tag:blogger.com,1999:blog-11661046449300942342024-03-27T19:54:12.993-04:00Writings and Thoughts and So ForthA place for writings, gaming reports, and so forth by Chris Shaffer (known in some circles as 'MythicFox.')
Not that I'm anyone too important. I'm a writer, a furry fan, and an RPG freelancer.
(DriveThruRPG affiliate links may provide store credit.)Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.comBlogger343125tag:blogger.com,1999:blog-1166104644930094234.post-87786265208559031602024-03-16T03:13:00.007-04:002024-03-16T03:14:04.022-04:00The Road Between Light and Dark: Moving Onward (Exalted)<div>Hey there, folks, hope everyone's doing well, so on and so forth. I know a few folks have had a rough time of it as of late, and just know that my thoughts are with you whether you're reading this or not. (I'm not sure how you'll know my thoughts are with you if you're not reading this, but just don't think too hard about it.) </div><div><br /></div><div>I've been running at a little less than peak efficiency myself, which is why it's been quiet around these parts, but hopefully I'll be back up to speed soon enough.</div><div><br /></div><div>Anyhow...</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>Where we left off, our trio plus entourage were in the basement of the ruins, with thousand-year old automatons starting to rev up and threaten to become a problem. So the group gets to trying to deal with them.</div><div><br /></div><div>Lecht first uses some of their powers to cause the dead body stuck in the door's mechanisms to dislodge itself, animating it basically as a zombie while Stray Dog and Wandering Dawn rush to work on the door where Stray Dog is pretty certain that he can reset whatever magical 'mechanism' activated them in the first place and render them inert. He quickly works at the mechanisms, trying to cut off whatever's powering them, weakening them in the process.[0]</div><div><br /></div><div>The automata wake up and begin to menace the group, as Stray Dog's brute squad and Lecht try to hold them back only to discover just how dense and solid they are. Lecht has to brace themself behind their staff and call over the zombie to help them ward off the mechanoid's strike, while Dawn uses his spear to try and push back the other one going after Stray Dog. </div><div><br /></div><div>Dawn then channels his Essence to take a swing at it, hard enough to damage it such that the reduced power it's receiving can no longer sustain it. And shortly afterwards Stray Dog manages to shut down the other with some sparks and a hum.</div><div><br /></div><div>The group manages to get the vault door open to find... admittedly, not much. It's definitely some sort of armory, but it's mostly been cleared out. There's still a lot of well-preserved, high-quality Shogunate weapons and armor -- enough to help the good people of Eslund defend themselves, with enough stuff left over to sell and recoup some of their recent losses. </div><div><br /></div><div>There is, however, one item of unusual interest -- some sort of magical lantern, brighter than but not too dissimilar from the magical crystal-torch one of the now-dead adventurers was carrying. So the group snags that for study and with the help of Stray Dog's followers they gather up stuff to take back to the village. Also, on the way out, it looks like the demon spiders have cleared out for the moment, so they're also able to go back in and get the dead bodies out for a proper burial -- and, after some discussion about the nature of the gemstones in the spiders' web, they grab a couple for later, just in case.</div><div><br /></div><div>But soon enough they've got bodies buried, they've retrieved Lecht's wagon, and the group heads back to Eslund. The mood in town seems pretty lively, especially once the Circle-plus-assistants begin setting out the weapons they found. One of the town elders, a man named Evening Shepherd, asks about them. Stray Dog gives him the short version as well as directions to the armory itself -- after all, the structure of the ruin itself might be useful. Evening Shepherd, in return, informs the group that the soldiers are clearing out -- they've sent word that they'll be gone by morning, and some of them have already been seen heading back to the Travelers' Road. They're also apparently leaving behind most of the supplies they haven't already consumed, keeping a few basic essentials so they can put some distance between themselves and Eslund without having to stop and forage nearby.</div><div><br /></div><div>Evening Shepherd thanks the group for all they've done, and says that the village is truly blessed in having brave souls step up in their time of need. He makes it clear the town's in their debt, and there's a lot of 'aw shucks' as the group makes plans to relax for the night and leave in the morning. Lecht also asks Evening Shepherd if they can read the town's internment records and stuff on their burial rites. The old man, caught off-guard, asks if they're looking for something specific, but apparently this is just light reading, and keeping up with local customs, and whatnot. Dawn reassures the old man that Lecht is harmless, so he's fine showing them to it.</div><div><br /></div><div>Over the course of the evening the soldiers pass by the village as they get back on the Travelers' Road, heading north -- presumably back to their leader's camp in Fella. They're close enough they can be seen from the village -- because it's literally not worth the effort to give it a wide-enough berth to hide their presence -- but far enough that they're clearly not going to cause any trouble. Ragara Saresh comes by, and the group notices her, but neither side engages with the other -- though there is a hint of relief on her face. No sign of Dreadful Thorn, though. Regardless, that evening, Stray Dog throws another party, and Lecht spends all night reading.</div><div><br /></div><div>The next day as the group leaves, Lecht looks more drawn-out and emaciated than usual because they haven't slept. Stray Dog says they look like hell, and they say the records were surprisingly detailed. Dawn suggests they get some rest, and they just give him a thousand-yard stare until it gets weird and awkward. But in the end, Dawn just points out they look like death.</div><div><br /></div><div><Pause for laughter, cut to commercial></div><div><br /></div><div>After a couple of days of travel, they find a nice quiet spot on the road where Stray Dog wants to follow through on something he's been quietly planning to do -- summoning a demon. Part of what's got it in his head is the <a href="http://mythicfoxwrites.blogspot.com/2024/03/the-road-between-light-and-dark.html">near-encounter with the unicorns</a>, as the demon he wants to summon -- a perronele, also known as a 'living armor' -- is known for their translation abilities.[1] But he's been researching the summoning techniques for one, prepared some implements, and so on a quiet evening he slips off with his followers, as well as Lecht and Dawn, and prepares a summoning circle. Lecht takes notes the whole time, as this is an entirely new realm of magic for them.</div><div><br /></div><div>At sunset he begins the ritual with chanting and burning offerings and the like, and invocations to the demons' Second Circle progenitor -- Lucien, the Guardian of Sleep, Expressive Soul of the End of All Wisdom -- and then to <i>that</i> demon's Third Circle progenitor -- Orabilis, the End of All Wisdom, Sixth Soul of the Endless Desert. At midnight, a faint green glow traces out a rift in the air and a creature of off-white ooze emerges, quivering with fear and confusion. Stray Dog then binds it under the Abscissic plate of the Warden to protect him for a year and a day, and it slimes across the ground over to him, where it proceeds to cover his skin and turn pretty much transparent.</div><div><br /></div><div>Now, anyone who knows what to look for (and that they should be looking for it in the first place) may be able to spot the presence of the demon symbiotically-bound to the Infernal, but otherwise he just looks a little sickly and has a layer of magical living armor covering his skin.</div><div><br /></div><div>So aside from the little excursion into the realm of the arcane, the group has a peaceful week or so of travel between Eslund and Fella. They reach the edge of the city limits, marked with signs warning people about lighting fires outdoors -- the land is cursed, and the elements are out of whack. So outdoor fires quickly grow out of control, which is a potential problem when all of the buildings are wood -- as part of the city's curse makes it impossible to build structures out of stone. A short distance away from the city, on the other side of the Travelers' Road, is a military camp flying gold and white Ragara flags.</div><div><br /></div><div>Dawn suggests that once the caravan's set up, they should go deliver that bill from Eslund. The others agree and decide to travel with just the three of them so they don't look like they're there to start trouble. They go to the camp and ask to speak to the captain, and they're lead to a command tent where he's going over a table covered in maps, with a woman dressed as an advisor assisting him. Winglord Ragara Ledayo asks the group their business, and Stray Dog hands him the bill. He reads over it, seeing the message from Saresh, and he's heard about this so he's not too shocked -- but he does read it all in-depth.</div><div><br /></div><div>He then asks the group for their names, and both Stray Dog and Lecht are reluctant, but Wandering Dawn steps up to introduce himself. Ledayo asks about the other two, and Dawn simply says he doesn't want to speak for them, and the monster hunter's reputation is enough that Ledayo lets the matter drop for now. The captain expresses dismay that the situation has come to this, and he's not going to press for details since Saresh vouched for them, but he also says he'd appreciate it if at some point he could hear their side of the story for the official report back to his superiors on what went down.</div><div><br /></div><div>He then turns to Segala Torin, his patrician assistant, and quietly confirms with her that they've got what they need to get this dealt with. The two talk among themselves for a moment, and Stray Dog listens in to hear her suggest that they get 'the monk and the acolyte' to take care of it. He agrees, and sends her off to fetch them. He then informs the group that he's going to have some supplies and koku gathered up and sent to Eslund for their troubles.[2]</div><div><br /></div><div>Ledayo then asks if there's anything else he can do while they're here, but it seems that's it. He then says he appreciates the group bringing the matter to his attention, and Stray Dog says he just wants to be sure they're going to help out Eslund, and that both the Circle and the people of Eslund thank him for resolving this. He acknowledges and understands that, and they go on their way.</div><div><br /></div><div>On the way out of the command tent, the group sees a pair of Immaculate monks approaching, an older man and a younger man -- but the younger man draws Stray Dog's attention. He's a Northerner, and clearly hasn't been a monk very long -- his head bears subtle tan lines suggesting it's been only-recently shaved for the first time. But also, Stray Dog recognizes him.</div><div><br /></div><div>He doesn't say anything right away, but once the group is a safe distance away, he addresses the others. "Fellows, I don't know what this means yet, but the monk's acolyte is someone I used to know."</div><div><br /></div><div>Dawn, intrigued, asks "What, like an old friend?"</div><div><br /></div><div>The Infernal ponders his answer for a moment. "He used to be one of my many close friends who traveled with me, until we had a disagreement and he disappeared." He pauses for a beat. "But not before Exalting."</div><div><br /></div><div>Dawn looks back at them, and Lecht says they don't know anything about these monks, but they'd assume they're Dragon-Blooded, right? Stray Dog says that the one he knows is something else. Not a Solar and not a Prince of Hell, that's all he can tell them. Dawn asks if they should be worried, and Stray Dog says only insofar as trouble tends to follow the Exalted wherever they go... and this guy did fuck him over.</div><div><br /></div><div>Dawn asks how long ago this ways, and Stray Dog says a little over a year. Lecht wonders how he could be a monk, then, because isn't that only a Dragon-Blooded thing? If he's something else, how could he be an Immaculate? Stray Dog suggests that maybe he's pretending to be a Dragon-Blood, or a mortal, and Lecht points out that he's got perfect ammunition to use against him if he wants revenge.</div><div><br /></div><div>Stray Dog says he doesn't necessarily want revenge... though revenge <i>is</i> sweet. But at least, it'd be funny to see the look on his face as he's run out of town. Dawn suggests there could be something else going on, and Lecht says that the guy shaved his head and that suggests some commitment to the bit.</div><div><br /></div><div>Dawn asks Stray Dog whether he's planning to confront him, and after a moment's pondering he says he'd need more time to think about what to say. Dawn's willing to consider it a dodged arrow for now. Lecht asks about the likelihood they'll run into him again.</div><div><br /></div><div>"That depends," Stray Dog begins. "Do you believe in fate?"</div><div><br /></div><div>Lecht would rather not weigh in on that one. Stray Dog thinks it's safe to say they'll encounter him again. Dawn points out that even if they do, Stray Dog will have allies this time. And hey, maybe a year's been enough time that things have smoothed over enough on his end, they might be getting all worked up for nothing.</div><div><br /></div><div>Lecht, remembering where they are, comments that if worse comes to worst, they could just light a match.</div><div><br /></div><div>And we leave off of there.</div><div><br /></div><div><br /></div><div><HR></div><div>[0]-- The way I handled this was by having rolls to work on the door, with successes effectively doing levels of damage to the automata. Though maybe I made it a little easier than intended, or perhaps misinterpreted my notes in the moment, because they still go down pretty fast. That's not a complaint, just an observation.</div><div>[1]-- This is something he'd talked about before with the rest of the group, and while I know it was at least a semi-IC conversation apparently I forgot to include it in the appropriate write-up for whatever session it was in. I mean, it wouldn't have been important to the story, but that still bugs me. Ah well.</div><div>[2]-- 'Koku' in this context is a denomination of jade scrip, a currency used among Realm commoners. It's not as useful outside of Dynastic territory as silver would be, but it'll spend well-enough in Whitewall that most merchants on the Road will certainly accept it. A single koku is actually a good bit of money, about enough to cover the monthly food costs for a small-ish family. Admittedly, I meant to have him use the term for a smaller denomination for the sake of casual conversation but mean a larger one, and mistook one for the other in the moment. Not that it's a big deal, but the mistake bugs me nonetheless. </div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-79203702264828874422024-03-02T06:23:00.002-05:002024-03-02T06:24:15.291-05:00The Road Between Light and Dark: The Territory is Not the Map (Exalted)<div>Greetings and salutations and all that, welcome back! Once more unto the breach and all that.</div><div><br /></div><div>I can't really think of anything special to add here, other than repeating -- for those who may have missed it -- my announcement from <a href="https://mythicfoxwrites.blogspot.com/2024/02/the-road-between-light-and-dark-chain.html">the previous post</a> that I'm working on the <b>Alchemicals</b> 'fatsplat' for <b>Exalted Third Edition</b>. There's not a whole lot of detail I can get into other than that I'm writing a few things for a few different parts of the book. But there's lots of gears turning and things interlocking (that's an Autochthonia joke) and I'll get into more detail when I can.</div><div><br /></div><div>And now, let's get into it as we start our next 'episode.'</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>We leave off with the Circle looking at the treasure map that dramatically popped out of Dreadful Thorn's gear, with notes scribbled on the back and around the edges as she's tried to find the treasure -- somewhat answering the question as to what the Dragon-Blooded officer was doing out there. She's still laying on the ground, by the way, and at a quick check she's gonna be unconscious for a narratively-convenient amount of time. But anyhow, the map.</div><div><br /></div><div>Wandering Dawn and Stray Dog Serenade recognize it right away -- there's a guy in Whitewall, nobody knows who exactly, who makes and sells treasure maps to people passing through. As near as anyone can tell, the maps are fake -- they roughly match the local terrain, but not exactly, and the treasure itself seems quite plausible (a cache of weapons from a Shogunate or pre-Shogunate fort on a hill). If you're unfamiliar with the area north of Whitewall, it all seems on the up and up until you actually get out there. But the map shows a river that's not there, and an extra road that doesn't exist. If there is a treasure, nobody's found it and/or come back to tell the story.</div><div><br /></div><div>So they'd be perfectly within their rights to write it off, except Lecht is staring at it... and turns the map upside down, and now it all makes sense. The landmarks still don't match, exactly, but things start to click into place upon seeing the arrangement. After all, during Lecht's centuries-long slumber, there was a raksha invasion and the Wyld swept through, and the landscape has actually changed. Dawn summons his Cache Egg, an artifact that lets him store things inside, and pulls out a modern map and Lecht begins pointing out how the map does match the land, as it it existed 700 years ago, and they do remember a Shogunate fort on a hill in that area called Fort Sadinen. And it's pretty close -- maybe 10 or 11 miles, all told?</div><div><br /></div><div>As they explain the differences between the maps and talk about how to get there, the camera dramatically circles around them. Among the notes written on the back of the map, the camera briefly settles on the episode title:</div><div><br /></div><div><b><i>"The Terrain is Not the Map"</i></b></div><div><br /></div><div>By the time the camera completes its circuit, the group is talking about what to do about Dreadful Thorn -- mostly whether to take her back to her people or leave her behind, aside from a somewhat-morbid joke about killing her and using Lecht's necromancy to interrogate her. Dawn suggests just leaving her there -- her people are gone, her horse has run off, she's not in any immediate danger, and that perhaps just having to drag herself back to the rest of the troops in shame might teach her a little humility. </div><div><br /></div><div>Stray Dog and Lecht agree that's probably the easiest way handle things, especially if they're going to go look for this treasure themselves. And why shouldn't they? If nothing else, if there's anything there, it might be useful for the people of Eslund.</div><div><br /></div><div>So they begin the trek -- the Exalts, and Stray Dog's brute squad -- north by northeast, to a lake that used to be part of a river until the reshaped land disconnected it. They get there and there's the half-frozen lake, still early in the spring thaw, and then come across a complication -- unicorns. And unfortunately, these aren't unicorns in the middle of some adventure teaching them lessons about the bonds of friendship, oh no. In Creation, unicorns are <a href="https://www.youtube.com/watch?v=q2MfNhXmEi0">jerks</a>. <a href="https://www.youtube.com/watch?v=GEEkkDW1s3k">Potentially-murderous jerks. (CW: blood and murderous unicorn)</a> They're a known danger in the North, sometimes ridden by raksha nobles into battle.</div><div><br /></div><div>There's a trio of unicorns, one of which is winged, and they're talking among themselves in Old Realm. Lecht is conversant enough that they can make out the gist of the conversation -- apparently some unlucky soul drowned in the lake either before the winter or fell through the ice in the early stages of thaw or something, and the unicorns are debating among themselves at which point in the said thaw the drowned body will be at its most beautiful.</div><div><br /></div><div>They relay this to the group and while they could take the long way around, they're concerned that even turning around might be enough to draw the unicorns' attention. But Dawn has a suggestion -- they try to nonchalantly slip by without drawing attention to themselves. Not approaching them, not saying anything, but also trying not to violate their idiosyncratic sense of aesthetics. His suggestion is that they walk in a loose formation, symmetrically if possible, and just seem like something the unicorns wouldn't need to comment on or care about.</div><div><br /></div><div>So Stray Dog arranges his flunkies into a formation that he thinks might befuddle Wyld creatures, and Lecht just puts their hood up and lowers their profile as much as possible. Dawn gets everyone walking in the same rhythm as they skirt around the edges of the area, and it works -- one of the unicorns glances over at them briefly, snorts, and turns back to the morbid conversation regarding the dead body.</div><div><br /></div><div>Over the course of the next hour, the hill on the map comes into view. There are hints of long-collapsed ruins on the hill, and with signs of tunnels going into the hill itself -- perhaps remnants of underground levels? Dawn comments on how time breaks all things down, and he wonders on what the fort might have looked like. Lecht only ever saw it from a distance, but they recall enough to point out a tower here, a courtyard there, that sort of thing.</div><div><br /></div><div>They head for one of the tunnels leading into the hill, and see the remnants of a hallway leading in -- at the entrance it looks just like a cave, from weather erosion and such, but there's more and more of the structure as you go in. And there's a faint blue light suggesting a chamber. They head in, and find a chamber filled with blue lights from runes and what appear to be magical crystals... with the light reflecting off of the gold and silver carapaces of a pair of almost-mechanical-looking demon spiders. These anuhles are distinctly different from <a href="https://mythicfoxwrites.blogspot.com/2022/11/tales-of-moonlight-maiden-three-boards.html">the one encountered by the Moonlight Maiden Circle way back when</a>, and one thing that stands out is that in the arcane patterns of webbing (made of hell-silk) crisscrossing the room, there are sapphires and emerald beads on the webs where perfectly mundane spider webs might collect perfectly mundane dew.</div><div><br /></div><div>Dawn asks Lecht if they can be reasoned with, and Lecht suggests that he talk to the sorcerer, gesturing to Stray Dog. "Not all sorcery is the same," the Exigent chides. "Do better."</div><div><br /></div><div>Stray Dog identifies the anuhles as likely descending from a Second Circle Demon named Gumela, and that there's a decent chance they can be reasoned with. He looks around and recognizes that the chamber looks like it might be part of an old temple dedicated to Mela, the Greater Elemental Dragon of Air, which suggests how the demons got there -- every demon has some specific condition under which it might 'glitch' into Creation from Malfeas. And one of the things that might cause some anuhles to no-clip into Creation is mundane spiders spinning webs in an abandoned temple.</div><div><br /></div><div>But, again, they can probably be dealt with, and Lecht suggest that Stray Dog negotiate.</div><div><br /></div><div>And so he just goes up to them with his goons. "Hey," he says, getting the spiders' attention.</div><div><br /></div><div>"What do you seek?" one asks, in heavily-accented Skytongue.</div><div><br /></div><div>"We have reason to believe there are lost treasures in these ruins, and we're seeking them."</div><div><br /></div><div>"What treasures?"</div><div><br /></div><div>"Maybe you can tell us. We have this map." He gestures to Dawn, who holds up the treasure map. The spider extends a single leg, and the point on the end unfolds into a bunch of little wiry fingers that snatch it and bring it closer for inspection.</div><div><br /></div><div>"This does not tell us of the treasures."</div><div><br /></div><div>"Well, how throughly have you explored these ruins?" Stray Dog asks.</div><div><br /></div><div>The spider looks at him, confused. "What ruins?"</div><div><br /></div><div>Dawn frowns. "How long have you been here?"</div><div><br /></div><div>The spiders stop and look at each other, conferring in some sort of squeaky noise, and then turn back.</div><div><br /></div><div>"We don't know. We haven't needed to know. We have been weaving webs."</div><div><br /></div><div>"And they are very nice webs," Dawn comments. "Where do you get the jewels from?" he asks, because by now the group can't help but ask if this might be the treasure.</div><div><br /></div><div>Lecht, in the back, frowns with the realization that the jewels might be demon-spider poop.[0]</div><div><br /></div><div>"We do not 'get' them," the anulhe explains. "They just collect there."</div><div><br /></div><div>Lecht then looks over at Stray Dog with a frown, shaking their head and gesturing to make it clear they don't want the gems.</div><div><br /></div><div>There's a doorway leading further into the hill, and Dawn gestures to it. "Have you ever been past that door?" he asks.</div><div><br /></div><div>They turn and look at it as if noticing it for the first time. "Nothing there interests us," one of them says.</div><div><br /></div><div>"Would it be okay if we explored back there?" someone (either Stray Dog or Dawn, I didn't write it down) asks.</div><div><br /></div><div>They stop again and confer in that little squeaky noise, before turning their attention to the group. "Of course, we can let you go down there. It'll give you a head start."</div><div><br /></div><div>And it's sort of at this point where it's like 'ah, right, these are demons who live for the hunt.' Dawn sighs and looks at the others. "Well, we tried."</div><div><br /></div><div>The spiders continue. "We can hunt you down there or outside, your choice."</div><div><br /></div><div>"At least they're courteous," Lecht remarks.</div><div><br /></div><div>"They're more courteous than a lot of things that want to eat me," Wandering Dawn agrees.</div><div><br /></div><div>Stray Dog steps up. "I wouldn't advise trying to hunt us," he says as firmly as he can.</div><div><br /></div><div>"Pardon?" The spider tilts its head, animal-like.</div><div><br /></div><div>"If you hunt us, we'll kill you."</div><div><br /></div><div>"Pardon?"</div><div><br /></div><div>"I'm appealing to your sense of self-preservation," Stray Dog continues, frustrated, drawing himself up to his full height and trying to scare them into backing down. Wandering Dawn picks up on what he's doing and tries to look as menacing as possible. Stray Dog cracks his knuckles and his neck and looks back at the others as if to say 'Okay, this is happening.' And then he turns back to the spiders, his Infernal Caste Mark blazing an unearthly green on his forehead. "We may not look it, but we have the power to destroy you. And we will."</div><div><br /></div><div>He's definitely managed to convince them the group's a bigger threat than they are -- and to be fair, they can probably take the spiders in a fight. But there's 'can take the spiders in a fight' and then there's 'be so scary the spiders don't want to try.' "Just try not to destroy the webs," one says as they back off. And one skitters down to ground level to draw a little line in the dust on the floor indicating a route that'll get the group through the hell-silk without any larger problem.</div><div><br /></div><div>They go through the door and take some stairs down, with Stray Dog leaving one of his minions up top to stand watch. They follow a hallway to another room with a faint yellow light in it, marked by the distinct stench of decay. The light comes from some sort of magical torch on the ground, next to a long-dead body. Standing over the body is some sort of stone and metal figure or statue resembling a suit of armor, long-dried gore splattered on its fists as it stares into space. Another one stands off to the side, and there's a third in the corner. The two standing out on the floor seem to be in noticeably worse shape than the one in the corner. There's a door in one wall that's very clearly what we would recognize as some sort of fantasy vault door.</div><div><br /></div><div>A panel's been removed from the wall, revealing some complex mechanical innards. There's a second body, partially stuck in the gears, apparently having been trapped in some sort of mishap and either killed there or... well, simply died.</div><div><br /></div><div>"Well, good news, it looks like there might be someone we can interrogate," Stray Dog comments to Lecht, who goes to take a look at the body on the floor.</div><div><br /></div><div>They examine the body as best they can, determining that it's a man, probably local, who's been dead a couple of years. They go through his clothing and pockets, looking for any useful hints, and determine that he was beaten to death -- as the camera's focus shifts to emphasize the long-dried gore on the nearby statue's fists. Unseen by the others, the statue's fingers twitch slightly.</div><div><br /></div><div>Stray Dog is taking a look at the other statue, working out that it's some sort of magical automaton, probably tied into some sort of security system, maybe involving the nearby vault door.</div><div><br /></div><div>As Lecht concludes their field autopsy, they say aloud what everyone's thinking -- that these 'statues' are about to come to life. Which, naturally, is about the time they begin to creak into motion, humming and ticking.</div><div><br /></div><div>And we leave off there!</div><div><br /></div><div><br /></div><div><hr /></div><div>[0]-- They're not, they just kind of condense there by magic. Not that Lecht has the background to know that, but it is a fair concern and a reasonable assumption, given the way these things tend to go.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-38013033094069322662024-02-20T04:24:00.004-05:002024-03-02T05:59:45.133-05:00The Road Between Light and Dark: Chain of Command (Exalted)<div>Hey there, y'all. Sorry there's been a bit of a gap in <b>Exalted</b> posts, out of play issues caused a bit of a delay and that kinda led two sessions to get smooshed together enough I held back to write them up together as a single blog post. And then other stuff delayed me getting the blog post finished a little later than I've been managing recently. Ah well.</div><div><br /></div><div>Before I get into it, a bit of personal news -- I feel really awkward saying anything this early in the process, but as it's been <a href="https://theonyxpath.com/february-comes-in-on-little-cat-feet-monday-meeting-notes/">formally announced</a>, I'm allowed to say that I'm working on the upcoming <b>Alchemicals</b> splatbook for Exalted 3rd Edition. It's kinda funny that I start running a game using the Essence system, and then I get invited to work on a book using the core rules. Just when I think I'm out...</div><div><br /></div><div>It's a bit premature to get into exactly what I'm writing for the book, but it's promising to be a fun project and I'm working with some folks with whom I'm genuinely excited to be collaborating. I'll go into more detail when it's appropriate to do so.</div><div><br /></div><div>And now, let's get Exaltin'!</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div>We left off on the group having a bit of a party with the people of the town of Eslund -- Stray Dog Serenade singing, food, Lecht putting on a shadow play with telekinetically-manipulated bones. At one point Wandering Dawn gives Stray Dog the wooden dog statue he's been carving for him, which is very much appreciated. The Solar's hoping to do more in the future -- he found the process very relaxing.</div><div><br /></div><div>But after that brief glimpse at the festivities, we jump ahead to the next morning. The trio, plus Stray Dog's entourage (as I've taken to calling them), ride out to Zoran and Visnjya's farm in and alongside Lecht's wagon. They arrive to see plenty of activity at the farm -- mostly soldiers moving in and out of and around the barn, where a standard with the Ragara family crest is planted outside. There's no sign of any violence or serious damage, though some livestock have clearly been left to their own devices in a nearby field. Also, the group heard from the farmers there are about 50 soldiers in the unit that took over the farm, but unless a bunch of people are crammed in the barn for whatever reason, there's maybe only half that many present.</div><div><br /></div><div>The group approaches the farmhouse, with Lecht going around back while everybody else heads right up to the front door. Stray Dog steps up to the door and knocks, and a soldier opens it with a confused look on his face. Stray Dog asks if he's the commander. The man stares at him for a moment and asks who he is, and the Infernal says he's a representative of an aggregate business concern. The guy blinks, asks the visitor to give him a minute, and closes the door.</div><div><br /></div><div>Lecht, around back, watches the guy then pop his head out the back window and yell for someone. A woman in her 40's with white and gold armor befitting an officer comes out of the barn with a halberd, and spots Lecht. She gestures to them and asks the soldier "Who the fuck is this?" and the soldier, who hadn't seen Lecht before now, says he doesn't know but there's someone out front to see her. Lecht glares the soldier back inside as the officer approaches, and they inform her their friends out front have some rather important correspondence. </div><div><br /></div><div>She just gestures for them to come along as she starts to walk around the house -- then pauses and formally, more politely, asks Lecht to come with her. Not that she has to, but she doesn't want to seem rude or dismissive.</div><div><br /></div><div>The two come around the house, and she sees the group out front and lets out a long-suffering sigh. "I am Scalelord Ragara Seresh. State your business."[0]</div><div><br /></div><div>"Seeing as you've been using the facilities and supplies of the farm, I'm tasked with bringing you this," Stray Dog says as he offers her the bill that's been prepared, requesting compensation for what the local farms have lost to the soldiers' raids.</div><div><br /></div><div>She leans her halberd against the outer wall of the house, takes the scroll, reads it over, and sighs again. "I regret the inconvenience, and I don't have the resources or authority to do anything about this, but I can steer you towards someone who can."</div><div><br /></div><div>Dawn, standing in the middle of Stray Dog's brute squad, asks what she's even doing out there.</div><div><br /></div><div>"My unit is assigned to an exploratory mission to expand our maps of the area." The response sounds rehearsed, but also true. Lecht gets the distinct impression that she doesn't want to be on this assignment -- and specifically doesn't want to be <i>here</i>, holding the farm, likely on orders from a superior officer of whom she is not fond.</div><div><br /></div><div>Lecht steps up next to her and lays a hand on her shoulder. "You've had the worst luck, haven't you? Poor thing."</div><div><br /></div><div>"I don't want to be here longer than necessary, but..." She kind of trails off when she glances over at the brute squad with the group.</div><div><br /></div><div>Lecht asks about her superior officer, where she's at, etc., and could they all have find them and have a conversation about this. Seresh explains that her superior isn't at the farm at the moment, and she'd rather talk here in any case.</div><div><br /></div><div>There's some back and forth establishing that the superior officer isn't at the farm at all at the moment and Seresh has been left behind to guard the camp. Her superior is Talonlord Dreadful Thorn ('talonlord' being roughly equivalent to 'lieutenant'), and she left a little while ago and will be back by nightfall. (It's currently morning) She doesn't know exactly where Dreadful Thorn would be (they are, after all, still updating the maps), though if the group wants to have a word with her Seresh could point them in the right direction.</div><div><br /></div><div>Stray Dog suggests it might be more prudent to leave the town's bill with Seresh. </div><div><br /></div><div>"You could leave it with me, but..." Seresh concedes. "Are you travelers, mercenaries?"</div><div><br /></div><div>"Little of column A, little of column B," Stray Dog says with a smile.</div><div><br /></div><div>"It might be better to talk it to Dreadful Thorn's superior. He's currently camped out near Fella." It's worth noting that's about a week's travel north for the group, and also about the halfway point between Whitewall and Gethamane.</div><div><br /></div><div>"We're heading up there anyways," Stray Dog says, thoughtfully. "We could take it there."</div><div><br /></div><div>"What's his name?" Dawn asks.</div><div><br /></div><div>"Winglord Ragara Ledayo." (Winglord is roughly equivalent to 'captain')</div><div><br /></div><div>Stray Dog asks if Seresh can give them a letter of introduction. She blinks and stares at him for a moment -- on the surface, Stray Dog definitely doesn't seem like the sort of person who knows what a 'letter of introduction' is. She invites everyone into the farmhouse to continue the conversation.</div><div><br /></div><div>The house has been turned into an impromptu command center. Someone's clearly made an effort not to trash the place, though a bunch of furniture has been moved around. One of the bigger tables is covered with maps of the area, the officer leads Stray Dog over to it while she grabs something to write a message on the bill -- after all, why waste perfectly good paper. </div><div><br /></div><div>Lecht does a lap around the table, eyeing various regional maps, some of which have been heavily marked up and annotated. Everything actually seems on the up-and-up, and it looks like there are Realm forces spread out through the region on what looks like a legitimate surveying mission. They also get the distinct vibe that whatever's going on with these troops camped out on the farm is <i>not</i> a planned part of the larger operation. They also find a small map that's been drawn of the area that seems to mark where someone's divided up the area into regions -- could just be marking what's been surveyed and what hasn't yet, but they get a feeling and slip that note into their sleeve.</div><div><br /></div><div>The sergeant finishes writing her note on the bill, which amounts to a more formal phrasing of 'this is a legitimate grievance, you really should pay these people.' She informs the group that she'd rather not inconvenience the farmers more than necessary, and hopefully her unit will be done with the farm before the bill reaches Ledayo. Wandering Dawn asks about the recent raids.</div><div><br /></div><div>She dances around it for a moment but then says that yes, the unit's been responsible. She's not proud of it, but points to the bill and says that if they get that to Ledayo, the people of Eslund should be taken care of. Dawn takes affront at the implied ambiguity of the term 'should.' Seresh narrows her eyes slightly and points out that she has no authority to command her captain to do anything or make promises on his behalf -- but she sincerely believes that he's an honorable enough man that he will do what he can to compensate the people, especially since the raids weren't his idea.</div><div><br /></div><div>But, again, if people are still sore about it, they can take it up with Dreadful Thorn. (After all, Ragara Ledayo is a week away, and Dreadful Thorn's much closer.) At Dawn's request, she points out that she should be a couple of miles to the northeast. And while she doesn't necessarily want the group to fight Dreadful Thorn, she does wish them luck in a tone that suggests more than a little disgust with the whole situation.</div><div><br /></div><div>So they part ways, and once they're out of the house, Wandering Dawn says that Seresh seems sincere that Ledayo will pay reparations, and -- he suspects -- will probably reprimand Dreadful Thorn. But he suggests they have a chat with her just the same since she's in the area, and ask her to graciously donate any supplies she's still got. Stray Dog's concerned about picking a fight with a force that might make life miserable for the locals once the group leaves. </div><div><br /></div><div>Lecht tosses out -- not seriously, but just playing devil's advocate -- that if some 'tragic accident' happened to Dreadful Thorn, her second-in-command would be in charge. There's some back and forth about the logistics of tracking her down, catching her alone, maybe making it look like an accident -- or even whether or not it's feasible. But then it also comes up that if Dreadful Thorn is killed, that's going to make it a <i>lot</i> tougher to deal with Ledayo.</div><div><br /></div><div>But they still go out to have a word (possibly a violent, kinetic and/or pointy word) with Dreadful Thorn.</div><div><br /></div><div>The map that Lecht picked up reinforces what Ragara Seresh told them about Dreadful Thorn's likely whereabouts, and they venture forth. They pretty quickly pick up signs of the soldiers' passage -- a couple dozen troops on foot (likely not traditional infantry) and someone on horseback. The group is moving in a loose formation more appropriate for scouting or a search than any sort of singular target. </div><div><br /></div><div>It's not long before the Circle comes up on them, moving across a bit of open land in between stretches of forest. There are soldiers with spears and shortbows, and in the middle is a tall woman on horseback, with brown skin like tree bark and green shoulder-length hair that has a distinctly 'leafy' countenance, and she wears gold and white armor with a bow slung across her back that looks like it's carved out of green marble. Someone is giving her a report, as she looks over something on a scroll. She quickly rolls up the scroll, tucks it into a case at her belt, and holds up a hand and calls out "Hold!" to get everyone's attention before turning towards the approaching group.</div><div><br /></div><div>A caption across the bottom of the 'screen' reads:</div><div><br /></div><div style="text-align: center;"><b>Dreadful Thorn</b></div><div style="text-align: center;"><i>Wood Aspect</i></div><div style="text-align: center;"><i>Talonlord of the Third Ragara Legion</i></div><div style="text-align: center;"><i>Lieutenant serving under Ragara Ledayo</i></div><div><br /></div><div>The Circle simply approaches, and while she doesn't immediately go to a combat-ready stance, her men drift into a loose formation, making sure they've got hands free and supplies set aside so as not to weigh them down. When they're a short distance away, she holds up a hand in a clear indication of 'stop' and tells them to state their business.</div><div><br /></div><div>"Our business is with you!" Stray Dog says, with an eager smile. "Dreadful Thorn, I presume." He and the others continue slowly approaching.</div><div><br /></div><div>"You presume correctly. And stop right there."</div><div><br /></div><div>And with that, they do stop.