destroy and seal spirits, and give access to Sorcery, allowing you to cast spells and start long-term permanent supernatural projects.
>Investigation - Charms give you preternatural senses, allowing you to discern the truth from interrogations and recreate scenes in your mind as though you were there.
>>
>>469352
Primary: >>Melee - Charms boost your attack and defense, provide counter-attacks, help you defend others, and damage creatures considered unholy.
Secondary: >>Presence - Charms help you intimidate enemies, make it harder to resist social influence, and buff those who consider themselves your followers.
>>
>>469352
>Primary: Stealth
>Secondary: Melee
>>
>>469352
Primary: Presence
Secondary: Melee, Stealth
>>
>>469352

Please select 3 charms from the following list:

Stealth
>Perfect Shadow Stillness - Cost: 1m 1wp, Duration: Instant
Allows a reroll of any Stealthbased action, preserving the 10s from those results and rerolling the remaining dice. At Stealth 5, succeeding at a stealth attempt with this Charm awards the Solar one point of temporary Willpower.
>Invisible Statue Spirit - Cost: 5m, Duration: Indefinite, Keywords - Mute (This charm does not contribute to anima flare)
Upon using this charm, the Solar becomes invisible so long as he stands still. You may still be detected by scent, touch, hearing, or (if somehow relevant) taste.
>Easily-Overlooked Presence Technique - Cost: 5m, Duration: One Scene
By using this charm, the solar becomes undetectable while in a crowd, so long as he takes no overt actions. This does not work against alert guards or checkpoints where everyone is stopped, but can only be overcome by magic if the user has a Major or Defining Intimacy towards the solar. Against such cases, the solar rolls Dexterity+Stealth against the target's relevant Attribute+Ability.
>Blinding Battle Feint - Cost: 3m, Duration: Instant
When rolling Join Battle, use of this charm allows the solar to roll Dexterity+Stealth to join battle instead of Wits+Awareness. If the Solar beats an opponent's Join Battle roll as a result, the solar begins the battle in stealth.
>>
>>478116
Please select 2 from the following lists.

Melee
>Excellent Strike - Cost: 3m, Duration: Instant.
Gain one automatic success on a melee attack. Additionally, reroll all 1's in your attack roll until 1's fail to appear.
>One Weapon, Two Blows - Cost: 3m, Duration: Instant
After making a melee attack, if you reduce an opponent from a higher initiative to a lower initiative than your own, you make activate this charm to immediately make a second attack.
>Solar Counterattack - Cost: 3m, Duration: Instant.
This charm is activated after attempting to parry an attack. The solar makes a decisive counter-attack, which occurs before the opponent rolls damage (assuming they hit). This does not count as your action for the turn.
>War-Lion Stance - Cost: 2m, Duration: One Scene
Upon activating this charm, choose an ally to target. You may reflexively defend them, allowing you to attempt to parry any attack directed at them. Normally, choosing to defend a target would be your combat action for the turn, but this charm allows you to do so reflexively, allowing you to make attacks and defend the target simultaneously.

Presence
>Tiger's Dread Symmetry - Cost: Free, Duration: Indefinite
You permanently gain one free charm die on all Presence rolls. In addition, when attempting to intimidate a target, you may reroll (Essence or 3, whichever is higher) non-success on the roll.
>Listener-Swaying Argument - Cost: 3m, Duration: Instant
Gain one automatic success when using Presence to persuade someone. In addition, if the target uses any means to resist the persuasion (such as an existing intimacy or an excellency), gain additional non-charm dice for every two points they add to their resistance (maximum 3 dice).
>Harmonious Presence Technique - Cost: 5m or 7m, Duration: One Scene
For five motes, this charm adds three dice to all forms of social influence, even those using other abilities, for one scene. For 7 motes committed, this duration is increased from One scene to Indefinite
>>
>>478116
>>Easily-Overlooked Presence Technique
>>Blinding Battle Feint
and if possible: Stalking Wolf Attitude
>>
>>478122
>>Excellent Strike
>>Listener-Swaying Argument
>>
>>478154
Need one more from Melee and Presence.
>>
>>478122
>>Solar Counterattack
>>Harmonious Presence Technique
>>
>>482242
Alright, well, that's all I need to put the sheet together. I'll post the sheet in the OP whenever the next thread is, after I get a chance to sit down and assemble it.



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