https://exalted.mushhaven.com/api.php?action=feedcontributions&user=Volund&feedformat=atomExalted MUSH - User contributions [en]2024-03-29T14:21:37ZUser contributionsMediaWiki 1.38.1https://exalted.mushhaven.com/index.php?title=MediaWiki:Sidebar&diff=1470099MediaWiki:Sidebar2023-08-23T03:12:30Z<p>Volund: </p>
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<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted, modified for use on this MUSH. A link to the original can be found in the modified document.<br><br />
[https://docs.google.com/document/d/19vTyzCAqDnGn_BRZa39FGCqqC1HF7zBbnD7GZcUJ2fc/edit?usp=sharing Abyssals: A Shadow Falls]<br />
<br />
= Lore =<br />
== The Black Exaltation ==<br />
Abyssal Exaltation works remarkably similar to Solar Exaltation, because each Abyssal Exaltation is in fact a cracked, twisted, inverted Solar Exaltation tuned to channel death and darkness. Thus, Abyssal Exaltations choose from amongst the same pool of candidates. However, they differ in a very critical way.<br />
<br />
When one is on the verge of death, time slows to a crawl and reality fades. Ancient, wordless voices and mad gibberings offer an unspoken choice: continued existence as an ageless, awe-inspiring champion of death and the grave, or pass up on the glory and join the ranks of the dead. Should the dying subject choose to rise as an Abyssal, then they undertake the Second Breath, miraculously restored to the peak of health and flooded with the dark power needed to hopefully survive or escape whatever trouble they landed in.<br />
<br />
== Where Loyalties Lie ==<br />
Unlike in 2e, no Deathlords oversee Abyssal Exaltation, no Monstrance contains the Shards. While Deathlord Necromancy and the mad will of the Neverborn CAN designate desirable candidates for Abyssal Exaltation, only the Exaltation itself - and the dying individual - have real power over the process.<br />
<br />
Furthermore, a newly Exalted Abyssal has no innate loyalty or ties to the Deathlords, Neverborn, or the Void. They have sworn service to death and the grave, and are beholden only to the Primacy of Death resounding within their own Essence. Many Abyssals do make their way into the service of Deathlords, the Neverborn, or even the Void itself, but it's their own free will - whether rational, or however mad and twisted - which gets them there. Most Deathlords desire Abyssal champions, but the way they go about obtaining them varies wildly. Some make offers of power, glory, riches, knowledge, whatever the Abyssal might desire, in exchange for service, while others might take harassing, oppositional, or even stranger stances in their mad melodrama. The Deathlords all comprehend that the Abyssal Exalted are powerful and cannot be usefully controlled through brute force alone, they understand that an angry or offended Abyssal may, in the long term, become a thorn in their side. In their delusional madness and love of the drama of it all though, the mad ghost kings can still get carried away.<br />
<br />
= Traits =<br />
==Anima Powers==<br />
===Dusk Caste===<br />
When using the third anima power (A Shadow Falls p.3-4) a dusk caste abyssal will not become aware of how to fulfill a specific condition for a creature's death or destruction, even as they become aware of what that condition is. To use an example from Second Edition, this ability could discover that Sondok needs to be bathed in the blood of her daughter to die permanently but could not cause the abyssal to learn her daughter's name, current location, or other facts that would aid in meeting that requirement.<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in lands far from the Death Essence they channel. Shadowlands and the Underworld offer plenty of Deathly Essence, while untainted lands of Creation, the Wyld, and strange other realms like Malfeas do not.<br><br />
The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
== Getting by in the Underworld ==<br />
(Originally from Lanaya's, 'Abyssals: A Shadow Falls' p.213)<br><br />
Normally the Underworld is a dark and terrifying place full of dangers, and other Exalted must master Survival Charms if they want any hope of living in its wilderness. For the Abyssal Exalted, however, it is home. Even without any Charms, they can innately navigate that dark realm, find food and shelter and live comfortably, just as easily as any of the living could in one of Creation’s more fertile lands. <br />
== Dark Fate ==<br />
Every Abyssal has sworn their services to the grave and cast away their mortal names and fates. That the vow was made under the duress of impending doom matters not. This covenant has made them Death's champions, and Death will have its due from them. Though each Abyssal Exaltation was cleansed of the Great Curse and doesn't experience Limit Break as Solars do, each Abyssal Exalt has a 10-point Resonance track which works much like the Limit track of their Solar counterparts, building towards an inevitable eruption of cursed behavior and turmoil, but with some key differences.<br />
=== Gaining Resonance ===<br />
* Once per scene, when the character acts against the primacy of death (defined below) in support of an Intimacy towards the living, roll dice inversely proportionate to the strength of the Intimacy. One dice for a Defining, two for a Major, and three for a Minor. Successes become Resonance. The strength of powerful living convictions and emotions proves to be a partial shield against the stagnation of death, though never a perfect one.<br />
* The Abyssal is forbidden from speaking or answering to their now-forsaken original name (and may not adopt a new name; only titles and sobriquets are permissible), save to disavow all claim to it such as "that is no longer my name." Upon breaking this taboo, roll (Essence) and add successes as Resonance.<br />
* The Abyssal must undertake and sincerely pursue at least one Major Task which supports the primacy of death per month. Should this not be met, the Abyssal must roll (Essence + 2) and count successes as Resonance. Success is not required, merely the sincere pursuit.<br />
<br />
=== Lunar Mates ===<br />
* An Abyssal Exalted cannot gain Resonance from interactions with their Lunar Mate.<br />
* Any Lunar Charm which benefits their Solar Mate also can benefit an Abyssal. However, Abyssals find it very difficult to develop Charms which recognize their Mate with any importance.<br />
<br />
=== Primacy of Death ===<br />
Every Abyssal swore to champion the causes of Death and the Underworld, with the result placing the dead above the living. This inevitably furthers the cause of Oblivion and the Neverborn. Over time, even a trickle of sand grains will pile into a mountain. Adherence to the Primacy of Death is not expressed in a strict code of conduct or a set of immutable laws. It is not arbitrated by eldritch abominations or the questionable wisdom of mad ghost-kings. An Abyssal's own bleak and twisted Essence serves as the judge, and it knows when death's power over the living has been further cultivated.<br />
<br />
As some examples, an Abyssal supports the Primacy of Death by fostering relations between the living and the dead which favor (however marginally) the dead, such as promoting ancestor worship. Instilling the dread terror of death in onlookers or a willingness to embrace it (ala suicide cults) also furthers death's cause. Slaying the living, especially in a way which humbles the mighty and egotistical (such as Exalts and Gods), is a great service. Acts which strengthen the nations of the dead, such as those who exploit and embrace the bleakness of Shadowlands, furthers the cause.<br />
<br />
The chief gauge of what constitutes oppositional behavior is saving the lives of the living WITHOUT styling it in a fashion that promotes the Primacy of Death (for instance, it is permissible to save a village being attacked by bandits, by taking the lives of the bandits, and it is permissible to halt a plague that has claimed at least some victims in the name of ensuring there are survivors left to tend the graves). Many paths of genuine heroism are open to a Deathknight who operates as a Speaker for the Dead.<br />
<br />
=== The Doom of the Abyssal Exalted ===<br />
When an Abyssal's Resonance reaches 10, they are bound to eventually be overwhelmed by the built-up power of their cursed Exaltation which has been denied its due too long. Unlike Solar Limit Breaks, which are a manifestation of the Great Curse grinding against the character's psyche and would seem to outsiders and even the Solar themself as just bouts of extreme behavior brought on by the stresses of their heroic lives, an Abyssal who is swallowed by a Doom knows he is in the grips of a terrible curse, and any magics which might be capable of diagnosing such affirm it as well.<br />
<br />
When their Doom strikes, the Abyssal is overcome with disastrous and extreme otherworldly compulsions. These parallel Solar Limit Breaks in terms of potential disruption and the ensuing regrets, but are the actions of a Creature of Death. The Abyssal experiences the hungers for flesh and blood of the revenant, witnesses the suffering of the world and prescribes merciful death, feels the single-minded and selfish impulses of a heartless zombie or hungry ghost drive them towards a goal while forsaking comradery, is driven to terrify and humble those who seem not to fear death as they should, etc. The Shadows of Death often go on a rampage during these episodes.<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470093Abyssals2023-04-11T18:33:11Z<p>Volund: /* Where Loyalties Lie */</p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted, modified for use on this MUSH. A link to the original can be found in the modified document.<br><br />
[https://docs.google.com/document/d/19vTyzCAqDnGn_BRZa39FGCqqC1HF7zBbnD7GZcUJ2fc/edit?usp=sharing Abyssals: A Shadow Falls]<br />
<br />
= Lore =<br />
== The Black Exaltation ==<br />
Abyssal Exaltation works remarkably similar to Solar Exaltation, because each Abyssal Exaltation is in fact a cracked, twisted, inverted Solar Exaltation tuned to channel death and darkness. Thus, Abyssal Exaltations choose from amongst the same pool of candidates. However, they differ in a very critical way.<br />
<br />
When one is on the verge of death, time slows to a crawl and reality fades. Ancient, wordless voices and mad gibberings offer an unspoken choice: continued existence as an ageless, awe-inspiring champion of death and the grave, or pass up on the glory and join the ranks of the dead. Should the dying subject choose to rise as an Abyssal, then they undertake the Second Breath, miraculously restored to the peak of health and flooded with the dark power needed to hopefully survive or escape whatever trouble they landed in.<br />
<br />
== Where Loyalties Lie ==<br />
Unlike in 2e, no Deathlords oversee Abyssal Exaltation, no Monstrance contains the Shards. While Deathlord Necromancy and the mad will of the Neverborn CAN designate desirable candidates for Abyssal Exaltation, only the Exaltation itself - and the dying individual - have real power over the process.<br />
<br />
Furthermore, a newly Exalted Abyssal has no innate loyalty or ties to the Deathlords, Neverborn, or the Void. They have sworn service to death and the grave, and are beholden only to the Primacy of Death resounding within their own Essence. Many Abyssals do make their way into the service of Deathlords, the Neverborn, or even the Void itself, but it's their own free will - whether rational, or however mad and twisted - which gets them there. Most Deathlords desire Abyssal champions, but the way they go about obtaining them varies wildly. Some make offers of power, glory, riches, knowledge, whatever the Abyssal might desire, in exchange for service, while others might take harassing, oppositional, or even stranger stances in their mad melodrama. The Deathlords all comprehend that the Abyssal Exalted are powerful and cannot be usefully controlled through brute force alone, they understand that an angry or offended Abyssal may, in the long term, become a thorn in their side. In their delusional madness and love of the drama of it all, the mad ghost kings can still get carried away.<br />
<br />
= Traits =<br />
==Anima Powers==<br />
===Dusk Caste===<br />
When using the third anima power (A Shadow Falls p.3-4) a dusk caste abyssal will not become aware of how to fulfill a specific condition for a creature's death or destruction, even as they become aware of what that condition is. To use an example from Second Edition, this ability could discover that Sondok needs to be bathed in the blood of her daughter to die permanently but could not cause the abyssal to learn her daughter's name, current location, or other facts that would aid in meeting that requirement.<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in lands far from the Death Essence they channel. Shadowlands and the Underworld offer plenty of Deathly Essence, while untainted lands of Creation, the Wyld, and strange other realms like Malfeas do not.<br><br />
The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
== Getting by in the Underworld ==<br />
(Originally from Lanaya's, 'Abyssals: A Shadow Falls' p.213)<br><br />
Normally the Underworld is a dark and terrifying place full of dangers, and other Exalted must master Survival Charms if they want any hope of living in its wilderness. For the Abyssal Exalted, however, it is home. Even without any Charms, they can innately navigate that dark realm, find food and shelter and live comfortably, just as easily as any of the living could in one of Creation’s more fertile lands. <br />
== Dark Fate ==<br />
Every Abyssal has sworn their services to the grave and cast away their mortal names and fates. That the vow was made under the duress of impending doom matters not. This covenant has made them Death's champions, and Death will have its due from them. Though each Abyssal Exaltation was cleansed of the Great Curse and doesn't experience Limit Break as Solars do, each Abyssal Exalt has a 10-point Resonance track which works much like the Limit track of their Solar counterparts, building towards an inevitable eruption of cursed behavior and turmoil, but with some key differences.<br />
=== Gaining Resonance ===<br />
* Once per scene, when the character acts against the primacy of death (defined below) in support of an Intimacy towards the living, roll dice inversely proportionate to the strength of the Intimacy. One dice for a Defining, two for a Major, and three for a Minor. Successes become Resonance. The strength of powerful living convictions and emotions proves to be a partial shield against the stagnation of death, though never a perfect one.<br />
* The Abyssal is forbidden from speaking or answering to their now-forsaken original name (and may not adopt a new name; only titles and sobriquets are permissible), save to disavow all claim to it such as "that is no longer my name." Upon breaking this taboo, roll (Essence) and add successes as Resonance.<br />
* The Abyssal must undertake and sincerely pursue at least one Major Task which supports the primacy of death per month. Should this not be met, the Abyssal must roll (Essence + 2) and count successes as Resonance. Success is not required, merely the sincere pursuit.<br />
<br />
=== Lunar Mates ===<br />
* An Abyssal Exalted cannot gain Resonance from interactions with their Lunar Mate.<br />
* Any Lunar Charm which benefits their Solar Mate also can benefit an Abyssal. However, Abyssals find it very difficult to develop Charms which recognize their Mate with any importance.<br />
<br />
=== Primacy of Death ===<br />
Every Abyssal swore to champion the causes of Death and the Underworld, with the result placing the dead above the living. This inevitably furthers the cause of Oblivion and the Neverborn. Over time, even a trickle of sand grains will pile into a mountain. Adherence to the Primacy of Death is not expressed in a strict code of conduct or a set of immutable laws. It is not arbitrated by eldritch abominations or the questionable wisdom of mad ghost-kings. An Abyssal's own bleak and twisted Essence serves as the judge, and it knows when death's power over the living has been further cultivated.<br />
<br />
As some examples, an Abyssal supports the Primacy of Death by fostering relations between the living and the dead which favor (however marginally) the dead, such as promoting ancestor worship. Instilling the dread terror of death in onlookers or a willingness to embrace it (ala suicide cults) also furthers death's cause. Slaying the living, especially in a way which humbles the mighty and egotistical (such as Exalts and Gods), is a great service. Acts which strengthen the nations of the dead, such as those who exploit and embrace the bleakness of Shadowlands, furthers the cause.<br />
<br />
The chief gauge of what constitutes oppositional behavior is saving the lives of the living WITHOUT styling it in a fashion that promotes the Primacy of Death (for instance, it is permissible to save a village being attacked by bandits, by taking the lives of the bandits, and it is permissible to halt a plague that has claimed at least some victims in the name of ensuring there are survivors left to tend the graves). Many paths of genuine heroism are open to a Deathknight who operates as a Speaker for the Dead.<br />
<br />
=== The Doom of the Abyssal Exalted ===<br />
When an Abyssal's Resonance reaches 10, they are bound to eventually be overwhelmed by the built-up power of their cursed Exaltation which has been denied its due too long. Unlike Solar Limit Breaks, which are a manifestation of the Great Curse grinding against the character's psyche and would seem to outsiders and even the Solar themself as just bouts of extreme behavior brought on by the stresses of their heroic lives, an Abyssal who is swallowed by a Doom knows he is in the grips of a terrible curse, and any magics which might be capable of diagnosing such affirm it as well.<br />
<br />
