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==Civilisations & Leaders==
+
[[The Vanguard]]<br>
*Traits: Aggressive, Charismatic, Financial, Imperialistic, Industrious, Organised, Philosophical, Protective, Spiritual
+
[[New Illumina Republic]]<br>
 +
[[Mage: The Ascension in Arcus Prima Arena]]<br>
 +
[[Escape from the Abyss]]<br>
 +
[[Project Codename: Orenji]]<br>
 +
[[Hell's Garden REDAMNATION]]<br>
 +
[[Mage: Garden of Forking Paths]]<br>
 +
[[Mage: Drifting Tokyo]]<br>
 +
[[Pillars]]<br>
  
'''EU'''
+
[[Paris Aberrant]]
*Unique Unit: Drake (replaces Battleship)
 
*Unique Building:
 
*New Silesia: Imperialistic, ?
 
*New Somerset: ?, ?
 
*Outremonde: Organised, ?
 
  
'''PACT'''
+
==General WoD Notes==
*Unique Unit: Inch (replaces Centimetre)
+
[[Inferno Project]]
*Unique Building:
+
===Baali===
*Corregidor: Expansive, Financial
+
Rather than being a particular clan or bloodline of vampires, this term refers to vampires that truck with the infernal in general. They are rare as most vampires have no ability to interact with the spirit world, if they even believe in it, but as vampires are more common than mages they make up an (un)healthy proportion of infernal servants.
*Daedalus: ?, ?
 
*Oceania: Financial, Australian
 
*Sao Galvao: Aggressive, Industrious
 
  
'''China & Friends'''
+
The Camarilla forbid demonology and prefer that it not be spoken of at all, both to ensure the exclusive power of the Princes is maintained and from genuine moral revulsion. The Sabbat frown on it like a bad drug as they promote freedom of vampires from control, but the Lasombra fall from their ironic religious posing into actual devil-worship far more often than they are willing to admit. The nature of the 'Set' of the Setites is a matter of dispute even among followers, but the Serpent heirarchy does not ban traffic with demons - only subservience and 'excessive' behaviour.
*Unique Unit: Titan (replaces Superbattleship)
 
*Unique Building: Immigration Bureau (replaces Courthouse)
 
*Some Dudes: Awesome, Owns
 
*Cooler Than: Magnificent, Resplendent
 
*You Losers: Totally, Sweet
 
  
'''Russia & Friends'''
+
Contact with demons can be achieved by forbidden rituals of Thaumaturgy or Necromancy, by astral projection, or by the secret discipline of Daimonion that is passed down among Baali from master to student. Not all Baali have the use of any of these powers themselves, but rely on access to a more capable Kindred master, a terrorised or controlled mortal sorceror, or even some item or location into which a demon has been bound.
  
'''ZOCU'''
+
==Exalted: Eclipse==
*Unique Unit: Sarissa (replaces Combat Frame)
+
What if the Usurpation was done by ''Lunars''? The Solars are slain, their Sidereal cronies sent fleeing to hide in Yu-Shan, and now the Thousand Streams River encircles Gaea. Dragonblood and Beastman populate the world. But all is not well. More and more knowledge is lost in the shifting tides of history, the Lunar elders and their experiments are becoming ever more degenerate, and once-Lunar monsters threaten to invade from the edges of Creation. And the Ebon Dragon just tricked the Raven into coughing up the Sun...
*Unique Building: Theta Factory (replaces Dust Factory)
 
*Hampshire: Financial, ?
 
*Haraway: Aggressive, Charismatic, Financial, (Anti-)Imperialistic, Industrious, Organised, Philosophical, Protective, Spiritual
 
*Ithaca: ?, ?
 