</div><div><br /></div><div>"What is your business?" she asks.</div><div><br /></div><div>"Our business is the people who make their livings out this way. Farms, businesses... we're tallying their bill." Stray Dog holds up the aforementioned bill. "For all their stuff taken and damages done."</div><div><br /></div><div>"Okay. And...?"</div><div><br /></div><div>"And we've come to recommend you stop it."</div><div><br /></div><div>She raises an eyebrow. "On whose authority?"</div><div><br /></div><div>"We were going to take this to your captain in Fella, but we hoped you'd be agreeable in the meantime."</div><div><br /></div><div>She snorts and looks down her nose at the Circle. "I'll be agreeable, and let you take it to the captain." She makes a dismissive gesture, as if they need her permission to leave.</div><div><br /></div><div>Wandering Dawn speaks up. "What are you doing out here?"</div><div><br /></div><div>Lecht mutters "Probably some garbage about redrawing the maps," and Dawn shoots them a look.</div><div><br /></div><div>"That's what the last six of them said," the Exigent hisses.</div><div><br /></div><div>Dreadful Thorn, pretending she's not noticing the aside, responds. "We're on a surveying mission. I'm Talonlord Dreadful Thorn, serving under Winglord Ragara Ledayo. We apologize for any inconvenience, and will be on our way shortly."</div><div><br /></div><div>The answer sounds rehearsed, and as near as Wandering Dawn can tell, is technically true. But he can also tell she's looking for something else, something that's possibly not part of the mission, and wants to get back to it. He quietly says this to the others, and suggests that perhaps there's some First Age artifact.</div><div><br /></div><div>Stray Dog and Lecht are both surprised -- it seems quite the leap of logic. (Though to be fair, as has been pointed out before, there are a lot of old artifacts and ruins out there due to the couple of apocalypses that Creation has suffered.)</div><div><br /></div><div>"Maybe not that," Wandering Dawn concedes. "But something equivalent. A group of this size is devoted to finding <i>something</i>."</div><div><br /></div><div>"Listen, either press her on it, and we get on with our day," Lecht sighs. "Or we sit here trying to concoct a stupid plan that will fail anyway."</div><div><br /></div><div>Dawn turns back to the officer on the horse, who's also been impatiently waiting for them to shit or get off the pot. (Pardon my French) "Some of this gear does seem like surveying gear, but something tells me you're doing a little more than just updating maps."</div><div><br /></div><div>"Why am I still talking to you?" she asks with a half-sneer, disdainfully looking down her nose at them. Her tone seems to add an unspoken '...peasants' to the end of the question.</div><div><br /></div><div>"You are talking to me because I made a vow to try and handle this situation peacefully. But you're making it very hard to keep my promise," Dawn says as he tries to stare her down.</div><div><br /></div><div>"Take one more step, and consider that vow broken," she threatens.</div><div><br /></div><div>Dawn subtly glances back at the others to get their take, where Lecht is joking to Stray Dog how strange it is that he dickers over funeral bills for if his followers suffer some misfortune, and here he is presenting a bill to someone.[1] Stray Dog shoots them a look and turns to the officer.</div><div><br /></div><div>"You should choose your words more carefully," he comments. "You're speaking to the Wandering Dawn."</div><div><br /></div><div>Dawn's enough of a local name that Dreadful Thorn has at least heard it, and that makes her hesitate.</div><div><br /></div><div>"Our only interest is in the farmers," Stray Dog continues. "The poor farmers, whose land is being ravaged, and they don't know why. For you, a farm is just supplies, and for them it's their livelihood. And right now we're speaking up for them."</div><div><br /></div><div>Dreadful Thorn snorts. "They're dirt farmers in the middle of nowhere. It's not for them to know."</div><div><br /></div><div>Wandering Dawn has moved in closer, as Stray Dog's held her attention. Close enough that he can plant his spear in the ground and use it to vault up over the horse to hit the officer, his Caste Mark glowing as he moves past hitting her to slam the ground with a shockwave that sends the soldiers flying back.[2]</div><div><br /></div><div>Rather than regain her balance, Dreadful Thorn leaps straight up off her already-startled horse and gives it a smack on the flank to send it running off while she draws her bow and lands as the battle begins.</div><div><br /></div><div>As Stray Dog's entourage rushes her, the Infernal stands back, exhaling a lungful of smoke that illuminates strands of Essence that he manipulates with his fingernails, building up power for sorcery. Lecht, similarly, channels nectrotic Essence through their arms to send a well-timed blast at Dreadful Thorn as she tries to fend off Stray Dog's goon squad.</div><div><br /></div><div>She notices her troops are already starting to scatter from the shock of the sudden assault, and she calls out to them. "Keep it together, you stand with a Prince of the Earth!" Then she fires a shot from her bow at Lecht, who braces themself to deflect it with the Grave Warden.</div><div><br /></div><div>Meanwhile, the emboldened troops rush back with as much speed as they can muster, swarming over Wandering Dawn, but they're unprepared for how well he can fend them off. Dreadful Thorn takes advantage of the opportunity to fire at Dawn, drawing and launching a pair of arrows at him. He manages to deflect both, though at some effort -- and in fact, when he deflects the second shot, one that would have been deadlier, it hits his spear exactly so it ricochets at Lecht just as she'd intended (though they manage to block the attack as well).[3]</div><div><br /></div><div>Stray Dog, once he's got the Essence strands how he wants them, whistles a signal to his entourage. They create an opening for him as he calls upon sorcery to conjure a slab of obsidian, shattering it with his palm and sending shards that whirled like butterflies at them. They swarm around Dawn, ignoring him entirely, as they tear up Dreadful Thorn and the soldiers.</div><div><br /></div><div>Lecht moves in quickly to plant themselves solidly in front of the Dragon-Blood to deliver a point-blast burst of Essence right to her midsection. There's actually a bit of a bulge from the shockwave as it travels through her and shatters her armor, and sends her flying back. She falls to the ground, unconscious, her soldiers fleeing as their resolve has finally bent far enough to snap.</div><div><br /></div><div>And, from the destroyed case on Dreadful Thorn's belt, a scroll flutters through the air and lands in Lecht's hands. At first glance, it appears to be a treasure map.</div><div><br /></div><div>And we leave off there...</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><hr></div><div>[0]-- It's been a while, but the footnotes return! I didn't write down exactly when she introduced herself, so I'm putting it here. Scalelord, BTW, is roughly equivalent to Sergeant as a rank. A 'scale' is a unit of 25 soldiers. Five scales make a 'talon.' Two talons make a 'wing.' Two wings make a 'dragon.' Ten dragons make a legion. There will be a test later.</div><div>[1]-- I'm not entirely sure why this seemed to be the time to make that joke, but I'm just the Storyteller.</div><div>[2]-- For mechanical context as to what happened, Dawn started off using a multiple-attack Charm to hit the Dragon-Blood with the first attack and the soldiers with the second, and supplemented the second attack with Heaven Thunder Hammer to add the knockback.</div><div>[3]-- Again, multiple action Charm for her (Revolving Bow Technique) for first a withering and then a decisive attack, and when the decisive attack missed she used No Arrow Wasted to redirect it at Lecht.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-83343964711083419622024-02-03T07:40:00.005-05:002024-02-03T07:40:39.479-05:00The Road Between Light and Dark: Back on the Road (Exalted)<div>Welcome back, everyone and anyone who's come to join me for another trip into the North of Creation!</div><div><br /></div><div>Quick note before I get into it, I did another <a href="https://mythicfoxwrites.blogspot.com/2023/12/character-build-index.html">character write-up</a>, this time for Trinity Continuum: Anima. It's actually spread out across two posts -- <a href="https://mythicfoxwrites.blogspot.com/2024/01/building-character-trinity-continuum.html">one for the character herself,</a> and <a href="https://mythicfoxwrites.blogspot.com/2024/01/building-character-terra-surge-tc-anima.html">one for her MMO characters that she'd be playing in-game.</a> (No, really.) </div><div><br /></div><div>So with that out of the way, right here I've got the third session write-up for my group's <b>Exalted</b> series, in which we wrap up the first episode and begin the second. I can't think of anything clever to add to this at the moment, so let's just get into it!</div><div><br /></div><div>(Just a heads-up, this is one of my 'talky' sessions, so it's possible I might miss a detail or two or put something in the wrong place conversationally. I'll at least try to keep it consistent in the post.)</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>We pick up in the wake of the raksha's dissolution, as all of his enslaved minions (including the fox-person) slump to the ground, half-conscious at best. The trees are still coated with ice and will remain so due to the fact that they're in a Wyld zone, but the glowing 'curtains' of ice that made up the tent-like walls of the structure are melting. Not in a dangerous way, but in a clear 'the threat is over' way.</div><div><br /></div><div>Lecht immediately starts checking everyone, and determines they're all in rough shape, but none are at death's door or anything. As they rouse the group, Stray Dog shares his wine with a few to help them feel a little warmer. (Conveniently, the freezing temperature that would have eventually killed them was a magical cold that wasn't causing disfiguring injuries or anything, as that would have <strike>been a gross bummer for everyone this early in the game</strike>ruined the raksha's sense of aesthetics.) There's thirteen in all, including the foxfolk Terrestrial (pronouns they/them, just mentioning it for clarity's sake), and enough of the former thralls can walk (either on their own or leaning against someone else) that with the help of Stray Dog's entourage, it's possible to bring everyone back in one trip. Some of the humans keep glancing nervously at the foxfolk, some of them flinching -- their memories of their enthrallment are blurry, but they recall that the fox-person was helping Yinshou capture them. Lecht reassures them that as near as they can tell, the fox is as much a victim as they were, but everyone's still on-edge.</div><div><br /></div><div>A couple of hours later, they return to the caravan's camp -- with a little detour, as Stray Dog and Dawn direct them far enough around their previous campsite that they're not going to see the frozen bodies that are still there. Lecht excuses themself to start seeing to the corpses, and once the rest of the group are by the fire, Stray Dog sends some of his followers to help them with the bodies. (Fortunately, it's not the dead of winter, so the soil isn't too hard to dig graves.)</div><div><br /></div><div>Oguri, their merchant friend back at the camp, is pleasantly surprised -- she wasn't expecting the group to come back with survivors, and helps prepare some food for them and directs people to build up the fire. Over the course of a couple of hours they get the travelers warmed up and fed, while Lecht takes care of the bodies of their dead (in the process, taking one of the discarded protective charms and adding it to the bone chimes that hang from one end of their staff, to honor them). </div><div><br /></div><div>Between the walk back and everyone starting to recover from their trauma, one of the rescued travelers, a woman named Toragana explains what's brought them here. They've come from further east, near the River of Tears. It's been a really unstable region, thanks largely to a Solar warlord named the Bull of the North who's been claiming territory and was in regular conflict with the Realm forces until a massive battle just a couple of years ago when his Circle wiped out House Tepet's military and they've had to back off. The travelers are part of a larger family group that's been slowly traveling to Fajad, in the Northwest -- which is a long trip, but apparently they've already got other family there -- and they're the last group of stragglers. (Which, conveniently, is why these travelers are all adults, because I didn't want to have any half-frozen kids in danger in the first story of the game.) They're not in a huge hurry, but they were planning to get to Whitewall and maybe do some quick jobs for traveling money before venturing further south to Pneuma.</div><div><br /></div><div>Once some time has passed and everyone's started to settle down, Wandering Dawn gets the attention of the rest of his Circle and the foxfolk -- who's remained quietly off to the side, close enough they're clearly not going to take off without waring, but far enough so as not to scare anyone. They all head out to a quiet corner of camp for a little chat. It's obvious the fox has been expecting such a conversation.</div><div><br /></div><div>"You may call me the Wandering Dawn. What's your name?"</div><div><br /></div><div>"Kasyan." They've got kind of a thick accent -- it's a Northern accent, Skytongue is definitely their native language, but they're not from the immediate area (the fact they're talking through a differently-shaped mouth doesn't help).</div><div><br /></div><div>"Where are you from?"</div><div><br /></div><div>"Near Diamond Hearth, further north, across the White Sea. And before I forget -- I want to thank you for saving me. I didn't want to say too much before and startle the others." They nod in the direction of the rescued travelers closer to the fire.</div><div><br /></div><div>"How did you end up under the raksha's sway?" Dawn asks.</div><div><br /></div><div>Kasyan proceeds to explain that they were in the region on business (they don't go into any more detail than that and nobody asks), and ran afoul of some Immaculate monks. The monks starting hassling them, it got physical, and once they realized the foxfolk was Exalted decided to capture them and drag them back to civilization to 'educate' them. At one point they managed to escape into the mountains, but they were lost and worn down, and that made them easy pickings for Yinshou (the raksha).</div><div><br /></div><div>Lecht, still adjusting to the current era and not fully aware of these things, asks Kasyan why the monks accosted them in the first place.</div><div><br /></div><div>Kasyan stops and thinks on how to diplomatically explain it. They ask the group if they're familiar with the Mountain of the Spider King -- it's the dominion of a powerful Lunar where Realm caravans generally know not to go, and a lone traveling foxfolk drew the wrong sort of attention. They don't say it outright, but the underlying message is clearly 'They thought I was either a Lunar or a Lunar's minion.'</div><div><br /></div><div>Lecht is still confused about this (and Dawn is confused by Lecht's confusion), and they can't see how the monks could have the authority to do that.</div><div><br /></div><div>Kasyan kind of shrugs and says they <i>don't</i> have the authority, that there are places where 'authority' comes from 'what you have the power to enforce.' In this case, the Dragon-Blooded monks outnumbered them, and they acknowledge they probably shouldn't have been traveling alone. Dawn reassures them that none of this is their fault, but Lecht is still very disturbed by all of this.</div><div><br /></div><div>Kasyan then asks if anyone's got a map handy -- it occurs to them they're not even sure where they are right now. Dawn says he's got a map, but volunteers that the group's a few days north of Whitewall. That's enough detail for Kasyan to get a grip on where they are, and they're grateful. Dawn offers to let Kasyan travel with them if they'd like, and Kasyan asks if the caravan is traveling north, and by happenstance they are headed north to Fella and past that to Gethamane and whatever stops in-between. Kasyan says that they'd definitely accompany them as far as Gethamane, and Dawn's eager to have them along -- with a playful punch in the shoulder to punctuate the sentiment.</div><div><br /></div><div>The foxfolk is then quick to insist that any assistance they can offer the group -- guard duty, hunting -- they will. They're more than capable, they just got caught on a bad day. Dawn says that sometimes it gets to be a bit too much for someone alone. "Even for those such as us," Kasyan says with a knowing nod -- their memories of their enslavement by the raksha are a little blurry, but their tone and the nod make it clear that they do remember those among the group flaring anima banners and displaying sorcery during the fight.</div><div><br /></div><div>Dawn says that if Kasyan ever feels the itch to spar, they put up a pretty good fight -- probably gave the monks more than a little trouble -- and he'd be more than happy to accommodate them. Kasyan's ears perk up and they'd definitely think about it. But by now, it's time for everyone to rest.</div><div><br /></div><div>A day passes for rest, recovery, and mourning the dead. The rescued travelers aren't on any sort of strict timetable, but in light of their recent losses and condition, they eagerly accept the offer to travel north with the rest of the group to Fella where they can get their bearings. (They're close enough to Whitewall they could <i>probably</i> continue south on their own and make it okay, but why push it?) Their wagon's good to travel, and at one point Dawn and Mollie spend a couple of hours finding and retrieving their lost ox to make things a little easier. </div><div><br /></div><div>Also, during the day, Wandering Dawn asks Stray Dog if he'd like him to whittle something for him, like maybe the size of a book or something -- he's been meaning to work on those skills and wants to take on a little personal project to do so. Stray Dog's certainly open to the idea, and Dawn asks if there are any particular animals he likes -- and the Green Sun Prince says with a grin that he's always felt a kinship with hungry dogs. So that's a little something to keep him busy on the road.</div><div><br /></div><div>Speaking of which, the caravan gets to traveling again. A couple more days pass, during which they pass a ruin just beyond the outer borders of Whitewall's protection. Dawn gets uncharacteristically quiet as they get closer, prompting Lecht to try and keep the mood light by asking if it's so quiet because they're in danger. The group's travels bring into view a stone arch inlaid with half-rusted iron with more bolted onto it -- the remains of the front gates of a city called Owl's Watch, where Wandering Dawn grew up. </div><div><br /></div><div>(For background info: When Dawn was a kid, in the middle of a freak blizzard, some unknown creature assaulted the city and destroyed it. Neither Dawn nor any of the other scant survivors got a good look at it, and only remember its roar -- a sound like stone scraping on a bell.)</div><div><br /></div><div>Lecht comments to Dawn that he always said it was bad, but Lecht never realized it was that bad until they noticed the effect it had on the normally-energetic Solar. Dawn says it's a little easier to talk about these days, but seeing the ruins again... sometimes it's not just ghosts that haunt a place, it's memories. Lecht offers Dawn some opium from their medicinal supply, but Dawn politely declines, lamenting it never lasts long enough.</div><div><br /></div><div>As evening approaches and the caravan is preparing camp, Dawn does leave for a bit to gather some of the first flowers of spring and take them to a grave marker in the ruins. He kneels down to set the flowers out as an offering and say a small prayer -- first to the residents of the town and specifically to his father. He laments he hasn't yet avenged his father, and says he knows he hasn't visited lately, but he's still coming to grips with the past year. "Your boy's been touched by the Sun! The Sun!" he says with a nervous chuckle, in a 'look at me now' sort of tone. And he says he knows she's still out there -- his sister, Hanami, who vanished that night and was never found.</div><div><br /></div><div>"They've said there's no way she could have survived, but we found everyone else's body in some shape or other." He briefly remembers his own father's body, frozen solid and shattered. "But she's still out there and I know I'll find her." He offers up one more traditional prayer to the dead before coming back to camp -- looking a little better -- and Stray Dog offers him a few hits off of his hookah before we fade to commercial.</div><div><br /></div><div>A day later, the caravan approaches Eslund, a town with a decent-sized market for local farms and craftspeople to sell their wares and trade with travelers on the road. Except... it's empty. The town is quiet. The weather's fine, so that's not the reason, and there's no immediate signs of attack. Lecht's supernatural senses aren't picking up any ghosts, and Mollie the wolverine (who's trained to scent out Wyld creatures) doesn't seem to sense anything amiss.</div><div><br /></div><div>Stray Dog sends one of his people to knock on the front door to the inn. They go over, knock, peek in the window, try the knob. "The door's locked, but I think someone's in there!" they call back.</div><div><br /></div><div>Wandering Dawn steps up to the door now, giving it a firm knock. He calls out. "Innkeep! This is the Wandering Dawn! We've come with a caravan of people seeking shelter and the fruits of the market. Please, can you tell us, is something wrong?"</div><div><br /></div><div>From anyone else, this might not get anywhere. But Wandering Dawn's got a reputation as a local hero and monster hunter (courtesy of the Influence Merit), so he can hear someone quickly shuffling to the door. It opens and a woman glances out. "Oh, thank goodness it's you. I thought it was <i>them</i> again."</div><div><br /></div><div>"Them? Is it raksha, or..."</div><div><br /></div><div>The innkeeper, Nedda, quickly shakes her head. "Can we talk inside?" Without waiting for an answer, she heads in, followed closely behind by the Circle.</div><div><br /></div><div>"I'm sorry about the lack of hospitality, we've been dealing with..." She pauses, like she's having trouble deciding on a word. "...soldiers."</div><div><br /></div><div>"Undead soldiers? Living soldiers?" (I can't remember who asked that, but it's either Dawn or Lecht.)</div><div><br /></div><div>"Living soldiers. Just saying it's not 'just' bandits, I don't want to give you the wrong idea."</div><div><br /></div><div>"How do you know they're soldiers? Did they announce they're from a specific ruler?"</div><div><br /></div><div>"Oh, they've made it very clear," she says. "They're Realm soldiers." She goes to grab something.</div><div><br /></div><div>Dawn turns to the others, confused, wondering aloud what the Realm is doing here. There's the occasional trade caravan on the road, and sometimes they're found in Whitewall, but the nearest Dynastic presence in the region is maybe 500 miles to the south.</div><div><br /></div><div>She comes back with paper and charcoal and begins to draw. She tells the group that about a week ago, a big Realm military unit came up the road, peaceful as you please, explaining that they were on assignment to update their maps. And then, a few days ago, a smaller group of them began raiding the local farmsteads, taking supplies and whatever they can. They've even taken over one of the farms to use as a base camp, kicked the family out. She didn't catch their name, but...</div><div><br /></div><div>She turns the paper around where she's tried to recreate the House emblem from memory. It's a decent enough likeness, but fortunately the most recognizable bit is actually a very simple design -- Stray Dog, the most formally-educated of the bunch, immediately recognizes it as House Ragara. He explains to the others that they're the richest of the Great Houses, and throughout the region they've been establishing more of a presence the last couple of years in the vacuum left by House Tepet's defeat at the hands of the Bull of the North. But their nearest center of power is in Pneuma -- the aforementioned presence to the south. The House founder lives there, in fact.</div><div><br /></div><div>Dawn's still trying to put a finger on what they're doing this far north -- and the raids in particular stand out. They should be able to set up something if they need supplies, they shouldn't be stealing from local farms. Stray Dog points out that they're more than wealthy enough that there is absolutely no reason for them to be stealing anything.</div><div><br /></div><div>Wandering Dawn asks where they're at, and Nedda says she doesn't know exactly but she's currently putting up the family that was staying at the farm, and they should be able to help. She goes into the back to get them, and the camera pans over to the piece of paper where she drew the Ragara emblem, only now it just reads the episode title:</div><div><br /></div><div><b><i>"A Bandit By Any Other Name"</i></b></div><div><br /></div><div>The camera pans back as she returns with the couple who run the farm. The father, Zoran, explains that he'd been hearing from others of bandit raids in the area, and then the soldiers showed up and decided they could set up camp on the farm. Stray Dog asks how many there are in the group. Zoran says about 50, and a couple of officers. He's says that one of the officers is definitely not local, and he's pretty sure she's Chosen, but he didn't stick around to find out.</div><div><br /></div><div>Stray Dog then asks if the soldiers explained what they were doing. According to Zoran, the soldiers showed up without warning and said they were going to make camp on the farm. They said the barn 'will do,' and 'maybe the house, if we need it.' While they didn't explicitly throw the family out, Zoran and his wife Visnjya got their kids and came into town for safety's sake -- they didn't want to be there on the likely chance that 'if' really meant 'when.'</div><div><br /></div><div>Dawn pulls out a map and Zoran gives them directions to the farm -- it's not too hard to find, there are roads and things. It's about 5 miles eastward. Stray Dog comments they should be careful about evicting the soldiers, as they'll have to go somewhere. Dawn, ever the optimist, says they're going to have a discussion with the soldiers, and if there's a reasonable explanation for what's going on he's sure that with a little compromise, things can be forgiven and worked out. Stray Dogs hopes he's right. He's just worried about making things worse -- and, quite frankly, he doesn't have to want to kill a bunch of people.</div><div><br /></div><div>Dawn begrudgingly acknowledges that concern. He doesn't want to have to kill anyone either -- but sometimes losing a tooth or two helps someone rethink their life decisions.</div><div><br /></div><div>Visnyja, the mother of the family, says they could handle the loss of the stuff the troops seized, and they'd be willing to work out some sort of trade for compensation. But everything else...</div><div><br /></div><div>Stray Dog gets a big grin on his face. He suggests she draw up a bill for everything taken, and everyone else is immediately into this idea -- going around to the people who've had their stuff taken (and maybe something for the inconvenience), present a bill to the Ragara officers, see what happens. In the meantime, they're going to get the caravan settled in, rent empty rooms at the in and other places in town for the folks who really should be out of the weather, and Dawn and the others are going to go have a talk with the Realm soldiers in the morning. The Solar really does want to resolve this peacefully, if he can.</div><div><br /></div><div>So this becomes a montage of the caravan making camp, townspeople going around to the other farms that have been hit (and farmers hiding out in town), collecting the information, all that. And, that night, in the empty market square, Stray Dog throws a massive party to celebrate the impending defiance of the depredations of the soldiers.</div><div><br /></div><div>And we leave off there.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-24886648708299318232024-01-29T09:09:00.000-05:002024-01-29T09:09:00.408-05:00Building a Character: Terra Surge (TC: Anima)<div>Welcome back! This is a little weird, I'll admit, because this is the second part of a character write-up. The game in question is <a href="https://preview.drivethrurpg.com/en/product/443062/trinity-continuum-anima?affiliate_id=33285"><b>Trinity Continuum: Anima</b></a>, a tabletop RPG that plays in both the cyberpunk and LitRPG genres, and this post focuses on the latter. You really should have read the <a href="https://mythicfoxwrites.blogspot.com/2024/01/building-character-trinity-continuum.html">first part of the character write-up in which I created Erin Taylor, a youth counselor in the city of Cascade</a> and know all this, but I'll quickly contextualize.</div><div><br /></div><div><i><a href="https://www.indiegogo.com/projects/reprint-repro-a-gogo#/">(Quick aside, reminding you that we're currently in the final days of a crowdfunding campaign to reprint the Trinity Continuum core and Æon books.)</a></i></div><div><br /></div><div>In TC: Anima's setting of Cascade, there's a mystery involving missing players of a popular MMO called Terra Surge, linked to possible weirdness within the game itself. It may also tie in to rumors and mysteries surrounding the revolutionary neural implant, called Glass, that most people use to play the game and is given out to Cascade's citizens for free. Different gaming groups can adjust how much of the story is spent in the real world versus the virtual world, but by default the narrative is expected to move back and forth. Not only are there clues and leads in the game itself, but it's also going to be the best (and often only) way to connect with other people in the community who might know something, even if they're only using Terra Surge as a meeting spot.</div><div><br /></div><div>In my previous post, I wrote up Erin as a character, but the game also has a well-crafted ruleset and setting for Terra Surge, and players are expected to write up at least one character -- called an 'anima' -- for the MMO as well. And since I'm really wordy and the previous post went on as long as it was, I decided to handle the creation of Erin's anima separately. So let's get to it.</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>First, for further context -- Terra Surge takes place in a fantasy realm called Synestia, a once-barren plane of desolation that intersected with the Garden of Earth, a plane of life and creativity. Both planes have corrupted and healed and changed each other and brought life to a world that was never meant to sustain it -- not just living things but gods, magic, and so forth. The world has multiple playable peoples and factions, each with their own mysteries and quests and lore to investigate and discover. The Narrators, powerful AI who craft the Terra Surge game experience, cater to different players' needs and play styles to give them as much freedom as they can in defining their own individual narratives.</div><div><br /></div><div>This isn't intended to be a review of the game, so I'm not going to explain all of the peoples, classes, etc. that can be played, but just know that it's a surprisingly-rich setting for a game-within-a-game. I dunno if it's something I'd necessarily want to play in or run (such would depend on a lot of factors), but there's literally nothing stopping someone from just running a Terra Surge campaign as its own thing, using the systems in TC: Anima and ignoring the rest. Player characters' anima have their own sheets and their own systems, and barring a couple of rare exceptions, nothing on the 'primary' character's sheet affects the MMO character.</div><div><br /></div><div>Before we get into it, I'm thinking that Erin has two Terra Surge animas at the moment. She's got her main, that she plays with friends and colleagues, but she also has a secondary character she plays with some of the kids from the shelter for homeless teens where she works.</div><div><br /></div><div>So we'll start with her main. The process isn't outlined exactly like it is for a regular character, but I'm just going to go by the list of steps at the beginning of the Anima Creation chapter on page 157.</div><div><br /></div><h3 style="text-align: left;">Step One</h3><div>Like the main Trinity Continuum line, Terra Surge uses the Paths system, and we start there. I pick a Culture Path, a Class Path, and a Guild Path. Culture and Class Paths add bonuses to Approaches (which are basically Attributes), Skills, gear, etc. I'll explain stuff as best I can as I go. The Paths are partially an abstraction in this case, if I understand correctly -- for example, each Class has three Paths available to it, but if I understand correctly those are meant to represent common builds rather than a box explicitly ticked at in-setting character creation (though for all I know, Terra Surge could have some in-game character builder you can use). BTW, if you're more familiar with Anima than I am and I'm getting this wrong, feel free to let me know.</div><div><br /></div><div>So first, we choose a Culture. Erin's main is going to be one of the <b>Veer</b>, a jungle-dwelling bird-like people. They look mostly-human, but with feathers instead of hair and faintly avian features -- they're not anthro birds or anything. One of the setting's Vibrants (gods) had a habit of temporarily turning animals into a humanlike form to more-easily talk to them, and one day got distracted and forgot to turn a bunch of birds back and so they've made the best of it. They tend to be very scholarly with a very politically-active society, but I'm thinking Erin's character is going to be one who eschews the intrigue in favor of discovery.</div><div><br /></div><div>Her anima is going to be Naddol, a Veer woman with orange and black feathers that look kinda spiky. Being Veer starts her off with four points of Skills: Arcana 1, Magic Attack 2, and Persuasion 1. (Skills work like they do in regular Trinity, except there's a much shorter list.) She also gets the Featherlight Aspect, which makes her immune to fall damage, boosts her jumping ability, and otherwise gives her benefits when being lighter than an average person would be an advantage.</div><div><br /></div><div>Now we pick Naddol's Class Path. Class Paths define a character's starting Approaches -- Force, Finesse, and Resistance, like regular Trinity characters, except in this case the Approaches replace Attributes altogether. As I know I've mentioned in other write-ups, the rule systems for Trinity Continuum and Exalted Essence are close cousins. So if you're familiar with ExEss, a few of these specific systems are going to seem familiar.</div><div><br /></div><div>Naddol's going to be one of the Boundless, explorers driven by the thrill of adventure and discovery. The Boundless are one of the Planar classes, meaning that their soul is tied to one of the various major planes -- in this case, the Plane of Motion and Elegance (also known as the Gray Plane, which is why Boundless are sometimes called 'Grapes' by the players). In more common fantasy game terminology, Boundless tend to be 'rogues.' </div><div><br /></div><div>There are three major builds/Paths for Boundless, and I think Naddol's going to be a <b>Boundless Skirmisher</b>, a scout and front-line fighter who tends to move all over the battlefield. This gives her starting Approaches of Force 2, Finesse 3, and Resilience 1. It also gives her Skills and Enhancements (which boost Skill rolls in certain circumstances): Athletics 2 (Movement +1), Physical Attack 2 (Ranged +1), and Stealth 2. It also gives her a starting HP of 5, as well as some equipment: a Common weapon with Enhanced 1 and Extended Range (which I don't think I have to define right now, so I'll just make a note of that), and a Healing Potion. She also gets another Aspect, Stealthy Strike, which lets her strike stealthily.</div><div><br /></div><div>Next is her Guild Path. Presumably this is something I'd be working out with other players because we might all be part of the same guild. But guilds work a little like Society Paths in the 'main' game, where people in your guild are folks you can talk to for help or information in- and potentially out-of-game (though with a risk of consequences for that last one). And you get some bonuses doing stuff with them the MMO. There are different guild templates, and each one offers some sort of assistance you can leverage. </div><div><br /></div><div>It seems pretty obvious to me that Naddol's part of an <b>Exploration Guild</b>, which I'm gonna make up on the fly here -- it's called the Epoch Foundation, and it's blatantly a bunch of Æon Covenant employees, mostly lower-level (as far as they know), who want to explore and go on adventures in the spirit of the Æon Society's pulp-era roots. (And yes, Erin's co-worker Jan is also in this guild, though I'm not gonna go so far as to delve into Jan's character here.) Being part of an Exploration guild means that Naddol can leverage help from guildmates to get access to parts of the world she'd have trouble getting to for some reason or another. Hypothetically Erin could also leverage that connection for out-of-game help at a potential cost, but given it's a guild for her co-workers with whom she's already connected via Paths, I have trouble imagining that coming up at all.</div><div><br /></div><h3 style="text-align: left;">Step Two</h3><div>Now I add up all of the dots I've got from Paths here.</div><div><br /></div><div>So right now, Naddol's got:</div><div>Force 2, Finesse 3, Resilience 1</div><div>Arcane 1, Athletics 2 (Movement +1), Magic Attack 2, Persuasion 1, Physical Attack 2 (Ranged +1), Stealth 2</div><div><br /></div><div>(It's worth noting that while this isn't the case with Naddol, if the Culture and Class Paths had both added dots to the same Skills, it all would have stacked.)</div><div><br /></div><h3 style="text-align: left;">Step Three</h3><div>Okay, I was right, I do save defining the gear for later. Though I think all I really do is come up with a description for Naddol's starting weapon. I'm supposed to choose whether it's a melee weapon or ranged, but the Extended Range tag only applies to ranged weapons, so that seems to decide that. I'm thinking it's a bow crafted from a rare and exotic wood from a distant corner of Synestia -- Naddol doesn't know exactly where it's from, only that her uncle brought it back from one of his own adventures. He claims not to be sure he remembers where he got it, but she suspects he wants her to find out for herself some day. Naddol also starts with a Healing Potion, which I don't think needs much in the way of further definition.</div><div><br /></div><h3 style="text-align: left;">Steps Four and Five</h3><div>Step 4 is just 'add levels,' and Step 5 is 'find out what the level bonuses are and write it all up,' so I'm combining those here. </div><div><br /></div><div>Naddol starts at level 1, and TC: Anima characters get 15 levels to apply to their Terra Surge animas. They can divide these up among multiple anima however they want, within reason (depending on whether you're a free or paid Terra Surge you have an alt cap, for instance). So hypothetically, Naddol could be at level 16 and I'd apply the bonuses and be done with it. But as I said before, Erin's got an alt she plays with kids from the shelter. So I'm gonna put 10 levels on Naddol and save the rest. There's a pattern of advancements you get as you level, and a convenient chart that shows you cumulatively what you should have. I'm obviously not going to reproduce it here, but being level 11 gives Naddol three Skill dots, 3 Enhancements, 3 Aspects, a dot of an Approach, +2 Health, and a roll on the Item Drop chart. Fun!</div><div><br /></div><div>So first, Skills. The Skill list is really short. I think I'm going to put two dots into the Block Skill for Naddol, and another dot into Athletics. She also gets three Enhancements, and so I'm gonna bump up the Ranged enhancement for Physical Attack, add a +1 Hiding Enhancement to Stealth, and put a +1 Magic Defense Enhancement on Block.</div><div><br /></div><div>Now, three dots of Aspects. These can boost existing Aspects or have new ones. I'm going to put two dots into Break Equilibrium, which lets her inflict the Confused Condition on an enemy (though it's got a bit of a cooldown), and outside of combat reduce certain penalties based on her Stealth rating. The second dot increases the range to Long, which conveniently matches the range of Naddol's bow. And the third's going to go into Shadow Step, which is going to increase her movement, reduce certain movement-based penalties, etc. She also gets a dot of an Approach, which I'm going to put into Resilience.</div><div><br /></div><div>And now we get a roll on the Item Drop chart. Now, obviously, if I were ever in a situation where I was gonna play in a game and someone said "Hey, how about you play Erin," I'd offer to reroll this since it's something I'm doing on my own without a group. I mean, as it is you're all going to have to take it on faith that I roll this fairly and stuck with it. I could bust out my dice, but for maximum fairness I'm gonna roll some d10s on <a href="http://random.org">random.org</a>.</div><div><br /></div><div>Okay, so according to the book, I skip the Rarity chart and roll for a Common item (a reward for reaching level 10). There isn't a system for determining what type of item it is, so I'm just gonna randomly roll to decide whether it's an armor (1-5) or a magical focus (6-10) since Naddol's already got a weapon. Rolled a 1, so that means it's a piece of Common armor. Now I roll a number of times equal to the available tags on the armor, based on its rarity (two, for Common), and pick a tag from each result, and if I get something that doubles up or is too high-rarity for the gear, I reroll or take Enhanced instead. (I think that's how it works, the wording in the book is a <i>little</i> ambiguous)</div><div><br /></div><div>...</div><div><br /></div><div>Okay, so I've done some fiddling, and rewritten this bit a few times as I've done some rolls, and I've come to realize a few things: First, there are no Common-grade tags available for armor aside from Enhanced, unless you can take an Aspect as a Common effect. However -- and this is the second thing -- there's literally no guideline for taking an Aspect even though it appears as an option on the Loot Drop tables and on a couple sample items. Third, the Enhanced tag says it increases the rarity of the item if purchased multiple times, but doing a bit of poking around finds plenty of examples of Common equipment in starting gear that just have 'Enhanced (2).' I don't mind having a 'number bonuses and nothing else' item, but I shouldn't have to decipher book to figure out that's what I've got. (I suspect the line about the Enhanced tag and rarity is a versioning error.)</div><div><br /></div><div>I could go back and change the item to something that'd be more interesting and reroll, but I'm just gonna stick with it as-is. Again, not trying to get into a full-on review of the book and I don't want to seem overly-critical, as for the most part it is <i>very</i> good. But there are a few bits where I can't help but wonder how it slipped past the feedback/errata stage -- the issues with the equipment tags and armor might be minor enough I can see someone not noticing on a casual read, but there's stuff in other places that I honestly wonder how anyone missed it.