When their Doom strikes, the Abyssal is overcome with disastrous and extreme otherworldly compulsions. These parallel Solar Limit Breaks in terms of potential disruption and the ensuing regrets, but are the actions of a Creature of Death. The Abyssal experiences the hungers for flesh and blood of the revenant, witnesses the suffering of the world and prescribes merciful death, feels the single-minded and selfish impulses of a heartless zombie or hungry ghost drive them towards a goal while forsaking comradery, is driven to terrify and humble those who seem not to fear death as they should, etc. The Shadows of Death often go on a rampage during these episodes.<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470092Abyssals2023-04-11T18:31:39Z<p>Volund: </p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted, modified for use on this MUSH. A link to the original can be found in the modified document.<br><br />
[https://docs.google.com/document/d/19vTyzCAqDnGn_BRZa39FGCqqC1HF7zBbnD7GZcUJ2fc/edit?usp=sharing Abyssals: A Shadow Falls]<br />
<br />
= Lore =<br />
== The Black Exaltation ==<br />
Abyssal Exaltation works remarkably similar to Solar Exaltation, because each Abyssal Exaltation is in fact a cracked, twisted, inverted Solar Exaltation tuned to channel death and darkness. Thus, Abyssal Exaltations choose from amongst the same pool of candidates. However, they differ in a very critical way.<br />
<br />
When one is on the verge of death, time slows to a crawl and reality fades. Ancient, wordless voices and mad gibberings offer an unspoken choice: continued existence as an ageless, awe-inspiring champion of death and the grave, or pass up on the glory and join the ranks of the dead. Should the dying subject choose to rise as an Abyssal, then they undertake the Second Breath, miraculously restored to the peak of health and flooded with the dark power needed to hopefully survive or escape whatever trouble they landed in.<br />
<br />
== Where Loyalties Lie ==<br />
Unlike in 2e, no Deathlords oversee Abyssal Exaltation, no Monstrance contains the Shards. While Deathlord Necromancy and the mad will of the Neverborn CAN designate desirable candidates for Abyssal Exaltation, only the Exaltation itself - and the dying individual - have real power over the process.<br />
<br />
Furthermore, a newly Exalted Abyssal has no innate loyalty or ties to the Deathlords, Neverborn, or the Void. They have sworn service to death and the grave, and are beholden only to the Primacy of Death resounding within their own Essence. Many Abyssals do make their way into the service of Deathlords, the Neverborn, or even the Void itself, but their own free will - whether rational, or however mad and twisted - which gets them there. Most Deathlords desire Abyssal champions, but the way they go about obtaining them varies wildly. Some make offers of power, glory, riches, knowledge, whatever the Abyssal might desire, in exchange for service, while others might take harassing, oppositional, or even stranger stances in their mad melodrama. The Deathlords all comprehend that the Abyssal Exalted are powerful and cannot be usefully controlled through brute force alone, they understand that an angry or offended Abyssal may, in the long term, become a thorn in their side. In their delusional madness and love of the drama of it all, the mad ghost kings can still get carried away.<br />
<br />
= Traits =<br />
==Anima Powers==<br />
===Dusk Caste===<br />
When using the third anima power (A Shadow Falls p.3-4) a dusk caste abyssal will not become aware of how to fulfill a specific condition for a creature's death or destruction, even as they become aware of what that condition is. To use an example from Second Edition, this ability could discover that Sondok needs to be bathed in the blood of her daughter to die permanently but could not cause the abyssal to learn her daughter's name, current location, or other facts that would aid in meeting that requirement.<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in lands far from the Death Essence they channel. Shadowlands and the Underworld offer plenty of Deathly Essence, while untainted lands of Creation, the Wyld, and strange other realms like Malfeas do not.<br><br />
The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
== Getting by in the Underworld ==<br />
(Originally from Lanaya's, 'Abyssals: A Shadow Falls' p.213)<br><br />
Normally the Underworld is a dark and terrifying place full of dangers, and other Exalted must master Survival Charms if they want any hope of living in its wilderness. For the Abyssal Exalted, however, it is home. Even without any Charms, they can innately navigate that dark realm, find food and shelter and live comfortably, just as easily as any of the living could in one of Creation’s more fertile lands. <br />
== Dark Fate ==<br />
Every Abyssal has sworn their services to the grave and cast away their mortal names and fates. That the vow was made under the duress of impending doom matters not. This covenant has made them Death's champions, and Death will have its due from them. Though each Abyssal Exaltation was cleansed of the Great Curse and doesn't experience Limit Break as Solars do, each Abyssal Exalt has a 10-point Resonance track which works much like the Limit track of their Solar counterparts, building towards an inevitable eruption of cursed behavior and turmoil, but with some key differences.<br />
=== Gaining Resonance ===<br />
* Once per scene, when the character acts against the primacy of death (defined below) in support of an Intimacy towards the living, roll dice inversely proportionate to the strength of the Intimacy. One dice for a Defining, two for a Major, and three for a Minor. Successes become Resonance. The strength of powerful living convictions and emotions proves to be a partial shield against the stagnation of death, though never a perfect one.<br />
* The Abyssal is forbidden from speaking or answering to their now-forsaken original name (and may not adopt a new name; only titles and sobriquets are permissible), save to disavow all claim to it such as "that is no longer my name." Upon breaking this taboo, roll (Essence) and add successes as Resonance.<br />
* The Abyssal must undertake and sincerely pursue at least one Major Task which supports the primacy of death per month. Should this not be met, the Abyssal must roll (Essence + 2) and count successes as Resonance. Success is not required, merely the sincere pursuit.<br />
<br />
=== Lunar Mates ===<br />
* An Abyssal Exalted cannot gain Resonance from interactions with their Lunar Mate.<br />
* Any Lunar Charm which benefits their Solar Mate also can benefit an Abyssal. However, Abyssals find it very difficult to develop Charms which recognize their Mate with any importance.<br />
<br />
=== Primacy of Death ===<br />
Every Abyssal swore to champion the causes of Death and the Underworld, with the result placing the dead above the living. This inevitably furthers the cause of Oblivion and the Neverborn. Over time, even a trickle of sand grains will pile into a mountain. Adherence to the Primacy of Death is not expressed in a strict code of conduct or a set of immutable laws. It is not arbitrated by eldritch abominations or the questionable wisdom of mad ghost-kings. An Abyssal's own bleak and twisted Essence serves as the judge, and it knows when death's power over the living has been further cultivated.<br />
<br />
As some examples, an Abyssal supports the Primacy of Death by fostering relations between the living and the dead which favor (however marginally) the dead, such as promoting ancestor worship. Instilling the dread terror of death in onlookers or a willingness to embrace it (ala suicide cults) also furthers death's cause. Slaying the living, especially in a way which humbles the mighty and egotistical (such as Exalts and Gods), is a great service. Acts which strengthen the nations of the dead, such as those who exploit and embrace the bleakness of Shadowlands, furthers the cause.<br />
<br />
The chief gauge of what constitutes oppositional behavior is saving the lives of the living WITHOUT styling it in a fashion that promotes the Primacy of Death (for instance, it is permissible to save a village being attacked by bandits, by taking the lives of the bandits, and it is permissible to halt a plague that has claimed at least some victims in the name of ensuring there are survivors left to tend the graves). Many paths of genuine heroism are open to a Deathknight who operates as a Speaker for the Dead.<br />
<br />
=== The Doom of the Abyssal Exalted ===<br />
When an Abyssal's Resonance reaches 10, they are bound to eventually be overwhelmed by the built-up power of their cursed Exaltation which has been denied its due too long. Unlike Solar Limit Breaks, which are a manifestation of the Great Curse grinding against the character's psyche and would seem to outsiders and even the Solar themself as just bouts of extreme behavior brought on by the stresses of their heroic lives, an Abyssal who is swallowed by a Doom knows he is in the grips of a terrible curse, and any magics which might be capable of diagnosing such affirm it as well.<br />
<br />
When their Doom strikes, the Abyssal is overcome with disastrous and extreme otherworldly compulsions. These parallel Solar Limit Breaks in terms of potential disruption and the ensuing regrets, but are the actions of a Creature of Death. The Abyssal experiences the hungers for flesh and blood of the revenant, witnesses the suffering of the world and prescribes merciful death, feels the single-minded and selfish impulses of a heartless zombie or hungry ghost drive them towards a goal while forsaking comradery, is driven to terrify and humble those who seem not to fear death as they should, etc. The Shadows of Death often go on a rampage during these episodes.<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_Archive&diff=1470091Log Archive2023-03-15T04:24:06Z<p>Volund: </p>
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[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=MediaWiki:Sidebar&diff=1470090MediaWiki:Sidebar2023-03-09T05:50:28Z<p>Volund: </p>
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<div>* Wiki Navigation<br />
** mainpage|mainpage-description<br />
** portal-url|portal<br />
** recentchanges-url|recentchanges<br />
** randompage-url|randompage<br />
** project:Admin noticeboard|Admin noticeboard<br />
<br />
* Guide<br />
** Newbie_Guide#How_to_Connect|Connecting<br />
** Newbie_Guide|Newbie Guide<br />
** Rules|Rules and Policies<br />
<br />
* House Rules<br />
** Character_Creation|Character Creation<br />
** Traits|Traits<br />
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** Mortals|Mortals<br />
** Solars|Solars<br />
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<hr />
<div>= Welcome =<br />
Welcome to the Exalted MUSH wiki! We are a consent-based, story-driven roleplaying community for Exalted 3rd Edition.<br />
<br />
= Getting started =<br />
For those already familiar with MU*s (MUDs, MUX, MUSH, MUCK, MOO, etc), our connect info is:<br><br />
mushhaven.com 2526<br><br />
<br />
You can find us on Discord at: https://discord.gg/rMPuxPx<br />
<br />
Everyone new to them, please check out our [[Newbie Guide#How_to_Connect|How to Connect]] guide.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Dragon-Blooded&diff=1470063Dragon-Blooded2022-12-24T06:12:05Z<p>Volund: </p>
<hr />
<div>= Charms =<br />
== Craft ==<br />
Unless otherwise declared retained below, all Dragon-Blooded Craft Charms are replaced by those found in [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# Universal Craft Revamp by Sandact6].<br />
<br />
Ignore the Craft Revamp's Dragon-Blooded Excellency replacement.<br />
<br />
Any Dragon-Blooded-specific Craft Charms not found in this document can also be added below.<br />
<br />
=== Passion-Inflaming Artistry ===<br />
''Retained''</div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470062Infernals2022-11-25T23:35:57Z<p>Volund: </p>
<hr />
<div>= Infernals: To Rule In Hell =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1oSlgvIi0jp-qStybBQHWhoE2JbEF2RgTIaerefpBkVg/edit# To Rule in Hell] for the Infernal Exalted, known also as the Green Sun Princes. Please see further details below.<br />
<br />
Please also keep in mind that many Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not everyone wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the 2e-styled writeup known as "The Devils Are Here". While The Devils Are Here is an amazing bit of fanwork, it runs contrary to the Ability-based official 3e vision and leads to very complicated character builds.<br />
<br />
== Sidebar: Are Infernals Evil? ==<br />
Although this article of quotes and viewpoints was written against the 2e Interpretation of Infernals, some of its spirit is still relevant to Infernals as seen on this game. We think it's worth a read for those interested in Infernals. [http://nobilis-aleph.wikidot.com/quotes:are-infernals-evil Are Infernals Evil?]<br />
<br />
= Lore Considerations =<br />
<br />
== Green Sun Princes of Hell ==<br />
The Green Sun Princes enjoy a peculiar place in the hierarchy of Hell. They are all implicitly considered to be citizens of Hell, able to engage in any sort of enterprise imaginable. All Demons of the First Circles (at least, those which are more people than animal in terms of intelligence) will obey them without question unless this conflicts with duties sworn to a 2nd or 3rd Circle Demon. Meanwhile, Demons of the Second and Third Circles will extend hospitality and treat with Infernals as almost-equals. They are not required to drop everything and do whatever an Infernal wants, but will give them more than the time of day to have an audience, draft plans, establish deals, what-have-you, and will put forth a sincere (though questionably efficacious) effort to help said Infernal acclimate to the ways of hell. In other words, unless a specific Infernal does something particular and deliberate to grievously offend one of the many lords of Hell, they're basically treated like heroes and rockstars.<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. Ideally, for the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear, before they erupt forth, ready to wield their new power. Should the Infernal feel threatened or have a dire need to respond to a crisis situation (often the one they agreed to Exaltation for), the Chrysalis Grotesque can be shed almost instantly, though the experience of hyper-accelerating the transformation is far from pleasant. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Mutations ==<br />
Many Green Sun Princes bear some changes from their time in the Chrysalis Grotesque, though these are often cosmetic or only enough to constitute a 1 to 3 dot Merit like claws, fangs, furry chest, iron stomach, etc. Big and grandiose things like fully-functioning wings are POSSIBLE but highly unlikely.<br />
<br />
== Unwoven Coadjutor ==<br />
The demon who bore an Infernal's Exaltation remains with them, fused to them in body and spirit. The Demon and Infernal share a state of consciousness (so, if the Infernal is asleep or unconscious, so is the Coadjutor), and its capabilities are subsumed into the Exalt's own, which often is a good reason for an Infernal to know Old Realm or gain a few Ability dots in something their background didn't cover but which they've subsumed from the Demon. As such, by default, the Coadjutor offers no mechanical benefit, operating as more of a highly quirky advisor with demonic sensibilities - a shoulder devil, if you will. A particularly knowledgeable Coadjutor may be worth a Merit such as Mentor, however.<br />
<br />
= Charms =<br />
== Craft Charms ==<br />
A general reminder that we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], which does cover Infernal Charms.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470061Infernals2022-11-25T19:10:46Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1oSlgvIi0jp-qStybBQHWhoE2JbEF2RgTIaerefpBkVg/edit# To Rule in Hell] for the Infernal Exalted, known also as the Green Sun Princes. Please see further details below.<br />
<br />
Please also keep in mind that many Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not everyone wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the 2e-styled writeup known as "The Devils Are Here". While The Devils Are Here is an amazing bit of fanwork, it runs contrary to the Ability-based official 3e vision and leads to very complicated character builds.<br />
<br />
== Sidebar: Are Infernals Evil? ==<br />
Although this article of quotes and viewpoints was written against the 2e Interpretation of Infernals, some of its spirit is still relevant to Infernals as seen on this game. We think it's worth a read for those interested in Infernals. [http://nobilis-aleph.wikidot.com/quotes:are-infernals-evil Are Infernals Evil?]<br />
<br />
= Lore Considerations =<br />
<br />
== Green Sun Princes of Hell ==<br />
The Green Sun Princes enjoy a peculiar place in the hierarchy of Hell. They are all implicitly considered to be citizens of Hell, able to engage in any sort of enterprise imaginable. All Demons of the First Circles (at least, those which are more people than animal in terms of intelligence) will obey them without question unless this conflicts with duties sworn to a 2nd or 3rd Circle Demon. Meanwhile, Demons of the Second and Third Circles will extend hospitality and treat with Infernals as almost-equals. They are not required to drop everything and do whatever an Infernal wants, but will give them more than the time of day to have an audience, draft plans, establish deals, what-have-you, and will put forth a sincere (though questionably efficacious) effort to help said Infernal acclimate to the ways of hell. In other words, unless a specific Infernal does something particular and deliberate to grievously offend one of the many lords of Hell, they're basically treated like heroes and rockstars.<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. Ideally, for the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear, before they erupt forth, ready to wield their new power. Should the Infernal feel threatened or have a dire need to respond to a crisis situation (often the one they agreed to Exaltation for), the Chrysalis Grotesque can be shed almost instantly, though the experience of hyper-accelerating the transformation is far from pleasant. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Mutations ==<br />