*Kanon: Aggressive, Philosophical
 
*New Mercia: Protective, Industrious
 
  
'''League'''
+
====Lunar Charm/Knack Concepts====
*Unique Unit: Two Battleships (replaces Battleship)
+
*Open up Chimaera charms to all lunars, with whatever caveats.
*Unique Building: Armoury (replaces Factory)
+
*'''Circle of Life Technique:''' Those the lunar kills and eats always reincarnate (including ghosts) <- needs more oomph.
*Minkowski: Organised, Spiritual
+
*'''Chimeric Chrysalis:''' When threatened with mutation, instead enter a chrysalis and emerge radically transformed.
*Sarreva: Aggressive, Protective
+
*'''Eyeball-Swallowing Approach:''' Eat a sense organ and receive memories of what it perceived over the last [essence] days.
*Vimelan: Charismatic, ?
+
*'''Hungry Cuckoo Method:''' The Lunar plants themselves into an organisation and siphons off a proportion of its turnover/profits <- maybe too Siddie.
 +
*'''Myriad Hairs of the Monkey King:''' Release bits of body as independent entities.
 +
*'''Raven Steals the Sun:''' Prereq. ''Golden Widow Method'', ess 6+. After hunting and killing ones solar mate, imprison their exaltation and learn Solar charms (with limitations/drawbacks/side effects).
 +
*'''Raven-as-Writing-Desk Technique:''' Transform into inanimate objects?
 +
*'''[Something about tapeworms]:''' Hide inside someone else's body, with or without their awareness.
 +
*'''Protean [Attribute Type] Ingenuity:''' Move attribute dots around inside one attribute type (physical/mental/social).
 +
*'''Silent Owl's Patience:''' The lunar creates a shell personality to function socially and be affected by UMI leaving a dormant core personality unmolested.
  
'''Magnates'''
+
==Magical Pathologies==
*Unique Unit: Series VII Bioroid (replaces Supersoldiers)
+
These are presented from a materialist perspective based on the pioneering research of Herr Klogius and his group. More spiritual mages may have more metaphysical explanations. And of course, their rendering as 'pathology' is a subjective value judgement and categorisation. Different mages and groups of mages manifest different pathologies, in different ways.
*Unique Building: Mind-Control Tower (replaces Broadcast Tower)
 
*Delten: Industrious, Philosophical
 
*Dogma: Expansive, Organised
 
*Hyperborea: Charismatic, Organised
 
*Rebirth: Aggressive, Spiritual
 
  
==Solar System Generator==
+
No confirmed cures have been found.
Note: If you roll up a garden or terraformable world, roll again unless you have a particularly good reason why it wasn't colonised.
 
*A conventional solar system has 2d6 bodies (including your planet)
 
*Planets: rocky planets may be asteroid belts
 
:1-3: rocky
 
:4-6: gaseous
 
*Mass: gaseous planets add 4 to the die roll
 
:1: Sublunar (Asteroid belt, 0.0005)
 
:2: 0.01 Earths (the Moon, 0.0123)
 
:3: 0.1 (Mars, 0.107)
 
:4: 1 (Venus, 0.815)
 
:5: 5 (5 Earths)
 
:6: 10 (Uranus, 15)
 
:7: 50
 
:8: 100 (Saturn (Saturn, 94)
 
:9: 500 Earths (Jupiter, 318)
 
:10: Superjovian (HAT-P-2b, >2500)
 
*Composition (gaseous):
 
:1-3: Hydrogen/Helium (Jupiter, Saturn)
 
:4-5: Methane/Ammonia (Uranus, Neptune)
 
:6: Hydrogen/Water
 
*Atmosphere (rocky):
 
:1-3: Carbon Dioxide (Mars, Venus)
 
:4: Nitrogen/Oxygen (Earth)
 
:5: Methane/Ammonia (Titan)
 
:6: Hydrogen/Helium (Mercury)
 
*Atmospheric density (rocky):
 
:1: None/trace
 
:2: Very low
 
:3: Low (Mars)
 
:4: Moderate (Earth)
 
:5: High (Venus)
 
:6: Extreme (Titan)
 
*Temperature: planets with thinner atmospheres have greater temperature variation
 
:2-4: Deep Frozen (Pluto, <100K)
 
:5-6: Frozen (equator dozens of degrees below freezing point)
 
:7: Icebox (Mars)
 
:8: Temperate (Earth)
 
:9: Hothouse (Terranova)
 
:10: Severe (water boils on the equator)
 
:11-12: Extreme (Venus)
 
*Wackiness?
 