</div><div><br /></div><div>Anyhow, moving on... oh, actually, checking the book, that's it. Character finished, just gotta copy everything onto the mini-sheet. Great!</div><div><br /></div><div>Now let's do it again, for Erin's alt.</div><div><br /></div><div>Not gonna go through the steps as formally this time, I don't think. Just gonna talk through it.</div><div><br /></div><div>For Culture Path, Erin's alt is going to be one of the <b>Sentients</b>, who are spirits possessing artificial bodies -- often dolls, mannequins, scarecrows, but also suits of armor and sometimes clothing. They're animated by life storms, and they're still trying to figure out where they really come from and what they're for -- but these days they're as focused on the journey as the destination in that quest. I'm imagining Erin's Sentient anima as being a humanoid bundle of colorful robes with runes stitched into them named 'Sigil.' (also, the character's a they/them)</div><div><br /></div><div>The Sentient Path gives Sigil a dot of Arcana, a dot of Crafting, and two dots of Stealth. It also gives them the Uninhabit and Unliving Flesh Aspects, which respectively give them the ability to temporarily become incorporeal, and establish that they're a construct with certain resistances (like resistance to poison and disease).</div><div><br /></div><div>Next is the Class Path. Sigil is going to be one of the Muses, another Planar class tied to the Garden of Earth, the Plane of Life and Inspiration (also known as the Green Plane). In common fantasy game parlance, they're the clerics, druids, and shamans of the setting as they call on the Vibrants themselves for their power. Sigil's going to be a <b>Muse Intercessor</b>, which are as much diplomat as healer -- a deliberate choice given that Erin's playing this character to be a chaperone or den-parent to a bunch of queer teens going through a rough time in their lives. </div><div><br /></div><div>Being a Muse Intercessor means that Sigil starts with Force 1, Finesse 3, and Resilience 2 as Approaches, and adds Arcana 2 (Healing +1), Lore 1, Magic Attack 1, and Persuasion 2 (Convincing +1) to their Skills. (While the player might know things about Synestia and Terra Surge, the Lore Skill represents knowledge that the anima could conceivably have that the player might not, factoring into solving puzzles and such.) Sigil also starts with 4 HP, a Common weapon with Enhanced 2, and a Healing Potion, as well as the Healing Song Aspect (which, spoiler alert, allows them to heal others). I'm gonna say it's a melee weapon and describe it as a staff carved with the same runes that are stitched into Sigil's fabric-body, which are in a language they know is magical but have never been able to translate.</div><div><br /></div><div>Finally is the Guild Path. Sigil's going to be in a <b>Special Interest Guild</b> called "Neptune's Promise," for teens from the homeless shelter where Erin works (those currently living there, those who've recently moved out, and on rare occasions carefully-vetted family and friends they've connected with), so she can keep an eye on them. It's not something official Erin does as part of her job (and she certainly doesn't play during work hours, aside from maybe hopping on to send a message), but I imagine this being on par with someone volunteering to handle their office's social media account on the side. Special Interest Guilds, unlike other Guild Paths, can <i>only</i> be called on for real-world help -- I doubt it'd come up in an actual TC: Anima chronicle, given who the other people in the guild are, but I'm not terribly worried about that.</div><div><br /></div><div>Not that it necessarily matters mechanically, but I can't help but imagine that Erin's been through a number of characters like Sigil, leveling them up while playing with the kids. I figure all of these 'shelter guild alt' characters are Sentients (because they've got a lot of themes likely to resonate with the residents) with support class builds. Sometimes, when someone is able to get to a good place in their life and move on, she transfers the character to their account as a gift and creates a new one so she's more likely to be playing at the same level (literal and metaphorical) as the kids who come and go at the shelter.</div><div><br /></div><div>Okay, and now we add levels. New characters start at level 1 and I've got 5 levels left from my initial allotment, so they're all going into Sigil to make them level 6. Again, if I wanted to, I could give Erin two alts and divide those levels up between them so she's got a level 4 and a level 3 character, or whatever. But one main and one alt feels like plenty.</div><div><br /></div><div>Thanks to the helpful cumulative bonus chart, that means they start with two more Skill dots, two more Enhancements, one more Aspect dot, and an extra HP. I'm gonna put the Skill dots into Arcana and Physical Attack, so they're not completely useless with the staff. And the Enhancements are going to be a +1 to Healing for Arcana, and a +1 to Melee for Physical Attack. There's a good reason for the extra attack boosts, and that's because I'm going to put the Aspect dot into Bolstered Spirit, which lets them spend extra successes on a Physical Attack roll to revive someone who's near-death or, outside of combat, protect someone from consequences (like a trap going off) that might kill or harm their anima.</div><div><br /></div><div>And that's it. It's all done but copying them onto sheets and posting them, so I'm gonna do that. For simplicity's sake I'm gonna put both sheets here, rather than put Naddol's in between the character write-ups.</div><div><br /></div><div><iframe src="https://drive.google.com/file/d/1jHboFtrDD1_CsiYtZHTlf3In5Gf0ijOo/preview" width="640" height="480" allow="autoplay"></iframe></div><div><br /></div><div><iframe src="https://drive.google.com/file/d/1kL-cHf0Ozw-JGc_QKe6WjyE1NNBS3Rf3/preview" width="640" height="480" allow="autoplay"></iframe></div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-27287515919807565522024-01-28T05:43:00.002-05:002024-01-29T09:13:21.666-05:00Building a Character: Trinity Continuum: Anima<div>Been a while since I've done one of these, and I've been meaning to do this one for a little while now. Just been getting distracted working on other projects and getting my group's <a href="https://mythicfoxwrites.blogspot.com/search/label/roadbetween">new Exalted series</a> started. But I'm feeling like I need a bit of a palate cleanser, so let's get into it.</div><div><br /></div><div><a href="https://preview.drivethrurpg.com/en/product/443062/trinity-continuum-anima?affiliate_id=33285"><b>Trinity Continuum: Anima</b></a> is interesting and a little experimental for a few reasons. To start, it's the first new time period introduced to the Trinity series after the initial three, taking place in 2084, between the end of the Aberrant War and the start of <b><a href="https://preview.drivethrurpg.com/product/260833/Trinity-Continuum-AEon?affiliate_id=33285">TC: Æon</a></b> (and, in the default Æon timeline, a couple of years before the Shanghai Accords banned true AI and certain brain-computer interfaces). <i>(Speaking of which, assuming I get this up in time, <a href="https://www.indiegogo.com/projects/reprint-repro-a-gogo#/">there's a campaign still up to crowdfund a fresh printing of the core books.</a>)</i> Second, it's very focused setting-wise -- while there's enough info to run a game elsewhere in the setting, by default the focus is on the city of <a href="https://www.youtube.com/watch?v=7k_rbIXlH6c">Cascade</a>, in the Federated States of America (the fascist military junta that the US turned into during the Aberrant War). Implied to be on the site of a war-destroyed Vancouver, Cascade is a newly-built city where the FSA is encouraging people to emigrate to start new lives. Third, it's got a pretty focused premise, which I'll get to after explaining the genre for context.</div><div><br /></div><div>Where the other Trinity Continuum games present different genres, TC: Anima covers cyberpunk and a little something else (keep reading). See, as incentive to get people to move to Cascade, they're offering free implantation of the 'Glass' brain augmentation. Invented by a company called FulgurTech, Glass allows for the sort of mind-machine interface and virtual reality shenanigans long-promised by cyberpunk fiction. It also offers tools for better cyberware interfacing, managing a number of neurological or hormonal issues, and therapeutic functions like editing sensory input or one's own memories.</div><div><br /></div><div>And yes, you can run Doom on it.</div><div><br /></div><div>Which is where I'm getting into the 'little something else' genre-wise -- I don't want to get too deep into the weeds explaining if you don't know it, but TC: Anima is also a <a href="https://en.wikipedia.org/wiki/LitRPG">LitRPG</a> game with the addition of Terra Surge into the setup. <a href="https://www.youtube.com/watch?v=u78wo7enBlI">Terra Surge</a> is a free-to-play MMO taking place in the fantasy realm of Synestia, in which players have adventures in a virtual world that's run by a number of powerful AIs called 'Narrators,' who are capable of greatly customizing the game experience to individual players' tastes. The Narrators can create custom quests and NPCs for players on the fly, all woven into a larger narrative being crafted by the game's developers. The MMO is actually playable in-game, with a proper ruleset and a fleshed-out setting of its own.</div><div><br /></div><div>In a world still recovering from the Aberrant War and the Crash (the total destruction of the OpNet), Glass and Terra Surge offer much-needed options for coping with the fallout and trauma of the last couple of decades. (Incidentally, this game was pretty much entirely written in the early years of the Covid pandemic, and it shows in a lot of ways that make the game stronger for it.)</div><div><br /></div><div>However, while TC: Anima is meant to be a more hopeful take on the genre, it's still a cyberpunk setting. <a href="https://en.wikipedia.org/wiki/Black_Mirror">Naturally, there's something wrong with it.</a></div><div><br /></div><div>The game's premise, by default, revolves around a mystery surrounding Terra Surge and Glass itself: <a href="https://www.youtube.com/watch?v=oFINBZjSeU8">Popular players are going missing</a> (sometimes with their game streams abruptly ending after the game's built-in spoiler warning system blanks the feed), and the ones who've turned back up have been behaving... differently. Conspiracy theorists link the phenomenon to the recent introduction of the Jahat, a mysterious new antagonist faction in Terra Surge. Some think it's all a planned marketing stunt, but others insist there's something <i>wrong</i> with the Jahat and the missing players learned something they shouldn't have. And then, of course, there are all manner of <a href="https://www.youtube.com/watch?v=nGAc7c2lLSI">conspiracy theories</a> in general about Glass itself and FulgurTech's relationship with the FSA, even before you factor in the possibility that there's a connection between this and the mystery of the Jahat.</div><div><br /></div><div>So yeah, this is a lot of new territory for Trinity.</div><div><br /></div><div>It's <i>technically</i> possible to play a psiad (a naturally-occurring psi-user) or even a low-power nova with the right supplements and a permissive Storyguide, but by default TC: Anima player characters are Talents, and I'm going to build one of those. Because there's a two-part character creation setup here -- one for the actual character in Cascade and one for their Terra Surge avatar (no, really) -- I'm going to split this up between two different blog posts for length and readability.</div><div><br /></div><div>Before I get into it, in case it needs to be said, this write-up assumes you know the basic Trinity Continuum character creation structure, as seen in <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">my first Trinity character build.</a> I can't imagine it being indecipherable without having read that, but I'm not going to stop and explain every step as much as I do there (for better or worse).</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><h3 style="text-align: left;">Step One: Concept</h3><div>First off, if you've read my other Trinity Continuum character posts, you'll know that I've been doing a gimmick of writing up characters from the Taylor family allied with some iteration of the Æon Society, and I plan to continue that tradition here. (If you'd like to see something else, I'm always open for suggestions.)</div><div><br /></div><div>Okay, so I've got a pretty firm concept in mind -- a young woman in her early 20's living in Cascade, whose family has a history of working for/with the Æon Covenant (as the Society currently calls itself). She's not one of their investigators or operatives herself, but instead works at a Project Neptune shelter for homeless LGBTQ+ teens. Erin practically grew up in an Æon chapter-house for safety reasons during the last few years of the Aberrant War, and her family was certainly supportive enough she didn't need a shelter like this, but that also means she grew up with the sort of values and awareness of the world that she can't sit idly by when she's got the chance to pay it forward.</div><div><br /></div><div>Fleshing this out a little: She wanted to work for Æon and do some good in the post-War, post-Crash world, but also wanted to start in on the ground floor. So her uncle, working for Project Neptune in Cascade, offered her a spot working there, where people are building new lives and Æon could use an extra pair of hands to keep the weight of the FSA off their backs.</div><div><br /></div><div>Officially she's a 'counselor,' but not in any sort of formal, clinical way. But she does what she can for the kids, handles outreach, so on and so forth. She's still at that age range where she's an 'adult' in their eyes, but still young enough they can talk to her about stuff and expect to be taken seriously. Which also means she's in a position to notice anything strange happening to them, or overhearing if something's happening to their friends. I'm gonna summarize this character concept as <b>"Inquisitive youth counselor."</b></div><div><br /></div><div>I'm gonna call her Erin, still using the Taylor name. Also, during this step, I'm supposed to talk a bit about her Terra Surge avatar (called an 'anima'), but I'm going to save that for what's likely going to be a separate blog post.</div><div><br /></div><h3 style="text-align: left;">Step Two: Aspirations</h3><div>Now I figure out some goals for her. Two short-term Aspirations and one long-term Aspiration. As I have in the past, since I'm not writing her up for a specific game or with a particular group, I'm just doing with her unofficial to-do list as of whatever inciting incident would start the chronicle.</div><div><br /></div><div>First short-term Aspiration is going to be <b>"Check in on Jesse at home."</b> Now, I just pulled the name 'Jesse' out of thin air and don't have any idea of whom they are. But for the sake of inventing an errand for Erin, I'm thinking that one of the shelter kids recently got settled into some long-term accommodations (either getting to go home, or staying with someone else), and she's planning to go check on them and make sure they're okay -- this isn't an official thing for the shelter, but just something she feels like she has to do. Her other short-term Aspiration will be <b>"Take an outreach trip through Point Taylor."</b> Point Taylor is the run-down, bad part of Cascade that suffered from an earthquake years ago and has never fully recovered. Lots of non-citizens, oppressed and abused by the FSA, live there and they need the most help -- and Erin takes it upon herself to occasionally go out there and look for people who might need nudged to any of the shelters that the Æon Covenant runs.</div><div><br /></div><div>Her long-term Aspiration is... hm... I don't necessarily want her to be too keyed into the mystery from the start, like she's about to stumble over it. Oh, I know -- maybe she's pursuing some sort of certification for her job, maybe something she started doing before she moved to Cascade and has kept up long-distance, or something that has been difficult to complete with her shelter work schedule. If I were playing her, I might refine it later, but for now, let's call it <b>"Finish my degree."</b></div><div><br /></div><h3 style="text-align: left;">Step Three: Paths</h3><div>And now, I pick some Paths. First is the Origin Path, which is gonna be... hm... admittedly, this may be like putting powdered sugar on a glazed donut, but Erin's Origin Path is going to be <b>Æon Trinity Legacy</b>, from <a href="https://preview.drivethrurpg.com/en/product/407092/Trinity-Continuum-Mission-Statements?affiliate_id=33285">Mission Statements</a> -- it's a TC: Æon supplement, but it's meant to represent someone who grew up within the influence of the Society, wants to give back, but also might have the pressure to succeed on their head as they've got a family legacy there. On the sheet I might rename this to 'Æon <i>Society</i> Legacy' or something like that just so it's a better fit, but it's the concept that matters. (If the Storyguide didn't want me using a Path from an Æon book for some reason, I'd switch her over to 'Life of Privilege' from the core, which isn't as good of a fit but close enough.)</div><div><br /></div><div>So now she gets three dots of Skills and two dots of Edges. All of the Skills listed fit her, so I'm just gonna put a dot each in Culture, Empathy, and Humanities. And now her Edge dots are going into <b>Always Prepared</b>, and... y'know, let's go something a little weird with this. The other dot's going into <b>Covert</b>. The humanitarian work she does is the sort that gets the side-eye from fascists, so between probably a combination of knowing how to cover her own tracks and maybe a little bit of protection from the Covenant, she's a little harder to track than the average person.</div><div><br /></div><div>And now, connections. Her community connection is going to her Project Neptune colleagues, and her contact is going to be her uncle David, who works in a mid to high-level position within the local branch of Neptune and helped get her set up in Cascade when she moved out here a few years ago. He's going to have the 'Well-connected' tag.</div><div><br /></div><div>Next is Role Path. And... I'm actually having trouble finding a suitable one for what I've got in mind, but there are a couple that are close... Y'know what, today's the day. I keep saying I'm gonna make a new Path as part of these, I'm gonna put my money where my mouth is. We're doing it live.</div><div><br /></div><div>(By the way, I'll include a full book-style write-up of the Path at the end of the post.)</div><div><br /></div><div>It's not as exciting a name as 'Detective' or 'The Face,' but I'm gonna call this Role Path <b>'Social Worker'</b>. Someone with a flair for untangling puzzles, bureaucracy, and people, but not with the implied manipulative focus of The Face (from <a href="https://preview.drivethrurpg.com/en/product/347352/trinity-continuum-new-lives?affiliate_id=33285">New Lives</a>, and also appearing in the upcoming <a href="https://www.backerkit.com/c/projects/onyx-path/trinity-continuum-player-s-guide">Trinity Continuum Player's Guide</a>) and more about reading people than crime scenes like the Detective.</div><div><br /></div><div>So first, I pick four Skills. Empathy and Integrity both seem vital, so I'm starting there. I'm thinking also Enigmas for unraveling complex situations. And also... hm, I can see a couple of different Skills that might handle the 'know how to deal with bureaucracy' angle, and I think to better differentiate Social Worker from the Detective or Face paths, I'm gonna go with Humanities as the 'book learning' Skill.</div><div><br /></div><div>Next, I pick 15 dots of Edges. These will be Edges that someone can take when the Path gains dots (including character creation), and get a cost break with Experience later. So in no particular order, as these come to me... I'm not a big fan of the Bond system as presented in the books, so I'd have no use for it, but it feels like cheating to only pick Edges this character could ever take, so first is gonna be Big Hearted (1 dot). Next is Iron Will (3 dots), Skilled Liar (2 dots), Speed Reading (1 dot), Fame -- but just the first dot, to represent getting a little bit of reputation (1 dot, obviously), Patron (3 dots). Okay, that's 11 dots down, now... yeah, let's go with something a little off the beaten path, no pun intended -- Safe House, since you're probably making the connections that lead to crash space (1 dot), Danger Sense (1 dot), and the first two dots of Photographic Memory (2 dots).</div><div><br /></div><div>I knew that'd be pretty easy, and even I was pleasantly surprised -- the above two paragraphs really are 90% stream-of-consciousness cleaned up into semi-coherent sentences. So now to apply this to Erin. Her three Skill dots are going into Empathy, Enigmas, and Integrity. Edge dots are going into <b>Safe House</b> and <b>Danger Sense</b>.</div><div><br /></div><div>Now for connections. Normally a Path comes with a bunch of sample connections, and I'll certainly throw together a list, but for now let's just pick one -- not to get too poetic or downtrodden, but I'm thinking that Erin's community connection is going to be 'Cascade's downtrodden' -- mostly the people who've slipped through the cracks (or have been shoved there), like non-citizens and the disenfranchised, probably mostly in and around Point Taylor. </div><div><br /></div><div>And now I need a contact, and I'm thinking someone from a local cartel called "The Consortium," who do a lot of the 'actual neighborhood protector' schtick to try and keep the crime manageable and keep bloodshed to a minimum. The TC: Anima book even says that there are people in the Consortium actively working with the Æon Covenant to keep Point Taylor safe for everyone, so why couldn't Erin be one of those? So, taking a spin on some random name generators, her Consortium contact is going to be Jasmine Morand, an office worker at one of the shipping companies the Consortium uses as a front for its smuggling activities. She's gonna have the 'Informant' tag. </div><div><br /></div><div>So now there's the Society Path, which -- in case you missed it -- is going to be the <b>Æon Covenant</b>. So she's putting Skill dots into Enigmas, Humanities, and Integrity. There's a lot of appealing Edges for the Path, but I'm gonna spend her two Edge dots on <b>Far-Reaching Influence</b>. This lets her trade on the Covenant's reputation and gives her bonuses for certain situations where it would be helpful to say "I'm from Æon, and I'm here to help."</div><div><br /></div><div>Her community connection is going to be the staffers in Ananke Division, who do support and admin for the Neptune and Triton divisions of Æon. Erin's still pretty street-level, but she's made enough inroads that she doesn't necessarily have to go through her superiors for every little thing (and some of those staffers are probably in her Terra Surge guild). Her contact is gonna be Jan Costello (they/them), someone who works in Ananke tech support. Also, I'm thinking Erin's got a bit of a crush on them but nothing's come of it because both of their schedules are rather busy, and a lot of their non-work social interaction comes when they're unwinding in Terra Surge. In case it needs to be said, Jan's gonna have the 'Tech Geek' contact tag. (I came up with all this on the fly, it's really cute in my head, and now I'm tempted to revise one of Erin's Aspirations to something like 'Ask Jan out on an actual date.' But I think I'll just have that as a backup if she accomplishes one of her other Aspirations, or for adjustments if I ever got to play this character, etc.)</div><div><br /></div><div>I think that covers us for Paths, so...</div><div><br /></div><h3 style="text-align: left;">Step Four: Skills, Skill Tricks, and Specialties</h3><div>Okay, unless you're reading this as your first TC character build, you know what's coming. Six more dots of Skills. I'm going to put two into Empathy, one into Enigmas, one into Technology, and two into Persuasion.</div><div><br /></div><div>That gives me a final Skill spread of <b>Culture 1, Empathy 4, Enigmas 3, Humanities 2, Integrity 2, Persuasion 2, and Technology 1.</b> This is pretty focused, and if she winds up in a real world fight her combat style is going to be "Not in the face, not in the face!" but that's okay.</div><div><br /></div><div>Now we pick a Skill Trick for a Skill at 3 or higher. That's gonna be either Empathy or Enigmas, and looking at the list available... let's go with <b>Cold Reader</b>, from Empathy. It lets me ask the Storyguide for a little personal detail about someone that she could pick up on, like where they're from, the name of a relative, a food they like, etc.</div><div><br /></div><div>And now I pick Specialties for any Skills at 3 or higher. For Empathy, that's going to be <b>Teenagers</b> -- she's good at reading them, good at connecting with them. For Enigmas, her Specialty is going to be... hm. We'll call it <b>The Missing Piece</b>. I'm thinking it would apply to figuring out that one little detail that everyone's overlooked, or should be there but hasn't been spotted yet -- like intuiting a familial connection nobody's noticed, or realizing that something <i>should</i> have been at the crime scene but wasn't. I have no clue when that'd come up, but half the fun of playing games like these is when it does wind up saving the day.</div><div><br /></div><div>And are we good on Skills? Yup. Good on Skills. Next is...</div><div><br /></div><h3 style="text-align: left;">Step Five: Attributes</h3><div>Alright, we should know the drill by now. First, we rank the Arenas, and Erin's will be Social, Mental, and Physical in that order. Distributing dots will bring us to Presence 3, Manipulation 3, Composure 3, Intellect 2, Cunning 2, Resolve 3, Might 1, Dexterity 1, and Stamina 3.</div><div><br /></div><div>Now I choose a favored Approach. I feel like Erin's the type to be patient and enduring, waiting for her moment rather than trying to overpower or outmaneuver the world. So we'll go with Resilience. That'll be +1 to each of those Attributes.</div><div><br /></div><div>Right now, her Attribute layout is Presence 3, Manipulation 3, Composure 4, Intellect 2, Cunning 2, Resolve 4, Might 1, Dexterity 1, and Stamina 4.</div><div><br /></div><h3 style="text-align: left;">Step Six: Apply Template</h3><div>Okay, now I need to pick a Moment of Inspiration for Erin. I'm thinking maybe this came at the shelter, perhaps while standing up to an abusive parent who came looking for their kid. I don't think she'd have stared them down until they backed off, but stonewalled them until security or someone similar could arrive and back her up. That feels like <b>Social Challenge</b> to me, which gives her another dot of any Social Attribute. My first instinct is to put that dot in Composure, though I could also see Presence if she pushed back against the intruder. But I think Composure's a slightly-better fit.</div><div><br /></div><div>Now I distribute points in her Inspiration facets. I think I'm gonna lean into a theme I've been doing with this character, and go with <b>Reflective 3</b>, which will give her <b>Inspiration 3</b> (1 to start, +1 for the first dot of Reflective, +1 for the third dot of Reflective).</div><div><br /></div><div>And now we move on to Gifts. I pick four -- one from each of her Paths, and then a fourth from any list. Let's do the Path ones in order. Her Origin Path doesn't have Gift lists included -- outside the core book, almost none of them do, which is a little annoying. It's easy enough to pick something appropriate, but we shouldn't have to. I'm torn between picking lists more like the established Origin Paths or something more in line with what Æon offers as a Society Path. Eh, I'll do the latter, and say that the Æon Society Legacy Path offers the Culture, Empathy, and Humanities Gift lists. Let's go with <b>I Know That Feel</b>, from Empathy -- it lets the Talent change the Atmosphere of a scenario, letting them calm down (or rev up) a situation.</div><div><br /></div><div>Next is Role Path, and since I came up with a custom Path I certainly get to pick the Gift lists here. So in line with other Role Paths, I'll pick an Attribute -- we'll say Resolve -- and two Skills, like Empathy and Humanities. And looking at the Resolve list, I'm gonna take <b>The Late, Late Shift</b>, which lets Erin ignore points of Complication from fatigue, lack of sleep, or a drug-induced haze. All-nighters are her default mode.</div><div><br /></div><div>And now we come to the Society Path, which already has Gift lists waiting for me. The Æon Covenant offers the Enigmas, Integrity, and Survival Gift lists. And she's gonna get <b>Don't Lie To Me</b>, off the Integrity list. It does what it sounds like -- makes it harder for someone to lie to her without being caught.</div><div><br /></div><div>And now the 'whichever list I want' Gift, and let's go with <b>Easily Dismissed</b>, off the Luck list. It basically means she gets ignored for the first round of combat until/unless she attacks someone. She just naturally comes across as the least-threatening person in the room. (Which is likely, quite frankly.)</div><div><br /></div><div>And I believe that brings us to...</div><div><br /></div><h3 style="text-align: left;">Step Seven: Finishing Touches</h3><div>Yup, here we are. First, Erin gets an extra Attribute dot. Let's put that into... oh, Cunning, beef her up a little bit there. That plus her moment of Inspiration earlier gives her a final Attribute layout of <b>Presence 3, Manipulation 3, Composure 5, Intellect 2, Cunning 3, Resolve 4, Might 1, Dexterity 1, and Stamina 4.</b></div><div><br /></div><div>Now, I do four more dots of Edges. First, I wanna give her a dot of <b>Wealth</b> -- between her family connections and having a job, even if it's charity work, means she's got a few bucks to toss around. And normally, she gets a Glass implant for free along with her free Second-Degree Citizenship, but I think want to spend two Edge dots to get the two-dot version of <b>Glass Installation</b> to jailbreak her implant so she doesn't have to worry about being tracked. She has to keep on top of that every time there's a big update, but it's worth it. And her last Edge dot is going to <b>Universal Translator</b>, a Glass app that lets her understand any language that's spoken, written, or typed.</div><div><br /></div><div>So including free Edges that are just a part of character creation, or derived from other Edges, her final Edge list is: <b>Always Prepared (1), Covert 1, Danger Sense (1), Far-Reaching Influence (2), Glass Installation (2), Lightning Calculator (free with Glass Installation), Photographic Memory 1 (free with Glass Installation), Safe House (1), Second-Degree Citizenship (free at character creation), Universal Translator (1), Wealth 1</b>.</div><div><br /></div><div>Now I calculate her Health. She starts with three injury levels: Maimed, Injured, and Bruised. She's got Stamina 3, so that gives her an extra Injured. And then there's the standard acknowledgement of how Defense works in the Character Creation section.</div><div><br /></div><div>And that's it for stats. Now, a quick physical description. I imagine Erin's pretty average height and build, but she wears baggy clothes that make her look scrawnier than she is -- she's big on hoodies and sweatshirts. She's got short blond hair and glasses. And, um, I can't think of anything else immediately worth pointing out.</div><div><br /></div><div>This post is already really wordy, so <a href="So for those of you interested in such things, I've posted the kinda-sorta second part to this write-up, with my Anima character's Terra Surge characters. (It'll hopefully make sense if you read the post.) https://mythicfoxwrites.blogspot.com/2024/01/building-character-terra-surge-tc-anima.html">I'm creating her Terra Surge characters in a separate post.</a></div><div><br /></div><div>In the meantime, here's a full write-up for the Social Worker Role Path, and her character sheet!</div><div><br /></div><div><hr /></div><h4 style="text-align: left;"><u>Social Worker (Role)</u></h4><div><b>Example Connections:</b> City government workers, lawyers, homeless population, doctors, teachers</div><div><b>Skills: </b>Empathy, Enigmas, Humanities, Integrity</div><div><b>Edges:</b> Big-Hearted, Danger Sense, Fame •, Iron Will, Patron, Photographic Memory •-••, Safe House, Skilled Liar, Speed Reading</div><div><b>Gifts:</b> Attribute (Resolve), Skill (Empathy, Humanities)</div><div><hr /></div><div><br /></div><div><iframe allow="autoplay" height="480" src="https://drive.google.com/file/d/1LfsVrXhTxhb-him2w--zklxGuZ5wc0H1/preview" width="640"></iframe></div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-64640285032473012832024-01-25T01:14:00.001-05:002024-01-25T01:14:34.450-05:00The Road Between Light and Dark: The Horned One (Exalted)<div>Hey there, folks, here we go. More <b>Exalted</b> shenanigans from the cold, dark North of Creation.</div><div><br /></div><div>And assuming I don't take way too long writing this post, the <a href="https://www.indiegogo.com/projects/reprint-repro-a-gogo#/">Indiegogo campaign to reprint <b>Trinity Continuum</b>, <b>Trinity Continuum: Æon</b>, and <b>Scion 2nd Edition</b> should still be running</a>, so if you haven't picked up the books yet and want to save a buck on a traditionally-printed copy of any of the books, now's the time!</div><div><br /></div><div>And with that...</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>We pick up with Wandering Dawn, with the help of his wolverine familiar, gathering the others to take a look at the gruesome scene he found in the woods just off the road. Lecht and Stray Dog show up, and Dog has brought a bunch of his entourage with lights and bludgeoning instruments.</div><div><br /></div><div>"What have you drug us out here for?" Lecht asks, grumpily, before they see the scene:</div><div><br /></div><div>A half-dozen people kneeling in a rough semi-circle near a long-extinguished campfire, with a seventh slumped over on the ground with a rock embedded in their face. They're all frozen to death, their eyes glowing blue, and the positioning suggests they were gazing upwards at a figure standing near the campfire. On the ground in front of each one is a handful of protective charms and talismans meant to ward off raksha and ghosts -- though they're otherwise dressed normally, something about the discarded talismans is faintly reminiscent of <a href="https://en.wikipedia.org/wiki/Hypothermia#Paradoxical_undressing">paradoxical undressing</a>. It's tough to tell at a glance whether the charms have any real power or not, but at some of them are made of cold iron, and with raksha that should be enough. Thanks to recent rainfall, there are clear tracks (human, or at least human-sized bootprints) leading deeper into the forest.</div><div><br /></div><div>(Lecht gives Wanderer grief over the rock he threw into the one person's face, but in Dawn's defense he didn't know these were bodies -- he was just chucking rocks at the lights to see what would happen.)</div><div><br /></div><div>This is clearly a campsite that's been used by travelers before -- not as safe as the open field on the other side of the road, though certainly more discreet if someone doesn't want to be clearly seen from the road. There's a wagon nearby, with an empty animal harness that suggests whatever was pulling it escaped at some point. Stray Dog checks the wagon and finds traveling supplies -- these don't seem to have been merchants or religious pilgrims or anything special like that, but between the footprints and the supplies in the wagon, this group clearly consisted of more people than bodies present.</div><div><br /></div><div>Lecht identifies what's making the eyes glow -- they've been frozen into a form of glowing, never-melting ice. It's a known phenomenon in Wyld zones (though usually not with eyes in particular), and this stretch of the road is certainly close enough to some bordermarches for something to have gotten out and caused this or just a shifting border between the Wyld and stable Creation. The ice itself is pretty valuable in some circles for reasons that should be obvious, though Lecht warns the group against taking any.</div><div><br /></div><div>Stray Dog wants to get his entourage and follow the footprints to find out what happened, but Lecht stops him -- they can ask what happened, first. Their hand turns that translucent sickly-green again and they lay it on one of the kneeling bodies, which begins to stir.</div><div><br /></div><div>"What's your name?"</div><div><br /></div><div>"Dane," the dead man says.</div><div><br /></div><div>"Nice to meet you, Dane. I wish it could have been under better circumstances. Why are you and your friends here?"</div><div><br /></div><div>"We were traveling to Whitewall from the east," Dane says slowly -- though fortunately coherent since his body is still pretty fresh.</div><div><br /></div><div>"Why are they all kneeling?"</div><div><br /></div><div>"Because the horned one wanted us to."</div><div><br /></div><div>Lecht pauses at that and glances at Wanderer to ask if 'the horned one' sounds familiar to him. He asks Lecht to ask for a description, and Lecht tells him that he can ask the body -- they correct themselves -- he can ask <i>Dane </i>questions directly. They then apologize to Dane, and Wanderer asks what 'the horned one' looks like.</div><div><br /></div><div>Dane describes a beautiful man with a body like translucent blue ice, wearing some sort of glass or crystal armor, and hair like a thick carpet of rich, green pine needles running to his shoulders, with antlers sticking out from beneath. He also wore a cape of what could be brown fur or perhaps moss, lined with white fur. And he was surrounded in a glittering mist.</div><div><br /></div><div>To Wanderer, this sounds pretty clearly like one of the Winter Folk of the Hoofprint Court -- a nearby faction of antlered raksha. Lecht asks Dane if it was someone from the Hoofprint Court, but Dane doesn't know what that is. They then ask why Dane and the others took off their protection.</div><div><br /></div><div>"Because his foxfolk assistant asked us to."</div><div><br /></div><div>That raises some concern -- a second raksha?</div><div><br /></div><div>Wanderer asks Dane why the people here were killed and the others were taken.</div><div><br /></div><div>"I don't know. We were probably the ones who died too quickly. He was so beautiful; I would have gone with him if he'd asked."</div><div><br /></div><div>Lecht points out that foxfolk probably wasn't fae -- at least some of those protective amulets were cold iron, that would have protected them from a raksha's influence. Dawn theorizes maybe it's a Wyld mutant. Lecht asks Dog if there's anything he wants to ask Dane, but all the Infernal can think is to ask where the others might have been taken. Dane says that the horned one came from the woods, and he probably took the others back there.</div><div><br /></div><div>"How did he kill you?" Lecht asks.</div><div><br /></div><div>"Oh, he didn't kill us," Dane explains. "It was just so very cold, and we were looking at him and didn't want to look away, and I just... stopped."</div><div><br /></div><div>Sounds like some sort of magical blizzard or something, to Lecht. They release Dane, brushing their hand over his face as it turns back to normal, and they bid him rest in peace. They tell the others they've got their work cut out for them.</div><div><br /></div><div>Wandering Dawn is contemplative -- he was orphaned in a magical blizzard caused by an unknown monster, so the idea has a certain connotation for him. Even if he wasn't already inclined to do so, he has to follow up on this. He <i>has</i> to know what caused it.</div><div><br /></div><div>He turns to the others, and makes sure they're all on the same page about following the footprints and dealing with whatever's at the other end of the trail. He tells Stray Dog to bring however many of his people he thinks can handle a track through the forest, and have the rest fortify the defenses. That's easy enough for Stray Dog to do while Dawn summons Mollie to come along.</div><div><br /></div><div>They spend about an hour stalking through the woods, following the trail, before they see a light ahead. </div><div><br /></div><div>They approach and they see something that at first glance looks like a small glowing fort with walls of glowing ice, incorporating ice-covered trees into its structure. As they get closer, it looks less like a fort and more like a large circus or faith healer tent -- what appear to be sturdy walls of ice or maybe crystal move and flap in the breeze, like they're curtains suspended between frozen trees. The light is a glow coming from within, resembling sunlight shining through a stained glass window except that it's blue and green.</div><div><br /></div><div>Wanderer and Mollie approach the front, marked by what at first look to be gates but are revealed by the breeze to be tent flaps. The Solar pulls out a cold iron club that causes the fabric to ripple and recoil as he tugs the curtain aside and steps in with Mollie. Stray Dog and his followers also come in, while Lecht remains at the back.</div><div><br /></div><div>A figure matching the description Dane gave sits on a throne covered in brown fur or moss, lined in white. He seems to be addressing about a dozen people who look half-dead and exhausted, wobbling like they're drunk or stoned. Nobody in the group has actually seen a raksha feed on the emotions or soul of mortals, but at some point or another they've all seen the after-effects of it enough that it's clear the raksha is feeding right now. Standing next to the throne is an androgynous foxfolk in somewhat-ragged, possibly scavenged clothing, their eyes faintly glowing blue.</div><div><br /></div><div>As the raksha on the throne becomes aware of Wanderer's presence and looks up at him, the antlers sticking out of his hair twitch and tilt like the ears of an animal -- or antennae. He stands up and the throne seems to collapse -- it becomes the cape, described earlier. It's as if the cape became the throne when the fae wanted to sit down.</div><div><br /></div><div>"The horned one, I take it?" Wanderer asks.</div><div><br /></div><div>The raksha tilts his head slightly. "I am Yinshou. Welcome to my court, how may I help you?" As cliche as such a thing is, his voice is musical, carrying the faint sound of wind chimes when he speaks.</div><div><br /></div><div>"Why did you take these men?"</div><div><br /></div><div>Yinshou looks around. "I didn't take them anywhere. They wished to gaze upon me, and they followed me back here." The raksha gives an unsettling smile, sort of a 'Patrick Bateman' smile -- like he's got nothing to smile about, but he's learned how to do this because he's seen other people do it.</div><div><br /></div><div>"You're killing them," Dawn growls. "Release them, now!"</div><div><br /></div><div>"If they wish to leave, I'm not keeping them." It's tough to tell, but it's certainly possible that the alien intelligence of the raksha might not consciously <i>realize</i> he's holding them prisoner with his unnatural charisma.</div><div><br /></div><div>Lecht taps Wanderer on the shoulder. "You need to be very, very careful here," they whisper.