Many Green Sun Princes bear some changes from their time in the Chrysalis Grotesque, though these are often cosmetic or only enough to constitute a 1 to 3 dot Merit like claws, fangs, furry chest, iron stomach, etc. Big and grandiose things like fully-functioning wings are POSSIBLE but highly unlikely.<br />
<br />
== Unwoven Coadjutor ==<br />
The demon who bore an Infernal's Exaltation remains with them, fused to them in body and spirit. The Demon and Infernal share a state of consciousness (so, if the Infernal is asleep or unconscious, so is the Coadjutor), and its capabilities are subsumed into the Exalt's own, which often is a good reason for an Infernal to know Old Realm or gain a few Ability dots in something their background didn't cover but which they've subsumed from the Demon. As such, by default, the Coadjutor offers no mechanical benefit, operating as more of a highly quirky advisor with demonic sensibilities - a shoulder devil, if you will. A particularly knowledgeable Coadjutor may be worth a Merit such as Mentor, however.<br />
<br />
= Charms =<br />
== Craft Charms ==<br />
A general reminder that we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], which does cover Infernal Charms.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470060Infernals2022-11-25T19:10:15Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1oSlgvIi0jp-qStybBQHWhoE2JbEF2RgTIaerefpBkVg/edit# To Rule in Hell] for the Infernal Exalted, known also as the Green Sun Princes. Please see further details below.<br />
<br />
Please also keep in mind that many Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not everyone wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the 2e-styled writeup known as "The Devils Are Here". While The Devils Are Here is an amazing bit of fanwork, it runs contrary to the Ability-based official 3e vision and leads to very complicated character builds.<br />
<br />
== Sidebar: Are Infernals Evil? ==<br />
Although this article of quotes and viewpoints was written against the 2e Interpretation of Infernals, some of its spirit is still relevant to Infernals as seen on this game. We think it's worth a read for those interested in Infernals. [http://nobilis-aleph.wikidot.com/quotes:are-infernals-evil Are Infernals Evil?]<br />
<br />
= Lore Considerations =<br />
<br />
== Green Sun Princes of Hell ==<br />
The Green Sun Princes enjoy a peculiar place in the hierarchy of Hell. They are all implicitly considered to be citizens of Hell, able to engage in any sort of enterprise imaginable. All Demons of the First Circles (at least, those which are more people than animal in terms of intelligence) will obey them without question unless this conflicts with duties sworn to a 2nd or 3rd Circle Demon. Meanwhile, Demons of the Second and Third Circles will extend hospitality and treat with Infernals as almost-equals. They are not required to drop everything and do whatever an Infernal wants, but will give them more than the time of day to have an audience, draft plans, establish deals, what-have-you, and will put forth a sincere (though questionably efficacious) effort to help said Infernal acclimate to the ways of hell. In other words, unless a specific Infernal does something particular and deliberate to grievously offend one of the many lords of Hell, they're basically treated like heroes and rockstars.<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. Ideally, for the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear, before they erupt forth, ready to wield their new power. Should the Infernal feel threatened or have a dire need to respond to a crisis situation (often the one they agreed to Exaltation for), the Chrysalis Grotesque can be shed almost instantly, though the experience of hyper-accelerating the transformation is far from pleasant. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Mutations ==<br />
Many Green Sun Princes bear some changes from their time in the Chrysalis Grotesque, though these are often cosmetic or only enough to constitute a 1 to 3 dot Merit like claws, fangs, furry chest, iron stomach, etc. Big and grandiose things like fully-functioning wings are POSSIBLE but highly unlikely.<br />
<br />
== Unwoven Coadjutor ==<br />
The demon who bore an Infernal's Exaltation remains with them, fused to them in body and spirit. The Demon and Infernal share a state of consciousness (so, if the Infernal is asleep or unconscious, so is the Coadjutor), and its capabilities are subsumed into the Exalt's own, which often is a good reason for an Infernal to know Old Realm or gain a few Ability dots in something their background didn't cover but which they've subsumed from the Demon. As such, by default, the Coadjutor offers no mechanical benefit, operating as more of a highly quirky advisor with demonic sensibilities - a shoulder devil, if you will. A particularly knowledgeable Coadjutor may be worth a Merit such as Mentor, however.<br />
<br />
= Charms =<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
A general reminder that we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], which does cover Infernal Charms.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470059Infernals2022-11-25T19:09:52Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1oSlgvIi0jp-qStybBQHWhoE2JbEF2RgTIaerefpBkVg/edit# To Rule in Hell] for the Infernal Exalted, known also as the Green Sun Princes. Please see further details below.<br />
<br />
Please also keep in mind that many Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not everyone wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the 2e-styled writeup known as "The Devils Are Here". While The Devils Are Here is an amazing bit of fanwork, it runs contrary to the Ability-based official 3e vision and leads to very complicated character builds.<br />
<br />
== Sidebar: Are Infernals Evil? ==<br />
Although this article of quotes and viewpoints was written against the 2e Interpretation of Infernals, some of its spirit is still relevant to Infernals as seen on this game. We think it's worth a read for those interested in Infernals. [http://nobilis-aleph.wikidot.com/quotes:are-infernals-evil Are Infernals Evil?]<br />
<br />
= Lore Considerations =<br />
<br />
== Green Sun Princes of Hell ==<br />
The Green Sun Princes enjoy a peculiar place in the hierarchy of Hell. They are all implicitly considered to be citizens of Hell, able to engage in any sort of enterprise imaginable. All Demons of the First Circles (at least, those which are more people than animal in terms of intelligence) will obey them without question unless this conflicts with duties sworn to a 2nd or 3rd Circle Demon. Meanwhile, Demons of the Second and Third Circles will extend hospitality and treat with Infernals as almost-equals. They are not required to drop everything and do whatever an Infernal wants, but will give them more than the time of day to have an audience, draft plans, establish deals, what-have-you, and will put forth a sincere (though questionably efficacious) effort to help said Infernal acclimate to the ways of hell. In other words, unless a specific Infernal does something particular and deliberate to grievously offend one of the many lords of Hell, they're basically treated like heroes and rockstars.<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. Ideally, for the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear, before they erupt forth, ready to wield their new power. Should the Infernal feel threatened or have a dire need to respond to a crisis situation (often the one they agreed to Exaltation for), the Chrysalis Grotesque can be shed almost instantly, though the experience of hyper-accelerating the transformation is far from pleasant. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Mutations ==<br />
Many Green Sun Princes bear some changes from their time in the Chrysalis Grotesque, though these are often cosmetic or only enough to constitute a 1 to 3 dot Merit like claws, fangs, furry chest, iron stomach, etc. Big and grandiose things like fully-functioning wings are POSSIBLE but highly unlikely.<br />
<br />
== Unwoven Coadjutor ==<br />
The demon who bore an Infernal's Exaltation remains with them, fused to them in body and spirit. The Demon and Infernal share a state of consciousness (so, if the Infernal is asleep or unconscious, so is the Coadjutor), and its capabilities are subsumed into the Exalt's own, which often is a good reason for an Infernal to know Old Realm or gain a few Ability dots in something their background didn't cover but which they've subsumed from the Demon. As such, by default, the Coadjutor offers no mechanical benefit, operating as more of a highly quirky advisor with demonic sensibilities - a shoulder devil, if you will. A particularly knowledgeable Coadjutor may be worth a Merit such as Mentor, however.<br />
<br />
= Charms =<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
A general reminder that we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], which does cover Infernal Charms.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470057Infernals2022-11-05T20:04:02Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit# The Devils are Here] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not everyone wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although The Devils are Here is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
== Sidebar: Are Infernals Evil? ==<br />
Although this article of quotes and viewpoints was written against the 2e Interpretation of Infernals, some of its spirit is still relevant to Infernals as seen on this game. We think it's worth a read for those interested in Infernals. [http://nobilis-aleph.wikidot.com/quotes:are-infernals-evil Are Infernals Evil?]<br />
<br />
= Lore Considerations =<br />
<br />
== Green Sun Princes of Hell ==<br />
The Green Sun Princes enjoy a peculiar place in the hierarchy of Hell. They are all implicitly considered to be citizens of Hell, able to engage in any sort of enterprise imaginable. All Demons of the First Circles (at least, those which are more people than animal in terms of intelligence) will obey them without question unless this conflicts with duties sworn to a 2nd or 3rd Circle Demon. Meanwhile, Demons of the Second and Third Circles will extend hospitality and treat with Infernals as almost-equals. They are not required to drop everything and do whatever an Infernal wants, but will give them more than the time of day to have an audience, draft plans, establish deals, what-have-you, and will put forth a sincere (though questionably efficacious) effort to help said Infernal acclimate to the ways of hell. In other words, unless a specific Infernal does something particular and deliberate to grievously offend one of the many lords of Hell, they're basically treated like heroes and rockstars.<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Faithful Follower Discernment ===<br />
'''Modified'''<br/><br />
'''Keywords: ''' None<br/><br />
'''Reason:''' Being able to detect who's worshipping who is an amazing tool for stealing a god's cult to build your own in the first place. So is being able to overhear prayers with its upgrade.<br/><br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470054Infernals2022-10-31T11:59:00Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit# The Devils are Here] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not everyone wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although The Devils are Here is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
== Sidebar: Are Infernals Evil? ==<br />
Although this article of quotes and viewpoints was written against the 2e Interpretation of Infernals, some of its spirit is still relevant to Infernals as seen on this game. We think it's worth a read for those interested in Infernals. [http://nobilis-aleph.wikidot.com/quotes:are-infernals-evil Are Infernals Evil?]<br />
<br />
= Lore Considerations =<br />
<br />
== Green Sun Princes of Hell ==<br />
The Green Sun Princes enjoy a peculiar place in the hierarchy of Hell. They are all implicitly considered to be citizens of Hell, able to engage in any sort of enterprise imaginable. All Demons of the First Circles (at least, those which are more people than animal in terms of intelligence) will obey them without question unless this conflicts with duties sworn to a 2nd or 3rd Circle Demon. Meanwhile, Demons of the Second and Third Circles will extend hospitality and treat with Infernals as almost-equals. They are not required to drop everything and do whatever an Infernal wants, but will give them more than the time of day to have an audience, draft plans, establish deals, what-have-you, and will put forth a sincere (though questionably efficacious) effort to help said Infernal acclimate to the ways of hell. In other words, unless a specific Infernal does something particular and deliberate to grievously offend one of the many lords of Hell, they're basically treated like heroes and rockstars.<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470053Infernals2022-10-31T11:58:12Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not everyone wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although The Devils are Here is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
== Sidebar: Are Infernals Evil? ==<br />
Although this article of quotes and viewpoints was written against the 2e Interpretation of Infernals, some of its spirit is still relevant to Infernals as seen on this game. We think it's worth a read for those interested in Infernals. [http://nobilis-aleph.wikidot.com/quotes:are-infernals-evil]<br />
<br />
= Lore Considerations =<br />
<br />
== Green Sun Princes of Hell ==<br />
The Green Sun Princes enjoy a peculiar place in the hierarchy of Hell. They are all implicitly considered to be citizens of Hell, able to engage in any sort of enterprise imaginable. All Demons of the First Circles (at least, those which are more people than animal in terms of intelligence) will obey them without question unless this conflicts with duties sworn to a 2nd or 3rd Circle Demon. Meanwhile, Demons of the Second and Third Circles will extend hospitality and treat with Infernals as almost-equals. They are not required to drop everything and do whatever an Infernal wants, but will give them more than the time of day to have an audience, draft plans, establish deals, what-have-you, and will put forth a sincere (though questionably efficacious) effort to help said Infernal acclimate to the ways of hell. In other words, unless a specific Infernal does something particular and deliberate to grievously offend one of the many lords of Hell, they're basically treated like heroes and rockstars.<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=MediaWiki:Sidebar&diff=1470052MediaWiki:Sidebar2022-10-31T11:42:47Z<p>Volund: </p>
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<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not everyone wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although The Devils are Here is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
= Lore Considerations =<br />
<br />
== Green Sun Princes of Hell ==<br />
The Green Sun Princes enjoy a peculiar place in the hierarchy of Hell. They are all implicitly considered to be citizens of Hell, able to engage in any sort of enterprise imaginable. All Demons of the First Circles (at least, those which are more people than animal in terms of intelligence) will obey them without question unless this conflicts with duties sworn to a 2nd or 3rd Circle Demon. Meanwhile, Demons of the Second and Third Circles will extend hospitality and treat with Infernals as almost-equals. They are not required to drop everything and do whatever an Infernal wants, but will give them more than the time of day to have an audience, draft plans, establish deals, what-have-you, and will put forth a sincere (though questionably efficacious) effort to help said Infernal acclimate to the ways of hell. In other words, unless a specific Infernal does something particular and deliberate to grievously offend one of the many lords of Hell, they're basically treated like heroes and rockstars.<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470048Infernals2022-10-31T05:17:37Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although The Devils are Here is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
= Lore Considerations =<br />
<br />
== Green Sun Princes of Hell ==<br />
The Green Sun Princes enjoy a peculiar place in the hierarchy of Hell. They are all implicitly considered to be citizens of Hell, able to engage in any sort of enterprise imaginable. All Demons of the First Circles (at least, those which are more people than animal in terms of intelligence) will obey them without question unless this conflicts with duties sworn to a 2nd or 3rd Circle Demon. Meanwhile, Demons of the Second and Third Circles will extend hospitality and treat with Infernals as almost-equals. They are not required to drop everything and do whatever an Infernal wants, but will give them more than the time of day to have an audience, draft plans, establish deals, what-have-you, and will put forth a sincere (though questionably efficacious) effort to help said Infernal acclimate to the ways of hell. In other words, unless a specific Infernal does something particular and deliberate to grievously offend one of the many lords of Hell, they're basically treated like heroes and rockstars.<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Merits ==<br />
<br />
=== Id ===<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470047Infernals2022-10-31T05:06:51Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although The Devils are Here is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
= Lore Considerations =<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Merits ==<br />
<br />
=== Id ===<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470046Infernals2022-10-31T04:39:17Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although the Devils are is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