:1-5: No
 
:6: Yes
 
*Wackiness!
 
:1: Tidally locked
 
:2: Tidally locked
 
:3: Fossils
 
:4: Xenolife
 
:5: Commercially inviable precursor dust
 
:6: Posthuman structure (or possibly Velan ruin)
 
  
==Clock Tower==
+
===Externalised Delusion===
Y-chromosomes: ●<br>
+
One of the more common pathologies. The sufferer percieves reality in a radically different way to others and, within certain limits, it alters to match. This may occur based on physical, social or metaphysical proximity. Enlightened beings are not significantly altered but the sufferer will nevertheless percieve them as fitting into her world model.
Fists: ●●<br>
 
  
==Modernxalted Notes==
+
Sufferers from externalised delusions are mostly immune to paradox, but may still be ejected into the umbra if their disruptions become particularly extreme. This immunity however gives them great power and their delusional perceptions give them unusual drives. These two factors together have given them the traditional name 'marauders'.
*Dawn: Masterful soldiers and generals.
 
:Firearms
 
:Heavy Weapons
 
:Melee
 
:Strategy
 
:Tactics
 
*Zenith: Political leaders, celebrities and opinion-setters.
 
:Integrity
 
:Performance
 
:Presence
 
:Resistance
 
:Survival?
 
*Twilight: Scientists, engineers, philosophers and think-tank bullshitters.
 
:Computers
 
:Engineering
 
:Science
 
*Night: Assassins and intelligence agents.
 
*Eclipse: Civil servants and quiet diplomats.
 
  
==Principality of Estalian==
+
This sad disease is thought to be related to the 'internalised delusion' paradox sometimes inflicts, but is permanent, and far more dangerous.
Population: 0 (0)<br>
 
Transhumanism: 4 (6)<br>
 
Infrastructure: 0 (0)<br>
 
Growth Potential: 1 (0)<br>
 
Military Support: 0 (0)<br>
 
Space Fleet: 0 (0)<br>
 
Diplomacy: 4 (6)<br>
 
Espionage: 4 (6)<br>
 
Advancement: 2 (8)<br>
 
Unique: 2 (3)<br>
 
Emergent: 0 (0)<br>
 
Magic: 4 (6)<br>
 
  
This is the life. We're right at the core trading route of the Empire, its mighty navies protect our traders from pirates, we just brokered a peace treaty between the Empire and the Barbarians to further expand our markets, most of the Emperor's eunuchs are on the take from us and have you ''seen'' my new dress? With the forcefields? It's delightful, don't you think? Ah, what a golden age we live in.
+
===Externalised Fragmentation===
<br><br>
+
Rare and terrifying. What evidence exists suggests this is similar to marauderdom, but involving a total breakdown of world-picture coherency rather than mere substitution. They lose the ability to engage meaningfully with the world, but none of their power. The result is the alteration of themselves and the world around them into catastrophic chaos.
Hey...
 
<br><br>
 
Hey, where'd everybody go?
 
  
==Backup Nation Concepts==
+
===Ontological Megalomania===
===Zhengyi===
+
The ability to change the world does, in some cases, metastasise into the compulsive desire to do so and bring it into line with an imagined perfected state. This could be considered similar to externalised delusion, but with the imaginary world as target, rather than situation. However as sufferers are still subject to paradox, they tend to me more low-key than the aforementioned.
:Early National
 
:Mixed Population
 
:Garden World
 
::Xenomorphs
 
:Crisis Situation
 
::Innovate Madly
 
:Quiet
 
:Collapse of the Middle Kingdom
 
::Sudden Change of Government
 
::Still Free
 
::Nationalised
 
::Steel Dragons? Fort up?
 