</div><div><br /></div><div>Dawn glances back to ask what's wrong, as Dog speaks up. "No you don't, kick its ass. I've got your back."</div><div><br /></div><div>Lecht just continues. "Everything you say needs to be exactly how you mean it. Don't give him wiggle room. Raksha play games, it's what they do." They they pause for a beat. "Or punch him in the face. But I'm warning you about continued conversation."</div><div><br /></div><div>With that in mind, Dawn brandishes the cold iron club. As the Raksha's eyes widen swiftly and widely enough his face audibly cracks, Dawn summons up his best <a href="https://youtu.be/vb5-LLQ3FjY?si=2cifIofrq6M4hfxv&t=17">Ray Stantz</a> and says "At the fastest available means you have, return to the Wyld and leave everyone in this area unharmed in the next five seconds. And if not I will send you there myself with his cold iron cudgel."</div><div><br /></div><div>Now, it's debatable whether or not he could have talked or threatened the raksha into backing off, fleeing, any of the above. But threatening him with the cudgel draws a much more extreme reaction.</div><div><br /></div><div>In a high-pitched shriek reminiscent of Judge Doom's true voice, the raksha tells the ensorcelled mortals "He threatens your lord!"</div><div><br /></div><div>The ensorcelled mortals turn to face the group, trying to look fierce but not quite nailing it in their obvious fatigue. Their eyes are also glowing, and knives of ice literally magically appear in their hands as they advance on their would-be rescuers.</div><div><br /></div><div>Wandering Dawn rushes forward and brings his cudgel down right in front of the mortals, slamming the ground with enough might to scatter them all around the inside of the tent with a shockwave as Mollie moves to defend him. Shocked by the sudden display of force, the raksha glows, the sheer force of their personality projecting out into the room, going full 'beautiful and terrible as the dawn' on the group.</div><div><br /></div><div>Behind him, Lecht holds their staff close, saying "Dear friend, give me strength again" as they gather up their Essence. Their forearms turn translucent as they focus to line up a blast, pushing through the raksha's mien to cast bolts of sickly-green Essence at him.</div><div><br /></div><div>Stray Dog readies his shield -- an artifact made of orichalcum and brass from a demon-temple's bell -- and between his own charisma and the power of the hearthstone set into the shield's center, empowers his brute squad and has them rush the raksha. The fae raises his own blade -- not merely invisible, but primarily visible as an empty space in the glimmering mist around it. The visual effect is like waving a green sword in front of a green screen, creating a 'hole' in the fog through which the background is visible. But the raksha wields his clear blade, clashing with the mortals, whose attempts to attack the fae creature are somewhat hampered by the waves of awe the creature is giving off.</div><div><br /></div><div>Briefly forgotten, the foxfolk lunges at Wanderer with their natural claws, which are wreathed in flame, but the wolverine's able to slow them down enough that they can't get purchase. So they strike again, channeling more of their own Essence into a number of strikes. The flame around their clawed hands spreads over them into an anima banner -- this isn't merely some Wyld mutant, but a Terrestrial Exalt!</div><div><br /></div><div>Dawn does his best to fend off the attacks, and while the foxfolk gets past his defenses, their claws just can't get through his armor yet.</div><div><br /></div><div>Standing back slightly, Stray Dog begins making arcane gestures and drawing runes in the air. He coaxes Essence into threads that he then plucks and strums with his long fingernails, gathering arcane power. While he's doing this, his henchfolk put their all into trying to fight the raksha, but unnatural grace and an ice blade so clear as to be beyond transparent are a little above the capabilities of even an inspired mob.</div><div><br /></div><div>As he's nimbly avoiding the attacks, dodging, Lecht is taking aim and waiting for the perfect moment. They make out a pattern and blast the fae with a pair of spectral claws that shred at his armor and sink into his body. The raksha, snarling with anger, lashes out at the followers -- but his graceful rhythm and balance are gone, and they're able to fend off his strike.</div><div><br /></div><div>Stray Dog whistles to his brute squad in a pre-arranged signal, and they back off to get plenty of space as he finds the strand of Essence connected to the raksha's heart. And like a bead of water running down it, he unleashes a raptor of flame down the thread to blast the raksha where it explodes into flame and sets the raksha on fire. The raksha's cry of pain sounds like a harsh guitar chord.</div><div><br /></div><div>Meanwhile, back at the front of the tent, Mollie lunges at the fox-person, sinking her teeth into grapple them as they struggle with Dawn. He socks them in the ribs with the cudgel as the fox tries to claw at the wolverine, trying to get the leverage to her her off of their back.</div><div><br /></div><div>The raksha steps forward, out of the flames -- though still smoldering himself -- and declares that this is all 'inappropriate' as he begins to conjure a blizzard.</div><div><br /></div><div>Lecht, having a brief moment of satisfaction at having guessed at the magical blizzard, takes aim to follow the raksha's movements. They see an opportunity and lunge forward to unleash needles of pale-green energy at the raksha. The needles rip through the raksha like cloth, causing him to half-deflate, half-melt as he still burns. The ice curtains that make up the walls of the 'tent' begin to shudder and melt as the raksha dissolves into Essence. Both the fox-person and the ensorcelled mortals, who are stirring, all slump to the ground in exhaustion.</div><div><br /></div><div>And we leave it there.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-62164249739102679872024-01-18T09:50:00.006-05:002024-01-19T01:53:38.167-05:00The Road Between Light and Dark: Off the Beaten Path (Exalted)<div>Alright, been a couple of weeks since I've done this, let's see if I still remember how...</div><div><br /></div><div>Hey there, folks, and I welcome you back to Creation yet again! This is the first session of my group's <b>Exalted</b> series, "The Road Between Light and Dark." For those of you who missed my <a href="https://mythicfoxwrites.blogspot.com/2024/01/the-road-between-light-and-dark-exalted.html">intro post</a>, this is a game about a trio of heroes moving back and forth between Whitewall and Gethamane, protecting fellow travelers and people in the small settlements outside the protection of Whitewall and Gethamane. The previously-linked intro post has a quick introduction to our characters, so I'm not going to repeat all that here. </div><div><br /></div><div><i><span style="font-size: x-small;">(Though, of course, if one of my players sees this and I got something wrong because I'm still getting used to your characters and their names, let me know.)</span></i></div><div><br /></div><div>Also, before I get us into it, in case you haven't heard, Onyx Path is running a crowdfunding campaign to do a fresh print run of the <b>Trinity Continuum</b> core, <b>Trinity Continuum: Æon</b> (which I worked on), and <b>Scion: Origin</b>, including a couple of updates to the text. If you want a traditionally-printed copy of those books, <a href="https://www.indiegogo.com/projects/reprint-repro-a-gogo#/">check out the link!</a> (Move fast, it's a shorter than usual campaign.)</div><div><br /></div><div>And now...</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>The story begins with a shot of the Traveler's Road, made of a glassy stone and lined by 8-foot high marble pillars at regular intervals. The road extends both north and south and connects to the sole gate allowing entry to the city of Whitewall, surrounded by 15-yard high stone walls. It's overcast, there's still snow on the ground, but that doesn't stop people from traveling every which way along the road -- spring has yet to arrive, but the days are getting longer and it's just over the horizon. </div><div><br /></div><div>It's early in the month of Ascending Water, and farmers and miners who've been hunkering down in the city's mundane and mystical protections during the winter are starting to filter out to surrounding villages and settlements to assess the damage, rebuild, and get to work feeding the city and mining the ores that pay for Whitewall's needs.</div><div><br /></div><div>A group of beast of burden-pulled wagons travel north along the road, and the camera zooms in on these. First we come to Wandering Dawn, a rugged northerner in his 40's with blond hair and a beard, decked out in warm clothing and a variety of weapons as he follows the road on-foot with a steady stride. Trundling along at his side is his trained wolverine, Mollie (short for 'The Mauler of Man and Beast'). </div><div><br /></div><div>Next to him, Lecht drives a small horse-pulled wagon of their own. They're decked out in black, pale with white hair, very goth-looking by modern standards. They're currently regaling an accompanying merchant's bodyguard with all of the gross details of what goes into embalming a body, and the look on the guard's face makes it very clear that he didn't ask for any of this knowledge. (The merchant driving the wagon, a red-head in her 30's, is very amused by this.) As Lecht talks about the importance of packing bodies in salt to preserve them, Wandering Dawn comes up and reaches up to pat them on the back with a hearty chuckle.</div><div><br /></div><div>"Who knew you could use salt for more than packing meat?" he asks with a big grin.</div><div><br /></div><div>Lecht half-scowls. "What do you think people <i>are</i>?"</div><div><br /></div><div>The camera pans over to a small caravan, kind of ramshackle, managed by a ragtag group of nomads-- most of them Northerners, but their clothing suggests a wide range of cultures. Their movements are focused around a carriage where a short, round man with a long, thin mustache and a 'chinspike' beard smokes a hookah. This is Stray Dog Serenade, and he is positively jubilant. He's just done a trip to reinforce protective shrines just south of Whitewall with a party, and now that he's traveling north again he's planning more parties. Lots of clamor and music come from him and his followers.</div><div><br /></div><div>Lecht yells for Stray Dog Serenade to stop the music, and as the good-natured bickering continues, the camera pans up to a roadside sign with the title of the episode.</div><div><br /></div><div><b><i>"Off the Beaten Path"</i></b></div><div><br /></div><div>As the camera pans back to the group, everything grows darker as we transition to an after-sunset scene of a campfire with wagons about it. The weather's clear enough to see the half moon hanging in the sky, and signs of recent rainfall suggest that a few days have passed. Everyone's camped out on a wide, flat chunk of field next to the road, which is visible at the edge of the firelight. The marble pillars are gone, suggesting that some distance has definitely passed. Stray Dog Serenade's followers mingle with other travelers, and people are generally doing the 'keeping watch so some folks can try and get some sleep' schtick. Everyone's close enough to Whitewall that certain centuries-old pacts keep travelers safe during the day, but the sun has set and right now, anything goes.</div><div><br /></div><div>We get a shot of Lecht in their wagon, suddenly sitting up, their supernatural senses tingling.</div><div><br /></div><div>Outside, the group hears wailing coming from the forest on the other side of the road. While they haven't heard these particular sounds before, they're unmistakably the wails of the dead. Stray Dog sits up and scratches himself. "Always with the dead. Can't go anywhere," he comments as Lecht gets up and everyone starts getting into defensive positions. There is danger afoot, but random ghost attacks are a known quantity in the North. For anyone with experience moving on the local trade routes, this is a typical Saturnday night.</div><div><br /></div><div>Wandering Dawn and Mollie get into position between the noncombatants and the incoming threat, the Solar coordinating the defense -- mostly consisting of those among Stray Dog's entourage who've clearly trashed their share of taverns and town squares. Meanwhile, the merchant whose bodyguard Lecht was grossing out earlier, Oguri, goes into her wagon where she's transporting spices, teas, medicines, and other things often kept in glass jars, and comes out with a sack of salt to start drawing a circle. Lecht steps up with a soulsteel and starmetal polearm -- The Grave Warden -- that has bone chimes on one end, and they bury the blade in the ground to plant the weapon into the center of camp. A ripple runs through the camp as it establishes a perimeter that isn't enough to keep <i>everyone</i> safe, but there's room for those who can't fight to huddle together and let the warriors handle this.</div><div><br /></div><div>A handful of ghosts, plasmic and translucent, appear at the other side of the road, all of them muttering some variation of "So warm," "So bright," "So beautiful," "Where did he go?" Drawn by the firelight, and then by the sight of warm bodies, their moans and calls take on a darker, hungrier edge as they begin to cross the road.</div><div><br /></div><div>Wandering Dawn wastes little time -- he charges in with a spear and war cries, lashing out at them, watching their gaseous substance flow around the weapon with a little bit of resistance. Behind him, Lecth pulls their hood and cloak back and shrugs it off to reveal the priestly robes beneath, pulling the pin out of their hair and gathering up their power. They march up to the edge of the protective circle, arms turning translucent enough to see the bones, glowing green. Their nails grow out, and they take aim to blast mystical bolts of a sickly pale-green at the ghosts to try and scatter them.</div><div><br /></div><div>Still sitting nearby, Stray Dog Serenade takes a big hit off of his hookah and when he speaks it's like the smoke forms the words in the air as he lazily gestures to the ghosts and addresses his flunkies. "Get them, my loves." Thus inspired, they rush forward into the handful of ghosts, yelling and swinging with clubs, and the sheer amount of chaos they inflict on the ghosts is enough to disperse the attack. Like I said, pretty standard hassle for a group like this. The sort of thing that wouldn't even happen on-camera, except...</div><div><br /></div><div>There's a strange blue light out in the woods, a short distance away. Mollie, trained to pick up the scent of Wyld-mutated animals and such, is clearly disturbed -- though not to the degree she would be if this was an impending Wyld-beast attack. Lecht can't sense any more ghosts out there, but given that this stretch of road is relatively close to hills festooned with bordermarches everyone's on-guard.</div><div><br /></div><div>Wandering Dawn suggests keeping a tight perimeter, and he sits for a bit with the night watch while everyone else mills about and takes care of the usual light night traveling caravan stuff.</div><div><br /></div><div>A few hours pass, depicted as time-lapse of people zipping about the camp, keeping the fire up, watches rotating, etc., while Wandering Dawn sits nearly immobile by the edge of the road. With time to watch and stare, he realizes it's a series of lights, all about at waist-height. They're not moving or making any noise, and it's kind of a breezy night so he can tell they're definitely not flames of any sort -- though were it not for the steadiness of them, he'd assume it was a number of small blue-flamed candles.</div><div><br /></div><div>After this time has passed, he has Mollie stay back while he picks up a rock and throws it through the middle of the lights to see what they do.</div><div><br /></div><div>They don't react.</div><div><br /></div><div>He frowns, considers, and grabs another rock and this time throws it <i>at</i> one of the lights. He beans it with a soft thud and it falls over -- along with another one, as if they're both attached to an object that just fell over.</div><div><br /></div><div>He gets up and approaches the lights through the woods, leaving the warm camp fire behind. As he gets closer he can get a better look at the lights, and see what they're illuminating.</div><div><br /></div><div>"By the Sun," he whispers in horror, as the camera pans over...</div><div><br /></div><div>...to reveal a number of bodies. Human bodies, dead and frozen. All except for one (the one that Wanderer hit) kneel in a semi-circle, facing a spot next to a long-extinguished campfire. Their eyes, unblinking and unseeing, glow blue -- the lights seen from the distance.</div><div><br /></div><div>To be continued...</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-78693431248515017262024-01-15T07:15:00.001-05:002024-01-18T09:43:56.343-05:00The Road Between Light and Dark (Exalted)<div>Greetings, folks, and welcome back after the brief hiatus. </div><div><br /></div><div><a href="http://mythicfoxwrites.blogspot.com/2024/01/quick-and-dirty-update.html">In case you missed it</a>, my group's taking a step back from the adventures of the <a href="http://mythicfoxwrites.blogspot.com/search/label/moonlightmaiden">Moonlight Maiden</a> crew for a bit. In part it's so we can have a literal change of scenery and explore some new locales and new characters to change things up. And also it's because we've been wanting to switch over to the <b><a href="https://preview.drivethrurpg.com/en/product/427275/exalted-essence?affiliate_id=33285">Exalted: Essence</a></b> ruleset, and felt that taking a trio of Essence 5(!) characters with almost a hundred sessions' worth of XP(!) and trying to approximate them was a <i>bad way</i> to learn a new system.</div><div><br /></div><div>Which brings me to this post, wherein I lay out the basic idea for this series and introduce y'all to the cast. <a href="http://mythicfoxwrites.blogspot.com/2021/08/an-exalted-primer.html">And if you need it, I put together a setting primer a while back, which you can find at this link.</a></div><div><br /></div><div><span style="font-size: x-small;"><i>(Note that it's early enough that details might get tweaked here and there in the early sessions, so I may or may not come back and make adjustments after this post goes live. On a related note, if any of my players see this and I screwed something up in the descriptions further down, let me know and I'll fix it.)</i></span></div><div><br /></div><div>This series is located in the wintry North, with the characters moving back and forth between the cities of Whitewall (an overcrowded bastion of safety protected by mystical pacts and a massive wall that literally glows at night) and Gethamane (a creepy, insular city hidden beneath a mountain), protecting travelers on the road and keeping an eye on villages and towns too often left out in the cold. Their stretch of Creation is beset by all sorts of horrors -- the Fair Folk, the dead, and weather you don't dare turn your back on.</div><div><br /></div><div>This is <b>"The Road Between Light and Dark."</b></div><div><br /></div><div>And now let's meet our cast. In no particular order:</div><div><br /></div><div><ul style="text-align: left;"><li><b><u>Wandering Dawn (aka "Wanderer")</u></b>, a Dawn Caste Solar played by <i>Bryan</i> (he/him) -- A local monster hunter, Chosen by the Unconquered Sun while defending his fellow hunters against an attack of Wyld-mutated animals. Now he and his bonded familiar, a wolverine named Mollie (short for 'Mauler of Man and Beast'), have become minor celebrities in the region as he works to keep the area around Whitewall safe... all while looking for the monster that destroyed his childhood home or any trace of his sister, lost in that attack.</li><li><b><u>Stray Dog Serenade</u></b>, an Ascendant Caste Infernal played by <i>Sean</i> (he/him) -- A wandering singer and rabble-rouser, preaching freedom and anarchy. As a wealthy boyar's son-turned-malcontent, another extremist tried to get him to assassinate another of the city's nobles. He balked, only to see his bodyguard accept the offer and strike the target down -- only to be apparently awarded with his own Exaltation. As he recoiled from this, shocked that that's all it would take, a voice whispered in his ear to offer him an alternative power of his own. Now he wanders with his cult of personality, using the power of Hell to fight for those who fall outside of Heaven's gaze -- and if he can empower them to rise up against their own oppressors, so much the better.</li><li><b><u>Lecht</u></b>, an Exigent played by Zach (they/them) -- A death-priest displaced from their own time, Lecht nearly died centuries ago defending their temple from an attack during the days of the Great Contagion. They didn't fall at the hands of invading raksha, but against those condemning their goddess, Vesmara the Bringer of Eternal Rest, for making the hard choice to spare her congregation of the Contagion's suffering in the most drastic way imaginable. Vesmara put Lecht in a sarcophagus infused with the power of the Exigence, giving up her own existence to save her worthiest follower. After slumbering for most of an Age, Lecht has awoken into a very different Creation with the power -- and the responsibility -- to decide where the line between life and death is drawn.</li></ul></div><div><br /></div><div>Anyhow, thank you for indulging me as I introduce you to a fresh batch of characters about to experience a fresh run of stories. If you've read and enjoyed any of my group's Exalted adventures in the past, I hope you stick around for this -- or, if you're just now coming in, feel free to check my <a href="http://mythicfoxwrites.blogspot.com/2020/10/actual-play-index.html">index of actual play posts</a> if you want to look back at what my group's done with Exalted so far.</div><div><br /></div><div>Take care, and enjoy!</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-3460102629212120252024-01-11T21:26:00.004-05:002024-01-11T21:43:46.221-05:00Quick and dirty updateHey there, folks, sorry it's been quiet here. I hope everyone had a safe holiday season and that things have settled down where you're all at.<div><br /></div><div>First off, since <a href="http://mythicfoxwrites.blogspot.com/2020/10/actual-play-index.html">Tales of the Moonlight Maiden</a> has wrapped up its massive 'season' arc, my Exalted group and I have been working on starting a fresh story with fresh characters using the <b><a href="https://preview.drivethrurpg.com/en/product/427275/exalted-essence?affiliate_id=33285">Exalted: Essence</a></b> rules. The plan is to eventually circle back around and revisit the Moonlight Maiden crew, converting them over to ExEss in the process, and if at all possible incorporating the two groups of characters together (and I already even have a seed of a way I might do that). But we figured it'd be better to get the hang of the system as it's intended to be played from the ground up, before trying to convert over characters with almost a hundred sessions' worth of XP (and over-generous bonus XP) on them. Also, having a change of scenery and a change of character perspective for a bit certainly doesn't hurt either.</div><div><br /></div><div>Anyhow, I'll have more info on that soon!</div><div><br /></div><div><br /></div><div>On other things blog-related, the final PDF of <a href="https://preview.drivethrurpg.com/en/product/443062/trinity-continuum-anima?affiliate_id=33285"><b>Trinity Continuum: Anima</b></a> is up, and I plan to do a character build post for that now that it's out. I'd have done it sooner, but, um... <i>*glances further up the page*</i> ...I've been distracted. After that, I've been kicking around an idea for doing a character build for <b>Cyberpunk RED</b> as I got the PDF super-cheap in a sale a while back and it's a game I haven't actually played, so the novelty of building a character for a system I haven't been neck-deep in is appealing. </div><div><br /></div><div>Though maybe I'll do something else between Anima and Cyberpunk, so I'm not doing the same genre back to back. Maybe I'll do an Exalted 3e core system version of the <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-exalted-essence-again.html">ExEss Dragon-blood</a> I did for comparison's sake, or maybe I'll even just write-up a Solar or Lunar for the system. I've also had an idea for a Pathfinder character I could do a post on, but I've only got the base 2e books and I feel weird using those when the Remaster books are out, so I'd rather wait until the official online rules reference updates so it all squares up.</div><div><br /></div><div><span style="font-size: x-small;">(I'm holding off on getting the Remaster books because I haven't played or run anything Pathfinder/Starfinder-related since before Covid. I haven't even actually used the base 2e books for anything other than occasionally flipping through. As much as I want to support Paizo and some of the work they've been doing as of late, my bookshelves just have enough dead weight on them as it is.)</span></div><div><br /></div><div>Nothing new to report on the writing front (but I want to address it while I'm here). It's mostly just revising some old material that I hope to do something with, but it's taken a while for a handful of reasons I won't get into here. And then there's some idle poking at one or two ideas that might not see the light of day, because that's just how my brain works. Shrug emoji.</div><div><br /></div><div><br /></div><div>Anyhow, if anyone has any thoughts, suggestions, questions, recommendations, inarticulate rants from someone whose hobby is yelling at strangers on the internet because I tripped a weird Google alert, spambot ads for questionable dating sites, platitudes about how I'm too hard on myself, so on and so forth, reach out in the comments or any of the various places you can find me on social media.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-12312411829105367272023-12-29T03:16:00.003-05:002024-02-02T04:52:04.178-05:00Character Build Index<div>This is an index of the character build posts I've made for the blog, sorted by game and such. </div><div><br /></div><div>In general I've tried to keep these write-ups to the core book, with supplemental material to a minimum for the sake of folks trying to follow along. I've also eschewed optional/house rules, and if I do deviate from the text or take some sort of liberty I'll point it out. </div><div><br /></div><div>If anyone has any requests or suggestions for characters, feel free to ask, and as long as it's a game for which I have a core book (my library is considerable, though not infinite), I'll consider it.</div><div><br /></div><div>(I'm aware this is pretty bare bones, I'll probably spruce it up with some descriptions at some point, I just wanted to have it set up sooner rather than later.)</div><div><br /></div><div><br /></div><h2 style="text-align: left;">Exalted</h2><h3 style="text-align: left;">Exalted Essence:</h3><div><ul style="text-align: left;"><li><a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-exalted-essence.html">Babic Branek</a>, Winter Caste Getimian tech guru</li><li><a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-exalted-essence-again.html">Ferem Jago</a>, Fire Aspect Dragon-Blooded family champion</li></ul></div><div><br /></div><div><br /></div><h2 style="text-align: left;">Trinity Continuum</h2><div><ul style="text-align: left;"><li>TC Core: <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html ">Martin "MarTay" Taylor</a>, indie game developer turned activist hacker</li><li>TC Æon: <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum-on.html">Adrian Taylor</a>, Proteus Division telepath</li><li>TC Aberrant: <a href="https://mythicfoxwrites.blogspot.com/2023/11/building-character-trinity-continuum.html">Jerry Taylor</a>, Æon Society nova troubleshooter</li><li>TC Adventure!: <a href="https://mythicfoxwrites.blogspot.com/2023/11/building-character-trinity-continuum_19.html">William Taylor</a>, Æon Society bodyguard</li><li>TC Assassins: <a href="https://mythicfoxwrites.blogspot.com/2023/12/building-character-trinity-continuum.html">Makayla Merlin</a>, Cop turned vigilante assassin for the Daughters of the Jacobin</li><li>TC Anima: <a href="https://mythicfoxwrites.blogspot.com/2024/01/building-character-trinity-continuum.html">Erin Taylor</a>, Youth counselor at a Project Neptune homeless shelter</li><ul><li>Erin's Terra Surge characters, <a href="https://mythicfoxwrites.blogspot.com/2024/01/building-character-terra-surge-tc-anima.html">Noddol the Veer Boundless and Sigil the Sentient Muse</a></li></ul></ul></div><div><br /></div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-23560196620392483932023-12-29T02:39:00.000-05:002023-12-29T02:39:02.011-05:00Tales of the Moonlight Maiden: The Captain of the Ashen Umbra (Exalted)<div>Oh dang. After... well, almost a hundred sessions and nineteen 'episodes,' <a href="https://mythicfoxwrites.blogspot.com/search/label/moonlightmaiden">The Tales of the Moonlight Maiden</a> has hit what I think of as the end of the season. This isn't the end of the story, or these characters, but it's a point to pause and work out where we're going from here and gaze upon new journeys to come.</div><div><br /></div><div>Also, sorry this took so long, but the fight took a couple of sessions, and then I wanted to write an epilogue as well (which I shared with my players separately but is part of this post).</div><div><br /></div><div>As I type this we're still hammering out details on what comes next, as my group and I are discussing possibly switching over to using <a href="https://preview.drivethrurpg.com/en/product/427275/exalted-essence?affiliate_id=33285"><b>Exalted Essence</b></a> and playing some different characters for a bit to change it up. Naturally, unless something happens, we will be circling back to these characters (converted over, of course) in time.</div><div><br /></div><div>Also, quick note, as I've done with big dramatic battles in the past, I may make <i>slight</i> tweaks to the presentation of the order of attacks for the purposes of flow, and leave out little stuff that doesn't directly contribute to the fight like NPCs trying and failing to attack, characters who've been knocked down getting back up, etc. I probably go into way too much detail on these fights as it is, but the draw of the cinematic description is too strong for me. As always, feel free to comment on whether I need to dial it back.</div><div><br /></div><div>With that, I can't think of anything else to add to this at the moment, so let's get into it...</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>The Lunars leave Salt-Founded Glory in bird form. They follow the canals south, the moonlight glittering on the surface fading as they eventually dry up. They catch glimpses in the distance of more fighting to the west, closer to the coast. This far inland, there doesn't seem to be much damage yet, but noone can say if the cities' defenders can make it in time to spare the villages dotting the map.</div><div><br /></div><div>Eventually the former capital of An-Teng lays before them, ruined by war and death. Now known as the City of Dead Flowers, its canals are clogged with salted earth, with broken buildings of ivory and teak still standing in the soggy ground. Around the edge of the city they can see shrines to the Pale Mistress where mortals pray for the goddess to stay her hand from any more death, and to perhaps contain the evil of the place from spreading outward. A swampy, half-dead riverbed leads further inland where once the River of Queens flowed, before the Dragon-Blooded diverted it after the Usurpation.</div><div><br /></div><div>The Palace of the Lotus sits at the city center, former home and current resting place of the last High Queen from the era of Solar rule, surrounded by ruins inhabited by both the living and the dead. Only one inhabitant is extant, however -- a pale man dressed in Immaculate monk's robes blatantly reworked into a funeral garment. The man stares defiantly at a ship floating on a cloud of blood-mist that wafts up from a canal filled with rotten burgundy ichor. Standing around the edges of the cloud is an army of zombies, some of them fresh, some of them practically skeletons, and even from a distance the group can see the tracks that suggest they've walked here, perhaps gathered en route. While the land itself is already effectively dead, a trail of obvious blight can be seen tracing back to the coast in the distance.</div><div><br /></div><div>A figure wrapped in airy robes underneath a long flowing coat and other garments strolls halfway down a gangplank hanging in mid-air like an extended tongue. Their face gleams with obsidian shards, like a deathmask shattered and glued on in in pieces, black and jagged and catching the light at weird angles as it moves. Atop it all is a broad black hat with a fish's skeleton tucked into the band like a feather. At their hip they wear a cutlass in a sheath of white jade inlaid with pearl, standing out against the otherwise-dark clothing like a streak of moonlight through the clouds.</div><div><br /></div><div>"Stand aside, Shatterer of the Way," they say, their voice carrying despite their seemingly-calm demeanor. "I have not spoken with the High Queen in too long, and we would have words."</div><div><br /></div><div>"You have no place here, pirate," the man in the robes says, his forced calm making him seem haughty and arrogant. "Your authority ends at the coast. These lands are claimed."</div><div><br /></div><div>The Captain of the Ashen Umbra snorts. "If your master is so very worried about the City of Dead Flowers, their power would be seen here. Where is the Legion Sanguinary? Where is the First and Forsaken Lion?" They stop and look around with exaggerated movements, mugging for an unseen audience. "All I see is an under-appreciated servant, set aside like a forgotten toy until your master knows what to do with you."</div><div><br /></div><div>"Where do we see <i>your</i> power, pirate? As ancient as you are, you have died once already. I am <i>Exalted</i>, and we were Chosen to slay scarier things than you."</div><div><br /></div><div>The obsidian shards of the mask shift as eyes widen and then narrow. Then the head leans back and laughs, a sound like someone trying to rip a rusty gate off at the hinge. The ship lowers down, still resting on its cushion of blood-mist, almost settling into the canal in front of the Palace of the Lotus. The Captain steps the rest of the way to the end of the gangplank, armored boots with moonsilver buckles clicking with their steps. At the base of the gangplank back up on the deck, Obsidian Hand of Vengeance -- <a href="https://mythicfoxwrites.blogspot.com/2023/07/tales-of-moonlight-maiden-they-come-at.html">the nephwrack the Circle encountered in Smolder</a> -- waits for a signal. On either side of him, rotting female figures with massive vulture wings sprouting from their backs stand at the railing like birds on a windowsill, with more behind him.</div><div><br /></div><div>The captain stops, standing on the gangplank, within spitting distance of the robed Abyssal.</div><div><br /></div><div>"Your master has left you starving out here, Child of Dust. I offer you a banquet feast, but if you insist on a taste first, I can be hospitable. In fact, just in case this meal would be a little too spicy for you..." They draw the sword on their hip and casually toss it to the side, where it perfectly slots through the rib cage of a skeleton, held there as if carefully placed on a rack. "Crew? Gimme a beat!"</div><div><br /></div><div>They hold up one hand and snap their fingers, and a ripple that the Lunars can feel in their bones sweeps forth as the undead army begins to stomp. What initially seems to be unordered chaos quickly resolves into a complex rhythm both familiar and strange. <a href="https://mythicfoxwrites.blogspot.com/2022/05/tales-of-moonlight-maiden-festival.html">They've heard it before, in Darthon, where it is drummed out by the islanders in honor of the beloved ancestors of Shasaman Island.</a> But now one of those ancestors, driven mad with power twice over, perverts that ritual to accompany their movements as they spring forward into a cartwheel that nearly shatters the Abyssal's skull.</div><div><br /></div><div>They land in a stance that immediately slides to another and then yet another with erratic, dance-like steps. Shatterer of the Way immediately shifts into Immaculate stances, his techniques backed by Exalted might, but his combat experience is measured in a fraction of a human lifespan. His opponent's been practicing their techniques since before the styles he's learned came into existence. Maybe it's simply not as obvious within arm's reach, but from a distance the group can see the Captain of the Ashen Umbra move with enough precision to draw the Moonshadow Caste into their dance where he can't even perceive how outclassed he is.</div><div><br /></div><div>Hǎifēng steps out from behind a building, holding up the <a href="https://mythicfoxwrites.blogspot.com/2022/05/tales-of-moonlight-maiden-descent.html">starmetal bracelet Omari-Khenti gave them some months back for a moment like this one.</a> "Omari wants you to come home and stop all this nonsense," they announce.</div><div><br /></div><div>Everyone stops, startled by the Lunar's appearance.</div><div><br /></div><div>The Captain of the Ashen Umbra takes a moment to process that, and Hǎifēng continues. "Come on, we were friends once, a long time ago. Let's stop this now before it gets any worse."</div><div><br /></div><div>"<i>Of course</i> you found them," the Deathlord says when they see the bracelet. "Of course it's <i>you</i>. It can't get much worse than this. My world was destroyed, by the crooked Viziers and the Terrestrials. I lost <i>everything</i>, and I will bend Creation in half, burn it, do whatever to get it back."</div><div><br /></div><div>Hǎifēng tells them that they can't get it back even if they rebuild, and they reiterate that Omari wants them to come home. But if this continues, they're going to kick the Captain's ass.</div><div><br /></div><div>At this point Gou swoops in in osprey form, grabbing the Captain's blade and flying off with it, trying to keep it from its owner. He drops it in some brush a good distance away. At the same time, Xương drops out of the sky in his scraggly parrot form, shifting into his hybrid shape on the way down and doing what I presume is the three-point 'superhero' landing.</div><div><br /></div><div>"I cannot wait to see how your dance moves fare against brute fuckin' force," the Full Moon snarls.</div><div><br /></div><div>Any attempt to talk the Captain down was effectively ended when Gou grabbed the sword, so the cutscene wraps up and it's time to cue the battle music.</div><div><br /></div><div>Hǎifēng shifts into Dreaming Pearl Courtesan Form, favoring the stance that Omari initially taught them over the subtle nuances they picked up from Jotaro. Xương, similarly, takes a ready stance as his Essence infuses the area, causing spectral shark-forms to float and 'swim' through the air around him. Gou, returning from dropping off the sword, blazes with his anima as he tries to summon every osprey he can.</div><div><br /></div><div>The buzzard-women (whom I'm just going to call the Buzzards from here on out)[0] swoop down from the deck of the ship to dive-bomb Xương and Hǎifēng with spears. And while Hǎifēng has to dance between them, Xương's able to stand his ground and stare them down, causing the ones attacking him to flinch out of the way.</div><div><br /></div><div>Meanwhile, while all this is going on, as they weather assaults from Shatterer of the Way, the Captain of the Ashen Umbra settles back into the rhythm being stomped out in the background, shifting into a stance for Sonorous Festival Style.[1] Combined with the zombies' percussive accompaniment, the Deathlord's movements are so graceful and entrancing that the other characters find themselves drawn into the rhythm, their own attacks and defenses influenced as if part of a choreographed dance. All the while, in the background, the Captain's sword flies back towards the battle of its own accord.</div><div><br /></div><div>Xương... does not handle this well. He begins bellowing a hellish sea shanty about a pirate crew sailing an ocean of blood to drown out the zombies as he wades into the horde to tear them up, trying to disrupt their dance. Gou's summoned ospreys arrive and join in while the Lunar draws his weapons and moves into range.</div><div><br /></div><div>Meanwhile, Hǎifēng finds themselves clambering on top of buildings and ruins to dodge both the Captain of the Ashen Umbra's attacks and dive-bombing from the Buzzards, who also try to take a chunk out of Xương but can't stop his rampage. Obsidian Hand of Vengeance, having moved off the ship and into striking range, takes a swing at Hǎifēng with his daiklave but one of Xương's spectral sharks from his anima banner interferes, grabbing him and wrestling him to the ground.</div><div><br /></div><div>Having kept ahead of the attacks and trying to get their distance, Hǎifēng decides to get serious, and calls upon the ultimate charm of Dreaming Pearl Courtesan Style... Invoking the Chimera's Coils. I'll be honest, this is a weird enough power that I dunno if I can do it justice, but I'll do my best describe the transformation Hǎifēng undergoes as they acknowledge and cast off the veils of illusion and selfhood that separate their true essence from the world...</div><div><br /></div><div>Their neck lengthens up towards the heavens as they grow up to five times their normal height, while their head lengthens into a draconic muzzle. Their body is covered in white fur with lavender running down the sides, and horns adorn their brow, and their arms and legs vanish while opalescent fins like those of a carp hold her new form aloft in the air. Their eyes turn black and a third appears on their face, while countless other eyes run down either side of their snout and continue down their back, ranging from the size of small pearls to that of goose eggs, blazing like sapphires in the noonday sun. They float in the air, this long draconic shape kinda like a more flexible Falkor.</div><div><br /></div><div>As Hǎifēng settles into their new shape, Xương focuses on the more mundane task of tearing up the zombies, singing his shanty as loud as he can, getting angrier and louder to drown out the beat as he smashes enough of them to disrupt the Captain's magic that's tugging at all of them. Gou focuses on the Buzzards up above, using his superior Exalted speed to dash back and forth through them, slashing and tearing at them with his daiklave, until they quickly scatter to the winds.</div><div><br /></div><div>The Captain of the Ashen Umbra turns their attention to Xương, as his sharks are actively interfering in attempts to go after his allies. They go to strike at the shark Lunar but Hǎifēng zips into place between them. The eyes on their face shut and then open wide as they let out a psychic scream that sounds like music to the other Lunars but Captain Ash hears only the wails of their dead family, staggering them and redirecting their attack against their nephwrack lieutenant. This opens up Xương to take a swing at the Deathlord, hitting but only barely. Hǎifēng then gets a follow-up attack, lashing out at the Captain with their tail.</div><div><br /></div><div>The Captain's sword, First Mate, is close enough to zip up and counterattack, seemingly held aloft by a translucent figure as it moves, but Hǎifēng twists and curls around the attack. The sword keeps swinging at Hǎifēng, but with Xương's assistance they dodge the strike and redirect its attack against Obsidian Hand of Vengeance as well. Hǎifēng lifts up into the air, floating back and forth, sweeping with their tail like a war fan at the Captain of the Ashen Umbra, who barely manages to slip out of the way.