= Lore Considerations =<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Merits ==<br />
<br />
=== Id ===<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470045Infernals2022-10-31T04:38:49Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although the Devils are is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
= Lore Considerations =<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Merits ==<br />
<br />
=== Id ===<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' Ignore the commentary about Lunar Exalts. One can certainly argue that Luna<br>is mad. Certain individual Lunars might well be crazy... but not because they learned these Charms.<br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470044Infernals2022-10-31T04:33:24Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although the Devils are is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
= Lore Considerations =<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Merits ==<br />
<br />
=== Id ===<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br><br />
'''Reason:''' Many dematerialized spirits, especially demons, have some kind of telltale hinting at their presence, however minor. Now this Charm has one too.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' The lunar exalted are never subject to the negative effects of charms with the Revelation keyword, <br/>though they are aware of them.<br/><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470043Infernals2022-10-31T04:25:10Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] for the Infernal Exalted, known also as the Green Sun Princes. Said document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Sidebar: What devilry is this? ==<br />
For solid Infernal homebrew, there were two choices available to us. This, and the Ability-based writeup known as "To Rule in Hell". The latter has a lot of mechanical issues with its handling of Shintai and relevant Charms, among many other things. Although the Devils are is largely a port of 2e-style Infernals with Yozi Charm trees, which is contrary to the official 3e vision, since we're unlikely to see actual canon Infernals for maybe YEARS, this is a good way to start having fun with Hellish things again right now.<br />
<br />
= Lore Considerations =<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Merits ==<br />
<br />
=== Id ===<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' The lunar exalted are never subject to the negative effects of charms with the Revelation keyword, <br/>though they are aware of them.<br/><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470042Infernals2022-10-31T04:21:58Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] which provides 2e-style Infernals with Yozi Charm trees, including a great deal of fan-Yozis. The document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
= Lore Considerations =<br />
<br />
== Of Fallen Titans ==<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
== The Reclamation ==<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
== Nature of Charms ==<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
== Castes, Unwoven Coadjutor, and Urges ==<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ==<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
= Mechanics =<br />
<br />
== Caste Yozi ==<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
= Traits =<br />
<br />
== Creature of Darkness ==<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
== Merits ==<br />
<br />
=== Id ===<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
== Mutations ==<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' The lunar exalted are never subject to the negative effects of charms with the Revelation keyword, <br/>though they are aware of them.<br/><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470041Infernals2022-10-31T03:31:12Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] which provides 2e-style Infernals with Yozi Charm trees, including a great deal of fan-Yozis. The document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Lore Considerations ==<br />
<br />
=== Of Fallen Titans ===<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
=== The Reclamation ===<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
=== Nature of Charms ===<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
=== Castes, Unwoven Coadjutor, and Urges ===<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
=== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ===<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
== Mechanics ==<br />
<br />
=== Caste Yozi ===<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
== Traits ==<br />
<br />
=== Creature of Darkness ===<br />
Though Green Sun Princes are blessed with the same free will as any other Exalt, they are so thoroughly tainted with Yozi Essence that the scorching might of the Unconquered Sun cannot, without them being specifically exempted, tell them apart from any other Demons. As such, all Infernal Exalted are considered Creatures of Darkness, enemies of the Unconquered Sun.<br />
<br />
=== Merits ===<br />
<br />
==== Id ====<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
=== Mutations ===<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' The lunar exalted are never subject to the negative effects of charms with the Revelation keyword, <br/>though they are aware of them.<br/><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470040Infernals2022-10-31T03:29:06Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] which provides 2e-style Infernals with Yozi Charm trees, including a great deal of fan-Yozis. The document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Lore Considerations ==<br />
<br />
=== Of Fallen Titans ===<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
=== The Reclamation ===<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
=== Nature of Charms ===<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
=== Castes, Unwoven Coadjutor, and Urges ===<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
=== Exaltations, Reliquaries, the deal, and the Chrysalis Grotesque ===<br />
Say a prayer for Lillun, who thankfully has not been dragged into Hell and turned into an unspeakable tortured abomination in this telling. Instead, the Yozis have constructed special Reliquaries based on the designs of Lytek's vaunted cabinet which house the twisted Exaltations between incarnations, giving the Yozis a chance to clean them up and perform any maintenance they desire before releasing it once more. Through the Reliquaries, a Yozi - or, on rare occasion, very privileged 3rd Circle Soul can make suggestions as to candidates or types of candidates an Exaltation should look for, and serve as a communication channel for visions and the sort during the Exaltation process itself. Exaltation can happen without this supervision. The Yozis do not see to each and every one.<br />
<br />
The Reliquaries are stored in a highly secure chamber of the Conventicle Malfeasant. When it is time to choose a new Green Sun Prince, a Yozi or their chosen representative can bid an Exaltation fly free and lodge itself into an a First Circle Demon - either one chosen specifically, or one chosen at random if none is provided for it. The Demon then traipses across Cecelyne and is summoned into Creation by a Yozi cult or otherwise finds a crack into the mortal lands guided by strange and uncanny luck. Once there, the Demon is driven by mad dreams and perhaps the also-mad demands of any Yozi or 3rd Circles managing the Reliquary to tirelessly seek out a candidate. For the most part, Infernal Exaltation seeks out the same kinds of candidates that the Unconquered Sun might pick, people of great skill, talent, and spirit who would do great things if given the power and opportunity to do so. Tainted as they are by Yozi Essence though, these Exaltations do prefer candidates whose state of mind is twisted and driven to mad obsessions similar to its Yozi patrons, traits which Exaltation will then magnify and glorify.<br />
<br />
However, rather than tackle and empower the mortal at the first opportunity, the Demon keeps to the shadows, biding its time for the right opportunity to catch the candidate when they're down in the dumps and very willing to listen to even a creature most, on a good day, certainly would not. The Demon reveals itself to them (typically in private) and offers them power to change their lot in life. What's the catch? Well, for the most part there isn't one. The message is always something of the sort that its masters see the potential in them and offer the power to change the world, power the gods would never give. In return, the Yozis will exult in their champion's every victory as their own. But in becoming a champion of the Yozis, they will obtain many powerful enemies. Potentially very dangerous enemies, but not insurmountable ones. The other option is be passed up on this offer and go back to being a hopeless nobody - assuming that the maddened Demon doesn't just decide to eat an unwilling candidate's face in an explosion of stress and spite, it will simply vamoose to find another candidate.<br />
<br />
Whoever accepts is then engulfed by the demon as it unwinds and unravels itself into threads of Essence which wrap up the candidate into what Infernal scholars call the Chrystalis Grotesque. For the next five days the candidate's body, mind, and soul is bathed in Infernal Essence and made capable of comprehending and handling the alien power it must now bear. Infernal Exaltation often leads to physical changes, from simple improvements of physique like restoration to youth, removing scars and blemishes, or sprouting new demonic features subtle or grand, and it's quite common for physical traces of the host Demon - now available as the Unwoven Coadjutor - to remain.<br />
<br />
When an Infernal dies, their Exaltation flees back to its Reliquary. Should a Reliquary be destroyed, its Exaltation would fly free and seek out candidates without any guidance whatsoever, by randomly possessing demons and directing them to offer the bargain.<br />
<br />
== Mechanics ==<br />
<br />
=== Caste Yozi ===<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
== Traits ==<br />
<br />
=== Merits ===<br />
<br />
==== Id ====<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
=== Mutations ===<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' The lunar exalted are never subject to the negative effects of charms with the Revelation keyword, <br/>though they are aware of them.<br/><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470039Infernals2022-10-31T03:02:14Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] which provides 2e-style Infernals with Yozi Charm trees, including a great deal of fan-Yozis. The document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Lore Considerations ==<br />
<br />
=== Of Fallen Titans ===<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
=== The Reclamation ===<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
=== Nature of Charms ===<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
=== Castes, Unwoven Coadjutor, and Urges ===<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Mechanics ==<br />
<br />
=== Caste Yozi ===<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
== Traits ==<br />
<br />
=== Merits ===<br />
<br />
==== Id ====<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
=== Mutations ===<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones explicitly mentioned in the Heretical tab, are banned by default'''<br><br />
<br />
Just as Solars cannot intermingle their mighty mastery of Ability-based Charms with the wholly-different flow of Martial Arts Charms, neither can Infernals, save for effects which are Permanent/Innate in some way, and their basic Excellencies. Contrary to TDAH rules, here, whether a given Yozi Excellency can appropriately benefit a Martial Arts roll is the same as any other roll using a Yozi Excellency, and has nothing to do with any relation between the Martial Art and the Yozi. This may mean that some styles are not a great match with some Yozi, but overall should not be a massive hindrance to an Infernal Martial Artist.<br />
<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' The lunar exalted are never subject to the negative effects of charms with the Revelation keyword, <br/>though they are aware of them.<br/><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Infernals&diff=1470038Infernals2022-10-31T02:55:17Z<p>Volund: </p>
<hr />
<div>= Infernals: The Devils are Here =<br />
Exalted MUSH uses this homebrew writeup [https://docs.google.com/document/d/1jHgq1HwW5WTx_On8hEepIkAXxNWfuYlvgLKH7OC1pBM/edit#] which provides 2e-style Infernals with Yozi Charm trees, including a great deal of fan-Yozis. The document contains sub-links to other documents covering each particular Yozi's Charms, including General and Heretical Charms. However, some tweaks are needed for this to work here. Please see further details below.<br />
<br />
Please also keep in mind that Infernal Charms are frequently gross, shocking, disturbing and/or downright bizarre. Not even wants that in their face. Please exercise due good taste.<br />
<br />
== Lore Considerations ==<br />
<br />
=== Of Fallen Titans ===<br />
In 2e, it's known that Ta'akozoka died, and the land they fell in became the fertile Greenfields of the far North. Mardukth is heavily implied to be the Neverborn He Who Holds in Thrall. For our game, it is assumed that Ta'akozoka yet exists, and some other explanation leads to Greenfields. Where He Who Holds in Thrall is concerned, well... 3e material on the Neverborn is scarce, but it doesn't really matter if a Neverborn's name needs to change for our continuity in the future. In other words, don't worry about this kinda discrepancy. Just have fun!<br />
<br />
=== The Reclamation ===<br />
It doesn't exist. At least, it doesn't exist as 2e portrayed it. There is no mad scramble in Hell. No master plans for any specific Infernal to find a place in. The Yozis know that they won't be able to find their freedom this easily or this early, if it is even possible. But the Yozis have invested a bit of themselves into these twisted blessings. The glories and victories of their Chosen resonate as something akin to a luxurious banquet of ego-stroking prayer, and flagrant defiance of the traitorous gods. Thus, the Yozis sincerely desire to see the Infernals succeed at slaying hated rivals, conquering nations, achieving great feats of sorcery and whatever else that Infernal wishes to do which further exults and spreads Yozi power. In return, the Green Sun Princes enjoy the backing of Hell. Only the most disrespectful, disruptive, and destructive renegade would find themselves completely cut off.<br />
<br />
=== Nature of Charms ===<br />
Reiterating what's stated in the writeup, the Charms used by Green Sun Princes are not the Charmss used by Primordials directly, but rather the resonant power that emerges from a Solar Exaltation that has been twisted and stuffed to the brim with Yozi Essence. So, although there is an unmistakable sympathy between the two, Yozis are not "made out of these Charms" nor do they directly learn Charms the Green Sun Princes invent. Infernals still possess their own spark of Primordial Essence though, and can cultivate it in ways that the Yozis have not anticipated.<br />
<br />
=== Castes, Unwoven Coadjutor, and Urges ===<br />
Though they were originally five distinct Castes, the Solar Exaltations no longer bear such. The Caste of specific Infernal Exaltations shifts depending on the nature of the new Exalt. Furthermore, an Infernal's Urge, Coadjutor, and Caste Yozi do not need to all be the same. One might have Malfeas as their Caste Yozi, a Heranhal for their Unwoven Coadjutor (descended of the Ebon Dragon, via Alveau), and a Pyrian Urge.<br />
<br />
What kind of Demon plays host to an Infernal Exaltation is entirely random. One's Caste, Secondary, and Tertiary Yozis are emergent from the host's own personal resonance with the themes of respective Yozis, and the specific Urge (and corresponding Torment) often emerges as an extension of an obsession, tendency, psychosis, etc, the candidate possessed before Exaltation. Still, it's UNUSUAL for these things to not line up to some degree.<br />
<br />
== Mechanics ==<br />
<br />
=== Caste Yozi ===<br />
As a clarification, when an effect such as a Solar's Supernal Ability or the Infernal Caste Yozi allows purchasing of Charms of a higher Essence rating, this also qualifies the character for purchasing upgrades/re-purchases for said Charms. It does NOT count for enabling effects which come into play when the character reaches higher Essence, and it does not provide a bonus in dice rolls calling for Essence.<br />
<br />
== Traits ==<br />
<br />
=== Merits ===<br />
<br />
==== Id ====<br />
'''Modified'''<br/><br />
'''Effect:''' Virtue Flaw is replaced with a limit break listed from the solar limit section.<br/><br />
'''Reason:''' Virtue Flaws are a second edition concept, this term was almost certainly included in error.<br />
<br />
=== Mutations ===<br />
'''Banned'''<br/><br />
'''Reason:''' We have supernatural merits from 3e core and Lunars, this is needless complexity.<br />
<br />
= Charms =<br />
'''All Heretical charms, save for the ones mentioned in the Heretical tab, are banned by default'''<br />
<tabs><br />
<tab name="General"><br />
=== Craft Charms ===<br />
As we are using the Craft rules/charms from [https://docs.google.com/document/d/1MFdI_e4_OsW4YdBEV19ZhssdBWTB2d68GtHluUMndKw/edit# this Craft Revamp], any Infernal Charms which specifically and only operate on the Craft system (there shouldn't be any) are considered to not exist, and removed from any pre-requisite lists for other Charms.<br />
<br />
Infernals who select Craft as a Caste or Favored Ability may purchase these Charms at Favored/Caste Costs. If Craft is a selected Caste ability, treat your Essence as +2 higher when determining what Craft charms you qualify for.<br />
<br />