:Single Party Governance
 
  
Zhengyi was an early chinese colony on a lush Eocene-replica world. The hostile native wildlife presented a problem, but nothing that could not be solved by a militia. A more significant problem was presented by the hybridization of a native pathogen with the common cold to produce an alarming epidemic. The Chinese Colonial Authority was ineffective and bumbling in solving this, so the natives had to rapidly institute controls and expand medical infrastructure. Reforms were instituted and the nation shared henceforth in Chinese prosperity, but the seeds had been sown that would blossom when the Breakdown struck. The colonial government, compromised by independents with a dash of communist romanticism, was quickly reorganised into an independent state that nationalised everything. Now the inhabitants of the Nation of Zhengyi fiercely uphold their newfound independence and are desperately searching for a way to secure it against the resurgent Chinese juggernaut.
+
===Hashimoto-Appelbaum Syndrome===
 +
In the East, called `karma demons'.
  
===Konstantin===
+
===Raman-Klogius Syndrome===
:Late National
+
Sometimes called `widderslaintes' or `fiends', and found frequently among the Nephandi, infernalists, or the merely unscrupulous and daring.
:Mixed Population
 
:Hell World
 
::Tough It Out
 
:Artifacts
 
::Reverse-Engineerable
 
:????
 
::????
 
:Single-Party Governance
 
:Catapulted
 
::Hyperdrive Repair Research
 
:The CIS, and the Future
 
::Whatever The Cost
 
::Infodump
 
::Where No Man Has Gone
 
:Immoral Breakthrough
 
  
Russia, hungry for power, established a colony dominated by the Special Research Bureau on the frozen planet Konstantin, around the star Tsiolkovsky, both named for the father of astronautics. Its relics of posthumanity yielded many secrets and clues, for a price, and when the breakdown ended and the (other! D:<) Great Powers were distracted by colonial concerns, the men and women of the Bureau followed the clues to recover a certain object, now kept under heavy guard.
+
===Transcendental Suicidal Ideation===
 
 
The Bureau has obtained the first piece of the puzzle. When their design is completed, Russia will rise again.
 
 
 
Siberian theotech colony with a load of MGS and Xenosagears nonsense.
 
 
 
===Leaguenate===
 
:Longshot
 
:Dominatly Transgene
 
:Isolated
 
::Boys From Brazil
 
:Make My Own Bloc
 
::Transhuman Supremacy
 
::Production Centre
 
::Guts
 
:Future Government
 
 
 
Magnate who wouldn't play ball, buddied up with the other guys. Now feels rather out of place but is making the most of the situation.
 
 
 
===Extend===
 
:Longshot
 
:Dominantly Transgene
 
:No Suitable World
 
::Posthuman Structures
 
:Artefact Find
 
::Feral Drone Attack
 
:Artefact Find
 
::Extra Fabs
 
:Isolated?
 
::Go Wierd
 
:Independence
 
::Strange Discovery
 
:::Feral Drone Attack/Extra Fabs
 
::Still Alive
 
::Exploration Launching Point?
 
::Hypertech? Fort up?
 
 
 
Perpetual war on the Megastructure with defence drones. Low-tech, but uses dust tech like particle beams and shields.
 
 
 
==Sphere Technology==
 
===Tech===
 
'''Static Harpoon'''
 
:Advanced FTL drives depend largely on scrubbing causal static from the jumper as quickly as possible. Reversal of these techniques allow an object (such as a railgun or rifle shell) to be 'charged' with static and launched into an enemy, rendering them unable to jump until their drive can clear the interference.
 
'''Efficient Catapult Construction'''
 
:This is not an application per se, however the cost to construct catapults is affected by your Catapults TI similarly to application cost.
 
'''Special Rifle Shells'''
 
:The relatively large caliber of electrochemical rounds allows for some special ammunition to be deployed.
 
::'''Burst Rounds'''
 
:::A large explosive charge makes shells less effective against heavy armour but more able to target agile craft.
 