</div><div><br /></div><div>While the Deathlord is distracted by Hǎifēng and Xương, Gou uses a combination of Charms to draw a feather from his body coated with some sort of volatile fluid, load it into Weirdflame, and fire it as a blast of something like napalm. He barely hits the Captain of the Ashen Umbra, but 'barely' is still enough to embed the burning, acidic projectile in their body. The ospreys add not only insult to injury but further injury of their own, tearing up both the Captain and Obsidian Hand of Vengeance.</div><div><br /></div><div>Snarling with anger, Captain Ash lashes out at Xương with all of their pain, with a kick that still isn't enough to stun the Lunar but it's still harder than he's been hit in a long time.</div><div><br /></div><div>While the Captain is focused on Xương, Hǎifēng arches back and breathes out a cloud of razor sharp cherry blossoms. First Mate tries to intervene, parrying several of the cherry blossoms, straining its own power and speed in the process. Xương strikes at the sword, trying to swat it away, recognizing it as the next barrier between the Lunars and hitting the Captain.</div><div><br /></div><div>Meanwhile, tired of this direct fighting nonsense, Obsidian Hand of Vengeance unleashes his madness into the world, filling the heads of the living with nightmarish visions and the whispers of the Neverborn.</div><div><br /></div><div>As the group contends with the psychic assault, movement and noise indicate someone entering the fray from a nearby street. It appears to be two groups of people working together -- one a regimented fighting force with spears and silver and blue armor in a style that hasn't been seen since at least the Shogunate, the other a looser series of combatants with clothing and tattoos that the group recognizes...</div><div><br /></div><div>The latter are the Shimmerside Corsairs, led by Jaspio Tesa in her full God-blooded glory. Several among her number are blazing with anima banners of their own as they move to combat the Captain's forces in the background. The army they're supplementing isn't nearly as familiar, but Hǎifēng gets a glimpse of their captain, a woman in red armor in the same style -- she appears middle-aged, with light-brown skin, and while Hǎifēng doesn't quite recognize her, she glances up and meets their gaze and they get a quick flash to an earlier time...</div><div><br /></div><div></div><blockquote><div>They're standing next to their mate on the balcony overlooking the courtyard of their Yu-Shan estate. A private army of soldiers in that same armor -- their private house guard, Gens Kedjani -- drills with their newly-Exalted captain. Their mate's eyes gleam with pride, flickering silver, as he regales them of an epic tale of string-pulling and social manipulation to manage the feat of getting a pre-Exalted Sidereal into their house guard. And now that she's received Mars' blessings, she's taking her place in charge of their private force.</div><div><br /></div><div>The young woman, her skin light brown, her face not yet weathered by over a thousand years of age and her eyes not yet dulled by the horrors of the Usurpation to come, looks up the two of them. The Demon's Laughter on Ocean Tides asks what her name is, and their mate opens his mouth to answer...</div></blockquote><div></div><div><br /></div><div>The memory fades. Hǎifēng's not sure who she is[2], but they recognize that they know her, and can trust her. She and the Corsairs are here to help.</div><div><br /></div><div>Back in the present, where there isn't time for further flashbacks, Gou drops out of the sky to blast Obsidian Hand of Vengeance with the devil caster as he struggles with the hallucinations. After all, he's tapped into the full power of Weirdflame earlier, and is still blazing with his own manic thought processes, so he certainly doesn't appreciate yet more noise in his head. His summoned ospreys continue their own assault, actually starting to seriously interfere with the Captain and the nephwrack by this point. First Mate, struggling to strike at them, actually cuts into a stone wall and shakes a few times, lodged fully, before going still.[3]</div><div><br /></div><div>With the Captain of the Ashen Umbra off-balance from the birds' assault, Hǎifēng lunges at the Deathlord, striking at them from multiple directions and trying to crush them like the most painful hug. Captain Ash puts everything they've got into keeping ahead of and resisting the strikes, but their power begins to waver until they leave the perfect opening. Hǎifēng then lets out a roar, and a halo appears around their head to rain golden needles down onto Captain Ash, piercing them all over.</div><div><br /></div><div>Xương lunges at the Captain of the Ashen Umbra, trying to knock their head in one direction and their body in the other. They drag their rough shagreen hide through the Deathlord's plasm, tearing them apart. The Captain's form starts to collapse, ichor and plasm sublimating into mist and motes of Essence. They look into the shark Lunar's eyes with an ancient hatred beyond the grasp of someone who hasn't lived even a single lifetime.</div><div><br /></div><div>"Lost so much... Not dead, gone..." they gurgle. "I'll peel reality like a mango to find them... I'll be back, I'm beyond death... and when I come back, I'll find <i>you</i> first..." they hiss as they dissolve into dust and ash that dissolves into the night breeze.</div><div><br /></div><div>In the background, the <i>Nightmare's Unyielding Grip</i> begins to drift on its cloud of blood mist back towards the coast, as if carried by an unseen tide, left floating without its captain.</div><div><br /></div><div>Nearby, Obsidian Hand of Vengeance recognizes where this is going and has already begun to fade out, not wanting to be a loose end to clean up now that the main event is over. Just as he goes to give the Lunars the finger again, something blurs into view behind him... A figure in the robes of a monk, wreathed in purple Essence, accompanied by a 'constellation' of stars in the shape of a swooping hawk.</div><div><br /></div><div>Starmetal claws punch through the unwitting nephwrack's chest from behind, as the form of <a href="https://mythicfoxwrites.blogspot.com/2022/06/tales-of-moonlight-maiden-unnatural.html">Watchful Talon</a> comes more into focus. "Absolutely not," he says to the powerful ghost as he dissolves into Essence and discorporates. The Chosen of Endings looks at the Lunars and tells them he doesn't expect them to know who he is, but he wants them to know they've done Creation a great service and, well... they're even.[4] Gou, recognizing him on some level, gives him a nod. He says he shouldn't linger, and slips into the shadows as the Lunars catch their breath.</div><div><br /></div><div><div>The sounds of battle echo for a little longer through the ruins of the City of Dead Flowers, as undead monstrosities and phantom beasts rampage without a captain to lead them. The unfortunates, innocent and otherwise, who live within the shadowland's ruins emerge from their bunkers in the wake of the Deathlord's defeat. They've huddled in what safety they can muster upon seeing and hearing the encroaching darkness, speaking to refugees fleeing inland from villages to the west. But the Captain's fall and the slow departure of the <i>Nightmare's Unyielding Grip</i> serves as a spark of hope leading them out with any weapons and charms they can carry to retake what home they have.</div><div><br /></div><div>It helps that the reinforcements have arrived to cleanse what remains of the Captain's forces from the ruin. The rest of the fleet attacked An-Teng, as the Captain had much to do and only so many hours in the night, and choices were made. But this meant that what monstrosities had accompanied their journey from the sea -- made in the living world, to better acquire bodies -- were meager enough to be eradicated by a small force. Or two small forces, as the case may be.</div><div><br /></div><div>The Shimmerside Corsairs, led by God-blooded Sable Dragon Jaspio Tesa, sweep through the ruin to deal with individual creatures that need that attention -- many opportunistically following in the chaos, rather than part of the Captain's force -- while Hollow Thunder and the martial forces of Gens Kedjani deal with clearing the streets of the undead swarm. The Corsairs, with their greater number of Terrestrials and more experience in one-on-one fights, are better equipped to slay mortwights and a few packs of rogue, ghoul-like kaleyi that have wandered too far from their Mistress' control. The Kedjani, descendants of a pre-Shogunate fighting force that once served the Solar Host, make up for lack of practical experience with well-trained precision and the leadership of a Chosen of Battles who has nurtured the family since the Usurpation.</div><div><br /></div><div>The two clans, only meeting for the first time in the last few hours, find they work well together, a bright spot of promise blooming in the dead soil of the city.</div><div><br /></div><div><hr /></div><div><br /></div><div>Far to the south, in distant Goldenseal, spring mist clings to a trio of cloaks moving along a quiet pier. The docks are more crowded from merchants and the like who've fled the passage of the Ashen Fleet in the last couple of weeks, but the chaos works to conceal subtle movements.</div><div><br /></div><div>Jotaro of the Flowing Silk, Copper Orchid, and 'Hopeless Spring' (portrayed by Kedjani Varan in Hollow Thunder's absence) stop next to a relatively nondescript merchant vessel. Jotaro's been on edge the last hour or so, and not hiding it as well as he usually does. Copper Orchid knows better than to ask why; he's certain it's about Hǎifēng, but he's picked up on enough to know the details wouldn't comfort him.</div><div><br /></div><div>"This ship should get you back to An-Teng with decent enough speed. Much of your luggage should be among the cargo they're hauling for us," the Solar explains to Copper Orchid. "I'm not going to insult your intelligence by asking you the usual questions people ask in this moment, just..."</div><div><br /></div><div>"It's okay. I know the names, I know what to say."</div><div><br /></div><div>"And make sure you--"</div><div><br /></div><div>"--go to the Wandering Cat Teahouse, order the White Blossom tea and the spiced dumplings."</div><div><br /></div><div>Jotaro nods and glances north for what must be the twentieth time in as many minutes, staring into space for a moment.</div><div><br /></div><div>"I know this is an Exalt thing, so I'm not gonna ask," Copper Orchid says after a moment. "But they're going to be fine."</div><div><br /></div><div>"Hollow Thunder's gonna be there, Boss," Varan chimes in. She leaves out that she'd be there with the rest of her family, if she could. Regardless of the unspoken truth that Hollow Thunder insisted she stay behind primarily for personal reasons, the tactical logic is also overwhelming. Namely, someone has to keep up appearances as Jotaro's bodyguard, both to preserve the façade of normalcy and make sure he doesn't get too nervous and do something foolish.</div><div><br /></div><div>Fortunately, the simple mention of Jotaro's mentor/ally seems to be all the reassurance he needs, and his casual "all under control" confidence returns like the sun emerging from behind a passing cloud.</div><div><br /></div><div>"I wish I could have gotten you underway sooner," he sighs to Copper Orchid. "But the shipping lanes are a mess right now, and showing up with perfect timing would stand out too much."</div><div><br /></div><div>"Oh, I know a thing or two about being fashionably late to the party," the Tengese manager and businessman says with his winning smile.</div><div><br /></div><div>"Even still, we've got a narrow window of opportunity. You need to get a grip on certain markets while they're in chaos, and..." He cuts off that thought. "Anyhow, if I didn't have so many plates spinning here..."</div><div><br /></div><div><i>If I didn't have to keep an eye on Pakpao and Majestic Khadra,</i> is what Jotaro doesn't say.</div><div><br /></div><div>"...I'd come with you. But I'll be along in time. Hopefully before <i>they</i> show up."</div><div><br /></div><div>"Well, then, we should get on with it." Copper Orchid's more than ready to go. He doesn't want to be away from his own business longer than necessary, and despite how charming Jotaro is, the mortal's actually gotten a little frustrated with the fussing, micromanagement, and overly-vague worries.</div><div><br /></div><div>"Yes, you're right." Jotaro nods, and looks over at the ship with its crew preparing to cast off despite the late hour. "You weren't waiting for us, I hope?" he calls out to a brightly colored figure on the deck.</div><div><br /></div><div>"Not quite," Nekoda the parrotfolk captain says as he stops at the railing. "Just waiting on someone... ah, there we go."</div><div><br /></div><div>"Apologies for the lateness, Captain," a dark-skinned man dressed in green says as he comes up, a satchel under one arm. "It's late enough I had to wake up a few people to procure the best charms and offerings for a speedy journey."</div><div><br /></div><div>Nekoda dismissively waves a feathered arm. "Not a problem, Lost Wind. The weather's clear enough we'll make it up on the water, especially if you brought us back anything good?"</div><div><br /></div><div>"I always deliver, right?" <strike>Emerald Owl on Brass Perch, Chosen of Secrets</strike>Lost Wind confidently pats his satchel containing various charms, baubles, and a hidden pocket concealing Heavenly writs assuring peace from ocean spirits and reports from his office in Yu-Shan. The paperwork, as always, took the longest -- any offices pertaining to the Southwest are very busy right now, and the Celestial Lions have been extra-cautious about security.</div><div><br /></div><div>Nekoda gives him a look like he's unsure of the answer, but after a split-second nods with sincere confidence. "Of course, of course." With a slight squawk to his voice, the captain calls out "All aboard that's comin' aboard, we're outta here in ten!"</div><div><br /></div><div>A round of "Aye"s from the crew punctuate the night like echoing bird calls as Lost Wind rushes onto the ship with barely a glance to the incoming passenger and his companions. Copper Orchid makes sure he's got his own traveling bag and follows.</div><div><br /></div><div>"Thanks again for your understanding and discretion in these trying circumstances," Jotaro says to the parrotman before the latter turns away.</div><div><br /></div><div>"Like this is the weirdest thing I've had to haul lately," he says with a shrug and a wave before he goes.</div><div><br /></div><div>"Fair winds and safe travels," Jotaro calls out with a warm smile, watching the crew prepare for departure.</div><div><br /></div><div>A few moments later, the smile fades and he looks north again.</div><div><br /></div><div><hr /></div><div><br /></div><div>Further west, Smolder recovers. It's been a couple of weeks since the Ashen Fleet attacked the city, but repairing the damage has been a slow affair -- the harbor is clogged with disabled ships, many of the seaworthy vessels followed in the Fleet's wake towards An-Teng to offer help, and in addition travel's been so dangerous that acquiring needed supplies has been a hassle at best. In any other circumstance, Bokano would treasure a quiet night under Luna's full gaze, but right now it's a reminder of how little she can do at the moment.</div><div><br /></div><div>She stands on what's left of the second floor of an inn damaged by an implosion bow -- a nasty bit of First Age weaponry. The structure might be too far gone to restore without tearing down and rebuilding, but it's convenient as a temporary command center to be on-hand for the recovery without displacing anyone. It's open enough that she can see most of the town and the docks. Maps and charts spread out on a nearby table; one is clearly used to calculate the movements of the Ashen Fleet, while others chart out routes to Dutan Island, Hisir and the old Manse next to it, and a half-dozen other little spots on the mainland. The expeditionary maps have been neglected, plans slowed by the attack, but Bokano keeps them on-hand just in case. She's over a thousand years old; she knows patience, but she also knows to be ready to seize opportunity.</div><div><br /></div><div>The Lunar elder lets out a sigh of relief when she recognizes a familiar ship approaching the docks. Before she can go to greet it, quiet (but not hidden) steps approach from behind.</div><div><br /></div><div>"The last of today's patrols just checked in, everything's clear, no sightings."</div><div><br /></div><div>"Thank you, Silver Lining." She turns to the apostate monk. He looks like he hasn't slept since his dramatic resignation from the Order a couple of months ago, but now he seems more at peace, like a weight has been lifted and he can more easily carry other burdens. "That makes two days since the last remnant we had to put down. As long as nothing happens before sunrise, I think we can scale that back." </div><div><br /></div><div>She turns at the maps and then glances vaguely to the northeast. She does some math in her head, and finally looks back to Silver Lining. </div><div><br /></div><div>"With Luna's favor, this mess will be over soon if it isn't already."</div><div><br /></div><div>"Dragons willing," the monk agrees.</div><div><br /></div><div>Bokano doesn't call him out on the habitual expression -- even if there was a point to doing so, she certainly won't complain if the Elemental Dragons <i>do</i> give enough of a crap to help Xương and his Circle in An-Teng. She keeps it to herself out of respect, but personally she has more faith in her allies traveling with and alongside the Lintha crew than she does in the Dragons' will.</div><div><br /></div><div>A 'whoosh' sound, followed by a thump and a shadow cast over the moonlit room, startles Silver Lining. Bokano calmly turns to see Crimson Mokoro, having leapt up from the ground level in his sthenurine hybrid form.</div><div><br /></div><div>"Welcome back, Nightwalker. I hope you've had safe travels over the last couple of months." She gives him a quick bow. "You docked quickly. I was just about to come down and meet you."</div><div><br /></div><div>The tattoo-less Lunar shrugs. "It's not a problem; I heard you talking up here and took the most direct route."</div><div><br /></div><div>"Speaking of being direct, I take it your arrival means the Princes have agreed to an alliance? It's been a little rough here and I'd appreciate some good news."</div><div><br /></div><div>"I do indeed bring pleasant tidings from the Princes. I've also brought a hold full of supplies, with more on the way."</div><div><br /></div><div>Bokano raises an eyebrow.</div><div><br /></div><div>"Over the course of my journey we became aware of the attack. So the Princes preemptively freed up some resources to help you get things back together."</div><div><br /></div><div>Bokano smiles -- an uncomfortable expression, given the crablike mandibles she has instead of teeth. "That's the best news I've heard in a good long while; let me see who's awake so we can start unloading."</div><div><br /></div><div><hr /></div><div><br /></div><div>Much farther west, and beyond the world itself, Omari-Khenti gazes at the dead sky of the Underworld from their spot on the cold beach. For much of the night, something like an aurora has flickered and waved through the sky, a banner of ashen gray that flapped in an increasingly-strong breeze but refused to release its grip to be carried into the void. The banner is gone now -- some time ago, accompanied by a loud <b>crack</b> that echoed through memories of bones, the banner went limp and faded into something like flower petals.</div><div><br /></div><div>The ancient ghost knows why. They wouldn't say it even if they had someone to say it to. But they know. </div><div><br /></div><div>Omari feels a chill on their shoulders, like the inverse of a sunbeam's warmth -- or at least what they remember a sunbeam's warmth to be like. They suspect that it has something to do with the fact that it's a full moon in Creation, as if Luna is just waiting in the next room to talk if they need it. Omari can count on one hand the number of times they've <i>felt</i> like Luna has remembered them, but they tell themselves it's a trick of their own mind. They quietly (and a little too firmly) insist that even if Luna didn't turn their face from their Chosen the way the Unconquered Sun did, surely the Incarna of the Moon cares little for the ghosts of whose who went wrong.</div><div><br /></div><div>Easier to stand alone, in their ancient shame.</div><div><br /></div><div>They cannot bring themselves to look away from where the banner hung. Even the ongoing eruption of a neighboring island that regularly consumes and rebuilds itself out of mahogany-red lava cannot draw their attention. Through the lapping of the Sea of Shadows over their feet, they can feel the rhythm of drums in another world, a familiar thrumming that reminds them of who they are, and who they were. Some nights they welcome that reminder more than others.</div><div><br /></div><div>The strange magic of mortal belief draws the Shasaman ghosts from the shadowland of Omari's tomb to sing their part in the regular festivals despite the normal rules of the Underworld's borders, but Omari has always remained behind. Waiting. As if to emerge alone is an admission of failure.</div><div><br /></div><div>For the first time in a long time, they're ready to consider that maybe the failure is not theirs, that they must not wait in the darkness for a light that's snuffed out.</div><div><br /></div><div>As they stand alone on the beach, their gaze lowers from the dark and strange sky of the Underworld, and they spot something that stops them from turning. A familiar silhouette, bobbing and drifting on the tide. Masts, sails... the husk of an old friend, without its captain.</div><div><br /></div><div>Omari raises their ghostly muzzle and howls into the void, mourning a loss that goes beyond even their ancient understanding. They sing the wordless songs of their people, echoes of memories of the dark times before Nebet the Rider of Shadowed Dreams' arrival -- before Omari became Omari-Khenti, guardian of their people. They sing of what they have lost and the love that still sustains them, just in case Luna really is listening... and they sing to what's left of <i>Dreams Written in Clouds</i> to call it home.</div><div><br /></div><div><hr /></div><div><br /></div><div>Back in the Shore Lands of An-Teng, the full moon shines upon a wounded country. Luna gazes proudly on their Chosen both local and abroad for standing up for a people who do not yet appreciate them. Luna's light shows those people a country saved by the might and grace of 'Anathema,' in the hopes that they dream of what could be instead of having nightmares about what just was or might have been.</div><div><br /></div><div>For now, in the City of Dead Flowers, the Old Laws that govern the Underworld and shadowlands keep the crew of the <i>Moonlight Maiden</i> within the old capital's borders, perhaps to explore the ruins and seek flickers of forgotten memory or other treasures that may remain after all this time. The Abyssal known as Shatterer of the Way has vanished, perhaps slipped away into one of countless shadows or even braving an Underworld journey to inform his own Deathlord master of what has transpired. Regardless, Luna stands vigil, watching over their heroes, and their eventual repose will also signal to the Lunars that it is time to rest, and catch their breath, and let the daylight world do its part.</div><div><br /></div><div>But back in Salt-Founded Glory, the <i>Maiden</i> herself patiently awaits -- as she always has -- to take her crew on their next adventure.</div></div><div><br /></div><div><br /></div><div><i>Thanks for reading!</i></div><div><br /></div><div><hr /></div><div>[0]-- I don't have a clever name for them, but the 'Buzzards' are reskinned Walkure -- valkyrie-like creatures -- from <b>Hundred Devils Night Parade</b>. I just thought it'd be cool to come up with a Southern version, and the 'desert carrion bird' aesthetic seemed all too appropriate.</div><div>[1]-- I haven't gotten too deep into it and it hasn't come up in a while, so as a quick reminder: Sonorous Festival Style is a thing I came up with for the game, a hybrid form of Dreaming Pearl Courtesan Style (which, among other things, incorporates a lot of elegant dance-like movements) and Swaying Grass Dance Style (which is basically capoeira). In addition to being a flavor element for the game, it also means the Captain's got some custom combat mechanics. Not a lot, but enough to make it difficult for someone to be fully confident in their capabilities based solely on the player's knowledge of the component styles.</div><div>[2]-- In case it isn't obvious, this is Hollow Thunder.</div><div>[3]-- In terms of game mechanics, the battle group of ospreys actually managed to crash the sword (which functioned as its own unit), and this felt like this best way to reflect that.</div><div>[4]-- Thing is, 'even' doesn't really begin to factor into it. But saying that is his way of trying to quickly convey to them that regardless of whether he's personally fond of them, there isn't some deep personal beef between them.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-44697928605240872232023-12-12T04:05:00.004-05:002023-12-12T04:05:24.034-05:00Tales of the Moonlight Maiden: The Ashen Fleet (Exalted)<div>Hey, sorry if this seems a little late, but we had a battle that lasted three sessions, and I don't want to break up those post-wise.</div><div><br /></div><div>That said, before I move on, just a reminder that the <a href="https://www.indiegogo.com/projects/abyssals-sworn-to-the-grave-for-exalted-3e#/"><b>Abyssals</b> Indiegogo campaign</a> still has a few days left on it. I do wish the timing had been a little better to use more of that material in this story, but them's the breaks sometimes.</div><div><br /></div><div>So let's get into it. As this is kind of a huge battle, I may skimp on details (like, for instance, armies clashing in the background very round) and <i>slightly</i> tweak the order of events if it helps things fit cinematically but doesn't affect the outcome of the battle. For instance, if Character A hits Character B, then Character C does something unrelated, then B hits A back, I might describe C's action taking place after A and B's exchange. Also, a while back, my group switched to a 'popcorn initiative' system, and I'm not going to go out of my way to delineate rounds, so if it seems like there isn't a clear order to when characters are acting, that's by design.</div><div><br /></div><div>And finally, before I go into it, I put <a href="http://mythicfoxwrites.blogspot.com/2023/12/exalted-mini-update-with-little.html">this post up</a> explaining some of the systems I used. You shouldn't need it to follow what's going on, but just getting it out there. (There'll be another link at the end of the post.)</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>Previously on <i>Tales of the Moonlight Maiden</i>...</div><div><span style="font-size: x-small;">(You should know the routine by now, TV-style montage of clips.)</span></div><div><br /></div><div><a href="http://mythicfoxwrites.blogspot.com/2022/02/tales-of-moonlight-maiden-death-and.html">We begin with</a> the Abyssal Exalt known as Grasping Fingers of Bone-White Coral in V'neef Gamon's collection room, admiring a reaver daiklave on a stand. "Ah, the Epitaph of Sunset..."</div><div><br /></div><div><a href="http://mythicfoxwrites.blogspot.com/2022/02/tales-of-moonlight-maiden-showdown-on.html">We then cut to</a> Hǎifēng returning the sword to her in front of the wreckage of Gamon's estate, while she explains the sword belonged to her in a former life. Xương tells her that she can have it if she leaves the island and doesn't come back. His voice continues as the footage changes to her casually cutting down a Peleps marine as she returns to her ship... "...and if you get the feel the need to test it on the way back to the docks, then so be it."</div><div><br /></div><div>...</div><div><br /></div><div><a href="http://mythicfoxwrites.blogspot.com/2022/08/tales-of-moonlight-maiden-brawl-on.html">We cut to</a> a battle on Naibron Island's beach at night, Lunars and Lintha fighting side-by-side against the Eternal Wave cult. We have some quick shots of Xương, thrashing about and tearing up a tomescu (a many-limbed demon with insect-like features concealed in mist, wielding way too many weapons), finishing with a shot of it dissolving, looking at Xương and screaming "The bloody chains! The bloody chains!" as it vanishes into Essence.</div><div><br /></div><div>...</div><div><br /></div><div><a href="http://mythicfoxwrites.blogspot.com/2022/09/tales-of-moonlight-maiden-catching-up.html">We cut to</a> Mongo, on the dock at Naibron Island the next morning, talking to Gou on the ship and asking if he's seen any surviving cultists. "We've been rounding up the bodies of the fallen, and some of them have gone missing."</div><div><br /></div><div>...</div><div><br /></div><div>And then, if this were a TV show, we'd have a handful of quick clips summarizing the last few sessions. I'd describe them, but either you've been following along and you're good, or you'd have to <a href="http://mythicfoxwrites.blogspot.com/search/label/ExMM18">reread them</a> for context anyhow. Either way, it starts with Bokano telling the group about the impending attack and finishes with the shot of the Captain of the Ashen Umbra's fleet arriving as night falls and the full moon rises.</div><div><br /></div><div>And then we fade to...</div><div><br /></div><div><i>A few years ago...</i></div><div>Sukanda the Voice realized on some level that she'd never go by that name again. An all-too-short lifetime of speaking for spirits, for interpreting their wishes and representing the gods when other mortals were too afraid or foolish to do so, gave her the sobriquet. But with her throat so thoroughly crushed, she wasn't sure she'd speak again.</div><div><br /></div><div>In her state of dreamlike awareness, the fact that she was dead and floating in the shallows seemed a minor -- albeit potentially relevant -- factor in that assessment.</div><div><br /></div><div><i>Well that looks nasty,</i> a voice whispered to her. <i>Does it hurt?</i></div><div><br /></div><div><i>No, but I feel like it should,</i> she thought reflexively. As though thinking of it made it happen, she felt a twinge of pain in her neck. But only for a moment, enough to shock her into the awful realization.</div><div><br /></div><div><i>Yes, I'm afraid you're dying,</i> the voice sighed, in response to an unasked question. <i>Though the bubble containing your last breath has yet to escape your lips. Did the monk at least tell you why he was killing you?</i></div><div><br /></div><div><i>For 'blasphemy.'</i> Could she grow paler than she was, Sukanda would have done so. <i>He said it was inappropriate for those like me to speak to the spirits, that my gifts made me an aberration to the 'Perfected Hierarchy.'</i></div><div><br /></div><div><i>Well that's just</i> rude <i>of him,</i> the voice sniffed. <i>Surely the little gods you served attempted to intercede.</i></div><div><br /></div><div><i>No.</i> She didn't know her inner voice could echo so... hollowly.</div><div><br /></div><div><i>None of the spirits even tried to warn him off, buy you time after all you'd done for them?</i></div><div><br /></div><div><i>No.</i> Her inner voice was quieter now, like she was running out of breath. She felt guilty at the admission for some reason but wasn't sure why, like a child called out for some mistake she hadn't known she'd made.</div><div><br /></div><div><i>None of them called out to you, even to express their condolences? You can't hear any of them now?</i></div><div><br /></div><div><i>No.</i> She only answered because silence seemed to require more effort, which was odd because 'silent' was her default state now, wasn't it?</div><div><br /></div><div><i>Well,</i> I'm <i>sorry at least.</i></div><div><br /></div><div><i>Thank you.</i> She paused. <i>Who are you?</i></div><div><br /></div><div><i>One who would hear you speak again. Hear you speak for those who no longer can, who need to be heard by the living who reject them.</i></div><div><br /></div><div><i>One who would have me blaspheme.</i> She felt herself grin at the thought of standing before the monk, of telling him how wrong he was as she crushed the life out of--</div><div><br /></div><div>She had trouble completing the thought. She suddenly felt short of breath, even though she neither had breath nor did her inner voice require it. She was dimly aware of her body being tugged back and forth by the tide, caught as it was on a coral reef in the shallow waters where she'd been carelessly dumped. The fish had not come for her yet, for some reason.</div><div><br /></div><div><i>Would it interest you to know that the chain of jade prayer beads he used to strangle you is called 'Harsh Truths?'</i></div><div><br /></div><div><i>Why would that interest me?</i> she bitterly asked, once her weakness passed.</div><div><br /></div><div><i>Because I can give you the chance to share Harsh Truths with him, the way he shared them with you. To walk and speak again, for those more grateful, for those more deserving.</i></div><div><br /></div><div><i>What must I give up?</i> The first thing she ever learned about entities that spoke in mysterious voices is that they always demanded a price.</div><div><br /></div><div>The voice told her. It was no price at all. Her rapidly-cooling body grinned.</div><div><br /></div><div><i>Now...</i></div><div>Some days her throat still stings, rough and parched like she's tried to drink deep of desert sand. It's a phantom pain, the ghost of a wound never forgotten. She likes calling it that; it amuses those among the living who get the joke and brings comfort to those among the dead who understand and recognize the sympathy inherent in it.</div><div><br /></div><div>Tea sometimes soothes the itch. Blood works better, though. That's not the main reason why the Abyssal strides across the deck of her ship and down the gangplank to Salt-Founded Glory's pier, but the draught will be so very satisfying after the coming battle.</div><div><br /></div><div>The reason she steps down the gangplank with the Epitaph of Sunset slung across her back, the camera dramatically panning around her as a low bass riff builds in the background, is because An-Teng is a dead nation. Someone needs to teach it that, to mourn it and speak for it as only she can.</div><div><br /></div><div>A wide blotch of shadow with gray-white streaks appears and forms into letters that look as if they're made from black marble, the lighter patches mostly settling into the end of the first line:</div><div><br /></div><div style="text-align: center;"><b>Grasping Fingers of Bone-White Coral</b></div><div style="text-align: center;"><i>Midnight Caste Abyssal</i></div><div style="text-align: center;"><i>Captain of the </i>Heaven's Apathy Shrouds Us All</div><div style="text-align: center;"><i>In service to the Captain of the Ashen Umbra</i></div><div><br /></div><div>After a few moments, the letters blow away like ash in a gust of wind. She pulls back the hood on her black leather coat and tugs down the scarf covering her mouth, revealing skin like the light of a yellow moon, an intense gaze, and short, spiky, uneven hair of such dark blue it's basically black. A gust of wind coming off the sea reveals white mourner's robes under the leather. She no longer wears the blood red jade chain of fist-sized prayer beads that once killed her -- her executive officer wears it better, even if he's not as proficient in its use.</div><div><br /></div><div><i>A few months ago...</i></div><div>Lintha Dara-Said Brother Balabat grew up learning first-hand how little the rest of the family thought of his sept. That their claims to Kimbery's heritage were ink on paper rather than blood in veins. His strength didn't matter, his eagerness to spill the blood of their enemies didn't matter. They even claimed his hunger for flesh was not natural to the cannibalistic Lintha.</div><div><br /></div><div>He never 'got' it until he realized he breathed blood more than air, lying on Naibron Island's beach, feeling sand burn in... he wasn't sure if it was the entry or exit wound for the blade that had run him through. Either way, his punctured lung moved less and less and all he could feel was the itching, and then the realization came.</div><div><br /></div><div><i>What did you realize?</i></div><div><br /></div><div><i>I'm just a man,</i> the pirate thought.</div><div><br /></div><div><i>Oh, I'm sure that's not true.</i></div><div><br /></div><div>Even though he couldn't see anyone through his fading eyesight, Balabat got the distinct sensation of someone sitting down next to him for a chat.</div><div><br /></div><div><i>My family taught me I'm better. Stronger. That we're the strongest of the Lintha and they're too obsessed with inbred demon-blood deformities to see it.</i></div><div><br /></div><div><i>And you think you aren't? Stronger, I mean.</i></div><div><br /></div><div>Balabat was not terribly bright, and only now realized it was a voice addressing him, and he wasn't just 'talking' to himself.</div><div><br /></div><div><i>Who are you?</i></div><div><br /></div><div><i>Don't worry about me,</i> the voice whispered dismissively. <i>Why do you think you're just a man?</i></div><div><br /></div><div>Balabat gathered his thoughts. <i>Because I died.</i></div><div><br /></div><div>A sound like a rusty gate flapping in the breeze rattled through his mind, creaking but also weirdly musical. He only realized as it died down that it was laughter.</div><div><br /></div><div><i>Death comes for everyone, in some form,</i> the voice continued. <i>Gods, Titans. Plants, animals. Even the</i> Exalted <i>can die.</i></div><div><br /></div><div>There was a bitterness in that last remark that made Balabat feel something he'd never felt before. Pity? Compassion? He wasn't sure, it was a new sensation.</div><div><br /></div><div><i>So what am I?</i> He was starting to feel confused, a much more familiar sensation.</div><div><br /></div><div><i>You</i> are <i>a man, but not necessarily</i> just <i>a man. What brought you here?</i></div><div><br /></div><div><i>The Eternal Wave killed a Lintha captain. We sought revenge.</i></div><div><br /></div><div><i>Not much of a revenge force here.</i></div><div><br /></div><div><i>We had to move fast, and not everyone would come along.</i></div><div><br /></div><div><i>So what you're saying is that the Dara-Said acted to help the Sennong avenge the loss of one of their own when so few others would, and fought bravely against a death cult.</i> There was a pause, where Balabat could imagine some unseen figure nodding sagely. <i>And then you got stabbed, and... wait, did they just leave you here?</i></div><div><br /></div><div>Balabat tried to sit up and confirm that that was the case, found he couldn't move, and remembered he was dead. He was dimly aware of activity going on elsewhere, possibly more fighting.</div><div><br /></div><div><i>They'll get to me, in time. They'd gotta, I'm kind of a big dude, I'll spare the rest of my crew a full day's rations at least.</i></div><div><br /></div><div><i>But they let you get killed in the first place!</i></div><div><br /></div><div><i>I'm just a lieutenant.</i></div><div><br /></div><div><i>Maybe you need a better crew. One who appreciates your strength, your hunger... there's only so many ships to go around, but you'll have the chance to become captain and take your own vessel soon enough.</i></div><div><br /></div><div><i>What... do I have to do?</i></div><div><br /></div><div><i>All you need to do is get up. Leave the Lintha behind, both in name and in service, and join a new family. One that everyone will join eventually.</i></div><div><br /></div><div>He couldn't see it, and had no way to know it was there, but he reached up to clasp an outstretched hand so it could pull him to his feet.</div><div><br /></div><div><i>Now...</i></div><div>The former Lintha, easily twice the sheer mass of his captain, steps down off the gangplank with a meaty thud. He resembles a tanned, waterlogged corpse, his skin rubbery and thick. He's heavily tattooed, though several of the tattoos -- even some on his shaved head -- have been marred by still-fresh scars, their meanings distorted or destroyed. The scars on the sides of his neck resembling gills are much older, a whim of his foolish youth. Less of a whim and more of a dedication, his teeth are filed down to match a shark's. And, far more recently, spurs of bone have been implanted into his hands to allow him to shred flesh with his punches.</div><div><br /></div><div>An armored jacket of bone and black jade hangs on his massive, muscular frame, and the red jade chain of prayer beads hangs over that across hip and shoulder like a bandoleer. A gift from his captain, who's still teaching him how to use it because he's a slow learner. He's not too worried; he hasn't told her he plans to sell or trade it at the first good offer. Pfft. Monk shit.</div><div><br /></div><div>More letters of black marble appear across the bottom of the screen:</div><div><br /></div><div style="text-align: center;"><b>The Prophecy of Crumbled Bone Made Manifest</b></div><div style="text-align: center;"><i>Dusk Caste Abyssal</i></div><div style="text-align: center;"><i>Lieutenant in service to the Ashen Fleet, aboard the</i> Heaven's Apathy Shrouds us All</div><div><br /></div><div>He cracks his knuckles, careful of the bone spurs, and the letters crumble and fall away like dust.</div><div><br /></div><div>The ships are wreathed in a cloud that moves like fog, but darker and smelling faintly of ash and blood. Outside of the ashen fog bank, the sky is clear with a full moon rising -- the fleet managed to time their arrival for just after sunset. Dragon's Mouth Bay is largely devoid of allied ships, as An-Teng has no proper navy of its own and many merchants have taken their own vessels and fled. As easy as it'd be to chalk the exodus up to cowardice, ships that could navigate the River of Queens even a little ways further inland have helped with evacuations. Vessels better-suited to open water have gone to meet the floating city of the Denzik Merchants on their year-long circuit through the oceans of Creation. It's just rotten luck that the attack is coming at the time they normally reach An-Teng[0], so the better-equipped merchants have gone out to rendezvous with their trading vessels half-way to keep them a safe distance from the danger (as well as somewhat monopolize access to the Denzik's goods, and vice-versa).</div><div><br /></div><div>Back on the land, in the streets and on the docks of Salt-Founded Glory, the soldiers await the inevitable. They have little hopes of any sort of negotiation warning off this fleet, especially when the deathknights extend a gangplank and step out onto the dock. The soldiers still aren't entirely sure what to think about the fact that they're standing side-by-side with Lunar Anathema, but some will take that over nothing, and others (particularly An-Teng natives) know deep down that their odds are better with Lunars than Terrestrials. Among the Realm soldiers are the High Prince's Masked Commanders of the Animals, their presence encouraging -- even if unintentionally endorsing the Lunars' presence by animalistic association.