Although listed as Craft Charms, Infernal Charms, lore-wise, aren't truly Ability-based Charms. It is assumed that many Yozis possess powers of crafting and artifice which COULD be Charms, and this collection is the amalgamation of all of them for mechanical convenience and sanity.<br />
<br />
=== First <Yozi> Excellency ===<br />
'''Modified'''<br/><br />
'''Effect:''' Referred to as, "Excellent <Yozi> Nature" as the distinction between 1st, 2nd, and 3rd excellencies is gone in third edition.<br/> Infernals also have the excellencies of their caste, secondary, and tertiary yozis automatically. Further excellencies are added if <br/>the Infernal has Essence 4+ and acquired at least five charms from a given Yozi.<br />
<br />
=== Second <Yozi> Excellency ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, the first excellency may be used to enhance static values as its solar </br>counterpart.<br />
=== Mantle of Primordial Mercy ===<br />
'''Banned'''</br><br />
'''Reason:''' This charm is only relevant to a house rule this MUSH does not use.<br />
</tab><br />
<tab name="Malfeas"><br />
=== Unbridled Joy of Creation ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Cecelyne"><br />
=== Law Above All ===<br />
'''Modified'''<br/><br />
'''Effect:''' The threshold is now less than the infernal's essence, rather than equal to or less than.<br/><br />
'''Reason:''' Mostly keeping this from getting awkward if used between player characters.<br />
=== Soul-Sand Devil Shintai ===<br />
'''Modified'''<br/><br />
'''Effect:''' While dematerialized, a cloud of silvery sand winks in and out of existence around your body.<br/> This allows others to perceive your location at +1 difficulty, though not necessarily the nature of what they are observing.<br/> If the observer has an effect which allows them to perceive dematerialized spirits active, this increase to difficulty is <br/>negated for them and they can see your actual appearance if they succeed on their roll to notice you.<br />
</tab><br />
<tab name="She Who Lives in Her Name"><br />
=== Obsessive Enactment Precision ===<br />
'''Modified'''<br/><br />
'''Effect:''' This charm cannot be used on a task less difficult than one that would be considered a Serious Task <br/>in the social influence system. Likewise, the bonus pool of willpower does not refill the main willpower pool <br/>when the designated task is complete.<br/><br />
'''Reason:''' Expendable pool regen bonuses get out of hand quickly.<br />
=== Brook No Trespass ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy.<br />
</tab><br />
<tab name="Adorjan"><br />
=== Love Begets Love ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== Umbilical Noose Escape ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="The Ebon Dragon"><br />
=== Womb Darkness Retention ===<br />
'''Banned'''<br/><br />
'''Reason:''' Little to no functional benefit, encourages disruptive concepts.<br />
=== The Little Monster ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous reason.<br />
</tab><br />
<tab name="Kimbery"><br />
=== Passion-Driven Maelstrom ===<br />
'''Banned'''<br/><br />
'''Reason:''' There are a lot of ways to do damage to a region, this one is just weirdly edgy for no good reason.<br />
</tab><br />
<tab name="Szorney"><br />
=== Doppelganger Genesis Evocation ===<br />
'''Banned'''<br/><br />
'''Reason:''' Listed as to be fixed by the original document maintainer, has not been fixed yet.<br />
</tab><br />
<tab name="Oramus"><br />
=== Charm Concept: Mad ===<br />
'''Modified'''<br/><br />
'''Effect:''' The lunar exalted are never subject to the negative effects of charms with the Revelation keyword, <br/>though they are aware of them.<br/><br />
'''Reason:''' Avoiding specific, hostile bonuses against other exalt types.<br />
=== Oramus' Transgression - Essence Impossible ===<br />
'''Banned'''<br/><br />
'''Reason:''' Second excellencies do not exist in Third Edition, and this charm requires them.<br />
=== Composer of the Numinous ===<br />
'''Modified'''<br/><br />
'''Effect:''' The mote pool effect is removed from this charm.<br/><br />
'''Reason:''' No pool expanders.<br />
</tab><br />
<tab name="Metagaos><br />
=== Empty Stomach Frustration ===<br />
'''Banned'''<br/><br />
'''Reason:''' No mote expanders.<br />
</tab><br />
<tab name="Isidoros><br />
=== Merry Boar Rampage ===<br />
'''Banned'''<br/><br />
'''Reason:''' Balancing the mote economy<br />
=== Door-Splintering Juggernaut Motion ===<br />
'''Modified'''<br/><br />
'''Effect:''' Move, Rush, and Disengage actions are enhanced instead.<br/><br />
'''Reason:''' The original charm's writeup erroneously includes second edition terminology.<br />
</tab><br />
<tab name="Mardukth"><br />
=== Reassuring Slave Chorus ===<br />
'''Modified'''<br/><br />
'''Effect:''' Mote regen cannot occur in battle.<br/><br />
'''Reason:''' Balancing the mote economy.<br />
=== Uncrowned Beast King ===<br />
'''Modified'''<br/><br />
'''Effect:''' Cloud Ascends the Mountain Stance is banned.<br/><br />
'''Reason:''' See previous<br />
=== Poetic Doomed Adversary Exultation ===<br />
'''Banned'''<br/><br />
'''Reason:''' See previous.<br />
</tab><br />
<tab name="Heretical"><br />
=== Titanic Spawn Uncountable ===<br />
'''Allowed'''<br/><br />
'''Reason:''' Not really that much more powerful than some sorcerous workings, also some neat flavor.<br />
=== Fourth Soul Charms ===<br />
'''Allowed'''<br/><br />
'''Reason:''' A bit more custom content, not too outlandish.<br />
=== Insatiable Aura Unchained ===<br />
'''Allowed, Modified'''<br/><br />
'''Effect:''' Lillun does not exist in this setting, the Yozis have individual artifact receptacles for the exaltations as physical objects called, "Reliquaries" <br/>instead. Attempting to circumvent the obviousness of this charm follows the logic of magics of concealment and deception rather than <br/>painlessness or perfect cutting.<br/><br />
'''Reason:''' If you don't know about Lillun, you're better off not knowing.<br />
</tab><br />
</tabs></div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470018Abyssals2022-10-15T18:04:07Z<p>Volund: </p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br><br />
[https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls]<br />
<br />
= Traits =<br />
==Anima Powers==<br />
===Dusk Caste===<br />
When using the third anima power (A Shadow Falls p.3-4) a dusk caste abyssal will not become aware of how to fulfill a specific condition for a creature's death or destruction, even as they become aware of what that condition is. To use an example from Second Edition, this ability could discover that Sondok needs to be bathed in the blood of her daughter to die permanently but could not cause the abyssal to learn her daughter's name, current location, or other facts that would aid in meeting that requirement.<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in lands far from the Death Essence they channel. Shadowlands and the Underworld offer plenty of Deathly Essence, while untainted lands of Creation, the Wyld, and strange other realms like Malfeas do not.<br><br />
The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
<br />
== Dark Fate ==<br />
Every Abyssal has sworn their services to the grave and cast away their mortal names and fates. That the vow was made under the duress of impending doom matters not. This covenant has made them Death's champions, and Death will have its due from them. Though each Abyssal Exaltation was cleansed of the Great Curse and doesn't experience Limit Break as Solars do, each Abyssal Exalt has a 10-point Resonance track which works much like the Limit track of their Solar counterparts, building towards an inevitable eruption of cursed behavior and turmoil, but with some key differences.<br />
<br />
=== Gaining Resonance ===<br />
* Once per scene, when the character acts against the primacy of death (defined below) in support of an Intimacy towards the living, roll dice inversely proportionate to the strength of the Intimacy. One dice for a Defining, two for a Major, and three for a Minor. Successes become Resonance. The strength of powerful living convictions and emotions proves to be a partial shield against the stagnation of death, though never a perfect one.<br />
* The Abyssal is forbidden from speaking or answering to their now-forsaken original name (and may not adopt a new name; only titles and sobriquets are permissible), save to disavow all claim to it such as "that is no longer my name." Upon breaking this taboo, roll (Essence) and add successes as Resonance.<br />
* The Abyssal must undertake and sincerely pursue at least one Major Task which supports the primacy of death per month. Should this not be met, the Abyssal must roll (Essence + 2) and count successes as Resonance. Success is not required, merely the sincere pursuit.<br />
<br />
=== Lunar Mates ===<br />
* An Abyssal Exalted cannot gain Resonance from interactions with their Lunar Mate.<br />
* Any Lunar Charm which benefits their Solar Mate also can benefit an Abyssal. However, Abyssals find it very difficult to develop Charms which recognize their Mate with any importance.<br />
<br />
=== Primacy of Death ===<br />
Every Abyssal swore to champion the causes of Death and the Underworld, with the result placing the dead above the living. This inevitably furthers the cause of Oblivion and the Neverborn. Over time, even a trickle of sand grains will pile into a mountain. Adherence to the Primacy of Death is not expressed in a strict code of conduct or a set of immutable laws. It is not arbitrated by eldritch abominations or the questionable wisdom of mad ghost-kings. An Abyssal's own bleak and twisted Essence serves as the judge, and it knows when death's power over the living has been further cultivated.<br />
<br />
As some examples, an Abyssal supports the Primacy of Death by fostering relations between the living and the dead which favor (however marginally) the dead, such as promoting ancestor worship. Instilling the dread terror of death in onlookers or a willingness to embrace it (ala suicide cults) also furthers death's cause. Slaying the living, especially in a way which humbles the mighty and egotistical (such as Exalts and Gods), is a great service. Acts which strengthen the nations of the dead, such as those who exploit and embrace the bleakness of Shadowlands, furthers the cause.<br />
<br />
The chief gauge of what constitutes oppositional behavior is saving the lives of the living WITHOUT styling it in a fashion that promotes the Primacy of Death (for instance, it is permissible to save a village being attacked by bandits, by taking the lives of the bandits, and it is permissible to halt a plague that has claimed at least some victims in the name of ensuring there are survivors left to tend the graves). Many paths of genuine heroism are open to a Deathknight who operates as a Speaker for the Dead.<br />
<br />
=== The Doom of the Abyssal Exalted ===<br />
When an Abyssal's Resonance reaches 10, they are bound to eventually be overwhelmed by the built-up power of their cursed Exaltation which has been denied its due too long. Unlike Solar Limit Breaks, which are a manifestation of the Great Curse grinding against the character's psyche and would seem to outsiders and even the Solar themself as just bouts of extreme behavior brought on by the stresses of their heroic lives, an Abyssal who is swallowed by a Doom knows he is in the grips of a terrible curse, and any magics which might be capable of diagnosing such affirm it as well.<br />
<br />
When their Doom strikes, the Abyssal is overcome with disastrous and extreme otherworldly compulsions. These parallel Solar Limit Breaks in terms of potential disruption and the ensuing regrets, but are the actions of a Creature of Death. The Abyssal experiences the hungers for flesh and blood of the revenant, witnesses the suffering of the world and prescribes merciful death, feels the single-minded and selfish impulses of a heartless zombie or hungry ghost drive them towards a goal while forsaking comradery, is driven to terrify and humble those who seem not to fear death as they should, etc. The Shadows of Death often go on a rampage during these episodes.<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.<br />
<br />
= Charms =<br />
<br />
== Integrity ==<br />
''New Charm''<br><br />
=== Unconquered Hero's Faith ===<br />
'''Cost:''' 1wp; '''Mins:''' Integrity 3, Essence 1<br><br />
'''Type:''' Reflexive<br><br />
'''Keywords:''' None<br><br />
'''Duration:''' One Scene<br><br />
'''Prerequisite Charms:''' None<br><br />
Within every Abyssal lies a dim and flickering hope, a shining spark of Solar glory that no necromancy or unholy darkness can entirely suppress. When stirred to act on behalf of a Defining Tie or Principle held towards the living, the Abyssal may pay 1 point of Willpower and suffer 2 point of Resonance to fan these guttering flames. While Unconquered Hero's Faith is active, the Abyssal cannot gain Resonance for opposing the Primacy of Death or the use of their original name, and may temporarily exchange up to (Essence) Abyssal Charms for equivalent (see below) Solar Charms. Sparks and streaks of Solar anima displays may be seen in the Abyssal's anima when it is flaring, especially during moments of dramatic emotion, and the Shadows of Death are temporarily suppressed while this Charm is active. This Charm may only be used once per story, and cannot be used if the Abyssal is already at Resonance 10 and awaiting an Eruption.<br />
<br />
'''Special Activation Rules:''' An Abyssal who acts on behalf of their Lunar Mate may always activate this Charm, even if their Tie is not Defining or they have already used it this story, unless they are already at Resonance 10.<br><br />
'''Mirror Charms:''' Abyssal Charms largely parallel Solar Charms in power and purpose, with similar Charm trees. Many Abyssal Charms are even strange inversions of Solar Charms, having similar or opposite effects in similar or opposing circumstances. Clear examples are (Solar) Wyld-Shaping Technique / (Abyssal) Nightmare-Carving Murmur, (Solar) Whirling Brush Method / (Abyssal) Blood Calligraphy Technique, and (Solar) Majestic Radiant Presence / (Abyssal) Dread Lord's Demeanor. If in doubt, Mirror Charms usually have the same Essence and Ability ratings and a similar number of pre-requisite Charms, and similar or opposite effects. The Storyteller is the ultimate judge of what Mirror exchanges are acceptable. Permanent-type Charms cannot be exchanged, and under no circumstances can a Mirror and its opposite both be active simultaneously. Lastly, even if an Abyssal obtains such Charms, they cannot pass judgement on Creatures of Darkness and so Charms which would inflict aggravated damage or bolster social efforts against such do not benefit from said effects in an Abyssal's hands. If a Charm is purely built on such effects, it cannot be obtained via exchange.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470017Abyssals2022-10-15T17:45:55Z<p>Volund: /* Essence Respiration */</p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br><br />
[https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls]<br />
<br />
= Traits =<br />
==Anima Powers==<br />
===Dusk Caste===<br />
When using the third anima power (A Shadow Falls p.3-4) a dusk caste abyssal will not become aware of how to fulfill a specific condition for a creature's death or destruction, even as they become aware of what that condition is. To use an example from Second Edition, this ability could discover that Sondok needs to be bathed in the blood of her daughter to die permanently but could not cause the abyssal to learn her daughter's name, current location, or other facts that would aid in meeting that requirement.<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in lands far from the Death Essence they channel. Shadowlands and the Underworld offer plenty of Deathly Essence, while untainted lands of Creation, the Wyld, and strange other realms like Malfeas do not.<br><br />
The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
<br />
== Dark Fate ==<br />
Every Abyssal has sworn their services to the grave and cast away their mortal names and fates. That the vow was made under the duress of impending doom matters not. This covenant has made them Death's champions, and Death will have its due from them. Though each Abyssal Exaltation was cleansed of the Great Curse and doesn't experience Limit Break as Solars do, each Abyssal Exalt has a 10-point Resonance track which works much like the Limit track of their Solar counterparts, building towards an inevitable eruption of cursed behavior and turmoil, but with some key differences.<br />
<br />
The Abyssal Exalted gain Resonance in the following ways:<br />
* Once per scene, when the character acts against the primacy of death (defined below) in support of an Intimacy towards the living, roll dice inversely proportionate to the strength of the Intimacy. One dice for a Defining, two for a Major, and three for a Minor. Successes become Resonance. The strength of powerful living convictions and emotions proves to be a partial shield against the stagnation of death, though never a perfect one.<br />
* The Abyssal is forbidden from speaking or answering to their now-forsaken original name (and may not adopt a new name; only titles and sobriquets are permissible), save to disavow all claim to it such as "that is no longer my name." Upon breaking this taboo, roll (Essence) and add successes as Resonance.<br />
* The Abyssal must undertake and sincerely pursue at least one Major Task which supports the primacy of death per month. Should this not be met, the Abyssal must roll (Essence + 2) and count successes as Resonance. Success is not required, merely the sincere pursuit.<br />
<br />
On Lunar Mates:<br />
* An Abyssal Exalted cannot gain Resonance from interactions with their Lunar Mate.<br />
* Any Lunar Charm which benefits their Solar Mate also can benefit an Abyssal. However, Abyssals find it very difficult to develop Charms which recognize their Mate with any importance.<br />
<br />
The Primacy of Death:<br><br />
