Difference between revisions of "User:Peel"

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==Chocobos==
+
[[The Vanguard]]<br>
Chocobos are large birds related to the common chicken. They come in several varieties.
+
[[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>
  
Yellow Chocobos (common cavalry)
+
[[Paris Aberrant]]
*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)
 
*The 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 forests. They can navigate precipitous cliffs and narrow gorges with a speed and agility that startles riders of more ponderous beasts.
 
*Celerity
 
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
 
*Vitriolic breath
 
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 (cure, choco meteor)
 
  
==The Kingdom of the Grey==
+
==General WoD Notes==
In Eastern Lemuria, the ancient King Nicholas was awakened from his restless slumber by the energies of the necromantic war. He has since declared himself a Tsar of Shades, and with the unnatural powers and beasts at his disposal he has created a new kingdom of revenants from the wreckage of his old.
+
[[Inferno Project]]
*Revenants: 25
+
===Baali===
*Food: 0 (6)
+
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.
*Gold: 1450
+
 
*Mana: 1750
+
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.
*Beasts: 100
+
 
*Draft: 14C, 4N
+
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.
====The Mist Dales: 120====
+
 
*Countryside (10) with town (10) and keep (30): 50
+
==Exalted: Eclipse==
*Countryside (10) with town (10): 20
+
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...
*Countryside (10) with town (10): 20
+
 
*Hills (10) with town (10): 20
+
====Lunar Charm/Knack Concepts====
*Hills (10): 10
+
*Open up Chimaera charms to all lunars, with whatever caveats.
====The Ash Forest: 180====
+
*'''Circle of Life Technique:''' Those the lunar kills and eats always reincarnate (including ghosts) <- needs more oomph.
*Wilds (5) with stockades (10): 15
+
*'''Chimeric Chrysalis:''' When threatened with mutation, instead enter a chrysalis and emerge radically transformed.
*Wilds (5) with stockades (10): 15
+
*'''Eyeball-Swallowing Approach:''' Eat a sense organ and receive memories of what it perceived over the last [essence] days.
*Wilds (5) with stockades (10): 15
+
*'''Hungry Cuckoo Method:''' The Lunar plants themselves into an organisation and siphons off a proportion of its turnover/profits <- maybe too Siddie.
*Chaos Wilds (10) with Spirit Node (50), ruined city (25), keep (30) and stockades (10): 125
+
*'''Myriad Hairs of the Monkey King:''' Release bits of body as independent entities.
*Cursed mountain (3) with storms (2): 5
+
*'''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).
*Cursed mountain (3) with storms (2): 5
+
*'''Raven-as-Writing-Desk Technique:''' Transform into inanimate objects?
====Military====
+
*'''[Something about tapeworms]:''' Hide inside someone else's body, with or without their awareness.
*75 points (18750)
+
*'''Protean [Attribute Type] Ingenuity:''' Move attribute dots around inside one attribute type (physical/mental/social).
*Further troops are raised in times of war, equipped with spear, javelin, padded jacket and light shield
+
*'''Silent Owl's Patience:''' The lunar creates a shell personality to function socially and be affected by UMI leaving a dormant core personality unmolested.
20x Longbowmen: 600
+
 
:*Longbow (15)
+
==Magical Pathologies==
:*Axe (12)
+
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.
:*Padded jacket (3)
+
 
:*30 per company
+
No confirmed cures have been found.
20x Swordsmen: 700
+
 
:*Sidesword (15)
+
===Externalised Delusion===
:*Mail (10)
+
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.
:*Full shield (10)
+
 
:*35 per company
+
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'.
10x Royal Guard: 1500
+
 
:*Men-at-arms (50)
+
This sad disease is thought to be related to the 'internalised delusion' paradox sometimes inflicts, but is permanent, and far more dangerous.
:*Halberds (35)
+
 
:*Enchanted plated mail (25, 30M)
+
===Externalised Fragmentation===
:*Crossbows (10)
+
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.
:*150 per company
+
 
4x Order of the Throne of Antiquity: 4000
+
===Ontological Megalomania===
:*Knights (200)
+
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.
:*Grey Chocobo (400B, rare cavalry, etheric metabolism, vitriolic breath, level of badass, nightmare fuel)
+
 
:*Light longswords (50, 100M)
+
===Hashimoto-Appelbaum Syndrome===
:*Embodied superheavy plate (100, 100M)
+
In the East, called `karma demons'.
:*Battle plate (50)
+
 
:*1000 per company
+
===Raman-Klogius Syndrome===
8x Ash Ents: 4000
+
Sometimes called `widderslaintes' or `fiends', and found frequently among the Nephandi, infernalists, or the merely unscrupulous and daring.
:*Dour custodians of the Ash Forest that serve its lord, Tsar Nicholas
+
 
:*Exotic giant beasts: 400B
+
===Transcendental Suicidal Ideation===
:*Intelligent
 
:*Armour
 
:*Giant leadcaster (75, 25M)
 
:*500 per squad
 
4x Zeitghasts: 4000
 
:*Budded off from the zeitgeist
 
:*Rare giant beasts: 1000B
 
:*Etheric metabolism
 
:*It burns
 
:*Level of badass
 
:*Nightmare fuel
 
1x Zeitgeist: 750
 
:*The spirit of the ancient city, an agglomeration of uncountable long-decayed corpses and long-lost souls.
 
:*Giant legendary beast: 750B
 
:*Etheric metabolism
 
:*It burns
 
:*Vitriolic breath
 
:*Nightmare fuel
 
:*Regeneration
 
:*Level of badass x2
 
:*Why won't you die x3
 

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