</div><div><br /></div><div>The trio of Lunars step out onto the docks, and Xương strides alone onto the pier with the doctored puzzle box to meet with Grasping Fingers of Bone-White Coral.</div><div><br /></div><div>"Good evening," she says with a respectful nod.</div><div><br /></div><div>"Evening," he greets her with a smile. "What can I do for you?"</div><div><br /></div><div>"You can surrender; it would make things easier on all of you, though I kinda hope you don't."[1]</div><div><br /></div><div>The unspoken consensus among the Lunars is that that's just rude.</div><div><br /></div><div>"We have a box for your captain," Xương says, holding it up.</div><div><br /></div><div>"May I see the box?" she asks.</div><div><br /></div><div>Xương pauses. 'Well, shit.' "No."</div><div><br /></div><div>She nods at that. "Well, the Captain's off having a meeting with the High Queen; they'll be along in time. So we're going to stick around for a bit, is that okay?"</div><div><br /></div><div>Hǎifēng, close enough to hear this and being a local, knows that An-Teng doesn't <i>have</i> a High Queen, and hasn't in a long time. Xương, who's got a slightly better grasp on history, knows that the last High Queen of An-Teng was slain in the Usurpation, and her tomb is in the old capital of An-Teng -- the shadowland now known as the City of Dead Flowers, some distance to the southwest. The group is starting to feel like they've been played.</div><div><br /></div><div>Xương, however, still answers her as politely as he can manage. "Sure. Want a drink?"</div><div><br /></div><div>Grasping Fingers of Bone-White Coral grins as she spends a mote of Essence, extending vampiric fangs. "Gladly," she hisses, drawing her daiklave and signaling the attack.</div><div><br /></div><div><a href="https://www.youtube.com/watch?v=YR90UAiXqZc">Cue the Dynasty Warriors music</a></div><div><br /></div><div>Xương immediately slams a fist down into the dock beneath him, dumping himself and the two Abyssals into the water. At the same time, living cultists and zombies begin to disgorge from the ships and more of the latter clamber up from beneath the water onto the land as the battle begins. An anchor chain on one of the ships begins to move of its own accord, slick with blood, pulling itself free of the ship to reveal what might be dozens of ghosts bound upon its spikes -- an undead monstrosity known as a rantai. Xương, upon seeing this, flashes back to the scene in the 'previously-on' montage, the shrieks of "the bloody chains!" echoing through his memories.</div><div><br /></div><div>So he does the first thing that comes to mind, activating a bunch of Charms and becoming a 30-foot tall humanoid sea monster. Meanwhile, back in the harbor, while the Abyssals are trying to climb out of the water, Hǎifēng flicks their fans out and rushes into the oncoming horde of zombies, leaping into the middle of them with a hoot and tripping them up. But soon enough a group of living Eternal Wave cultists emerges to lunge at them, and they grab a zombie to use as a 'human' shield. </div><div><br /></div><div>The cultists attack Gou as well, and he jumps up over their attacks and hops from shoulder to shoulder, his anima glowing as he takes flight and fires his devil caster at the rantai.</div><div><br /></div><div>Xương rears out of the water to lunge at the rantai, trying to grapple it. For a moment, the scene is distinctly reminiscent of a guy in a costume wrestling a rubber snake-monster in a wading pool done up to look like a small harbor. But in contrast to the silly imagery, he snaps and stretches the chains, damaging the links and stunning the undead creature.</div><div><br /></div><div>Meanwhile, Gou and Hǎifēng prepare to do battle with the Abyssals. Gou draws himself up into Righteous Devil Form, his Essence flaring around him and making him look like a fiery phoenix as he proclaims that "All of Luna's enemies shall burn!" Hǎifēng slips away from the cultists by finding a path through the zombies to use as cover, and calling upon their lessons with Jotaro as they escape they take on Dreaming Pearl Courtesan form. As they do so they pull out their replica mask from Heaven with a dramatic flourish.</div><div><br /></div><div>Once The Prophecy of Crumbled Bone Made Manifest has his feet under him, he decides to go after the big sea monster, leaping out over the water to try and punch Xương with his knuckle spikes -- only to get smacked back into the water, drawing upon his rage to move with the speed of instinct, <a href="https://static.wikia.nocookie.net/whitewolf/images/2/23/DuskCaste.png/revision/latest?cb=20090105233907">a black sunburst-design appearing and weeping blood on his forehead</a> as he does so.</div><div><br /></div><div>At the same time, Grasping Fingers of Bone-White Coral slashes at Hǎifēng with her Reaver Daiklaive, the Epitaph of Sunset, her own Caste mark of a <a href="https://static.wikia.nocookie.net/whitewolf/images/6/65/MidnightCaste.png/revision/latest?cb=20090105234644">black, bleeding circle</a> appearing on her forehead.[2] However, Hǎifēng is just slightly too fast for her, putting everything they've got into staying ahead of the strikes as they taunt her by whipping a sash across her face.</div><div><br /></div><div>The rantai gathers itself as best it can and tries to lash at Xương, but just lacks the leverage to get a good grip. However, a ballista on one of the ships shoots at Xương and tags him. But he shrugs it up and keeps tearing at the rantai, trying to shatter the bloody links of bone while it keeps flailing about in his grip.</div><div><br /></div><div>Hǎifēng, facing down Grasping Fingers of Bone-White Coral, decides to change up their tactics. They stand up straight, head cocked to the side, and swipe their kimono sleeves over their face, the expression on the mask seeming to change mood with every swipe until they stomp out their foot and fan out the illusory arms known to come with Laughing Monster Form. Grasping Fingers of Bone-White Coral lunges at them again, but now they're better prepared to do a rapid-fire series of a hundred claps right in her face to throw her off-balance. They use a series of dramatic flourishes to redirect her attack to the zombie hordes, which seems to legitimately horrify her.</div><div><br /></div><div>While this is going on, The Prophecy of Crumbled Bone Made Manifest climbs up out of the water, anima flaring as he uses Owl Seizes Mouse[3] to blur at the still-airborne Gou. The two are surrounded by the swirling chaos of the Abyssal's anima banner, looking like they're in the middle of a crazed shark's feeding frenzy as he actually manages to deck Gou, the bone-spurs on his hands tearing at the Lunar's armor before he falls back to the ground.</div><div><br /></div><div>Gou's focus is elsewhere, though -- his own anima banner flares as he channels a bunch of Essence into Weirdflame to blast at the rantai Xương is struggling with.</div><div><br /></div><div>Meanwhile, in the background, An-Teng's defensive forces are fighting back against the zombies and cultists, and while the cultists are getting some licks in, the living soldiers are drastically prevailing over the undead hordes. In some segments of the battlefield, they're supported by dangerous beasts -- apes, boars, and the like -- while in more innocuous creatures dart to and fro carrying messages across the battlefield.</div><div><br /></div><div>Xương keeps winding coils of the rantai's bone chain-body around his fists to keep the tension up, not having as much leverage or momentum as he'd like but he puts everything he's got into it and manages to tear the creature apart. The bloody bone chain links crumble to dust in his fingers while several of the ghosts impaled on them go screaming into the night while others just puff out into Essence and drift away on the breeze.</div><div><br /></div><div>Meanwhile, out in the harbor, an unfamiliar ship enters the fray where the handful of Realm ships are clashing with the crews of the Ashen Fleet. The ship flies an unfamiliar flag that resembles a heavily-stylized flag of... An-Teng? The name of the ship is painted on its bow, reading <i>Stern Warning</i> in the local dialect of Flametongue.[4] It comes close to the ship with the ballista and a blade of some sort zips through the air unnaturally-fast, a chain trailing behind it. It loudly thunks into the side of the ship and goes tight, and then slacks as a figure on the <i>Stern Warning</i> leaps across, propelled by a good firm yank on the chain.</div><div><br /></div><div>As the figure flies through the air, his cherry-blossom pink anima flares, briefly surrounding him with ghostly figures of marines leaping across with him. In the glow, the Lunars can see his long sailor's coat -- which Xương recognizes as being of Lintha make. But even if the distinctive anima banner didn't give it away, in its glow the group can clearly make out <a href="http://mythicfoxwrites.blogspot.com/2021/12/tales-of-moonlight-maiden-mysteries.html">Danai, the Getimian they saved from the Wyld Hunt some months ago.</a> He lands on the enemy ship, and with a flick of his wrist retrieves the Starshot Anchor from where it's stuck in the side of the ship, and begins ripping through the crew and destroying the ballista. He takes a moment amidst the carnage to quickly salute the trio before they get back to it.</div><div><br /></div><div>And by 'get back to it,' I refer to Hǎifēng, circling around Grasping Fingers of Bone-White Coral, their image blurring as they split off a single clone and surround her. I also refer to Gou, Essence flickering over his fingers as he reloads his devil caster and takes aim at the Abyssal. A mandala of nine notched silver and blue rings swirls around him, lining up into a targeting reticle through which he fires at her. She raises her massive sword, the Epitaph of Sunset, to try and block the flame, her own anima banner cranked to its peak with the effort. The world around her grows dark for a moment, like she and Gou are surrounded by an ocean-bottom graveyard with distant skeletal fingers swaying in the tide like seaweed.</div><div><br /></div><div>A flicker of something passes between them, a moment of connection. For the briefest of moments, Gou gets a glimpse of another Age, another place -- of his phoenix aura flickering around him as he blasts at a maddened Solar wearing stylized funereal robes holding that same sword and blocking in the exact same fashion. The Solar's surrounded by ghosts ready to assault one of the gates of Heaven, an ill-fated uprising. As <a href="http://mythicfoxwrites.blogspot.com/2022/02/tales-of-moonlight-maiden-death-and.html">Bleached Bones' Gleam</a> lowers the blade, the world fades back to the current battle, and Gou can see in his eyes that Grasping Fingers of Bone-White Coral saw that as well.</div><div><br /></div><div>Gou lands and draws his daiklave, Weirdflame held at his side. "Bleached Bones' Gleam! Let's finish this." She nods in silent agreement, setting her blade down and gathering purple-black necrotic Essence into her hands. She gathers the power to cast Shattering Void Mirror, thrusting her hands out to him and shrieking in the glossolalia of the Void. He hears flickers of his own name within it -- or at least what he understands to be his own name -- as the light between them seems to invert with the blast. He raises Haze-cleaver, circuit-like etchings in the blade flickering as they deflect the blast (though only barely).</div><div><br /></div><div>The Prophecy of Crumbled Bone Made Manifest takes advantage of a seeming opportunity to lunge at Gou. The osprey-Lunar sees him coming and tries to deflect the Abyssal's punch with the butt of Weirdflame, but it's like trying to block an avalanche and it staggers him enough that the zombies fighting around the group actually manage to grab him and take a chunk out of him.</div><div><br /></div><div>Hǎifēng's clone sees and takes advantage of an opportunity to slip up behind Grasping Fingers of Bone-White Coral and jab one of their war-fans right into the base of her spine, making a quip about 'poking the bear' and actually doing a bit of damage to her despite having no actual power of their own. Hǎifēng then weaves in to coordinate with the clone on a series of strikes, simultaneously slashing at her on different planes -- one goes high, the other goes low, etc.</div><div><br /></div><div>She stumbles, and almost hits the dirt before, with a surge of Essence, Hǎifēng and the clone fully unfurl their fans and slash at her with what looks like a fistful of blades. Everything goes into a black and red silhouette as they spin and circle around her. And then all three of them stop moving for a second before all of her cuts suddenly erupt with blood at once, and she falls over dead -- <i>actually</i> dead, not the half-life she's been living. Her anima banner fades out, as does a haze over the zombies that's been so pervasive it's been indistinguishable from just the creepy ashen mist and necrotic Essence floating around.[5] Her Caste mark also vanishes, leaving a smear of black blood on her cooling forehead.</div><div><br /></div><div>By now, Xương has finally stepped out onto the shore, engaging with the zombie horde for the first time and delivering an apocalypse upon them. He flings them around like ragdolls, and his footsteps send out shockwaves that trip them up. The army seizes the moment to wipe out much of the horde that remains at this point.</div><div><br /></div><div>While Gou's attention is drawn by the fall of Grasping Fingers of Bone-White Coral, her first mate The Prophecy of Crumbled Bone Made Manifest takes a swing at him -- a big swing. Gou tries to dodge the meaty, spiked fist with a backflip, but it's not enough. The Abyssal <i>decks</i> him, using Lashing Tempest Palm (or Heaven Thunder Hammer, to those of sunnier dispositions) to send him flying. The camera follows his flying body a short distance until the view is blocked by a ship that is rocked with a loud crash.</div><div><br /></div><div>We then cut to Gou, now inside the ship, staggering up to the hole in the ship's hull with one eye already swelling shut, letting out a pained, maniacal laughter that's hard to hear over the din of battle. He gives into the spark of madness within Weirdflame as the devil caster glows with a rainbow sheen, something like a colorful pilot light coming off the end of the barrel. He holds up the artifact and says "You shouldn't have done that," the laughter becoming a cackle as he beats his wings to take off and fly over The Prophecy of Crumbled Bone Made Manifest. He takes aim and fires a rainbow tornado of flame and killing intent.</div><div><br /></div><div>The Prophecy of Crumbled Bone Made Manifest grabs the red jade chain he's been wearing like a bandoleer, spinning it around to try and deflect or at least diffuse the flame. But a bunch of it gets through, and though he lets loose a bout of swearing that only Xương can understand, as the chain lowers there's a look of exhilaration on his face as if the pain has invigorated him.</div><div><br /></div><div>However, as Gou remains above him, The Prophecy of Crumbled Bone Made Manifest knows that he's also under threat from the huge Lunar monster who's come ashore -- and as he knows he can try and hit that one, he attempts to put some distance between himself and Gou and lunge at Xương instead. And while he does hit Xương, and it's the hardest Xương's been hit in a while, he barely feels it through his rough hide. And it's certainly not enough to dissuade him form planting his hands in the muddy ground beneath him, snapping at The Prophecy of Crumbled Bone Made Manifest. His jaw swaying in that freeform way that goblin sharks' jaws tend to do, such that when he does get some purchase on the Abyssal it seems to be pure chance, especially since the latter tries to smack it away.</div><div><br /></div><div>While the Abyssal is facing Gou and Xương, Hǎifēng proceeds to go after the remaining living cultists among the enemy forces, scattering them to the wins so the Realm troops can capture them and/or finish them off.</div><div><br /></div><div>At about this point, out in the harbor, the ashen mist parts slightly as another ship arrives -- and it's glowing, blazing bright white and gold, tearing through the night at ludicrous speed. (In my head I keep hearing the <a href="https://www.youtube.com/watch?v=P3Y8OWkiUts">Immigrant Song</a> playing in the background to set the tone.) Some of this speed is because it's a Lintha ship -- Cousin Mongo! -- and thus is being pulled by some sort of Wyld mutant.[6] But some of that speed is also because Sunder, the Eclipse Caste Solar is at the helm, infusing it with Sail Charms that let the hull glide frictionless on the surface of the water.</div><div><br /></div><div>Then a dark shape comes off the deck and takes flight, and against the full moon in the sky the crew can see a chiropteran shape and familiar tattoos light up -- Stormseve Serenity, also from Smolder. She swoops over the battlefield, chanting in some language the group doesn't know, drawing purple and black necrotic Essence to her as she casts a spell. As she descends on the sight of the battle, scattered bones and sinew and other things from the zombies float up and wrap around her like a powered exoskeleton -- a bonestrider. (If it helps, <a href="https://www.deviantart.com/christopherstevens/art/Exalted-2nd-Ed-Bonestrider-46753450">this illustration from 2e</a> depicts the spell in question.) She then comes down on The Prophecy of Crumbled Bone Made Manifest fist-first, quickly informing the others "Bokano sends her regards" before uppercutting the Abyssal into the air.</div><div><br /></div><div>Gou swoops in to take advantage, screaming "This is the end!" as he blasts the Abyssal again -- but The Prophecy of Crumbled Bone Made Manifest uses a charm called Wounds Mean Nothing (Adamant Skin Technique) to weather the storm. "You are outnumbered. Surrender!" the Lunar demands.</div><div><br /></div><div>At about this point, the group notices movement across the rooftops joining the harbor -- it's Rashmi, dashing across the nearest one, kinda doing the ninja-run thing with his arms out. It's too far for him to leap off the roof and get close. So instead he throws his arms out and flings what's easily a dozen mismatched knives into the air.[7] Time seems to slow as he leaps from the rooftop and starts using the knives as platforms, stepping on each one and jumping off of it to carry himself across until closing in on The Prophecy of Crumbled Bone Made Manifest and coming down at him with another flurry of thrown blades.</div><div><br /></div><div>Xương, for just a moment, flashes back to the First Age, of witnessing a past incarnation of Rashmi on a hunt, doing the same trick with a swarm of arrows flying through the air. In this moment of connection he steps in and swings to scoop up the Lintha Abyssal, shoving him into the incoming knives like an upside down bed of nails. The Dusk Caste is utterly-stunned, and Gou unleashes a series of blasts from Weirdflame at him to keep him off-balance.</div><div><br /></div><div>With a snarl of rage, The Prophecy of Crumbled Bone Made Manifest lunges at him again with Owl Seizes Mouse, but Gou buffets him with his wings, keeping just out of reach of the strike this time. "I'm tired of swatting at flies," the Abyssal mutters. He looks around, aware he's thoroughly surrounded, and lunges at Xương -- as much to try and push past him as hit him, but he just can't get the leverage. This leaves him open for Xương's snapping, swaying jaws to finally find purchase, teeth sinking into the deathknight's neck. With a playful, almost leonine toss of his head, he separates the head from the body, holding the head in his mouth for just a moment longer than should be comfortable, and spits it out as the last of the now-properly-dead Lintha's anima banner sputters out.[8]</div><div><br /></div><div>The ashen fog begins to clear as the camera pulls back to survey the city, where there's pockets of fighting still going on -- <a href="https://mythicfoxwrites.blogspot.com/2021/10/tales-of-moonlight-maiden-onyx-jackals.html">Hu Lang and the Onyx Jackals</a> striking back against the Deathlord's forces in the streets, <a href="https://mythicfoxwrites.blogspot.com/2023/05/tales-of-moonlight-maiden-gathering.html">Kayin, the manta-aspected Lunar from Smolder</a> arriving with his own ship, the <i>Devilfish</i>, to engage the forces still out in the bay alongside <a href="https://mythicfoxwrites.blogspot.com/2022/01/tales-of-moonlight-maiden-imperial.html">Captain Tarok and Shichirou</a> on the <i>Mist-breaking Princess</i>. The camera pulls back even more to reveal <a href="https://whitewolf.fandom.com/wiki/Tepet_Ejava">Tepet Ejava, also called the Roseblack</a>, commander of the Vermillion Legion making landfall nearby to engage enemy forces on the mainland.</div><div><br /></div><div>But zooming back in to the group, a flash of silver appears nearby that resolves into a shadowy humanoid figure that then resolves further into Kim Sơn, Chosen of the Pale Mistress, covered in blood and ichor (don't worry, none of it's his). He's panting, and says that right now he's more tired than maybe the rest of his life combined. But he asks how the group's doing, and Xương just points out the Abyssal corpses and fills him in.</div><div><br /></div><div>They all quickly determine there's no sign of the Captain of the Ashen Umbra or their ship, the <i>Nightmare's Unyielding Grip</i>. Xương relays the comment that Grasping Fingers of Bone-White Coral made about talking to the High Queen, and Kim Sơn says that tracks with something he's been sensing. As I mentioned above, the old capital of An-Teng, the City of Dead Flowers, is a big shadowland. Around the edge of that shadowland are shrines to the Pale Mistress built by the locals, begging for her to keep the shadowland from spreading further. Via that ring of shrines, Kim Sơn can sense that <i>something</i> is going on down there.</div><div><br /></div><div>At about this point, Jian shows up, wearing what appears to be the Golden Lord's battle panoply and riding the Mammoth Avatar, the literal god of mammoths and friend to the Golden Lord. She starts to ask for a formal status report, but Kim Sơn cuts her off and gives her the gist, much to her frustration. The group can clearly see the foreshadowing of bickering and bantering between the two. </div><div><br /></div><div>Jian uses her Charms (which I haven't written up yet, I'm just handwaving the magic) to heal Gou of some of the damage he's taken as she asks how quickly the Lunars can get to the City of Dead Flowers, because she's not sure who else has any means of fast travel overland. It's about 65 miles away, and Hǎifēng says they can do that in a couple of hours. She gives them rough directions -- just go south by southwest, watch for the dried and earth-filled canals that once connected the city to the rest of the country as well as the River of Queens, and when they're close enough they won't be able to miss it.</div><div><br /></div><div>It comes up that they're lucky -- after all of the rain lately, tonight's sky is clear and the moon is full, which should make it easy to navigate. Xương says they should thank Luna for the full moon and their assistance, and the others agree -- at which point the Lunars (well, the PCs, at least) all feel a little tingle on the spot where <a href="https://mythicfoxwrites.blogspot.com/2023/05/tales-of-moonlight-maiden-final-round.html">Luna touched them in Heaven</a>, in subtle acknowledgement of the group's gratitude.</div><div><br /></div><div>But the Circle exchanges some quick "Farewell for now, we'll talk later" moments with their present allies before they shift into their bird forms and take off to confront the Deathlord.</div><div><br /></div><div>And we left off there. </div><div><br /></div><div>As a reminder, before I go, <a href="http://mythicfoxwrites.blogspot.com/2023/12/exalted-mini-update-with-little.html">here you'll find a post explaining some of the mechanics I used for this fight</a>, if you're at all curious.</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><hr /></div><div>[0]-- I actually did the math, adapting their Second Edition route to the Third Edition map and working out when they get to certain places (subject to adjustment based on possible future supplements, of course). I didn't mean for the battle to arrive on the dates they normally get to the City of the Steel Lotus (another of An-Teng's port cities), but I actually screwed up the dates when I worked out the battle, and after I fixed that I decided to nudge the battle back a couple of days partially to reflect Xương slowing them down but also so the full moon could be dramatically overhead. And <i>then</i> I realized that this bumped things back to the date range I established for their approach to An-Teng, whoops. However, for reasons I have trouble articulating, I kinda like having that little extra 'this is a disruption to life in An-Teng' detail.</div><div>[1]-- To be fair, she's not <i>just</i> being a bitch here. As I've learned reading the manuscript previews, the Abyssal Exalted actually <i>have </i>to do a little mustache-twirling or else they can be mystically-punished for it.</div><div>[2]-- I don't always go out of my way to describe other Exalts' Caste marks -- especially since most of the Exalts they've fought haven't had them or had them covered up by masks -- but it felt appropriate in this moment.</div><div>[3]-- So, a lot of Abyssal Charms are just reskinned or slightly-tweaked Solar Charms. Because I didn't have the Abyssal Charms available when I statted up the characters (and didn't want to rewrite them at the literal last minute because that was the timing of the previews), I just used the Solar Charms but when applicable I've used the names of their Abyssal equivalents (some derived from past editions). So some mechanics may not <i>exactly</i> match up with the presentation here. And while I'm not going to systematically go through and label all of them, Owl Seizes Mouse (which is a pretty ironic name given how it's being used here) is a version of Thunderclap Rush Attack.</div><div>[4]-- <a href="https://en.wikipedia.org/wiki/Stern">The pun is purely unintentional, I swear.</a> I didn't even notice it until one of my players pointed it out in the session.</div><div>[5]-- In other words, she was buffing the zombies.</div><div>[6]-- Cousin Mongo is, sadly, not important enough to merit a proper demon worm yet.</div><div>[7]-- I couldn't think of a good way to depict this on-camera and it felt too insubstantial for its own cutscene, but Rashmi's spent the last week asking his customers and folks in the neighborhoods he protects for knives they can spare. He's told them that the knives are offerings to Kiragaru, the god of killing at a distance, to ask for his protection. Thing is, given that Rashmi is a devout worshipper of Kiragaru and plans to use those knives in An-Teng's defense, that's all technically true. If Rashmi had been one of the player characters in this game, that might've been his 'preparation' action in the week leading up to the battle.</div><div>[8]-- If it seems like The Prophecy of Crumbled Bone Made Manifest was harder to kill than Grasping Fingers of Bone-White Coral, that's a side-effect of the fight taking place over multiple sessions. Sometimes it's tough to balance "make an NPC harder to defeat" against "just making the fight take longer." So in general, if I'm running a fight, and we're coming up on the end of our time slot for playing, and I'm trying to finish it or get us to a good stopping point, I might speed things up by dialing back enemy defenses or something like that. But the way sessions lined up, we started the third one with just The Prophecy of Crumbled Bone Made Manifest and the battle groups of mooks still on the field, and I didn't want to start the next fight mid-session so I decided to let him go the distance.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-89667350121780682792023-12-10T06:26:00.000-05:002023-12-10T06:26:01.746-05:00Exalted Mini-update with a little something to tide you over<div>I know it's been quiet here on the <b>Exalted</b> front, but that's because the Battle for Salt-Founded Glory took a few sessions and I wanted to write all that up as a single post. We've finished that battle and I still need to finish the post, but it's getting there.</div><div><br /></div><div>In the meantime, just wanted to remind everyone that the Indiegogo campaign for <b><a href="https://www.indiegogo.com/projects/abyssals-sworn-to-the-grave-for-exalted-3e#/">Abyssals: Sworn to the Grave</a></b> is still going, though in the home stretch.</div><div><br /></div><div>And for the heck of it, I thought I'd share some behind the scenes planning and some mechanical things I came up with. I mean, yes, it's to show off just a <i>little</i> bit but I feel like unless it's stepping on published or yet-to-be-published material, it's always good to share these things (including what worked and what didn't) in the hopes that someone else might get something out of it. Note that this does assume some familiarity with Exalted's system.</div><div><br /></div><div>BTW, I'm not necessarily going to directly refer back to this post when I put together the actual battle write-up, so feel free to come back and read it afterwards. But if you wanna see and comment on my ideas for running this whole thing, here it is. If you've got any questions about details or anything like that, just ask.</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>So, first off, I established some baseline enemy forces -- I'm not going to detail all of them and spoil the actual write-up, but in addition to some NPCs and special units, much of the enemy forces were represented as a single massive battle group made up of zombies and things that are indistinguishable from zombies (which I just called the Horde). There were also some options for siege engine support from enemy ships as well, like catapults and ballistae, which would also attack every other round alongside the Horde.</div><div><br /></div><div>The PCs had on their side a massive battle group of living defenders of An-Teng (labeled the Army), enhanced by the Masked Commanders of the Animals, which I just now realize I completely forgot to describe in the session itself and am going to have to slip in here and there during the write-up. Whoops.</div><div><br /></div><div>Anyhow, because the characters weren't leading a battle and I didn't want to bust out the detailed mass combat rules, I basically devoted an initiative slot to 'Clashing Armies.' During that round, I rolled simultaneous attacks for the Horde and the Army. The Horde's attack applied to any Lunars they could reach for the purposes of onslaught penalties and if they got a high enough roll to do some damage. The Army's attack, similarly, applied to every enemy they could reach. But the Horde and the Army's attack rolls opposed each other much like a clash, with the winner doing normal damage to the loser -- but the winner would also take a single die of damage to represent churn. In theory, if the Army got taken out, it would have longer-term repercussions for An-Teng.</div><div><br /></div><div>This was intended to cut down on how many dice I'd have to roll (for instance, if the Horde failed all of their rolls, I wouldn't have to roll their damage against everyone), but in practice it became a little more winner-take-all than I'd intended, and once one side started doing better than the other, the mechanics for shrinking battle groups became something of a snowball effect. If I'd had it to do over again, I'd have probably gone with the initial idea I had, which was doing some math and setting a default number of auto-successes each side would 'roll' for attack and damage, modified by soak and any external modifiers. It's quicker, but I do feel like it takes some of the unpredictability out of the scenario. </div><div><br /></div><div>(Though maybe setting it up so the zombies are slowly whittling down the living army and turning it into a countdown that the players can interfere with might be the better idea.)</div><div><br /></div><div>Now, that obviously isn't interesting on its own. But where some of my ideas came in was in changing the circumstances. The group had their sort of usual 'home base' of Salt-Founded Glory, one of the three port cities of An-Teng's Dragon's Mouth Bay. It's also on an island right in the middle of a river delta (I'm certain there's a term for that but don't feel like looking it up right this moment), in between the cities of Dragon's Jaw (further out on the coast) and City of the Steel Lotus (further inward). For clarity's sake, I've been using the map from <a href="https://preview.drivethrurpg.com/en/product/59982/the-compass-of-terrestrial-directions-vol-iv-the-south?affiliate_id=33285"><b>Compass of Celestial Directions, Vol. 2: The South</b></a>, and while I think the first edition book <b><a href="https://preview.drivethrurpg.com/en/product/545/blood-and-salt?affiliate_id=33285">Blood and Salt</a></b> is a slightly better resource and probably closer to what 3e is going to go with if they flesh out An-Teng, I prefer the detail of the 2e map.</div><div><br /></div><div>So they were starting in Salt-Founded Glory, though I gave them opportunities to move the focal point of the attack (namely via relocating the box and/or the ritual site) to either Dragon's Jaw or City of the Steel Lotus. And I was going to alter the stats of the enemy forces accordingly if they'd done so -- more siege engines and less zombies at the more directly-coastal city of Dragon's Jaw, or less ranged support but more zombies and living cultists if they were a little further inland at City of the Steel Lotus.</div><div><br /></div><div>And the issue of the Three Princes was going to modify things further. Whichever Prince they allied with was going to further enhance the Army. Because they went with Prince Josei, that gave them the benefits of the Masked Commanders of the Animals, which (in theory, because I forgot to describe it) helped with coordination and the like by carrying messages and sending signals, boosting the battle group's Drill. In addition to boosting the Army's Defense rating, this would help the characters inspire or direct the troops -- while the Lunars weren't leading the army, they were going to be recognized as at least temporary allies and follow their lead. </div><div><br /></div><div>If they'd gone with Prince Kiotaran of the Middle Lands, he'd have been easier to get on their side and would have instead offered some minor magical enhancements via resources he had available and the Ancestor Sashes that would enhance the lieutenants, giving the Army a boost to Might -- a smaller boost to Defense, but also to their attack rolls -- and still let the characters make rolls to boost them though without the bonuses that would accompany better Drill. He'd have also cancelled out a buff the Horde was receiving from one of the Abyssals. </div><div><br /></div><div>If they'd tried to work with Prince Laxhander, the best they could have done would have been to grudgingly get him to accept their presence -- he's a real toady for the Dragon-Blooded. But that would have meant their chunk of the Army would have Exalted support as well, boosting their Might and Drill considerably for the best enhancements but the characters wouldn't be seen with the authority to boost the Army if things went badly.</div><div><br /></div><div>So those two choices -- location and ally -- set the baseline for what they had to work with, both as enemies and allies. Then came the <a href="https://mythicfoxwrites.blogspot.com/2023/11/tales-of-moonlight-maiden-preparation.html">preparatory</a> actions, described in the linked post. Each was a roll at Difficulty 5 to represent their efforts. Xương's success cut down on the number of siege engines they had to worry about shooting at them. Hǎifēng's success weakened a unit of living cultists fighting alongside the Abyssals, by disrupting their intelligence and communication efforts prior to the battle (namely, affecting their Drill), and if the battle had been at the City of the Steel Lotus, Hǎifēng's efforts would have also counteracted an increase to Size they'd have otherwise received. Gou's scouting and defensive coordinations granted a small Might bonus to the Army (which would have been a Drill bonus if they'd gone with the Middle Prince instead, just sort of evening out the benefits). Optionally, either Hǎifēng or Gou could have gone out and harried enemy agents (necromancers, mostly) making their way up along the coast, which would have weakened the Horde.</div><div><br /></div><div>Now, by succeeding these preparatory rolls, they received Cameo Tokens. They each got one for succeeding, and then another for every three successes they acquired on the roll. All in all, they got 10 Cameo Tokens. And what could they spend these on?</div><div><br /></div><div>Namely, once per player per turn, either before or after their action I'd let them cash in a token to have someone they've met over the course of this season come in and provide some benefit. They could <u>Attack the Hordes</u> (auto-hitting the zombies with an attack), <u>Bolster the Army</u> (restore lost Magnitude by adding more troops), <u>Attack a Major Enemy</u> (the Abyssals or their sidekicks), or <u>Disable a Siege Engine</u> (disable a siege engine). I didn't announce who the NPCs would be ahead of time, though in the post (and during the session) I allude to some of the ones that could have shown up.</div><div><br /></div><div>Namely, I liked the little between-round cut-scenes I did back in the <a href="https://mythicfoxwrites.blogspot.com/2022/02/tales-of-moonlight-maiden-showdown-on.html">Battle of Talipan Beach</a> during their first visit to Smolder, and wanted to do that again, but wanted it to be something that would actively contribute to the battle without overly-scripting things. So I came up with benefits that the group could pick from, and a list of Cameos who could show up (not every character could do every benefit). I think I could have handled the presentation of the Cameo Tokens to my players a little better (I was a little too transparent with the mechanics involved and I think their eyes glazed over a bit), but I still like the idea and think it has potential, as a way of helping them feel like they're part of a larger setting by having certain friends and allies turn up in a dramatic moment.</div><div><br /></div><div>They also had a buff from Hollow Thunder that they didn't need (which I probably should have been better about reminding them of, just in case), but that was less planned ahead of time and more 'I was writing some notes and realized that perhaps a Chosen of Battles could have done something to help them and checked and was right.' Long story short, there's a Sidereal Charm that lets a Chosen of Battles give someone advice on a battle (like, say, seeking out the Princes to combine resources and efforts) and if they take it, the Chosen of Battles senses it and can spend Essence to let them reduce the target number of a roll by one.</div><div><br /></div><div>But anyhow, that's the mechanical addendum to the Battle for Salt-Founded Glory, here for posterity. If you've got any questions, ask, and I hope you appreciated this peek behind the curtain.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-74226657275048726412023-12-08T19:01:00.003-05:002023-12-08T19:01:53.776-05:00Building a Character: Trinity Continuum: Assassins<div>Okay, so after spending all of five minutes thinking it over while bored, I've decided to do a <a href="https://preview.drivethrurpg.com/en/product/379041/Trinity-Continuum-Assassins?affiliate_id=33285"><b>Trinity Continuum: Assassins</b></a> character after all as sort of a mental palate cleanser so I don't spend <i>all</i> of my time thinking about <a href="https://mythicfoxwrites.blogspot.com/search/label/exalted">Exalted</a>. I'm going to hold off on TC: Anima until the PDF's been errata'd, which should be soon, and I think that's going to be my standard for doing these in the future barring any special requests or suggestions.</div><div><br /></div><div>TC: Assassins is sort of (but not quite) an alternate setting for the <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">Trinity Continuum core's</a> 'modern day' setting. It's the same world, with a lot of connections back to the core material, but like the core book it's very broad enough to customize or tweak to your needs. And while you could do a stories like these perfectly well out of the core, TC: Assassins is intended/geared specifically for stuff like <i>John Wick</i>, <i>Hitman</i>, <i>Kill Bill</i>, <i>Assassins Creed</i>, <i>Metal Gear Solid</i>, and so forth. In particular, this game draws on a lot of inspiration from the underworld subculture seen in the <i>John Wick</i> series, with Hotels Asylia as neutral spaces where Assassins can safely take care of business, and the Service which preserves the peace and balance between the Societies by enforcing a strict Code these flux-empowered killers must follow.</div><div><br /></div><div>And yes, flux is still a factor. While the game doesn't explicitly describe them as such, I think it'd be a reasonable shorthand to describe Assassins as something like an alternate form of Talent, exceptional people who can draw upon flux. But where a Talent might 'simply' be a legendary athlete or the best hacker in the world -- impressive but not shaking anyone's grip on reality -- Assassins' abilities border on the blatantly superhuman but are heavily specialized, and anyone whose worldview might be threatened by seeing them are almost always nudged away by flux for both their own and the Assassins' safeties.</div><div><br /></div><div>There's some other relevant setting stuff to get into for context on the character I'm going to make, but I think I'll save it for below the jump cut this time, for readability's sake.</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>So the big thing that separates this game from the core setting is that Assassins see and interact with the world a little differently than mundane people, or even most Talents. For them, the world exists in three layers with fuzzy divisions between them: </div><div><ul style="text-align: left;"><li><u>Daylight</u>, the world that we know with jobs and groceries and taxes and what have you.</li><li><u>Twilight</u>, the underworld just out of sight where laws become guidelines, corrupt officials and executives reshape politics, where sometimes vigilante justice is the only justice. I like to think of this side of things as being the shady world of comic book vigilantes and crime bosses -- particularly as seen in the Marvel Netflix shows, or the criminal underworld of Gotham City. While some of his allies go a little 'darker,' Wilson Fisk as portrayed on <i>Daredevil</i> is a solid example of a Twilight figure.</li><li><u>Shadow</u>, the realm where Assassins operate and reside, and where masterminds hide away from the world and operate elaborate conspiracies just out of view where civilians (and sometimes even the vigilantes) can barely find them. Goings-on in Shadow are almost never seen or heard by those in Daylight, except as urban legends and conspiracy theories. In comic book terms, this is where you might find the machinations of the Hand, the League of Shadows, or the Court of Owls. Harold Meachum from the first season of the Netflix <i>Iron Fist</i> series and the BBC <i>Sherlock</i> series' version of Moriarty are both perfect examples of Shadow figures who are not Assassins themselves.