Every Abyssal swore to champion the causes of Death and the Underworld, with the result placing the dead above the living. This inevitably furthers the cause of Oblivion and the Neverborn. Over time, even a trickle of sand grains will pile into a mountain. Adherence to the Primacy of Death is not expressed in a strict code of conduct or a set of immutable laws. It is not arbitrated by eldritch abominations or the questionable wisdom of mad ghost-kings. An Abyssal's own bleak and twisted Essence serves as the judge, and it knows when death's power over the living has been further cultivated.<br />
<br />
As some examples, an Abyssal supports the Primacy of Death by fostering relations between the living and the dead which favor (however marginally) the dead, such as promoting ancestor worship. Instilling the dread terror of death in onlookers or a willingness to embrace it (ala suicide cults) also furthers death's cause. Slaying the living, especially in a way which humbles the mighty and egotistical (such as Exalts and Gods), is a great service. Acts which strengthen the nations of the dead, such as those who exploit and embrace the bleakness of Shadowlands, furthers the cause.<br />
<br />
The chief gauge of what constitutes oppositional behavior is saving the lives of the living WITHOUT styling it in a fashion that promotes the Primacy of Death (for instance, it is permissible to save a village being attacked by bandits, by taking the lives of the bandits, and it is permissible to halt a plague that has claimed at least some victims in the name of ensuring there are survivors left to tend the graves). Many paths of genuine heroism are open to a Deathknight who operates as a Speaker for the Dead.<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.<br />
<br />
= Charms =<br />
<br />
== Integrity ==<br />
''New Charm''<br><br />
=== Unconquered Hero's Faith ===<br />
'''Cost:''' 1wp; '''Mins:''' Integrity 3, Essence 1<br><br />
'''Type:''' Reflexive<br><br />
'''Keywords:''' None<br><br />
'''Duration:''' One Scene<br><br />
'''Prerequisite Charms:''' None<br><br />
Within every Abyssal lies a dim and flickering hope, a shining spark of Solar glory that no necromancy or unholy darkness can entirely suppress. When stirred to act on behalf of a Defining Tie or Principle held towards the living, the Abyssal may pay 1 point of Willpower and suffer 2 point of Resonance to fan these guttering flames. While Unconquered Hero's Faith is active, the Abyssal cannot gain Resonance for opposing the Primacy of Death or the use of their original name, and may temporarily exchange up to (Essence) Abyssal Charms for equivalent (see below) Solar Charms. Sparks and streaks of Solar anima displays may be seen in the Abyssal's anima when it is flaring, especially during moments of dramatic emotion, and the Shadows of Death are temporarily suppressed while this Charm is active. This Charm may only be used once per story, and cannot be used if the Abyssal is already at Resonance 10 and awaiting an Eruption.<br />
<br />
'''Special Activation Rules:''' An Abyssal who acts on behalf of their Lunar Mate may always activate this Charm, even if their Tie is not Defining or they have already used it this story, unless they are already at Resonance 10.<br><br />
'''Mirror Charms:''' Abyssal Charms largely parallel Solar Charms in power and purpose, with similar Charm trees. Many Abyssal Charms are even strange inversions of Solar Charms, having similar or opposite effects in similar or opposing circumstances. Clear examples are (Solar) Wyld-Shaping Technique / (Abyssal) Nightmare-Carving Murmur, (Solar) Whirling Brush Method / (Abyssal) Blood Calligraphy Technique, and (Solar) Majestic Radiant Presence / (Abyssal) Dread Lord's Demeanor. If in doubt, Mirror Charms usually have the same Essence and Ability ratings and a similar number of pre-requisite Charms, and similar or opposite effects. The Storyteller is the ultimate judge of what Mirror exchanges are acceptable. Permanent-type Charms cannot be exchanged, and under no circumstances can a Mirror and its opposite both be active simultaneously. Lastly, even if an Abyssal obtains such Charms, they cannot pass judgement on Creatures of Darkness and so Charms which would inflict aggravated damage or bolster social efforts against such do not benefit from said effects in an Abyssal's hands. If a Charm is purely built on such effects, it cannot be obtained via exchange.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470016Abyssals2022-10-15T17:42:20Z<p>Volund: /* Dark Fate */</p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br><br />
[https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls]<br />
<br />
= Traits =<br />
==Anima Powers==<br />
===Dusk Caste===<br />
When using the third anima power (A Shadow Falls p.3-4) a dusk caste abyssal will not become aware of how to fulfill a specific condition for a creature's death or destruction, even as they become aware of what that condition is. To use an example from Second Edition, this ability could discover that Sondok needs to be bathed in the blood of her daughter to die permanently but could not cause the abyssal to learn her daughter's name, current location, or other facts that would aid in meeting that requirement.<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in Creation. This penalty is waived if the Abyssal is in a Shadowland or the Underworld. The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
<br />
== Dark Fate ==<br />
Every Abyssal has sworn their services to the grave and cast away their mortal names and fates. That the vow was made under the duress of impending doom matters not. This covenant has made them Death's champions, and Death will have its due from them. Though each Abyssal Exaltation was cleansed of the Great Curse and doesn't experience Limit Break as Solars do, each Abyssal Exalt has a 10-point Resonance track which works much like the Limit track of their Solar counterparts, building towards an inevitable eruption of cursed behavior and turmoil, but with some key differences.<br />
<br />
The Abyssal Exalted gain Resonance in the following ways:<br />
* Once per scene, when the character acts against the primacy of death (defined below) in support of an Intimacy towards the living, roll dice inversely proportionate to the strength of the Intimacy. One dice for a Defining, two for a Major, and three for a Minor. Successes become Resonance. The strength of powerful living convictions and emotions proves to be a partial shield against the stagnation of death, though never a perfect one.<br />
* The Abyssal is forbidden from speaking or answering to their now-forsaken original name (and may not adopt a new name; only titles and sobriquets are permissible), save to disavow all claim to it such as "that is no longer my name." Upon breaking this taboo, roll (Essence) and add successes as Resonance.<br />
* The Abyssal must undertake and sincerely pursue at least one Major Task which supports the primacy of death per month. Should this not be met, the Abyssal must roll (Essence + 2) and count successes as Resonance. Success is not required, merely the sincere pursuit.<br />
<br />
On Lunar Mates:<br />
* An Abyssal Exalted cannot gain Resonance from interactions with their Lunar Mate.<br />
* Any Lunar Charm which benefits their Solar Mate also can benefit an Abyssal. However, Abyssals find it very difficult to develop Charms which recognize their Mate with any importance.<br />
<br />
The Primacy of Death:<br><br />
Every Abyssal swore to champion the causes of Death and the Underworld, with the result placing the dead above the living. This inevitably furthers the cause of Oblivion and the Neverborn. Over time, even a trickle of sand grains will pile into a mountain. Adherence to the Primacy of Death is not expressed in a strict code of conduct or a set of immutable laws. It is not arbitrated by eldritch abominations or the questionable wisdom of mad ghost-kings. An Abyssal's own bleak and twisted Essence serves as the judge, and it knows when death's power over the living has been further cultivated.<br />
<br />
As some examples, an Abyssal supports the Primacy of Death by fostering relations between the living and the dead which favor (however marginally) the dead, such as promoting ancestor worship. Instilling the dread terror of death in onlookers or a willingness to embrace it (ala suicide cults) also furthers death's cause. Slaying the living, especially in a way which humbles the mighty and egotistical (such as Exalts and Gods), is a great service. Acts which strengthen the nations of the dead, such as those who exploit and embrace the bleakness of Shadowlands, furthers the cause.<br />
<br />
The chief gauge of what constitutes oppositional behavior is saving the lives of the living WITHOUT styling it in a fashion that promotes the Primacy of Death (for instance, it is permissible to save a village being attacked by bandits, by taking the lives of the bandits, and it is permissible to halt a plague that has claimed at least some victims in the name of ensuring there are survivors left to tend the graves). Many paths of genuine heroism are open to a Deathknight who operates as a Speaker for the Dead.<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.<br />
<br />
= Charms =<br />
<br />
== Integrity ==<br />
''New Charm''<br><br />
=== Unconquered Hero's Faith ===<br />
'''Cost:''' 1wp; '''Mins:''' Integrity 3, Essence 1<br><br />
'''Type:''' Reflexive<br><br />
'''Keywords:''' None<br><br />
'''Duration:''' One Scene<br><br />
'''Prerequisite Charms:''' None<br><br />
Within every Abyssal lies a dim and flickering hope, a shining spark of Solar glory that no necromancy or unholy darkness can entirely suppress. When stirred to act on behalf of a Defining Tie or Principle held towards the living, the Abyssal may pay 1 point of Willpower and suffer 2 point of Resonance to fan these guttering flames. While Unconquered Hero's Faith is active, the Abyssal cannot gain Resonance for opposing the Primacy of Death or the use of their original name, and may temporarily exchange up to (Essence) Abyssal Charms for equivalent (see below) Solar Charms. Sparks and streaks of Solar anima displays may be seen in the Abyssal's anima when it is flaring, especially during moments of dramatic emotion, and the Shadows of Death are temporarily suppressed while this Charm is active. This Charm may only be used once per story, and cannot be used if the Abyssal is already at Resonance 10 and awaiting an Eruption.<br />
<br />
'''Special Activation Rules:''' An Abyssal who acts on behalf of their Lunar Mate may always activate this Charm, even if their Tie is not Defining or they have already used it this story, unless they are already at Resonance 10.<br><br />
'''Mirror Charms:''' Abyssal Charms largely parallel Solar Charms in power and purpose, with similar Charm trees. Many Abyssal Charms are even strange inversions of Solar Charms, having similar or opposite effects in similar or opposing circumstances. Clear examples are (Solar) Wyld-Shaping Technique / (Abyssal) Nightmare-Carving Murmur, (Solar) Whirling Brush Method / (Abyssal) Blood Calligraphy Technique, and (Solar) Majestic Radiant Presence / (Abyssal) Dread Lord's Demeanor. If in doubt, Mirror Charms usually have the same Essence and Ability ratings and a similar number of pre-requisite Charms, and similar or opposite effects. The Storyteller is the ultimate judge of what Mirror exchanges are acceptable. Permanent-type Charms cannot be exchanged, and under no circumstances can a Mirror and its opposite both be active simultaneously. Lastly, even if an Abyssal obtains such Charms, they cannot pass judgement on Creatures of Darkness and so Charms which would inflict aggravated damage or bolster social efforts against such do not benefit from said effects in an Abyssal's hands. If a Charm is purely built on such effects, it cannot be obtained via exchange.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470015Abyssals2022-10-15T17:41:06Z<p>Volund: /* Unconquered Hero's Faith */</p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br><br />
[https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls]<br />
<br />
= Traits =<br />
==Anima Powers==<br />
===Dusk Caste===<br />
When using the third anima power (A Shadow Falls p.3-4) a dusk caste abyssal will not become aware of how to fulfill a specific condition for a creature's death or destruction, even as they become aware of what that condition is. To use an example from Second Edition, this ability could discover that Sondok needs to be bathed in the blood of her daughter to die permanently but could not cause the abyssal to learn her daughter's name, current location, or other facts that would aid in meeting that requirement.<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in Creation. This penalty is waived if the Abyssal is in a Shadowland or the Underworld. The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
<br />
== Dark Fate ==<br />
Every Abyssal has sworn their services to the grave and cast away their mortal names and fates. That the vow was made under the duress of impending doom matters not. This covenant has made them Death's champions, and Death will have its due from them. Though each Abyssal Exaltation was cleansed of the Great Curse and doesn't experience Limit Break as Solars do, each Abyssal Exalt has a 10-point Resonance track which works much like the Limit track of their Solar counterparts, building towards an inevitable eruption of cursed behavior and turmoil, but with some key differences.<br />
<br />
The Abyssal Exalted gain Resonance in the following ways:<br />
* Once per scene, when the character acts against the primacy of death (defined below) in support of an Intimacy towards the living, roll dice inversely proportionate to the strength of the Intimacy. One dice for a Defining, two for a Major, and three for a Minor. Successes become Resonance. The strength of powerful living convictions and emotions proves to be a partial shield against the stagnation of death, though never a perfect one.<br />
* The Abyssal is forbidden from speaking or answering to their now-forsaken original name (and may not adopt a new name; only titles and sobriquets are permissible), save to disavow all claim to it such as "that is no longer my name." Upon breaking this taboo, roll (Essence) and add successes as Resonance.<br />
* The Abyssal must undertake and sincerely pursue at least one Major Task which supports the primacy of death per month. Should this not be met, the Abyssal must roll (Essence + 2) and count successes as Resonance. Success is not required, merely the sincere pursuit.<br />
<br />
On Lunar Mates:<br />
* An Abyssal Exalted cannot gain Resonance from interactions with their Lunar Mate.<br />
* Any Lunar Charm which benefits their Solar Mate also can benefit an Abyssal. However, Abyssals find it very difficult to develop Charms which recognize their Mate with any importance.<br />
<br />
The Primacy of Death:<br><br />
Every Abyssal swore to champion the causes of Death and the Underworld, with the result placing the dead above the living. This inevitably furthers the cause of Oblivion and the Neverborn. Over time, even a trickle of sand grains will pile into a mountain. Adherence to the Primacy of Death is not expressed in a strict code of conduct or a set of immutable laws. It is not arbitrated by eldritch abominations or the questionable wisdom of mad ghost-kings. An Abyssal's own bleak and twisted Essence serves as the judge, and it knows when death's power over the living has been demonstrated.<br />
<br />
As some examples, an Abyssal supports the Primacy of Death by fostering relations between the living and the dead which favor (however marginally) the dead, such as promoting ancestor worship. Instilling the dread terror of death in onlookers or a willingness to embrace it (ala suicide cults) also furthers death's cause. Slaying the living, especially in a way which humbles the mighty and egotistical (such as Exalts and Gods), is a great service. Acts which strengthen the nations of the dead, such as those who exploit and embrace the bleakness of Shadowlands, furthers the cause.<br />
<br />
The chief gauge of what constitutes oppositional behavior is saving the lives of the living WITHOUT styling it in a fashion that promotes the Primacy of Death (for instance, it is permissible to save a village being attacked by bandits, by taking the lives of the bandits, and it is permissible to halt a plague that has claimed at least some victims in the name of ensuring there are survivors left to tend the graves). Many paths of genuine heroism are open to a Deathknight who operates as a Speaker for the Dead.<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.<br />
<br />
= Charms =<br />
<br />
== Integrity ==<br />
''New Charm''<br><br />
=== Unconquered Hero's Faith ===<br />
'''Cost:''' 1wp; '''Mins:''' Integrity 3, Essence 1<br><br />
'''Type:''' Reflexive<br><br />
'''Keywords:''' None<br><br />
'''Duration:''' One Scene<br><br />
'''Prerequisite Charms:''' None<br><br />
Within every Abyssal lies a dim and flickering hope, a shining spark of Solar glory that no necromancy or unholy darkness can entirely suppress. When stirred to act on behalf of a Defining Tie or Principle held towards the living, the Abyssal may pay 1 point of Willpower and suffer 2 point of Resonance to fan these guttering flames. While Unconquered Hero's Faith is active, the Abyssal cannot gain Resonance for opposing the Primacy of Death or the use of their original name, and may temporarily exchange up to (Essence) Abyssal Charms for equivalent (see below) Solar Charms. Sparks and streaks of Solar anima displays may be seen in the Abyssal's anima when it is flaring, especially during moments of dramatic emotion, and the Shadows of Death are temporarily suppressed while this Charm is active. This Charm may only be used once per story, and cannot be used if the Abyssal is already at Resonance 10 and awaiting an Eruption.<br />
<br />
'''Special Activation Rules:''' An Abyssal who acts on behalf of their Lunar Mate may always activate this Charm, even if their Tie is not Defining or they have already used it this story, unless they are already at Resonance 10.<br><br />