::::Penetration -3, Strength -3, Burst Bonus +6
 
::'''Penetrators'''
 
:::Rounds designed to give a secondary boost to a smaller penetrator are more effective against armoured targets. The increased speed of the final projectile compensates partially for range issues, with sufficient stabilisation.
 
::'''Shieldbusters'''
 
:::Arrays of composites with exotic internal magnetic structures can be installed into a shell such that they create a 'field explosion' upon impact, temporarily destabilising nearby energy shields.
 
::'''Laserheads'''
 
:::Sufficiently advanced powers can fit a high powered laser inside a naval rifle shell. Present power supplies and heat resistance mean it can only fire for an instant before burning out, but this is enough to extend the effective range of the weapon and provide an energetic touch to strikes on kinetic-resistant enemies.
 
'''Duodecaplylatomate'''
 
:'Duodec' is the pinnacle of chemical energy density in natural metrics. With sufficient barrel and housing reinforcement it can be used to fling shells dramatically faster than other chemical weapon solutions.
 
'''Field Thrust Vectoring'''
 
:Projection of forcefields past the body of the ship allows for greater control over the trajectory of the ejected mass from thrusters, and hence more precise control over the movement of the thrustee.
 
'''Semi-Sustainable Fusion Thrusters'''
 
:A great deal of the energy produced by conventional fusion thrusters is wasted. Sophisticated reaction chamber design incorporating far narrower exhaust nozzles enables much of this waste radiation to be captured and fed back into the system, reducing power requirements.
 
 
 
===Civilian Tech===
 
'''Imago System'''
 
:Virtual reality has existed for a long time, but its widespread integration with physical reality is a thorny technical issue requiring extensive cataloguing of phenomena, adaptive pattern recognition, and the creation of networks simultaneously open and secure. Nevertheless the benefits to productivity are remarkable.
 
'''Pseudogravity'''
 
:More cumbersome than true gravity control, but not dependent on posthuman technology, pseudogravity is a giant on the horizon of up-and-coming technology. Early forms are only applicable to very large scales, but the availability of environmental force in space without cumbersome spin sections is nevertheless a boost to trade, tourism and logistics.
 
::'''Naval Pseudogravity'''
 
:::Further advances in pseudogravity make it applicable to large ships, improving crew health and reducing the need to supply medical supplements.
 
::'''Miniaturised Pseudogravity'''
 
:::With sufficient  the Waldzell effect can be practically utilised on even the smallest craft.
 
'''Socioeconomic Model'''
 
:By the 22nd century, sociology is wholly embedded with economics and is becoming firmer by the year. Although a unified theory still eludes even the greatest thinkers, diligent work can produce a mathematical model for a given community, granting the government a far better understanding of the consequences of a given policy, and much more control over the community's direction. Of course, externalities can always intrude upon neat mathematical reality.
 
 
 
===Xenotech===
 
'''Nova Cannon'''
 
:The essence of electrochemical weaponry is that of a shell propelled by sudden thermal expansion. However, as increasingly desperate League scientists have discovered, there are limits to mundane chemistry, and macro-scale weaponry has persistently remained beyond practical feasibility. The development of effective plasma containment changes this. By using a large shell with advanced containment mechanisms, a high-grade plasma blast can be 'caught' and used as both initial boost and sustained thrust to propel the shell at tremendous velocities, until containment fails and the plasma is explosively released.
 
::Required Feral Xenotech index: 75
 
::Subsidiary Indices: Electrochemical Weapons 35
 
'''Nephilim Replication'''
 
:Human industry is fundamentally too coarse to manufacture true nephilim armour, but advanced study can provide enough understanding to create it using posthuman fabricators or Velan nanomachines.
 
::Required Feral Xenotech index: 60
 
::Subsidiary Indices: Materials 20
 
'''Xenofabricator Construction'''
 
:The grail of nano-manufacturing is a fully adaptive system that can construct any object given plans and feedstock, turning fabricators from irreplaceable resource to expandable infrastructure.
 