</li></ul></div><div><br /></div><div>By and large, Assassins don't operate in Daylight -- they may have friends there, but doing so is dangerous. One of their biggest rules (part of their capital-c Code), barring exceptions so rare as to be mythical, is that they don't target people in Daylight. Lower-case 'a' assassins might, random hired killers and such, but people from the 'normal' world are either not worth an Assassin's time (after all, the sorts of people you send after John Wick aren't gonna be hired to kill the physical trainer your wife left you for) or they're so publicly-known that doing anything might risk exposure. That's where you find the line between Daylight and Twilight: A well-known CEO indirectly responsible for all manner of horrors might be out of the Assassins' reach, but the criminal contacts and fixers that actually do the dirty work and hide their money might not be. Even the worst dictators might be a little too public to hit, but the oligarchs in their inner circle or the people who run their spy networks and lead the PMCs doing their wetwork could find themselves facing an Assassin if the price is right. (And the latter example might be an Assassin themselves, or someone fully within Shadow)</div><div><br /></div><div>Not that flux always perfectly hides Assassins or anything -- any Assassin could be caught out in the wrong place if they're not careful. But when Assassins gather, whether in private strongholds, or a dramatic meeting, or even possibly a duel where some effort's been made at privacy and decorum (like meeting at the baseball diamond after dark and not having the fight in your kitchen when your kid's on her way home from school), events conspire to nudge civilians away.</div><div><br /></div><div>But anyhow, I'm here to make a character. In case it needs to be said, this post assumes you've at least skimmed <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">my Trinity Continuum core character write-up for the basic structure.</a></div><div><br /></div><h3 style="text-align: left;">Step One: Concept</h3><div>So there might be some references to my other TC characters, who are sort of linked, but as TC: Assassins is a little separate, so's this character. Her name is going to be Makayla "Kayla" Merlin; she feels like a comic book character when she says the whole thing, so she just sticks with Kayla or sometimes tells people to call her Kay.</div><div><br /></div><div>Kayla grew up in the Midwest, mostly bouncing around suburbs of Chicago as a kid, raised by a single mother after her father, a cop, was killed in a domestic call gone horribly wrong. Her mom worked a bunch of jobs to make ends meet, so she mostly had to fend for herself a lot of days. She didn't idolize cops as much as some kids in her situation did, but her dad was a cop and there were cops on her mom's side of the family going back to at least Prohibition, when they were the Callisons. So she definitely had an interest, and looked into following in those footsteps at the first good opportunity.</div><div><br /></div><div>Her mom wasn't fond of the idea, and she knew darn well just how bad things could be, but she had an idealistic 'change them from the inside' view of things. That didn't last too long -- she noticed the way the mood changed the first time another cop offered her some ill-gotten gains and she turned him down. She didn't report him, just wanting to keep her head down until she had some influence in the PD, but it was bad enough that she was paying attention and honest.</div><div><br /></div><div>There's a saying -- good cops either don't stay good, or don't stay cops. She wasn't given much of a choice in the matter -- her father had been an honest cop like her, and it wasn't an accident that domestic call went bad. Not that she was aware of that, but a couple of the older guys on the force assumed she knew something she shouldn't and/or was sniffing around, and decided not to wait for her to become a problem.</div><div><br /></div><div>Which is how she got a call to check out an underground rave that was actually a tense meeting between two gangs that in turn was <i>actually</i> some crooked cops secretly teaming up with one of the gangs to eliminate or weaken the other. Which was also going to provide a convenient accident for Kayla... if only she hadn't Inspired.</div><div><br /></div><div>Once the semi-planned shootout started, the adrenaline kicked in, everything blurred, and as she found a place where she could assess the situation, she became aware that it was another cop pointing the gun at her back. And then something clicked.</div><div><br /></div><div>Kayla wasn't a violent person by nature, in fact quite the opposite. She was arguably a little repressed, having had to put up with a lot of crap in her short life. But when she needed to be, she could be determined. Decisive. And when Inspiration came for her, it didn't simply make her lucky, or boost her skill -- she was given a choice between kill or be killed, she chose the former, and Inspiration backed her play until everyone else in the warehouse was either dead or running.</div><div><br /></div><div>She had a few minutes to herself -- long enough to put her uniform on a dead gang member, prop them up next to a car that was leaking fuel, and let a fire take care of the rest. She knew any tests on the corpse would take long enough she could vanish and figure out what to do next. Which actually segues nicely into Aspirations, but first let's summarize this concept: <b>"Former cop, killer vigilante."</b></div><div><br /></div><div>Her long-term Aspiration is going to be <b>"Find out what really happened to my father."</b> Even if she wasn't suspicious because of the murder attempt, this would be one of those cases where the sheet would have the Aspiration even if the character wouldn't be aware of it. Her short-term Aspirations would be <b>"Find out who set me up,"</b> and <b>"Establish a proper false identity."</b></div><div><br /></div><h3 style="text-align: left;">Step Two: Paths</h3><div>Okay, three Paths, let's do this. First, Origin Path -- <b>Latchkey Kid</b>, from <a href="https://preview.drivethrurpg.com/en/product/347352/trinity-continuum-new-lives?affiliate_id=33285"><b>Trinity Continuum: New Lives</b></a>. So she gets three Skill dots, that are going one-each into Integrity, Larceny, and Survival. And for Edge dots... let's go with something a little out of the ordinary. Both dots will go into <b>Free Running</b>, a combination of tricks and athleticism she picked up literally running around as a kid, self-training for when she went into the police academy.</div><div><br /></div><div>Now I determine a community connection and a Contact. Her Contact is gonna be her mom, Tina Callison (who kept her maiden name for safety reasons), who currently works as a cleaner in an office building. Despite the obvious danger in doing so, Kayla can't imagine letting her mom think she's dead. I'm thinking Tina's gonna have the 'Sneaky' tag, being able to get things that her daughter might need. The community connection is gonna be the people at the community center and gym who supported her when she exercised and trained. That said, this is a resource she may have trouble tapping for a while...</div><div><br /></div><div>Which leads us into Stations of Darkness. Assasssins' Paths have to be contextualized in where they 'reside' and what they bring to the Assassin's life emotionally and otherwise. Kayla's Latchkey Kid Path is going to be in Daylight, representing a bright spot in her life, a warm fire she doesn't want to stray too far from. (It also gives her a bonus in covering her tracks as long as she doesn't call upon the Path for anything <i>too</i> blatantly criminal.)</div><div><br /></div><div>Her next Path is going to be her Role Path, and I think that's gonna be <b>Combat Specialist</b>. She didn't want to become a cop just to bust heads, but she's more of a guardian than an investigator. So now we come to Skill dots... and I just remembered that Free Running has a Skill prerequisite, so I'm gonna put two dots immediately in Athletics and beg my hypothetical Storyguide's forgiveness rather than completely redo all that and jump through some hoops making it all come out the same with free dots later. (While there's a benefit to Path Edges beyond character creation, It's not my fault that Latchkey Kid offers an Edge that requiring Skills that it doesn't come with.) That third dot is gonna go into Aim, though. Her Edge dots are gonna go into <b>Fast Draw (Pistols)</b> and <b>Hair Trigger Reflexes</b>.</div><div><br /></div><div>For connections, I wanna invoke the cop stuff but that is gonna be tricky in play because of her situation. Or maybe it won't be -- while she is gonna lay low, it's not like if she turns up alive someone's gonna complain to her superiors that they set her up to die and it didn't take. So her community connection is gonna be Internal Affairs, having certainly gotten on their radar (in a good way) even if she hadn't reached out yet. But it's gonna be a resource she can tap. However, her Contact is going to be one of her gang informants, a woman named Angela Tate who delivers/smuggles drugs for one of the gangs in town. Angela's going to have the... wait for it... 'Informant' tag.</div><div><br /></div><div>(I feel like it's worth noting that, of course, once Kayla's dealt with who killed her father and tried to kill her, she may or may not try to go back to being a cop as a 'day job.' I can see her trying it and not sticking with it since once she starts taking Contracts, day jobs likely won't be necessary. But I can see her remaining as a 'consultant' to her cop life connections, which has a lot of really morally-gray implications that might be fun to explore in a story.)</div><div><br /></div><div>And now I gotta choose a Station of Darkness for this. I could see interpretations of this as a Daylight or as a Twilight Path, but I think I'm gonna go with the latter because this is a case of Kayla being fully aware she was gonna be wading in the mud when she became a cop, even if she underestimated it. But when you have a transition of Station between Paths, that adds a little extra mechanic -- in this case, I choose what the transition is like, and out of the ones in the book that make the most sense I'm going to say she's 'transgressed.' Which means she gets an additional Contact in the form of a 'debt-holder,' who can threaten her in some way -- she can use them as a Contact normally, but they can contact her and make demands. I'm actually going to leave this Contact vaguely-defined as the crooked cop at the center of the web she's stumbled into, someone to be revealed later in her personal arc, and they have the 'Well-connected' tag. Also, as a Twilight Path, any time I use these connections I have to buy off Complications or else draw some unpleasant attention, but if I get enough extra successes I can get extra benefits by seizing a presented opportunity represented by those extra successes.</div><div><br /></div><div>(On a semi-related note, if I wanted the dynamic this would entail and the work that would go into defining them, I could take a Nemesis Path in place of any Path. This would give me a recurring antagonist I'd be expected to struggle against, but I feel like Kayla's personal 'Big Bad' is someone she can overcome and move past, as opposed to a personal Moriarty who will never entirely go away.)</div><div><br /></div><div>And now we come to the Society Path. Now, unlike the other Trinity games, some version of the Æon Society isn't an option in the book but they do have a rough counterpart... I came up with this before but saved fleshing it out for here, but as Kayla escaped the site of her attempted murder (and Inspiration), she was intercepted by someone from the <b>Daughters of the Jacobins</b>, a Society of Assassins that believes that killing is sometimes a necessary tool to change the world for the better. When words aren't enough, the Daughters accept the burden of doing dirty work that more peaceful idealists can't. They kill for justice, try to avoid collateral damage, and -- like the Æon Society -- are guided by leadership who seem to have unnatural knowledge of the future and can work towards those ends.</div><div><br /></div><div>So now let's get into Skills and Edges. Kayla's Skill Dots are going to go into Culture, Integrity, and Close Combat. Her Edge dots are going into <b>Small Unit Tactics</b>, reflecting her cop training making her more efficient when working with a team (like, say, a handful of other player characters). Connections are a little trickier for Shadow Paths (which this absolutely is), but I'm thinking her Contact is going to be Cheryl Chambers, a middle-aged ex-military transwoman who opted, in the early 00's, to live honestly rather than continue her military career. She's not an Assassin herself (though maybe a Talent), but an anti-fascist activist unafraid of getting her hands dirty for the larger cause. Among other things she's a talented engineer who's good at jury-rigging unconventional solutions to unconventional problems, giving her the 'Tech Geek' tag. (I do really wish there was a proper expansion of the list of Contact tags, because I have no clue how to gauge appropriate custom ones.) Kayla's community access is going to be the antifa group that Cheryl informally leads, though Kayla's had an understandably-difficult time getting them to trust her.</div><div><br /></div><div>Also, to reflect the transition between the Twilight Role Path and the Shadow Society Path, I establish that Kayla was 'recruited,' and thus has a 'handler,' an additional Contact serving as her link to the Daughters of the Jacobins. This handler is going to be Jennifer Hawk, a former intelligence operative recruited to the Daughters some years ago, whom Kayla stumbled onto (maybe literally) as she fled the battle where she was Inspired. As a Contact Jennifer can make demands on Kayla a little more severely than others, but she gets an extra tag. She'll have 'Investigator' and 'Influential' as tags -- she's good at learning things and using that information as leverage.</div><div><br /></div><div>Whew, that's a lot. Before we continue, Kayla's Skill list is currently Aim 1, Athletics 2, Close Combat 1, Culture 1, Integrity 2, Larceny 1, Survival 1. Her Edge list is Fast Draw (Pistols), Free Running 2, Hair Trigger Reflexes, and Small Unit Tactics (2).</div><div><br /></div><h3 style="text-align: left;">Step Three: Skills, Skill Tricks, and Specialties</h3><div>Okay, so first I need to beef up some Skills. I get six Skill dots. (As an aside, the quick character creation reference in the Appendix erroneously says three and the guidelines in the proper chapter leave these out entirely, though the character creation example accurately reflects the system.) I'm gonna dump three of those into Aim right away, to beef up those combat skills, and one into Athletics as well. I'm going to put one into Humanities, and... hm... the last one will be in Larceny.</div><div><br /></div><div>Now I pick a Skill Trick for a Skill Kayla has at or above 3, which is going to be Aim. I'm going to take <b>Ricochet</b>, out of the Assassins book -- it does what it says on the tin, lets her ricochet bullets off of walls and other objects to get around a certain degree of cover, though it reduces the maximum damage she can deal.</div><div><br /></div><div>And now I get Specialties in any Skills at three or higher. For Aim that's going to be 'Pistols,' and for Athletics it'll be 'Chases.'</div><div><br /></div><div>Final skill array will be <b>Aim 4, Athletics 3, Close Combat 1, Culture 1, Humanities 1, Integrity 2, Larceny 2, Survival 1.</b></div><div><br /></div><h3 style="text-align: left;">Step Four: Attributes</h3><div>And now we get to Attributes, all of which begin at one. Kayla's gonna be a Physical character first and foremost adding 1 to Might, 3 to Dexterity, and 2 to Stamina. I think Mental for secondary with 2 to Cunning, 1 to Intellect, and 1 to Resolve, and Social for tertiary with a dot each in Manipulation and Composure. Now I pick a Favored Approach, which is going to be Force -- Kayla's a kick-in-the-door type, and while she can practically shoot around corners, she'd still rather take a stance and aim center-mass. So that's an extra dot in each of Might, Intellect, and Presence.</div><div><br /></div><div>Before we go on, just for reference: Might 3, Dexterity 4, Stamina 3, Intellect 3, Cunning 3, Resolve 2, Presence 2, Manipulation 2, Composure 2.</div><div><br /></div><h3 style="text-align: left;">Step Five: Apply Assassin Template</h3><div>And now I officially establish the moment of Inspiration, which is going to be <b>Bullet Ballet</b>, which gives her a fifth dot of Dexterity.</div><div><br /></div><div>(I know this is a short step, but obviously I already kind of fleshed this out when describing her concept and backstory.)</div><div><br /></div><h3 style="text-align: left;">Step Six: Add Advantages</h3><div>As that horse is already dead and flogged, I'll skip my usual tangent and just get to it.</div><div><br /></div><div>Kayla gets four Masteries, which Assassins have instead of Gifts. These tend to be a little more 'superhuman' than Gifts, but there are also some more rigid guidelines on when they're deployed because they're meant to work within the framework of a Contracted kill (they're grouped into Preparation, Evaluation, and Execution categories). As I just mentioned, Kayla starts with four, and one of them must be one suggested by her Society Path.</div><div><br /></div><div>Starting with the Society Path suggestions, I'm going to take <b>La Prévoyance</b>, an Execution Mastery which lets Kayla use her new training to get glimpses into the immediate future in combat. So this will boost her Defense actions and combat actions targeting the person she just defended against, based on her Intuitive Facet. Next I'm taking another of the suggested Daughters Masteries, <b>D'invasion</b> from the Preparation list, which helps Kayla study her targets to find out what they want. It's a social action, which isn't going to be something she's great at, but maybe it's a talent she'll grow into.</div><div><br /></div><div>Next, I'm going to take <b>A Long Walk in an Old Coat and Worn Shoes</b>, from the Evaluation list. This lets me spend an Inspiration, and for the duration of the hunt, Kayla seems utterly non-threatening as long as she doesn't try to menace someone or assert any authority. It doesn't let her get into places she shouldn't be, but nobody will even consider that she could potentially be violent until and unless she takes action to dispel the facade. It also gives her access to a stunt called 'Clean Getaway,' which lets her spend extra successes when trying to avoid trouble or notice to just 'Batman' out of the scene. And finally, another Evaluation Mastery, <b>Reveal All</b>. It lets her immediately pinpoint anyone hidden within a certain range -- including seeing through disguises, or sensing them hiding behind objects. There's no roll or anything unless they're being hidden by a Gift or Mastery of their own.</div><div><br /></div><div>And now, Kayla starts with a dot of Inspiration and I assign her facets. I was considering going with an even balance of all three, but I've got an Mastery that plays specifically off of Intuitive and there are other effects that play off of her highest facet, and it'd be nice if that was more than 1. So I'm going to go with <b>Intuitive 2, Reflective 1</b>, giving her a total of <b>3 Inspiration</b>. (One to start, and then one for having a dot in each of two Facets)</div><div><br /></div><h3 style="text-align: left;">Step Seven: Final Touches</h3><div>And now we're in the home stretch. First, I distribute some bonus traits -- a free dot to put in any Attribute, which I'll put in Composure, since apparently she could benefit from a slight social boost.</div><div><br /></div><div>This means a final Attribute array of <b>Might 3, Dexterity 5, Stamina 3, Intellect 3, Cunning 3, Resolve 2, Presence 2, Manipulation 2, Composure 3.</b></div><div><br /></div><div>Next she gets four more dots of Edges. So we're going to start with <b>Safe House</b>, which lets her find secure places to lie low for a bit -- I like to imagine that at the moment, her mom's helping her hide out in the office building she cleans. Next is going to be <b>Tough Cookie</b>, which gives her a level of Soft Armor which stacks with any other armor she's wearing -- this effectively increases the number of successes needed to hurt her, like increasing soak in a classic WoD game. And, for the last Edge dot, <b>Danger Sense</b> seems like a gimme. It does what it says on the tin, lets her sense danger.</div><div><br /></div><div>This goes into a final Edge lineup of <b>Danger Sense, Fast Draw (Pistols), Free Running 2, Hair Trigger Reflexes, Safe House, Small Unit Tactics (2), Tough Cookie (2).</b></div><div><br /></div><div>Now we sort out her Health -- she's got the usual Bruised, Injured, and Maimed levels, plus an additional Injured for having Stamina 3.</div><div><br /></div><div>And finally, we regard her Defense, in that she has that and can roll it.</div><div><br /></div><div>Now let's top this off with a quick physical description -- I see Kayla as being of average height with a soccer player's build. She's got dark eyes and really short dark hair, but she used to grow her hair long so I think sometimes she moves to fidget with it before forgetting she can't. In my head she's got some mixed heritage but is kind of ethnically ambiguous -- I know it's a cliche to describe someone as olive-skinned to indicate that, but it's the best descriptor I've got in mind. Her hands are rough from the years of work and training she's put in to become a cop, and she's probably got a few scars from youthful shenanigans that she can't quite recall the origin of but isn't above making up a good story for one if it helps.</div><div><br /></div><div>And, um, that does it. So let's go to the sheet.</div><div><br /></div><div><iframe allow="autoplay" height="480" src="https://drive.google.com/file/d/1R0tDLrWkXxGnbLObLhr829ghJtL-71RZ/preview" width="640"></iframe></div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-22249978882284771042023-11-26T05:34:00.000-05:002023-11-26T05:34:03.004-05:00Tales of the Moonlight Maiden: Preparation (Exalted)<div>Welp, here we are again. This is going to be a relatively short one, as it's mostly prep work for the impending attack.</div><div><br /></div><div>Cleverness escapes me at the moment, and I don't really have much else to add, so first I'll remind folks that the Indiegogo campaign for <a href="https://www.indiegogo.com/projects/abyssals-sworn-to-the-grave-for-exalted-3e"><b>Abyssals: Sworn to the Grave</b></a> is still going for the moment, and the book is still being previewed piece by piece. And, as near as I can tell, because of how Indiegogo works, the manuscript previews are available for free (just be warned that IGG has been putting an automatic but removable tip on pledges).</div><div><br /></div><div>And now, we'll get into it!</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>We pick up where we left off, with the Pale Mistress' Essence-wreathed claws plunged into Kim Sơn's chest, infusing him with power. They're both screaming and struggling as this is a burden for them both. And after a few moments, they flicker into shadow and vanish, leaving the three alone in the room where they can now more clearly see a tunnel leading into what's likely the network of sea caves the Pale Mistress is known to use to travel around.</div><div><br /></div><div>Jian comes downstairs, and asks, with an utter lack of surprise, "She started early, didn't she?" She says the Golden Lord saw this coming, that the Pale Mistress was supposed to wait until just before sunrise, so they kind of got put on pause and will be back when the time comes. Gou asks why they need to wait until sunrise, and Hǎifēng explains that the Golden Lord has a lot of ritual he wants to do and wants to do it then. Jian then adds that the Golden Lord is making this a formal ritual thing to cut down on the odds of something going wrong with the process.[0] </div><div><br /></div><div>Gou totally gets it, though Hǎifēng points out that it's also the Pale Mistress' sacrifice, but this whole little ritual is about the darkness fading into light. Gou thinks it's about new beginnings, and Hǎifēng says it's also about the Golden Lord and Pale Mistress being opposites of each other. Jian confirms that a big part of it is the symbolism of darkness becoming light, about doing the ritual during the transition between night and day. (It could also have been done at sunset, but I wanted a little more build-up between the characters arriving and the ritual beginning, and the Golden Lord wouldn't have wanted to stop to chat for too long beforehand.)</div><div><br /></div><div>The Lunars sit around at the temple to keep an eye on the remaining puzzle box containing the Golden Lord's Exigence. At one point, Hǎifēng pokes the box with a stick to see if it'll do anything, and brings up the subject of perhaps using the puzzle box itself as a decoy once the Exigence is expended. Jian explains that the puzzle boxes aren't part of the Exigence, they're just meant to contain and conceal the power within to cut down on how many people are aware of what's going on, but they won't be expended by the process. So there's some discussion about using the boxes as a decoy -- Gou floats the idea of going out with one, to get the Captain's fleet to turn away from An-Teng long enough for ally ships to move in. Hǎifēng points out they don't have 'ally ships' (at least, not enough to matter), and Jian says for something like that you'd need House Peleps navy, and they're busy elsewhere at the moment. Hǎifēng's pretty sure they've pissed off the Peleps in any case.</div><div><br /></div><div>Gou says they could still use the box to get the captain to lower their guard with the box to get them on the ship, and just go ballistic -- take down the head, rest of the snake follows. Hǎifēng points out that they don't know what sorts of power the Deathlord might have if confronted on their ship. Xương agrees they need to have Captain Ash come down off the ship. Hǎifēng points out that if the ship were to suddenly become incorporeal underneath them, only one of the three has the capacity to fight at full strength in the water.</div><div><br /></div><div>And this is, of course, assuming they'd even fall for a trick like that. But it still could be used as a lure. Either way, the group is in agreement they have to fight Captain Ash off the ship.</div><div><br /></div><div>As sunrise approaches, Jian invites the group upstairs to join her in greeting the Golden Lord and his candidate when they arrive. They head upstairs as sunlight comes in through the window (albeit at kind of a sharp angle, since there are mountains to the east of Salt-Founded Glory).</div><div><br /></div><div>"She started early, didn't she?" the Golden Lord asks as he appears, first as a humanoid glow of sunlight that resolves itself into his eight-foot tall form, wearing his armor.</div><div><br /></div><div>"You'd think she wouldn't?" Hǎifēng asks.</div><div><br /></div><div>"I knew, but wanted to confirm," he says with a knowing nod. Then he bows. "Greetings, Chosen of Luna. It's good to see you again." There are bows all around.</div><div><br /></div><div>Jian asks where the Golden Lord's Exigent candidate is. Her voice is small, both hopeful and scared -- it's clear she suspects where this is going, but she's afraid to ask outright, is afraid to believe until she hears it from him directly. He looks down upon her and says, with a knowing tone in his voice, that his candidate is already arrived. She lowers her head and, just above a whisper, says "Thank you."</div><div><br /></div><div>The Golden Lord then looks up and says he can hear them coming, as screams begin to return downstairs. He looks at the others and says he's going to make this a little easier. He claps his hands, and suddenly everybody -- the Lunars, the gods, the soon-to-be Exigents -- are in two places at once. They're in a sea cave as rays of sunlight come down from above outside through the clouds, but they're also in the courtroom at the Pinnacle of Mercy. If this were a TV show, you'd see the Lunars appearing in one location when they look to one side of the space, and in the other location when they look the other way.</div><div><br /></div><div>Kim Sơn, driven to his knees by the power through him, looks up to the Pale Mistress as she removes the claws from his chest and takes his hand. Jian kneels before the Golden Lord and puts her outstretched hand in his. The two gods, in unison, begin to speak. While they're both saying the same lines up until the last one, the 'TV view' of events jumps from one to the other with each alternating line.</div><div><br /></div><div>"Do you swear to defend An-Teng from threats..." the Golden Lord begins.</div><div><br /></div><div>"...both real and nightmarish..." the Pale Mistress continues.</div><div><br /></div><div>"...to adopt this land as your own..."</div><div><br /></div><div>"...to bind yourself to it..."</div><div><br /></div><div>"...to bring justice and balance..."</div><div><br /></div><div>"...to plague the wicked..."</div><div><br /></div><div>"...to shine and burn..."</div><div><br /></div><div>"...even in the darkness?"</div><div><br /></div><div>Then, simultaneously, the Golden Lord asks: "Do you pledge the fire in your heart to this service?" as the Pale Mistress asks "Do you pledge the darkness in your heart to this service?"</div><div><br /></div><div>Jian and Kim Sơn both look up, and say "I do."</div><div><br /></div><div>They both begin to blaze with bright light, their animas flaring for the first time -- Jian's warm and comforting, projecting a sense of rightness, Kim Sơn's cold and uneven like icy fingers dancing along a spine, meant to intimidate. The shared space blurs and all of a sudden they're all back in the temple, but the internal structure is changed -- rather than two separate floors, it's all one open space, with the Golden Lord's shrine on a balcony overlooking the basement-level space where the Pale Mistress' shrine resides. </div><div><br /></div><div>Jian rises to her feet, now wearing the armor of the Golden Lord, and she looks bigger, stronger -- I'd compare the effect to Adora's transformation in the Netflix She-Ra series. The Golden Lord, bereft of his armor, is now in judge's robes, and while he bears it well, there are subtle signs that he's drained by the experience -- perhaps he looks a little older now.</div><div><br /></div><div>Kim Sơn whooshes up to the balcony in a blur, positively tingling -- it'll be some time before he looks properly healthy, but he looks strong and eager. "Holy shit. This is what this feels like?" he asks the Lunars as he feels the Essence coursing through him. The Pale Mistress joins them on the balcony, her wrinkled crone form looking more tired. The Golden Lord says that the deed is done, but now is the time to begin preparations and training. The gods thank the Circle for their help and ask if there's anything they can do.</div><div><br /></div><div>Hǎifēng asks about the puzzle boxes, if it's possible to make it look like they could make it look like they hadn't been used?</div><div><br /></div><div>The two gods look at each other, a wordless conversation passing between them (not magical, just facial expressions and the like). They say 'maybe,' but they'd need to recover first. Hǎifēng says even if they can manage one, that'd work, as the Captain has probably only seen the one box, when they sank the <i>Danaa'd's Wake</i>, and the Golden Lord comments that that wasn't the Captain -- that they were just capitalizing on a freak accident of weather.</div><div><br /></div><div>But, the boxes being more or less unique so the Captain wouldn't be expecting a copy or anything, they might be able to work out something. It's explained that if the Lunars need either the Golden Lord or the Pale Mistress, to come to the temple to pray for them, and to come back in a couple of days and they'll see what they can do.</div><div><br /></div><div>The Lunars congratulate the Exigents, and Kim Sơn thanks Xương -- he doesn't know about Xương's involvement in events, but he suspects that Xương has more of a hand in these events than he's let on. Xương just nods at him, and both gods and Exigents vanish.</div><div><br /></div><div>"I'm gonna tell everyone those two got married," Hǎifēng comments.</div><div><br /></div><div>Time passes. The Circle has more planning meetings at the palace with High Prince Josei, where more intel is gathered and they can start taking preparatory actions. Meanwhile, all around the Shore Lands, the Realm garrison is mobilizing to protect the cities, and what little military is available to An-Teng is preparing for the fight of their lives. A chunk of the port cities' population is evacuating inland to the best of their ability to do so. The country's aristocrats and nobles insist the Princes attempt to parley, as they to figure out what this 'box' is and can they give it to the approaching fleet, that sort of thing -- the sort of chaos likely intended by the Deathlord's grim message. Few in Creation know anything substantial about Deathlords, if they even know the term; even those who know the true power behind the fall of Thorns or the ghost-emperor of Skullstone don't realize who or what the Mask of Winters and Silver Prince are. Similarly, the power-brokers of An-Teng have little if any clue that they're facing anything more than a pirate fleet they haven't heard of before.</div><div><br /></div><div>Which is why the Lunars have work to do in the week to come.</div><div><br /></div><div>They have an idea of where the Captain's fleet is, so Xương goes out to try and slow them down -- he flies out in bird form to find the fleet, based on the most recent projections. As has been described in reports, the fleet is wreathed in what looks like a moving fog bank, except rather than mist it's more like fine ash. It's hard to count the number of ships through it, but that's fine -- Xương doesn't need to keep score.</div><div><br /></div><div>(I actually can't help but imagine <a href="https://www.youtube.com/watch?v=hLwyq4Lrupw">this song</a> playing over this next scene, for some reason.)</div><div><br /></div><div>He flies over them in bird form until he can spot a ship with a ballista, and then shifts into shark form in mid-air to punch down through the ship like a missile. He remains in the water, moving as fast as he can, punching holes in hulls and doing damage to as many ships as he can. But whatever magics sustain the ashen fog also make it hard to keep track of space and distance, and after a while he becomes aware of darker things possibly stirring below -- there are a lot of dead monstrosities at the bottom of the ocean, after all. He eventually breaks off to return to An-Teng, having already done plenty of damage.</div><div><br /></div><div>Hǎifēng spends this time rooting out hidden cultists and spies serving the Captain of the Ashen Umbra in the city. They use their various Charms to shift into a swarm of clone spiders, scrambling through taverns, gambling dens, boltholes, and the like, looking for people bearing the tattoo-mark of the Eternal Wave cult (an infinity symbol made up of a Hokusai-style wave) as well as any other spies and infiltrators. Over the course of the intervening time, there's a rash of deaths due to an intensely-potent spider-bite that reduce the cultists' numbers and break up their communications network.</div><div><br /></div><div>While Xương and Hǎifēng are busy, Gou checks up on the temple and calls upon the Pale Mistress, who appears in the form of the blind woman he met earlier. She's got a decoy box ready, and he can feel the power within it. She explains that it took a combination of her powers and the Golden Lord's -- he provided the spark, she disguised it -- and says it won't hold up to the closest scrutiny, especially if they open it. However, she informs him with a slightly-too-wide grin, they'll have another surprise awaiting them if they do open it. He promises the effort won't be in vain, and she says it shouldn't be. She then adds that they could probably do the other box, but copying the illusion might be obvious. In other news, training's going well for the Exigents -- or at least, she's heard in passing that Jian's training is going well, she can only personally vouch for Kim Sơn. When the battle comes, they may be assigned to the cities that don't have three powerful Lunars defending them, but if it comes to it they may be able to show up and help out.</div><div><br /></div><div>Gou says that hopefully Heaven as the right destiny for Jian and Kim Sơn, and she says it's more about what <i>she</i> plans for Kim Sơn than Heaven, but he's taking to the training well enough. Before Gou leaves, she reminds him that if his Circle needs them, to come to the temple -- they can pray at any time to pass messages along, but in the temple they can respond.[1]</div><div><br /></div><div>But outside of that little errand, Gou has been taking to the skies, surveying the countryside, reporting back sightings of Eternal Wave movements along the coast -- not just traces of the fleet hitting and raiding the coast, but also signs of necromancers traveling inland. But the intel is valuable in helping to position defenders for both Salt-Founded Glory and the other major port cities.</div><div><br /></div><div>The fleet takes a little longer to arrive than initially anticipated, but soon enough the ash-fog bank is sighted on the horizon, and the fleet approaches, ready to make landfall as sunset approaches and the full moon starts to creep up into the evening sky. The defense forces of An-Teng hold their breath as the lead ship approaches the docks. Nobody has any real expectation that they could be turned away, bought off, negotiated with -- but so many of them want to hope.</div><div><br /></div><div>The Circle recognizes the lead ship approaching the docks. <a href="https://mythicfoxwrites.blogspot.com/2022/02/tales-of-moonlight-maiden-showdown-on.html">It's the <i>Heaven's Apathy Shrouds Us All</i>, and right there on the deck is Grasping Fingers of Bone-White Coral in her long leather coat with the Epitaph of Sunset slung across her back.</a></div><div><br /></div><div>To be continued...</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><hr /></div><div>[0]-- It's not like the Terrigen Mist of the Inhumans or anything, it's not like Exigents are likely to come out randomly mutated or anything, but there's so much variability in an Exigent that it's best not to take chances. Especially if multiple gods are contributing to the Exigent's creation, which is <i>sort</i> of happening here but not quite.</div><div>[1]-- I actually don't know if you can pass along messages like that via prayer, but special circumstances and all that. I mean, presumably you must be able to, for the gods to hear specific prayers at all. But I bet pure communication that way can be tricky.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-77139479699258995252023-11-19T06:46:00.005-05:002023-11-19T06:46:39.923-05:00Building a Character: Trinity Continuum: Adventure!<div>Here we are again, building a character that'll finish out the 1e Trinity timelines. I plan to do more after this, just marking the milestone.</div><div><br /></div><div>Much like how <b>Aberrant</b> took place about a century before <b>Æon</b>, <b><a href="https://preview.drivethrurpg.com/en/product/420727/trinity-continuum-adventure?affiliate_id=33285">Adventure!</a> </b>turns the clock back another century-ish to delve into the 'pulp action' genre. The first edition book's 'day zero' was in 1924, a couple of years after Dr. Sir Calvin Hammersmith arranged for a scientific demonstration in which he was to activate his new 'telluric engine' for the first time, ushering in a new era powered by the theoretically limitless power it could harness. At least, in theory.</div><div><br /></div><div>It exploded spectacularly, vaporizing Hammersmith (as far as anyone knows), and unleashing a wave of strange energies into the world. The people in the building (and beyond) were Inspired, infused with telluric energy, and given amazing abilities that could change the world. Premier among them were multi-millionaire philanthropist Maxwell Anderson Mercer, a brilliant young physicist by the name of Michael Donighal, and Hammersmith's lab assistant Sara Kaur, who got the most direct exposure to the energy (aside from the late Hammersmith) and were granted abilities far beyond their contemporaries. In time, Mercer, Donighal and others founded the Æon Society, to study and catalogue (and occasionally save the world from) Inspired people and phenomena that had been empowered by the energies thrown out into the world by the Hammersmith Incident.</div><div><br /></div><div>The first edition of Adventure! is noteworthy in part because at the time it was being written and produced, the folks at White Wolf knew that it would be the only book in this era they'd get to release, and possibly the last Trinity Universe book entirely. And it was in fact the last that actually saw print until the d20 versions in 2004, though the time between included White Wolf's earliest dabblings in ebooks in the form of <b>Terra Verde</b> for Æon and <b>Aberrant: Underworld</b> for, um, Aberrant.</div><div><br /></div><div>Anyhow, they wrote Adventure! with the intention that it function entirely standalone, making it as complete as possible (so in other words, no mechanics or setting info held back for supplements) with refinements to the system that came from lessons learned on Æon and Aberrant, and in the process created what is considered one of the best (if not the best) pulp RPGs ever printed. It's known to have been a big inspiration on <b>Spirit of the Century</b>, which lead to the full-blown Fate system, so that's quite the indirect legacy there. (Also, some of Fate's mechanics inspired elements of the Storypath system used for the Trinity Continuum games, bringing things full-circle.)</div><div><br /></div><div>The Trinity Continuum edition of Adventure!, like the other two 'updated' eras, tweaks the timeline a bit. But unlike TC: Æon and TC: Aberrant, which reworked events and adjusted some of the dates, TC: Adventure! almost entirely adds to the earlier edition. Its 'day zero' is in 1934, and barring a couple of specific elements (notably the presence of Sara Kaur) all it does is advance the timeline. Events and characters described in the first edition still happened in TC: Adventure!'s history and the earlier book serves perfectly well as an 'early days of the Æon Society' sourcebook.</div><div><br /></div><div>And with that little overview out of the way, let's get into making a Trinity Continuum: Adventure! character. As with my other TC posts, this one assumes you've at least skimmed my <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">Trinity Continuum core character post</a> for the basic structure. And as always, if there are any questions, comments, suggestions, so on and so forth, you know the drill.</div><div><br /></div><span><a name='more'></a></span><div><br /></div><h3 style="text-align: left;">Step One: Concept</h3><div>Alright, bare minimum of screwing around here, I've got a solid concept in mind already. William Taylor (yup, still doing this 'Taylor family' gimmick) grew up in Chicago, the son of a pair of Scottish immigrants. And while not deliberately <i>trying</i> to play on his name, he does indeed come from a line of tailors and the like. His family didn't have their own shop or anything, but he apprenticed at a shop run by Frank and Ida Schneider in Roscoe Village where his sharp eye and steady hand served him well in keeping the shop's customers happy.