'''Mirror Charms:''' Abyssal Charms largely parallel Solar Charms in power and purpose, with similar Charm trees. Many Abyssal Charms are even strange inversions of Solar Charms, having similar or opposite effects in similar or opposing circumstances. Clear examples are (Solar) Wyld-Shaping Technique / (Abyssal) Nightmare-Carving Murmur, (Solar) Whirling Brush Method / (Abyssal) Blood Calligraphy Technique, and (Solar) Majestic Radiant Presence / (Abyssal) Dread Lord's Demeanor. If in doubt, Mirror Charms usually have the same Essence and Ability ratings and a similar number of pre-requisite Charms, and similar or opposite effects. The Storyteller is the ultimate judge of what Mirror exchanges are acceptable. Permanent-type Charms cannot be exchanged, and under no circumstances can a Mirror and its opposite both be active simultaneously. Lastly, even if an Abyssal obtains such Charms, they cannot pass judgement on Creatures of Darkness and so Charms which would inflict aggravated damage or bolster social efforts against such do not benefit from said effects in an Abyssal's hands. If a Charm is purely built on such effects, it cannot be obtained via exchange.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470014Abyssals2022-10-15T00:54:16Z<p>Volund: </p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br><br />
[https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls]<br />
<br />
= Traits =<br />
==Anima Powers==<br />
===Dusk Caste===<br />
When using the third anima power (A Shadow Falls p.3-4) a dusk caste abyssal will not become aware of how to fulfill a specific condition for a creature's death or destruction, even as they become aware of what that condition is. To use an example from Second Edition, this ability could discover that Sondok needs to be bathed in the blood of her daughter to die permanently but could not cause the abyssal to learn her daughter's name, current location, or other facts that would aid in meeting that requirement.<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in Creation. This penalty is waived if the Abyssal is in a Shadowland or the Underworld. The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
<br />
== Dark Fate ==<br />
Every Abyssal has sworn their services to the grave and cast away their mortal names and fates. That the vow was made under the duress of impending doom matters not. This covenant has made them Death's champions, and Death will have its due from them. Though each Abyssal Exaltation was cleansed of the Great Curse and doesn't experience Limit Break as Solars do, each Abyssal Exalt has a 10-point Resonance track which works much like the Limit track of their Solar counterparts, building towards an inevitable eruption of cursed behavior and turmoil, but with some key differences.<br />
<br />
The Abyssal Exalted gain Resonance in the following ways:<br />
* Once per scene, when the character acts against the primacy of death (defined below) in support of an Intimacy towards the living, roll dice inversely proportionate to the strength of the Intimacy. One dice for a Defining, two for a Major, and three for a Minor. Successes become Resonance. The strength of powerful living convictions and emotions proves to be a partial shield against the stagnation of death, though never a perfect one.<br />
* The Abyssal is forbidden from speaking or answering to their now-forsaken original name (and may not adopt a new name; only titles and sobriquets are permissible), save to disavow all claim to it such as "that is no longer my name." Upon breaking this taboo, roll (Essence) and add successes as Resonance.<br />
* The Abyssal must undertake and sincerely pursue at least one Major Task which supports the primacy of death per month. Should this not be met, the Abyssal must roll (Essence + 2) and count successes as Resonance. Success is not required, merely the sincere pursuit.<br />
<br />
On Lunar Mates:<br />
* An Abyssal Exalted cannot gain Resonance from interactions with their Lunar Mate.<br />
* Any Lunar Charm which benefits their Solar Mate also can benefit an Abyssal. However, Abyssals find it very difficult to develop Charms which recognize their Mate with any importance.<br />
<br />
The Primacy of Death:<br><br />
Every Abyssal swore to champion the causes of Death and the Underworld, with the result placing the dead above the living. This inevitably furthers the cause of Oblivion and the Neverborn. Over time, even a trickle of sand grains will pile into a mountain. Adherence to the Primacy of Death is not expressed in a strict code of conduct or a set of immutable laws. It is not arbitrated by eldritch abominations or the questionable wisdom of mad ghost-kings. An Abyssal's own bleak and twisted Essence serves as the judge, and it knows when death's power over the living has been demonstrated.<br />
<br />
As some examples, an Abyssal supports the Primacy of Death by fostering relations between the living and the dead which favor (however marginally) the dead, such as promoting ancestor worship. Instilling the dread terror of death in onlookers or a willingness to embrace it (ala suicide cults) also furthers death's cause. Slaying the living, especially in a way which humbles the mighty and egotistical (such as Exalts and Gods), is a great service. Acts which strengthen the nations of the dead, such as those who exploit and embrace the bleakness of Shadowlands, furthers the cause.<br />
<br />
The chief gauge of what constitutes oppositional behavior is saving the lives of the living WITHOUT styling it in a fashion that promotes the Primacy of Death (for instance, it is permissible to save a village being attacked by bandits, by taking the lives of the bandits, and it is permissible to halt a plague that has claimed at least some victims in the name of ensuring there are survivors left to tend the graves). Many paths of genuine heroism are open to a Deathknight who operates as a Speaker for the Dead.<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.<br />
<br />
= Charms =<br />
<br />
== Integrity ==<br />
''New Charm''<br><br />
=== Unconquered Hero's Faith ===<br />
'''Cost:''' 1wp; '''Mins:''' Integrity 3, Essence 1<br><br />
'''Type:''' Reflexive<br><br />
'''Keywords:''' None<br><br />
'''Duration:''' One Scene<br><br />
'''Prerequisite Charms:''' None<br><br />
Within every Abyssal lies a dim and flickering hope, a shining spark of Solar glory that no necromancy or unholy darkness can entirely suppress. When stirred to act on behalf of a Defining Tie or Principle held towards the living, the Abyssal may pay 1 point of Willpower and suffer 1 point of Resonance to fan these guttering flames. While Unconquered Hero's Faith is active, the Abyssal cannot gain Resonance for opposing the Primacy of Death or the use of their original name, and may temporarily exchange up to (Essence) Abyssal Charms for equivalent (see below) Solar Charms. Sparks and streaks of Solar anima displays may be seen in the Abyssal's anima when it is flaring, especially during moments of dramatic emotion, and the Shadows of Death are temporarily suppressed while this Charm is active. This Charm may only be used once per story, and cannot be used if the Abyssal is already at Resonance 10 and awaiting an Eruption.<br />
<br />
'''Special Activation Rules:''' An Abyssal who acts on behalf of their Lunar Mate may always activate this Charm, even if their Tie is not Defining or they have already used it this story, unless they are already at Resonance 10.<br><br />
'''Mirror Charms:''' Abyssal Charms largely parallel Solar Charms in power and purpose, with similar Charm trees. Many Abyssal Charms are even strange inversions of Solar Charms, having similar or opposite effects in similar or opposing circumstances. Clear examples are (Solar) Wyld-Shaping Technique / (Abyssal) Nightmare-Carving Murmur, (Solar) Whirling Brush Method / (Abyssal) Blood Calligraphy Technique, and (Solar) Majestic Radiant Presence / (Abyssal) Dread Lord's Demeanor. If in doubt, Mirror Charms usually have the same Essence and Ability ratings and a similar number of pre-requisite Charms, and similar or opposite effects. The Storyteller is the ultimate judge of what Mirror exchanges are acceptable. Permanent-type Charms cannot be exchanged, and under no circumstances can a Mirror and its opposite both be active simultaneously. Lastly, even if an Abyssal obtains such Charms, they cannot pass judgement on Creatures of Darkness and so Charms which would inflict aggravated damage or bolster social efforts against such do not benefit from said effects in an Abyssal's hands. If a Charm is purely built on such effects, it cannot be obtained via exchange.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470013Abyssals2022-10-15T00:11:41Z<p>Volund: </p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br><br />
[https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls]<br />
<br />
= Traits =<br />
==Anima Powers==<br />
===Dusk Caste===<br />
When using the third anima power (A Shadow Falls p.3-4) a dusk caste abyssal will not become aware of how to fulfill a specific condition for a creature's death or destruction, even as they become aware of what that condition is. To use an example from Second Edition, this ability could discover that Sondok needs to be bathed in the blood of her daughter to die permanently but could not cause the abyssal to learn her daughter's name, current location, or other facts that would aid in meeting that requirement.<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in Creation. This penalty is waived if the Abyssal is in a Shadowland or the Underworld. The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
<br />
== Dark Fate ==<br />
Every Abyssal has sworn their services to the grave and cast away their mortal names and fates. That the vow was made under the duress of impending doom matters not. This covenant has made them Death's champions, and Death will have its due from them. Though each Abyssal Exaltation was cleansed of the Great Curse and doesn't experience Limit Break as Solars do, each Abyssal Exalt has a 10-point Resonance track which works much like the Limit track of their Solar counterparts, building towards an inevitable eruption of cursed behavior and turmoil, but with some key differences.<br />
<br />
The Abyssal Exalted gain Resonance in the following ways:<br />
* Once per scene, when the character acts against the primacy of death (defined below) in support of an Intimacy towards the living, roll dice inversely proportionate to the strength of the Intimacy. One dice for a Defining, two for a Major, and three for a Minor. Successes become Resonance. The strength of powerful living convictions and emotions proves to be a partial shield against the stagnation of death, though never a perfect one.<br />
* The Abyssal is forbidden from speaking or answering to their now-forsaken original name (and may not adopt a new name; only titles and sobriquets are permissible), save to disavow all claim to it such as "that is no longer my name." Upon breaking this taboo, roll (Essence) and add successes as Resonance.<br />
* The Abyssal must undertake and sincerely pursue at least one Major Task which supports the primacy of death per month. Should this not be met, the Abyssal must roll (Essence + 2) and count successes as Resonance. Success is not required, merely the sincere pursuit.<br />
<br />
On Lunar Mates:<br />
* An Abyssal Exalted cannot gain Resonance from interactions with their Lunar Mate.<br />
* Any Lunar Charm which benefits their Solar Mate also can benefit an Abyssal. However, Abyssals find it very difficult to develop Charms which recognize their Mate with any importance.<br />
<br />
The Primacy of Death:<br><br />
Every Abyssal swore to champion the causes of Death and the Underworld, with the result placing the dead above the living. This inevitably furthers the cause of Oblivion and the Neverborn. Over time, even a trickle of sand grains will pile into a mountain. Adherence to the Primacy of Death is not expressed in a strict code of conduct or a set of immutable laws. It is not arbitrated by eldritch abominations or the questionable wisdom of mad ghost-kings. An Abyssal's own bleak and twisted Essence serves as the judge, and it knows when death's power over the living has been demonstrated.<br />
<br />
As some examples, an Abyssal supports the Primacy of Death by fostering relations between the living and the dead which favor (however marginally) the dead, such as promoting ancestor worship. Instilling the dread terror of death in onlookers or a willingness to embrace it (ala suicide cults) also furthers death's cause. Slaying the living, especially in a way which humbles the mighty and egotistical (such as Exalts and Gods), is a great service. Acts which strengthen the nations of the dead, such as those who exploit and embrace the bleakness of Shadowlands, furthers the cause.<br />
<br />
The chief gauge of what constitutes oppositional behavior is saving the lives of the living WITHOUT styling it in a fashion that promotes the Primacy of Death (for instance, it is permissible to save a village being attacked by bandits, by taking the lives of the bandits, and it is permissible to halt a plague that has claimed at least some victims in the name of ensuring there are survivors left to tend the graves). Many paths of genuine heroism are open to a Deathknight who operates as a Speaker for the Dead.<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.<br />
<br />
= Charms =<br />
<br />
== Integrity ==<br />
''New Charm''<br><br />
=== Unconquered Hero's Faith ===<br />
'''Cost:''' 1wp; '''Mins:''' Integrity 3, Essence 1<br><br />
'''Type:''' Reflexive<br><br />
'''Keywords:''' None<br><br />
'''Duration:''' One Scene<br><br />
'''Prerequisite Charms:''' None<br><br />
Within every Abyssal lies a dim and flickering hope, a shining spark of Solar glory that no necromancy or unholy darkness can entirely suppress. When stirred to act on behalf of a Defining Tie or Principle held towards the living, the Abyssal may pay 1 point of Willpower and suffer 1 point of Resonance to fan these guttering flames. While Unconquered Hero's Faith is active, the Abyssal cannot gain Resonance for defending the living, even if opposing the forces of death (though other sources of Resonance still apply), and may draw upon the Anima Powers of their equivalent Solar Caste while losing access to their native anima powers. Sparks and streaks of Solar anima displays may be seen in the Abyssal's anima when it is flaring, especially during moments of dramatic emotion, and the Shadows of Death are temporarily suppressed while this Charm is active. This Charm may only be used once per story, and cannot be used if the Abyssal is already at Resonance 10 and awaiting an Eruption.<br />
<br />
'''Special Activation Rules:''' An Abyssal who acts on behalf of their Lunar Mate may always activate this Charm, even if their Tie is not Defining or they have already used it this story, unless they are already at Resonance 10.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470010Abyssals2022-10-01T20:40:21Z<p>Volund: /* Integrity */</p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br><br />
[https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls]<br />
<br />
= Traits =<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in Creation. This penalty is waived if the Abyssal is in a Shadowland or the Underworld. The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
<br />
== Dark Fate ==<br />
Abyssals know this as the Black Resonance of the Grave, or Resonance for short, a force which ensures that death will always have its day.<br><br />
Each Abyssal Exalt has a 10-point Resonance track. This works much like the Limit track of their Solar counterparts, but with some key differences.<br />
<br />
=== Gaining Resonance ===<br />
<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.<br />
<br />
= Charms =<br />
<br />
== Integrity ==<br />
''New Charm''<br><br />
=== Unconquered Hero's Faith ===<br />
'''Cost:''' 1wp; '''Mins:''' Integrity 3, Essence 1<br><br />
'''Type:''' Reflexive<br><br />
'''Keywords:''' None<br><br />
'''Duration:''' One Scene<br><br />
'''Prerequisite Charms:''' None<br><br />
Within every Abyssal lies a dim and flickering hope, a shining spark of Solar glory that no necromancy or unholy darkness can entirely suppress. When stirred to act on behalf of a Defining Tie or Principle held towards the living, the Abyssal may pay 1 point of Willpower and suffer 1 point of Resonance to fan these guttering flames. While Unconquered Hero's Faith is active, the Abyssal cannot gain Resonance for defending the living, even if opposing the forces of death (though other sources of Resonance still apply), and may draw upon the Anima Powers of their equivalent Solar Caste while losing access to their native anima powers. Sparks and streaks of Solar anima displays may be seen in the Abyssal's anima when it is flaring, especially during moments of dramatic emotion, and the Shadows of Death are temporarily suppressed while this Charm is active. This Charm may only be used once per story, and cannot be used if the Abyssal is already at Resonance 10 and awaiting an Eruption.<br />
<br />
'''Special Activation Rules:''' An Abyssal who acts on behalf of their Lunar Mate may always activate this Charm, even if their Tie is not Defining or they have already used it this story, unless they are already at Resonance 10.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470009Abyssals2022-10-01T20:39:56Z<p>Volund: </p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br><br />
[https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls]<br />
<br />
= Traits =<br />
== Flaws ==<br />
Although technically alive, Abyssals are Creatures of Death. Abyssal Exaltation also inflicts Creature of Darkness status, and to date no Abyssal has attained an exemption from this by the Most High.<br><br />
<br />
An Abyssal who takes the Hideous Flaw may appear as a dessicated mummy, an ever-rotting (or even partially skeletal) corpse, or some other form of grotesque dead-thing-that-walks short of a bare skeleton. This Hideousness is only skin-deep and does not affect the Abyssal's biology, short of further mutations from Charms, necromancy, etc.<br />