::Required Feral Xenotech index: 100
 
'''Drone Intelligence Adaption'''
 
:Reprogramming the central processors of Velan drones and installing them in human craft is an affordable and accessible solution to creating autonomous vehicles for powers without sophisticated industry and computing ability.
 
::Required Feral Xenotech index: 125
 
::Subsidiary Indices: AI 16
 
'''Metabolic Reactor'''
 
:Velan drones have a versatile metabolism. Their ability to survive in almost any system for long periods relies on their ability to extract energy from a variety of sources by altering reactor architecture to match the input. The output is low, and the system must be topped up with nanomachines on occasion as the intense energies burn them up, but a craft with a metabolic reactor can run for months or years without resupply as long as the crew have access to rocks, gases, corpses or almost anything at all. These reactors are the cause of the iron 'drone droppings' that pose a navigation hazard in infested systems.
 
::Required Feral Xenotech index: ??
 
::Subsidiary Indices: Power ??
 
'''Mechanocyte Farms'''
 
:Persuading delta dust to replicate is a long-since solved problem, and it is only natural that similar attempts would be made regarding Velan nanomachines. The lack of Core research infrastructure out in the Rim made deciphering enough of the code to mass-produce general purpose 'stem nano' a challenge, but nevertheless some communities have constructed breeding vats for the priceless resource.
 
'''Plasma Injection Missiles'''
 
:By replacing the chemical fuel block with a magnetic bottle injected with plasma before launch, missiles can be given superior acceleration and a nasty added punch.
 
::Required Feral Xenotech index: 45
 
::Subsidiary Indices: Missiles 30
 
 
 
===Basic Theotech===
 
'''Theta Catapults'''
 
:Catapults made with theta dust are no faster than normal catapults, but they require far less dust and fewer structural components to support said dust.
 
::Required Basic Theotech index: 50
 
::Subsidiary Indices: Catapults 25
 
'''Theofabricator Construction'''
 
:The grail of nano-manufacturing is a fully adaptive system that can construct any object given plans and feedstock, turning fabricators from irreplaceable resource to expandable infrastructure.
 
::Required Basic Theotech index: 100
 
 
 
===Advanced Theotech===
 
'''Wormholes'''
 
:Powers which can satisfy the fantastic dust requirements can construct standing zero-time gates to other star systems.
 
::Required Advanced Theotech index: 1200
 
::Subsidiary Indices: Catapults 35
 
 
 
===Hitech===
 
'''Fusion Needlers'''
 
:The key limiting factor for plasma weaponry is containment, which metric-alteration technology is remarkably adept at. Enterprising engineers have exploited this to combine the two into a long-range weapon with fearsome penetrative power against shields and armour.
 
::Required Feral Xenotech index: 50
 
::Required Basic Theotech index: 50
 
::Subsidiary Indices: Particle Weapons 20
 
'''Flash Armour'''
 
:Embedding dust nodules into nephilim armour enables the projection of an energy field a tiny distance above the surface that disintegrates incoming matter. Some is repelled by the explosion, and the remainder is rendered an incoherent plasma of the type nephilim armour is optimised to reject.
 
::Required Feral Xenotech index: 60
 
::Required Basic Theotech index: 75
 
::Subsidiary Indices: Electronics 20, Materials 25
 
'''Dust-Doped Mechanocytes'''
 
:Through long decoding of programming and longer encoding of programs, posthuman dust can be made to cooperate with Velan nanotechnology. The addition of sophisticated energy control and containment systems to repair conduits dramatically increases their work rate, at the cost of increased power requirements.
 
::Required Feral Xenotech index: 80
 
::Required Basic Theotech index: 80
 
::Subsidiary Indices: Electronics 25
 
'''Yogic Reactor'''
 
:Incorporation of dust in a metabolic reactor both dramatically improves output and more effectively shields the components from the energy released, keeping nanomachine loss below replacement. A yogic reactor can run essentially forever as long as it has access to sub-iron nuclei.
 
::Required Feral Xenotech index: ??
 
::Required Basic Theotech index: ??
 
::Subsidiary Indices: Power ??
 