<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in Creation. This penalty is waived if the Abyssal is in a Shadowland or the Underworld. The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
<br />
== Dark Fate ==<br />
Abyssals know this as the Black Resonance of the Grave, or Resonance for short, a force which ensures that death will always have its day.<br><br />
Each Abyssal Exalt has a 10-point Resonance track. This works much like the Limit track of their Solar counterparts, but with some key differences.<br />
<br />
=== Gaining Resonance ===<br />
<br />
<br />
= The Path to the Light =<br />
To date, no Abyssal has managed to purify their dark nature and reclaim their station as a Chosen of the Sun. If such a thing is possible, it would require many life-changing efforts to internalize the nature of Solar Essence and affirm the virtue of life over death. So-called "Redemption" is not a matter of morals, or of good vs evil, but of the manner in which the power is used and reasons. In order for an Abyssal to have even a fraction of a chance at a thing which may or may not be possible, they must essentially learn to be an entirely new person. It is a deeply personal matter and what helps one Abyssal may not help others.<br />
<br />
= Charms =<br />
<br />
== Integrity ==<br />
''New Charm''<br />
=== Unconquered Hero's Faith ===<br />
'''Cost:''' 1wp; '''Mins:''' Integrity 3, Essence 1<br><br />
'''Type:''' Reflexive<br><br />
'''Keywords:''' None<br><br />
'''Duration:''' One Scene<br><br />
'''Prerequisite Charms:''' None<br><br />
Within every Abyssal lies a dim and flickering hope, a shining spark of Solar glory that no necromancy or unholy darkness can entirely suppress. When stirred to act on behalf of a Defining Tie or Principle held towards the living, the Abyssal may pay 1 point of Willpower and suffer 1 point of Resonance to fan these guttering flames. While Unconquered Hero's Faith is active, the Abyssal cannot gain Resonance for defending the living, even if opposing the forces of death (though other sources of Resonance still apply), and may draw upon the Anima Powers of their equivalent Solar Caste while losing access to their native anima powers. Sparks and streaks of Solar anima displays may be seen in the Abyssal's anima when it is flaring, especially during moments of dramatic emotion, and the Shadows of Death are temporarily suppressed while this Charm is active. This Charm may only be used once per story, and cannot be used if the Abyssal is already at Resonance 10 and awaiting an Eruption.<br />
<br />
'''Special Activation Rules:''' An Abyssal who acts on behalf of their Lunar Mate may always activate this Charm, even if their Tie is not Defining or they have already used it this story, unless they are already at Resonance 10.</div>Volundhttps://exalted.mushhaven.com/index.php?title=Abyssals&diff=1470008Abyssals2022-10-01T20:24:18Z<p>Volund: Created page with "= A Shadow Falls = Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br> [https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls] = Traits = == Essence Respiration == Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in Creation. This penalty is waived if the Abyssal is in a Shadowland or the Underworld. The..."</p>
<hr />
<div>= A Shadow Falls =<br />
Exalted MUSH is currently using a fan-written homebrew writeup of the Abyssal Exalted.<br><br />
[https://docs.google.com/document/d/1CePj_Oriuu4GSdgk_KXV_XPCnlb6PmqSEboYmKe_Ris/edit# Abyssals: A Shadow Falls]<br />
<br />
= Traits =<br />
== Essence Respiration ==<br />
Apart from Day Castes, Abyssals who eschew the trappings of death respire 2 fewer motes per hour than other Exalts while in Creation. This penalty is waived if the Abyssal is in a Shadowland or the Underworld. The breath of war mote regen is unaffected by this penalty.<br />
<br />
== Magical Materials ==<br />
Abyssals are Resonant with Soulsteel. They are Neutral to everything else.<br />
<br />
== Shadows of Death ==<br />
Whether an Abyssal embraces, rejects, or finds herself ambivalent toward her nihilistic destiny, she cannot escape the fact that where she walks, death walks with her. All Abyssals are plagued by unnatural and unnerving manifestations of deathly power, caused by the friction between their own necrotic Essence and the world around them. Abyssal scholars and the Deathlords know such as the Shadows of Death, and all Abyssals must pick two effects that they are known by. These two effects happen frequently when in the living world, whether the Abyssal likes it or not. Note that the Shadows of Death are largely cosmetic from a mechanical perspective. On their own, they cannot be used towards any real benefit. They are, however, great material for stunting and tools of intimidation. An Abyssal's player may invoke any Shadow of Death style effect when dramatically appropriate as a stunt, when the Abyssal's emotions are stoked, or as an embellishment to Charms usage, spellcasting, or Anima Flares, though the Abyssal character has no direct control of such.<br />
<br />
Some example Shadows of Death include...<br />
* A chill wind sometimes blows around the Abyssal, particularly when she makes an entrance or dramatic statement.<br />
* The Abyssal's eyes glow with an unearthly light when in the grip of strong passions.<br />
* The Abyssal's shadow sometimes becomes monstrous and distorted, or else moves out of sync with her body. Perhaps it menaces surrounding characters.<br />
* Alternatively, the shadows of everyone present stretch towards the Abyssal or bow in the presence of the Deathknight.<br />
* The Abyssal's reflection is that of a rotting corpse.<br />
* Alternatively, mirrors crack and shatter when forced to hold the Abyssal's reflection.<br />
* Holy symbols tarnish or splinter in the Abyssal's presence.<br />
* Small plants wither and die when the Abyssal touches them.<br />
* Crows, ravens, owls, and other birds of ill omen tend to follow the Abyssal and congregate in enormous and intimidating numbers if she stays in one place for a few days.<br />
* The Abyssal smells of formaldehyde, natron, or some other substance used in the preparation of corpses.<br />
* ''Things'' sometimes crawl feebly out of the shadows when the Abyssal is present. They vanish if anyone turns to look at them directly.<br />
* Small flames gutter and go out when the Abyssal nears, or else glow in ghostly and unnatural hues.<br />
* Vermin such as rats, flies, worms, or locusts tend to dog the Abyssal's steps, following her wherever she goes.<br />
* Things that really shouldn’t bleed sometimes do when the Abyssal is around (trees, rocks, food, household appliances).<br />
* Animals (apart from scavengers, vermin, or those of ill omen) howl, panic, and flee the Abyssal's presence.<br />
* Nearby edible food spoils or explodes into maggots, water the Abyssal lingers near becomes brackish and stale or freezes over with a thin layer of ice.<br />
* Those sleeping nearby experience horrific nightmares featuring the Abyssal. This doesn't inhibit Willpower regeneration.<br />
<br />
== Dark Fate ==<br />
Abyssals know this as the Black Resonance of the Grave, or Resonance for short, a force which ensures that death will always have its day.<br><br />
Each Abyssal Exalt has a 10-point Resonance track. This works much like the Limit track of their Solar counterparts, but with some key differences.<br />
<br />
=== Gaining Resonance ===</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_View&diff=1470007Log View2022-09-28T18:49:06Z<p>Volund: </p>
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[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_View&diff=1470006Log View2022-09-28T18:48:45Z<p>Volund: </p>
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[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_View&diff=1470005Log View2022-09-28T18:47:04Z<p>Volund: </p>
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[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_View&diff=1470004Log View2022-09-28T18:46:42Z<p>Volund: </p>
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[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_View&diff=1470003Log View2022-09-28T18:46:33Z<p>Volund: </p>
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[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_View&diff=1470002Log View2022-09-28T18:46:21Z<p>Volund: </p>
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[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_Archive&diff=1470001Log Archive2022-09-28T18:40:17Z<p>Volund: </p>
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.LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px}<br />
.LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}<br />
.LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}<br />
}}<br />
{{#get_db_data:<br />
db=game<br />
|from=volv_scene<br />
|data=sceneId=scene_id,sceneTitle=scene_title,sceneOutcome=scene_outcome,ownerId=runner_id,ownerName=runner_name,sceneStatus=scene_status<br />
|where=scene_date_finished IS NOT NULL<br />
|order by=scene_id ASC<br />
}}<br />
{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | ID<br />
! class=HeaderCell | Status<br />
! class=HeaderCell | Title<br />
! class=HeaderCell | Owner<br />
! class=HeaderCell | Outcome{{#for_external_table:<nowiki/><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Log_View|id={{{sceneId}}}}} {{{sceneId}}}]<br />
{{!}} class="LogCell" {{!}} {{#switch: {{#external_value:sceneStatus}} | = Nothing | 0 = Active | 1 = Paused | 2 = Scheduled | 3 = Finished}}<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Log_View|id={{{sceneId}}}}} {{{sceneTitle}}}]<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Character_Page|id={{{ownerId}}}}} {{{ownerName}}}]<br />
{{!}} class="LogCell" {{!}} {{#mushparse:{{#external_value:sceneOutcome}}}}<br />
}}<br />
|}<br />
[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_Archive&diff=1470000Log Archive2022-09-28T18:40:04Z<p>Volund: </p>
<hr />
<div>{{#css:<br />
.LogTable {text-align:left; width:100%; table-layout:fixed;}<br />
.HeaderCell {padding: 0px 0px 0px 5px;}<br />
.HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 10%;}<br />
.HeaderCell:nth-child(2) {width: 10rem;}<br />
.HeaderCell:nth-child(3) {border-radius:0px 5px 0px 0px; width: 20%;}<br />
.HeaderCell:nth-child(4) {border-radius:0px 5px 0px 0px; width: 20%;}<br />
.HeaderCell:nth-child(5) {border-radius:0px 5px 0px 0px; width: 40%;}<br />
.LogRow { max-height:1em;}<br />
.LogRow:nth-child(1) {background-color: rgba(0,70,70,.5)}<br />
.LogRow:nth-child(2n+2) {background-color: rgba(0,70,70,.2)}<br />
.LogRow:nth-child(2n+3) {background-color: rgba(0,70,70,.3)}<br />
.LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}<br />
.LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px}<br />
.LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}<br />
.LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}<br />
}}<br />
{{#get_db_data:<br />
db=game<br />
|from=volv_scene<br />
|data=sceneId=scene_id,sceneTitle=scene_title,sceneOutcome=scene_outcome,ownerId=runner_id,ownerName=runner_name,sceneStatus=scene_status<br />
|where=scene_date_finished IS NOT NULL<br />
|order by=scene_id ASC<br />
}}<br />
{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | ID<br />
! class=HeaderCell | Status<br />
! class=HeaderCell | Title<br />
! class=HeaderCell | Owner<br />
! class=HeaderCell | Outcome{{#for_external_table:<nowiki/><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Log_Page|id={{{sceneId}}}}} {{{sceneId}}}]<br />
{{!}} class="LogCell" {{!}} {{#switch: {{#external_value:sceneStatus}} | = Nothing | 0 = Active | 1 = Paused | 2 = Scheduled | 3 = Finished}}<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Log_View|id={{{sceneId}}}}} {{{sceneTitle}}}]<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Character_Page|id={{{ownerId}}}}} {{{ownerName}}}]<br />
{{!}} class="LogCell" {{!}} {{#mushparse:{{#external_value:sceneOutcome}}}}<br />
}}<br />
|}<br />
[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_View&diff=1469999Log View2022-09-28T18:39:41Z<p>Volund: Created page with "{{#css: .LogTable {text-align:left; width:100%; table-layout:fixed;} .HeaderCell {padding: 0px 0px 0px 5px;} .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 10%;} .HeaderCell:nth-child(2) {border-radius:0px 5px 0px 0px; width: 20%;} .LogRow { max-height:1em;} .LogRow:nth-child(1) {background-color: rgba(0,70,70,.5)} .LogRow:nth-child(2n+2) {background-color: rgba(0,70,70,.2)} .LogRow:nth-child(2n+3) {background-color: rgba(0,70,70,.3)} ...."</p>
<hr />
<div>{{#css:<br />
.LogTable {text-align:left; width:100%; table-layout:fixed;}<br />
.HeaderCell {padding: 0px 0px 0px 5px;}<br />
.HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 10%;}<br />
.HeaderCell:nth-child(2) {border-radius:0px 5px 0px 0px; width: 20%;}<br />
.LogRow { max-height:1em;}<br />
.LogRow:nth-child(1) {background-color: rgba(0,70,70,.5)}<br />
.LogRow:nth-child(2n+2) {background-color: rgba(0,70,70,.2)}<br />
.LogRow:nth-child(2n+3) {background-color: rgba(0,70,70,.3)}<br />
.LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}<br />
.LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px}<br />
.LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}<br />
.LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}<br />
}}<br />
{{#get_db_data:<br />
db=game<br />
|from=volv_action<br />
|data=characterId=character_id,characterName=character_name,actionId=action_id,actionText=action_text<br />
|where=scene_id={{#if:{{#urlget:id}}|{{#urlget:id}}|-1}} AND action_is_deleted=0<br />
|order by=action_date_created ASC<br />
}}<br />
{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Source<br />
! class=HeaderCell | Contents{{#for_external_table:<nowiki/><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Character_Page|id={{{characterId}}}}} {{{characterName}}}]<br />
{{!}} class="LogCell" {{!}} {{{actionText}}}<br />
}}<br />
|}<br />
[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=MediaWiki:Sidebar&diff=1469998MediaWiki:Sidebar2022-09-28T18:38:33Z<p>Volund: </p>
<hr />
<div>* Wiki Navigation<br />
** mainpage|mainpage-description<br />
** portal-url|portal<br />
** recentchanges-url|recentchanges<br />
** randompage-url|randompage<br />
** project:Admin noticeboard|Admin noticeboard<br />
<br />
* Guide<br />
** Newbie_Guide#How_to_Connect|Connecting<br />
** Newbie_Guide|Newbie Guide<br />
** Rules|Rules and Policies<br />
<br />
* House Rules<br />
** Character_Creation|Character Creation<br />
** Traits|Traits<br />
** Systems|Systems and Conflict<br />
** Sorcery|Sorcery<br />
** Mortals|Mortals<br />
** Solars|Solars<br />
** Lunars|Lunars<br />
** Dragon-Blooded|Dragon-Blooded<br />
<br />
* Roleplay Database<br />
** Characters|Characters<br />
** Log_Archive|Roleplay Logs<br />
** Cutscenes|Cutscenes<br />
** Events|Current Events</div>Volundhttps://exalted.mushhaven.com/index.php?title=Log_Archive&diff=1469997Log Archive2022-09-28T18:37:55Z<p>Volund: Created page with "{{#css: .LogTable {text-align:left; width:100%; table-layout:fixed;} .HeaderCell {padding: 0px 0px 0px 5px;} .HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 10%;} .HeaderCell:nth-child(2) {width: 10rem;} .HeaderCell:nth-child(3) {border-radius:0px 5px 0px 0px; width: 20%;} .HeaderCell:nth-child(4) {border-radius:0px 5px 0px 0px; width: 20%;} .HeaderCell:nth-child(5) {border-radius:0px 5px 0px 0px; width: 40%;} .LogRow { max-height:1em;}..."</p>
<hr />
<div>{{#css:<br />
.LogTable {text-align:left; width:100%; table-layout:fixed;}<br />
.HeaderCell {padding: 0px 0px 0px 5px;}<br />
.HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 10%;}<br />
.HeaderCell:nth-child(2) {width: 10rem;}<br />
.HeaderCell:nth-child(3) {border-radius:0px 5px 0px 0px; width: 20%;}<br />
.HeaderCell:nth-child(4) {border-radius:0px 5px 0px 0px; width: 20%;}<br />
.HeaderCell:nth-child(5) {border-radius:0px 5px 0px 0px; width: 40%;}<br />
.LogRow { max-height:1em;}<br />
.LogRow:nth-child(1) {background-color: rgba(0,70,70,.5)}<br />
.LogRow:nth-child(2n+2) {background-color: rgba(0,70,70,.2)}<br />
.LogRow:nth-child(2n+3) {background-color: rgba(0,70,70,.3)}<br />
.LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}<br />
.LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px}<br />
.LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}<br />
.LogCell:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}<br />
}}<br />
{{#get_db_data:<br />
db=game<br />
|from=volv_scene<br />
|data=sceneId=scene_id,sceneTitle=scene_title,sceneOutcome=scene_outcome,ownerId=runner_id,ownerName=runner_name,sceneStatus=scene_status<br />
|where=scene_date_finished IS NOT NULL<br />
|order by=scene_id ASC<br />
}}<br />
{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | ID<br />
! class=HeaderCell | Status<br />
! class=HeaderCell | Title<br />
! class=HeaderCell | Owner<br />
! class=HeaderCell | Outcome{{#for_external_table:<nowiki/><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Log_Page|id={{{sceneId}}}}} {{{sceneId}}}]<br />
{{!}} class="LogCell" {{!}} {{#switch: {{#external_value:sceneStatus}} | = Nothing | 0 = Active | 1 = Paused | 2 = Scheduled | 3 = Finished}}<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Log_Page|id={{{sceneId}}}}} {{{sceneTitle}}}]<br />
{{!}} class="LogCell" {{!}} [{{fullurl:Character_Page|id={{{ownerId}}}}} {{{ownerName}}}]<br />
{{!}} class="LogCell" {{!}} {{#mushparse:{{#external_value:sceneOutcome}}}}<br />
}}<br />
|}<br />
[[Category:Index]]</div>Volundhttps://exalted.mushhaven.com/index.php?title=Main_Page&diff=1469996Main Page2022-09-28T17:58:06Z<p>Volund: </p>
<hr />
<div>= Welcome =<br />
Welcome to the Exalted MUSH wiki! We are a consent-based, story-driven roleplaying community for Exalted 3rd Edition.<br />
<br />
= Getting started =<br />
For those already familiar with MU*s (MUDs, MUX, MUSH, MUCK, MOO, etc), our connect info is:<br><br />
mushhaven.com 2526<br />
<br />
Everyone new to them, please check out our [[Newbie Guide#How_to_Connect|How to Connect]] guide.</div>Volund