 
 
==Snail (final statblock)==
 
Race: Classic (+1 universal)<br>
 
Occupation: I-tech (+1 education)<br>
 
Traits: Obsessed (research) [+3], Dark Past [+5], Obscure Knowledge (AI programming, xenopsychology, esoteric computing, mindstate engineering) [4]<br>
 
Stats:<br>
 
Physical 1 [0]<br>
 
Smarts 11 [55]<br>
 
Education 6 [10] specialise Systems Theory 4 [10]<br>
 
Integrity 4 [6]<br>
 
Perception 2 [1]<br>
 
Charisma 4 [6]<br>
 
<br>
 
Skills:<br>
 
Conditioning [0]<br>
 
Intrusion 2 [3]<br>
 
Technology 2 [3] specialise Computers 5 [15]<br>
 
Cacophony Tech 1<br>
 
 
 
==Chocobos==
 
Chocobos are large birds related to the common chicken. They come in several varieties.
 
 
 
Yellow Chocobos (common cavalry)
 
*Yellow chocobos are the most common variety and can be found across the world, particularly in forests. Their vicious claws and beaks have disembowelled many a handler.
 
*Level of badass
 
Blue Chocobos (common cavalry)
 
*These amphibious blue chocobos live near water. They have webbed feet and beaks shaped to capture fish.
 
*Aquatic
 
Green Chocobos (common cavalry):
 
*Green chocobos live in mountainous or hilly regions. They can navigate precipitous cliffs and narrow gorges with a speed and agility that startles riders of more ponderous beasts.
 
*Celerity
 
Brown Chocobos (common cavalry):
 
*Brown chocobos lurk in deserts and forests.
 
*Stealthy
 
White Chocobos (exotic cavalry):
 
*White chocobos are a sign of good luck. Many tales abound of them aiding injured travellers. Of course, many tales also abound of them demanding payment.
 
*Intelligence, sometimes including magic (cure)
 
*Regeneration
 
Red Chocobos (exotic cavalry):
 
*Red chocobos are the unfortunate creation of Fultin the Pyromancer during the necromantic wars. Predictably, they can breathe fire. The incessant heat of their internal organs is distinctly uncomfortable and gives them an absolutely awful temper. Pity the trainer tasked with breaking one.
 
*Etheric metabolism
 
*Conflagration
 
Black Chocobos (exotic cavalry):
 
*Black chocobos roost in the stoutest treetops. Their majestic wings, black as the night sky, are so vast and strong as to allow them to fly.
 
*Flight
 
Gold Chocobos (rare cavalry):
 
*Gold chocobos, or 'royal chocobos', are the rarest and most wondrous kind. The adventurer lucky enough to find one and foolish enough to attempt to capture it will find a potent opponent as canny and proud as any king.
 
*Flight
 
*Level of badass
 
*Intelligence, sometimes including magic (choco meteor)
 

Latest revision as of 08:20, 24 June 2018

The Vanguard
New Illumina Republic
Mage: The Ascension in Arcus Prima Arena
Escape from the Abyss
Project Codename: Orenji
Hell's Garden REDAMNATION
Mage: Garden of Forking Paths
Mage: Drifting Tokyo
Pillars

Paris Aberrant

General WoD Notes

Inferno Project

Baali

Rather than being a particular clan or bloodline of vampires, this term refers to vampires that truck with the infernal in general. They are rare as most vampires have no ability to interact with the spirit world, if they even believe in it, but as vampires are more common than mages they make up an (un)healthy proportion of infernal servants.

The Camarilla forbid demonology and prefer that it not be spoken of at all, both to ensure the exclusive power of the Princes is maintained and from genuine moral revulsion. The Sabbat frown on it like a bad drug as they promote freedom of vampires from control, but the Lasombra fall from their ironic religious posing into actual devil-worship far more often than they are willing to admit. The nature of the 'Set' of the Setites is a matter of dispute even among followers, but the Serpent heirarchy does not ban traffic with demons - only subservience and 'excessive' behaviour.

Contact with demons can be achieved by forbidden rituals of Thaumaturgy or Necromancy, by astral projection, or by the secret discipline of Daimonion that is passed down among Baali from master to student. Not all Baali have the use of any of these powers themselves, but rely on access to a more capable Kindred master, a terrorised or controlled mortal sorceror, or even some item or location into which a demon has been bound.

Exalted: Eclipse

What if the Usurpation was done by Lunars? The Solars are slain, their Sidereal cronies sent fleeing to hide in Yu-Shan, and now the Thousand Streams River encircles Gaea. Dragonblood and Beastman populate the world. But all is not well. More and more knowledge is lost in the shifting tides of history, the Lunar elders and their experiments are becoming ever more degenerate, and once-Lunar monsters threaten to invade from the edges of Creation. And the Ebon Dragon just tricked the Raven into coughing up the Sun...

Lunar Charm/Knack Concepts

  • Open up Chimaera charms to all lunars, with whatever caveats.
  • Circle of Life Technique: Those the lunar kills and eats always reincarnate (including ghosts) <- needs more oomph.
  • Chimeric Chrysalis: When threatened with mutation, instead enter a chrysalis and emerge radically transformed.
  • Eyeball-Swallowing Approach: Eat a sense organ and receive memories of what it perceived over the last [essence] days.
  • Hungry Cuckoo Method: The Lunar plants themselves into an organisation and siphons off a proportion of its turnover/profits <- maybe too Siddie.
  • Myriad Hairs of the Monkey King: Release bits of body as independent entities.
  • Raven Steals the Sun: Prereq. Golden Widow Method, ess 6+. After hunting and killing ones solar mate, imprison their exaltation and learn Solar charms (with limitations/drawbacks/side effects).
  • Raven-as-Writing-Desk Technique: Transform into inanimate objects?
  • [Something about tapeworms]: Hide inside someone else's body, with or without their awareness.
  • Protean [Attribute Type] Ingenuity: Move attribute dots around inside one attribute type (physical/mental/social).
  • Silent Owl's Patience: The lunar creates a shell personality to function socially and be affected by UMI leaving a dormant core personality unmolested.

Magical Pathologies

These are presented from a materialist perspective based on the pioneering research of Herr Klogius and his group. More spiritual mages may have more metaphysical explanations. And of course, their rendering as 'pathology' is a subjective value judgement and categorisation. Different mages and groups of mages manifest different pathologies, in different ways.

No confirmed cures have been found.

Externalised Delusion

One of the more common pathologies. The sufferer percieves reality in a radically different way to others and, within certain limits, it alters to match. This may occur based on physical, social or metaphysical proximity. Enlightened beings are not significantly altered but the sufferer will nevertheless percieve them as fitting into her world model.

Sufferers from externalised delusions are mostly immune to paradox, but may still be ejected into the umbra if their disruptions become particularly extreme. This immunity however gives them great power and their delusional perceptions give them unusual drives. These two factors together have given them the traditional name 'marauders'.

This sad disease is thought to be related to the 'internalised delusion' paradox sometimes inflicts, but is permanent, and far more dangerous.

Externalised Fragmentation

Rare and terrifying. What evidence exists suggests this is similar to marauderdom, but involving a total breakdown of world-picture coherency rather than mere substitution. They lose the ability to engage meaningfully with the world, but none of their power. The result is the alteration of themselves and the world around them into catastrophic chaos.

Ontological Megalomania

The ability to change the world does, in some cases, metastasise into the compulsive desire to do so and bring it into line with an imagined perfected state. This could be considered similar to externalised delusion, but with the imaginary world as target, rather than situation. However as sufferers are still subject to paradox, they tend to me more low-key than the aforementioned.

Hashimoto-Appelbaum Syndrome

In the East, called `karma demons'.

Raman-Klogius Syndrome

Sometimes called `widderslaintes' or `fiends', and found frequently among the Nephandi, infernalists, or the merely unscrupulous and daring.

Transcendental Suicidal Ideation