</div><div><br /></div><div>However, this meant that he was also on the sidelines for the Prohibition-era Chicago gang wars. He wound up being adjacent to a lot of crime, and Mr. Schneider sometimes found himself patronized by dangerous men a lot more often than he'd like. This is why one day, when a bad dream had woken William up an hour early, he decided to go into the shop before his shift to see if there was anything worth doing and found a gangster threatening the Schneiders for information with a gun. Without thinking he quickly grabbed a large pair of tailoring shears and rushed the mobster.</div><div><br /></div><div>Everything seemed to slow as the man turned to fire on him, adrenaline (and, he'd later learn, telluric energy) surging through William's body as he brandished the shears. His fingers suddenly burned as the bullet's impact jolted the shears in his hand. The screw holding the blades together was half-ruined, so he grabbed the fingerholes in both hands and ripped the shears apart to wield them like paired knives to disable the gangster and drive him off. He didn't understand what had happened, but William had become a stalwart.</div><div><br /></div><div>(Stalwarts are one of the three types of Inspired found during the Adventure! era. They're physically transformed by the telluric energies, their minds and brains enhanced and improved by the power. There are also mesmerists, who are gifted with powers of the mind -- psychic, often nearly-magical powers. While they are technically different types of Inspired being, stalwarts are precursors to the novas seen in Aberrant, while the mesmerists are a variation on a type of natural human psychic known as a psiad -- similar to the psions seen in Æon, but their gifts aren't activated by a Prometheus chamber and they're not locked into a single Aptitude. And then there are daredevils, which are simply Talents as seen in Trinity core, albeit with a greater capacity for Dramatic Editing due to the quirkiness of the era.)</div><div><br /></div><div>William never formally developed a formal crime-fighting identity for fear of attracting too much attention, but he did put together an identity-disguising costume using a 40-year old suit from the back of the Schneiders' shop and a simple cloth mask. He quietly became a neighborhood protector known for his dagger-like usage of the shear halves, believed by some to be the ghost of a tailor killed in the early days of Chicago's Black Hand due to his out-of-fashion clothing. While he did manage to establish a small stretch of territory surrounding the apartment he shared with his parents and the Schneiders' tailoring shop) that the mob learned to respect, it was small enough to fly under the radar -- until the Æon Society came investigating rumors of the 'Ghost of Roscoe Village.'</div><div><br /></div><div>While the Society is usually more scientists and explorers than would-be pulp vigilantes, I think learning more about their whole deal would spark a curiosity in William that might lead to him adopting the lifestyle of an adventurer. Maybe they recognize some potential within him that normally would have gone unseen due to his upbringing. Also, I can see him joining investigations and expeditions in the manner of Race Bannon (or Brock Samson, if you prefer), as a physically-capable bodyguard and assistant.</div><div><br /></div><div>And let's face it, if there's anyone who can properly appreciate the inherent potential of a superhuman tailor, it's gonna be the higher-class members of the Æon Society.</div><div><br /></div><div>I'm gonna call William's concept <b>"Nascent adventurer,"</b> to reflect his inexperience. And now, Aspirations.</div><div><br /></div><div>His short-term Aspirations are going to be <b>"Visit another country,"</b> and <b>"Make an outfit out of some exotic fabric."</b> Given that we're talking about pulp adventure, which as a genre is often adjacent to sci-fi and superhero stories (and, occasionally, fantasy), I probably don't need to specify what I mean by 'exotic fabric.' His long-term Aspiration is going to be <b>"Get my parents their own clothing/tailoring shop."</b> William's parents haven't had it as lucky as some, and now that he's in a position where he might be able to give them a leg up he wants to help them properly go into business for themselves, whether it's by finding the money and connections to get them into their own business space or maybe put together an offer to buy into the Schneiders' shop.</div><div><br /></div><h3 style="text-align: left;">Step Two: Paths</h3><div>Okay, three Paths with Skills, Edges, and connections.</div><div><br /></div><div>First, his Origin Path. Fortunately, TC: Adventure! has us covered there with <b>Salt of the Earth</b>, reflecting his working class upbringing. Just to get it out of the way, his Contact is going to be Frank Schneider, mentor and former employer, who's going to have the 'Informant' tag for helping him keep tabs on 'street-level' stuff going on. His access connection is going to be his old neighborhood of Roscoe Village.</div><div><br /></div><div>He also gets three dots of Skills based on the Path, which are going to be two into Integrity and one into Technology. His two Edge dots are going into <b>Dig Deep</b>, a new Edge in TC: A! that lets him focus at a critical moment once per session to ignore Difficulty modifiers or Complications on a single physical action that isn't an attack.</div><div><br /></div><div>Next is his Role Path, which is going to be <b>Combat Specialist</b> out of the core book. He's not a trained fighter, but William's got a knack for it even if he doesn't fully understand why. His Skill dots are going to be two dots in Close Combat and one dot in Aim. His Edge dots are going to go into <b>Hair-Trigger Reflexes</b>, which boosts his initiative rolls, and <b>Fast Draw (Blades)</b>, which lets him draw knives quickly and get a bonus if he uses them in that round. (William's not a killer or anything, but he has developed a bit of an affinity for edged weapons.)</div><div><br /></div><div>A little trickier is going to be his connections in this, I'll admit... actually, let's go with a bit of a twist on it. His community connection is actually going to be the mobsters of his old neighborhood -- he's not friendly with them, and these days he's not as active in protecting the Village as he's assumed to be (though if he hears 'his people' are in danger, he'll come running), but he scared them enough that he can drop in and occasionally menace favors out of them. I recognize that's a bit of a stretch, and if a Storyguide thought it's too much of one, I'd work with them on finding something more appropriate (maybe something related to the story). His Contact is going to be Josh Callison, a newly-minted detective once saved by 'the ghost of Roscoe Village'... and, to put a classic pulp twist on it, Josh has no clue that the aforementiond 'ghost' is his childhood friend William. I'm also going to give him the 'Informant' tag, though his area of expertise will be different than Frank's.</div><div><br /></div><div>Finally, we come to the Society Path, which is gonna be -- wait for it -- the <b>Æon Society</b>. And I'm thinking that perhaps through them, he's getting a bit of an informal education. So his Skill dots are going to be a second dot in Technology, a dot in Culture, and a dot in Humanities. I'm pretty torn on his Edge dots, but I think I'm just gonna lean into this concept-wise and go with <b>Adrenaline Spike</b>, which lets him ignore a single Injury Condition for a scene every session.</div><div><br /></div><div>His access connection is going to be one right out of the book: 'wealthy patrons.' William's skills at tailoring (which reminds me, I need to look up what Skill would be appropriate for that) are making him friends among the upper-crust through the Society, and he's working as something of a private tailor who'll make them just about anything as long as they can supply the materials. His Contact is going to be a woman he knows only as Ms. Minerva, a huntress from the Mediterranean who's been employed by the Society to guide and assist them on certain expeditions. A stalwart herself, she's been helping William learn about his abilities and subtly training him as a tracker. And for her, I'll make up a tag of 'tactician,' thinking that she'll provide the relevant bonuses when she's helping him plan out an operation of some sort.</div><div><br /></div><div>Okay, that wraps up Paths. I'm about to wrap up Skills so I'll skip the recounting. His Edges at this stage are Adrenaline Spike (2), Dig Deep (2), Fast Draw (Blades) (1), Hair-Trigger Reflexes (1).</div><div><br /></div><div>Next is...</div><div><br /></div><h3 style="text-align: left;">Step Three: Skills, Skill Tricks, and Specialties</h3><div>Now I get six more Skill points to distribute. Let's put two of those into Close Combat, one into Culture, one into Aim, one into Athletics, and one into Survival. Probably broader than necessary, but this is just how I tend to go with characters.</div><div><br /></div><div>This gives him a final Skill distribution of <b>Aim 2, Athletics 1, Close Combat 4, Culture 2, Humanities 1, Integrity 2, Survival 1, Technology 2.</b></div><div><br /></div><div><span style="font-size: x-small;">(As an aside, I've done some skimming and with regards to William's clothes-making skills, the impression I get is that the Skill might be determined by what he's doing with it. If he's making a suit that's going to impress at a gala, that might be Culture. If he's making something that's meant to be resistant to the weather, that might be Survival. Not that he has any dots in such at the moment, but if he's making a gift for someone it might be Empathy to know what they'd want. His actual <i>ability</i> to cut and shape cloth is going to be more about his Attributes. I think.)</span></div><div><br /></div><div>And now I pick a Skill Trick for a Skill at 3 or higher, so that's gonna be Close Combat... oh, I like this one. <b>Fast Planning</b>. It reflects his ability to assess the situation and guide others, letting him give an order like "Flank them on the right" or something, and the first time one of his allies follows his instructions the target number for the roll is reduced by 1.</div><div><br /></div><div>And now, he gets a Specialty in Close Combat since that's his only Skill at 3 or higher, and that's gonna be in <b>Knives</b>. As a reminder, that doesn't boost his Close Combat rolls but instead lets him apply his expertise in knives to other actions -- like, say, throwing them with Aim.</div><div><br /></div><h3 style="text-align: left;">Step Four: Attributes</h3><div>Okay, we know this routine. Free dot in every Attribute, check. Next, we prioritize Arenas -- Physical, Mental, Social in that order. So that's gonna be three more dots in Dexterity, one in Might, and two in Stamina. Then Mental is going to be one in Intellect, two in Cunning, and one in Resolve. Social will be a dot in Presence and one in Composure.</div><div><br /></div><div>Now I pick a favored Approach, which is gonna be Finesse. William solves his problems through speed and flexibility rather than raw might, so that'll add an Attribute dot to Dexterity, Cunning, and Manipulation.</div><div><br /></div><div>So that gives him an Attribute layout of Might 2, Dexterity 5, Stamina 3, Intellect 2, Cunning 4, Resolve 2, Presence 2, Manipulation 2, and Composure 2.</div><div><br /></div><h3 style="text-align: left;">Step Five: Moment of Inspiration</h3><div>Okay, I've grumbled about this before, but I really do wish the game line could stick to a default character creation outline. Step Five, in theory, should be applying a template, and for some reason when it comes to Talents and Adventure! characters, that has to be split up among two steps.</div><div><br /></div><div>Anyhow. I get to pick a moment of Inspiration either from the core or one of the new ones presented in TC: A!. This isn't a terribly-difficult choice, as the core book has <b>Saved Someone Else's Life</b> among the sample moments of Inspiration. And that gives him an extra dot of Composure, which is nice.</div><div><br /></div><div>It's also here that I <i>officially</i> declare that William is a <b>stalwart</b>.</div><div><br /></div><h3 style="text-align: left;">Step Six: Add Advantages</h3><div>And here, I distribute three points among the Inspiration Facets. I'd explain this in more detail, but this is the same mechanic that I applied to my <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">Trinity Continuum core</a> character. Stalwarts and mesmerists could almost be described as a variation on Talents tapping into the same energies that novas and psiads do (respectively), rather than just saying that they're novas and psiads but represented through different mechanics. It's an interesting distinction but I like it. </div><div><br /></div><div>(First edition mostly just left it implied that stalwarts were proto-novas and mesmerists were proto-psiads, though it didn't entirely match up perfectly -- especially in the case of Michael Donighal/Doctor Primoris, who was mechanically presented as a stalwart with access to a handful of mesmerist powers to reflect the fact that he was actually a nova. I recall one of the writers or developers saying if they'd thought of it at the time, they'd have made that option officially available to player characters as well, and even offered a 'rules patch' to do so, but I've officially gotten distracted.)</div><div><br /></div><div>Anyhow, William's got three Facet dots to distribute, and I'm going to give him <b>Intuitive 2</b>, reflecting his quick-wittedness and <b>Reflective 1</b> to represent his capacity for focus and steadiness if need be. This gives him an Inspiration rating of 3.</div><div><br /></div><div>And now he gains four Gifts; specifically dynamic Gifts, because he's a Stalwart. These are very much like normal Talent Gifts, except rather than being defined by his Paths, they're defined by his favored Approach because they draw on enhancements to his natural inherent abilities. They're broken down by Attribute, and he picks three from the Finesse Attributes (Dexterity, Cunning, and Manipulation) and his fourth comes from any Attribute.</div><div><br /></div><div>(In other words, Martin can subconsciously harness flux to be lucky and give his skills a bit of a boost. William, however, is literally empowered by flux to be unnaturally quick and graceful.)</div><div><br /></div><div>Okay, so first off, while flipping through the book, I stumbled onto a Cunning Gift that I can't not take because I'm just that kind of dork: <b>Photographic Reflexes</b>, the ability famously associated with Taskmaster from Marvel Comics and a handful of other scattered characters. This lets William copy certain Edges or even certain Gifts if he's seen them used in the scene. </div><div><br /></div><div>Next I'm going to take <b>Inhuman Grace</b> from the Dexterity list, which gives William +1 Intensity Scale for actions requiring balance, precision, or conservation of movement. In other words, all other things being equal, his movements are going to be more precise and graceful than a normal person's. He might not consciously realize it, but he's got the hands of a surgeon and is probably capable of certain gymnastic feats. If it comes down to a roll, however much Scale he has over the person he's rolling against gives him +2 Enhancement per level.</div><div><br /></div><div>Let's see... I just now noticed that I'm expected to take one from <i>each</i> of my Favored Attributes, not just all of them across the spread. I wish that was a little clearer in the Character Creation section -- I only caught this as I was rereading the start of the Gifts chapter. So I'm taking that to mean I have to pick a Manipulation Gift. (I'm not gonna go digging now to confirm, but if someone reads this and has heard otherwise, feel free to let me know.) </div><div><br /></div><div>Well, his Manipulation of 2 limits his selection. There's a Gift called Don't Worry About That that seems fun, but doesn't seem his style (it lets him openly carry objects without being called on it regardless of circumstances unless he uses them for violence)... so let's go with <b>Empathic Reflection</b>, instead. It makes him sensitive to how other people perceive him, and he can modulate his own speech to take advantage of that and make a better impression than he otherwise would.</div><div><br /></div><div>And now I get one more Gift, from any Attribute or Approach. There's a Gift that upgrades Photographic Reflexes called Mirrored Moves, but I'm gonna hold off because as cool as the whole ability is, I dunno if I wanna lean into it hard enough to be a signature gimmick. In my head, he's probably <i>just</i> recently picked up the Photographic Reflexes trick and is getting the hang of it, so he might develop Mirrored Moves in the future or he might not.</div><div><br /></div><div>Instead I'm going to go with <b>Lightning Must Strike</b>, from Dexterity. It lets him move a range band and attack in the same action (as a mixed action, separate from taking a reflexive movement and then attacking), ignoring any Complications from the terrain. Normally, a mixed action makes you use the lower of your attack or relevant movement dice pools ('creating' a dice pool for things that aren't normally rolled) and distribute successes to each action. But Lightning Must Strike lets me use the attack dice pool instead of the lowest. So William could move, and then use Lightning Must Strike to move again and attack.</div><div><br /></div><div>But that's Gifts sorted, so now...</div><div><br /></div><h3 style="text-align: left;">Step Seven: Final Touches</h3><div>Alright, now I add another Attribute dot. If I hadn't bumped his Composure to 3 with his moment of Inspiration I'd do that here, so instead that dot's going into... oh, let's say Presence, actually, as socially I imagine he's more charming than manipulative. That's gonna put his attributes at <b>Might 2, Dexterity 5, Stamina 3, Intellect 2, Cunning 4, Resolve 2, Presence 3, Manipulation 2, and Composure 3.</b></div><div><br /></div><div>And now four more dots of Edges. I'm gonna put two of those into <b>Wealth</b>, as William's starting to move up in the world. And the last two are going to go into <b>Always Prepared</b> and <b>Danger Sense</b>, one for each. This gives him a final Edge list of <b>Adrenaline Spike (2), Always Prepared (1), Danger Sense (1), Dig Deep (2), Fast Draw (Blades) (1), Hair-Trigger Reflexes (1), Wealth 2.</b></div><div><br /></div><div>And now his Health. He gets the standard three Injury boxes (Bruised, Injured, Maimed), and an extra Injured because he has Stamina 3.</div><div><br /></div><div>For some reason I'm supposed to calculate his Defense rating, but it's 1. It's always 1, unless I take a power that changes it. (I have no idea why that bothers me so much.)</div><div><br /></div><div>But that's it, character written up, sheet finished and presented below!</div><div><br /></div><div><iframe src="https://drive.google.com/file/d/1fFr9vv9_SgwEJvL8tUqi3bwZeWlqgACp/preview" width="640" height="480" allow="autoplay"></iframe></div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-86956961432256510752023-11-18T05:07:00.001-05:002023-11-18T05:07:10.791-05:00Tales of the Moonlight Maiden: Choices (Exalted)<div>Hey there again, folks. It's me, back with another <b>Exalted</b> session write-up after having to skip a session last week due to RL interference.</div><div><br /></div><div>But first, the crowdfunding campaign for the next Exalted expansion, <b>Abyssals: Sworn to the Grave</b>, is live on IndieGoGo! I didn't work on it or anything, but as I like to promote stuff related to the game line I wanted to share <a href="https://www.indiegogo.com/projects/abyssals-sworn-to-the-grave-for-exalted-3e/">the campaign link here.</a> If you'd like to hear more, The Story Told has an interview with the book's developer Chazz Kellner (storyteller for the Fall of Jiara AP, one of the hosts of <a href="https://www.exaltcast.com/">Systematic Understanding of Everything</a>, and generally a cool dude). You can hear that <a href="https://thestorytold.libsyn.com/episode-137-exalted-abyssals-sworn-to-the-grave">here</a>.</div><div><br /></div><div>Also, on a note unrelated to Exalted but possibly of interest to anyone reading the blog, between the last session and this one I did another one of my 'build a character' posts, <a href="http://mythicfoxwrites.blogspot.com/2023/11/building-character-trinity-continuum.html">this time for <b>Trinity Continuum: Aberrant</b>.</a> I've got another one in the works for <b>Trinity Continuum: Adventure!</b>, and after that I'll probably switch gears and do something else for a post or two since any other TC games are either still in crowdfunding manuscript format, or pre-errata backer PDFs. I might do a <b>Trinity Continuum: Assassins</b> character, but we'll see. Either way, if you have any suggestions or requests (including a request to do Anima, Aether, or Aegis characters even though the full books aren't out), let me know.</div><div><br /></div><div>And now, we get into the Exalted session. This is one of my 'talkier' ones, so usual disclaimers apply about me possibly misremembering details of dialgoue. I mean, I can tell you now that any of my NPC-on-NPC dialogue was made up on the spot at the time and I didn't stop to write down everything I said as I said it so I'm just winging it in the recounting. At some point I'll ask my group about possibly recording sessions so I can better get this stuff down for my own notes, but this feels like an awkward time to learn how to do that, mostly because we're coming up on a major showdown and potentially a story break.</div><div><br /></div><div>So for those of you who haven't fallen asleep or wandered off...</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>After meeting with their various local contacts, the crew reconvenes at Copper Orchid's home in Salt-Founded Glory, as Hǎifēng has a key and an understanding that they can crash there if he's out of town. It's a nice enough apartment -- not as luxurious, but it's got about as much space as the penthouse suite he's occupying in Goldenseal.</div><div><br /></div><div>Hǎifēng asks Xương and Gou how it went at the temple, and Xương says the two of them met with the Pale Mistress and she's on-board, and they're expected to go back tomorrow night. Hǎifēng sees that as a good sign, as it means they should be able to get 'the Exigent thing' taken care of in plenty of time to deny the Captain of the Ashen Umbra their prize. Yes, they're still going to lay waste to An-Teng, but this is still one thing sorted out. Hǎifēng gets some wine out of Orchid's stash to share with the others.</div><div><br /></div><div>Gou suggests that they might be able to manipulate Captain Ash if they don't know that the puzzle box has been opened and the Exigence inside spent, maybe create a fake parley and sneak aboard some of their ships and do some damage. Xương says that's pretty devious, though he wonders if they should be devious. </div><div><br /></div><div>Gou says he knows that Xương would just want to charge at them head-on, but Xương considers that maybe deviousness is the way to go. Hǎifēng adds that Xương knows they're not keen on the idea of him swimming out alone. He's tough, but not immortal. Gou points out they'd certainly have ballista and other siege weaponry, and would likely be ready for something big. Hǎifēng makes it clear they don't want to tell Xương what to do, they just hate the idea of him being out there without backup.</div><div><br /></div><div>On Hǎifēng's end of the day's business, their contact is a Sidereal (but then, Hollow Thunder did refer to Tong Kaim as a 'colleague'), but Gou certainly isn't surprised. Hǎifēng grumbles a bit about 'sneaky secret Sidereals,' and Gou says that as long as they're on the group's side, it's fine, and Hǎifēng insists that they're only loyal to the Maidens and that can change on a coin flip. They then explain that Tong Kaim wants to try and arrange an alliance between them and one of An-Teng's Princes, and Gou reacts very badly to that, as he sees this as basically being the same as allying with the Realm.[0] Hǎifēng pours him a little extra wine and slides the glass over, and then just hands Xương the rest of the bottle.</div><div><br /></div><div>Gou wants to know what's going to stop the Princes from turning on the Lunars after the battle, and Hǎifēng just wants to emphasize they're not necessarily personally endorsing this plan, but concedes there is no such guarantee.</div><div><br /></div><div>Gou asks who she has in mind among the Princes, but Hǎifēng doesn't know. They don't like it, and it goes against what they've strived to do. Xương, for his part says he's willing to fight alongside Realm forces if that's what it takes, but he won't take orders from them. Hǎifēng hopes nobody from the Realm is stupid enough to try. It's suggested that if they go down this road, they should probably try to stay in their hybrid forms when dealing with the Princes or Tong Kaim to help protect their civilian identities. Hǎifēng in particular is concerned about their human form being identified since they still see An-Teng as their home.</div><div><br /></div><div>Xương grins at the idea. "Fair enough," he says. "If they're going to ally with the Lunars, let them ally with the Lunars."</div><div><br /></div><div>Hǎifēng emphasizes they didn't want to make any hard decisions for Xương and Gou, and that they'll go with what the others want to do. Gou grudgingly accepts this is for the greater good, and Xương just repeats that he won't be taking orders, with a "Ditto on that" from Gou. So they make plans to get back in touch with Tong Kaim, with the plan that when they go in to meet the Prince, they're definitely going to make a scene to make it clear how serious this is. Hǎifēng comments that tomorrow morning they're going to have an interesting meeting at the palace, and then in the evening a 'theater performance' of an Exigence occurring.</div><div><br /></div><div>Though the group decides to check in Tong Kaim before then, rather than surprise her with something too drastic. Hǎifēng would go alone, but as this potentially brushes up against political stuff, they bring the others along -- though they do shift their appearance back into <a href="https://mythicfoxwrites.blogspot.com/2023/08/tales-of-moonlight-maiden-reunion.html">the disguise they first used to meet Jotaro back in Goldenseal.</a> The weather outside is dreadful and rainy so the group can at least bundle up so they're not too visible as they return to the Shore Lands Palace.</div><div><br /></div><div>They head in and ask for Tong Kaim, and are directed to a spot off the side where she's waiting for them. Hǎifēng needs a moment to recognize the woman in the functionary robes as her. Xương's never met her before so he follows Hǎifēng's lead, and Gou talked to her briefly at a party some months back but he doesn't recall her now. (Thank your Arcane Fate, kids.)</div><div><br /></div><div>Hǎifēng starts by informing her that they're going to be here tomorrow, and they want to make it clear they're not taking any orders, especially from anyone associated with the Realm. She just asks if they'd like to go to a room and talk in private, and leads them into an empty meeting room. As Hǎifēng is in disguise, for good measure she asks if this is the same person she spoke to earlier, and Hǎifēng just asks "Am I?"</div><div><br /></div><div>She sighs, weary, and explains that the three of them aren't going to be expected to take (or give) orders. They're not working for the army. This situation isn't ideal -- An-Teng doesn't have a formal military of its own. The Princes have small private armies of 'bodyguards,' but the bulk of their military defense comes from the Realm garrison, which is a joke. An-Teng can't do this without help.</div><div><br /></div><div>Hǎifēng says they're going to fight regardless, but if someone looks at the Lunars wrong they might be the next target. Whomever they fight alongside is going to have to be well-informed, and <i>very</i> polite. Tong Kaim points out that's why they're hammering a few things out now and making arrangements, to cut down on misunderstandings by doing things like making sure certain troops aren't deployed where the Lunars are likely to be. Hǎifēng hopes for their sake that she's right.</div><div><br /></div><div>So now, the Princes. She's not making any assumptions about their knowledge of local politics, so she gives them the basic run-down: An-Teng is ruled over by three Princes, each of whom rules over one of the three provinces that makes up An-Teng. The Shore Lands, where the group is now, is ruled by Prince Laxhander of the Glorious Reign, who's full of himself and an eager toady to the Realm. The Middle Lands are ruled by Prince Kiotaran of the Upward View, who's more interested in astrology than politics. The High Lands are ruled by Prince Josei of Notable Genius -- which, she assures them, is not an entirely undeserved epithet -- who's probably the least sycophantic to the Scarlet Dynasty. </div><div><br /></div><div>She says that Kiotaran and Josei are going to be the most amenable to working at least temporarily with the Lunars, and each one has resources they can bring to bear to help. Of the two, Josei may be the tougher to convince and work with but potentially has more to offer in terms of support. And, working with one of them would give the group more opportunities to look good in front of the mortals, especially if Laxhander's Dragon-Blooded allies are conspicuously absent from what's likely to be the heaviest fighting. She says that none of the Princes are currently in the city, but she could definitely get one of them to the Shore Palace by, oh, about lunchtime the following day. </div><div><br /></div><div>It comes up at one point that given Captain Ash's search for the box, and there are a couple of places where the Pale Mistress and Golden Lord could do whatever combined ritual they have in mind, they could potentially redirect that fight to another of the port cities, but it's settled that they're going to stick with Salt-Founded Glory.</div><div><br /></div><div>Gou asks if she can get both Josei and Kiotaran, and she says that there's only time to get one of them amidst all of the other preparation that's going to need done.[1] Gou and Xương both think that Josei's going to be their best bet.</div><div><br /></div><div>Tong Kaim makes a note of that and says she's going to jump on getting him there, while also trying to get things started arranging the country's defense as quickly as possible. She explains that her job is to carry messages between all of the Princes, and between the Princes and the satrap, and the garrison commander, and all that with the help of a small cadre of assistants and courtiers all dressed pretty much exactly like her. Basically, she's taught them to recognize and respect the 'uniform' without being tripped up by the Arcane Fate, and essentially this lets multiple people get messages from their 'trustworthy servant' at the same time. (She doesn't explain the last bit exactly like that because I didn't think of it until just now, and I really wish I had. Ah well.)</div><div><br /></div><div>She says that she's also going to be sending messages up to her superiors. She doesn't get into further detail because she doesn't want to assume how much they do or do not know, but she says it with an inflection suggesting she means her Sidereal superiors in Yu-Shan. She asks the group if there's anything they want to go over before she gets to work, or anything they think she needs to know. Hǎifēng informs her about the trio's plan to remain in hybrid form when they meet with her or the Princes from here on out. She's visibly (though subtly) taken aback by that, but she says she appreciates the warning and will do what she can to accommodate them.[2]</div><div><br /></div><div>She asks if there's anything else, and Gou informs her there isn't, but expresses his appreciation of what she's done so far.[3] With that she escorts them back out to the lobby, and as they head out they see her already surrounded by courtiers and messengers, giving them assignments to get the ball rolling right away.</div><div><br /></div><div>We jump ahead to the next morning.</div><div><br /></div><div>Shortly before sunrise, a small storm rapidly comes in off the water, wind whipping up waves and making the boats bob up and down with the disturbance. The storm blows a small courier ship in to crash into the docks. The storm quickly recedes as people come out to see this ship, with no signs of any crew. Someone comes up from belowdecks and staggers out to fall off the side of the boat onto the pier and begins to walk uneasily towards Salt-Founded Glory. His motions are jerky and uneven, and his mouth is stitched shut to muffle what would otherwise be screams of pain and dismay.</div><div><br /></div><div>The other people on the docks come close enough to get a good look but far enough away to wait for someone else to do the stupid thing and approach. The man stops, pulls out a blade, and slits his own throat, cutting it deep enough to get to his windpipe. An unearthly wail comes out of it before the man falls lifeless to the pier, and while not everyone fully agrees on exactly what they heard among the hellish sounds, most of them work it out clearly enough:</div><div><br /></div><div>"Surrender the box."</div><div><br /></div><div>Salt-Founded Glory is abuzz with the incident when the Lunar Circle show up at the palace in their hybrid forms. They draw looks but nobody starts anything as they go in and one of Tong Kaim's 'doubles' escorts them to a meeting room upstairs. There's a large table with maps and charts and a sideboard with food and drink. On the other side of the table is an older man with short gray hair in nice robes -- projecting authority but not ostentatious -- with Tong Kaim next to him, and a handful of armed bodyguards against the wall, and a few assistants. Tong Kaim steps forward.</div><div><br /></div><div>"Allow me to present Prince Josei of the Notable Genius, ruler of the High Lands of An-Teng."</div><div><br /></div><div>She then turns to him, gestures to the Lunars, and says that they are the special guests of whom she spoke. She's actually not sure how to introduce them, and didn't think to work that out ahead of time.</div><div><br /></div><div>He begins by asking the Circle if they're aware of what happened at the docks, and naturally they are. He admits he doesn't know the full context of the message, but he knows it's only a matter of time before people realize the threat approaching An-Teng. He thanks the trio for coming, and there's some back and forth about confirming the Lunars' desire to help and willingness to work with him. Hǎifēng also talks about the Captain's ultimate goal of turning the oceans into one big shadowland.</div><div><br /></div><div>There's also some back and forth as the group confirms that the Captain's forces are going to be focusing on Salt-Founded Glory, and that's where the Lunars prepare to meet the deathknights. Hǎifēng points out that the fleet might be the bigger issue, and it's agreed there's no good way to stop that. Hǎifēng says they need to prepare for landfall. Prince Josei agrees, he's more than aware of that already, that's why he's talking to them.[4] He just wants to hear it from them that they can do this. Xương steps up and says they can kill whatever comes off the boats, with enough sincere confidence that it reassures the Prince.[5]</div><div><br /></div><div>The Prince talks about how there are going to be ramifications for this, for them being seen allying together, but he suggests that they're probably fine upsetting apple carts given their openly approaching the palace in these forms. Hǎifēng calls him a little racist for that, and he quickly clarifies what he means is that they're not interested in things going smoothly, is what he meant. Xương says they're more interested in winning, which gets a firm agreement from Gou.</div><div><br /></div><div>Prince Josei goes on to explain that there are potentially associations cutting both ways between him and the three of them -- if something were to happen between the Lunars and the Realm, he might be implicated just because of their brief alliance, or if something were to happen between him and the Realm, they might be implicated. He wants to know if they're okay with that. Gou says he doesn't want to answer a question with a question, but he asks which the Prince and his people would prefer -- being slaughtered by a necromancer, or possibly having to work with 'monsters' that have some honor. He makes it clear they're helping because it's the right thing to do, in spite of what people think of them. They know how to at least stop part of Captain Ash's plan, and once they did that they could just leave. But they don't want to because they're not evil, they don't want to see people dead.</div><div><br /></div><div>Josei, resisting the urge to make a 'hand whooshing over the head' gesture because that wasn't what he was getting at, just emphasizes he wants to know if they're fine being linked if either is involved in some sort of upheaval in the future. Xương says they can kick that can own the road, and Josei then just asks outright if they'd be fine possibly collaborating in the future if things break down between the Realm and An-Teng. He's not asking for or expecting anything, but not everyone in An-Teng is happy with the current situation with the Realm -- and some of those unhappy people might be An-Teng's rulers. Hǎifēng says that if they go to kick out the Realm, they'll be there. Gou says all they can do is simply hope that the people will see what actually happens here in the near future, and that can help push things towards mutual partnership and agreement.</div><div><br /></div><div>Now that they're on the same page, Hǎifēng asks if they can now talk about the imminent invasion. Josei gestures to the map-covered table, and they get into what little intel they have, mostly discussing the Lunars' capabilities and what they have to offer besides punching deathknights.[6] This mostly gets Xương's ability and willingness to go after the ships before they reach the shores, and Gou's got the ability to take to the skies. Josei's got some ideas on how to put Gou's flight abilities to use, and deploying Xương to slow down or damage the Captain's fleet is a wonderful idea, just one that's going to have to wait until they have a better idea on where the fleet is -- also, making sure they're close enough that he's got time to go out there, hit them, and come back.</div><div><br /></div><div>Josei then explains that An-Teng doesn't have a proper military as such, so they're going to have to supplement the Realm's meager forces. But with him stepping up to help with his own private forces, he has a notable advantage to bring to bear. He produces a scroll and shows them drawings of a number of animal masks, and explains that among An-Teng's ancestral treasures are the Animal-Commanding Masks, which will be trusted to his lieutenants who can then summon swarms of different animals to beef up their ground troops. Those animals could be used to not only supplement the military forces directly but could also be used to speed up communications, reconnaissance, etc. Each mask commands a different variety of animal -- he goes out of his way to point out, with a grin, that the Tiger Mask is his.</div><div><br /></div><div>But once the planning and small talk are completed, they agree to meet again in two days' time and go over their new information.</div><div><br /></div><div>We then move ahead to that evening, as Xương drops in on Kim Sơn and tells him there's someone he needs to talk to. Kim Sơn is surprised, but he rolls with it -- he's had a streak of good luck lately, even if he doesn't know why -- and the trio take him to the temple (with Hǎifēng still in their disguise and Gou wearing his replica mask from the tournament). He's confused at being led through the shrine of the Golden Lord, past Jian and into the basement. He starts to freak out a bit when they go down into the room, which smells faintly of seawater and blood.</div><div><br /></div><div>He asks, nervous, why they've brought him there, when a toothless old crone with white hair steps out of the shadows -- the Pale Mistress, in another guise -- and says "To meet me."</div><div><br /></div><div>She tells him she knows what he's done, that he worked for the Eternal Wave, spying and luring people into it, willing to do almost anything to prolong his life. He insists he's not that person any more, and she laughs -- it's an unpleasant sound, more like glass breaking than laughter -- and says she wants him to be that person, but for her, and reflects on the irony that it's fleeing the cult that might actually get him what he wants.</div><div><br /></div><div>As she talks, she pulls out the puzzle box, one hand transmogrified into a gigantic monster hand. The puzzle box opens up, seemingly of its own accord, and the group can see silvery fire -- like staring into the sun, except it doesn't hurt -- in the middle. The flame of the Exigence, of pure potential and Essence manifest.</div><div><br /></div><div>She explains that she's a god of chaos and misery, a reflection of the darkness that lurks in the hearts of the people of An-Teng, and in these changing times she needs an extra pair of hands to hold the knives. She Choses him to be her champion, and if he accepts his health will improve and he might live centuries (barring incident) rather than slowly dying in agony over the next few months. But it won't be easy, and he'll be feared by many.</div><div><br /></div><div>She closes the puzzle box and says he can think it over, and he almost looks pained to have the glorious divine flame -- a gift from the Unconquered Sun himself -- taken out of view. She says there's a ritual they have to go through, as she's working with the Golden Lord and the two are supposed to get their champions together. She can start now, his half of it starts at sunrise, and there's a point where they intersect.</div><div><br /></div><div>Kim Sơn looks at the Lunars, unsure and terrified -- but then, among other things the Pale Mistress is a goddess of fear, that's to be expected. They give him an encouraging nod, and tell him it's going to be okay. He turns back to her, and accepts.</div><div><br /></div><div>The puzzle box opens back up, and she lifts that monstrous, clawed hand, and plunges the claws into the flame. The silvery fire coats her claws, and she says "Then we begin," as she plunges the claws into his chest. He screams in what might be ecstasy or agony (or both) as the power surges through him, but that's when the TV screen suddenly smash cuts to 'To be continued...'</div><div><br /></div><div><br /></div><div><br /></div><div><hr /></div><div>[0]-- Which might be a little unfair, though I didn't want to interrupt the scene to have Gou make a Lore roll to know some relevant details about An-Teng's tenuous relationship with the Realm.</div><div>[1]-- This is a deliberate limitation on my part. Long story short, I've got a whole thing set up on my end about the forces they'll be fighting alongside and against, dependent (respectively) on which Prince they ally with and in which of the three port cities they choose to make their stand. If anyone's curious I'll go into a little more detail after the battle actually plays out.</div><div>[2]-- Given that beastfolk are a commonly-known phenomenon, simply walking around as an animal person is not necessarily going to get people screaming about 'Anathema.' But she can at least try to cut down on the number of people present the next day that might freak out or make too much of a fuss.</div><div>[3]-- He's really trying hard not to say something like "you've done enough," even if he doesn't mean it in the way most people would.</div><div>[4]-- After all, as we know, a proper defensive navy for An-Teng was <a href="https://mythicfoxwrites.blogspot.com/2021/12/tales-of-moonlight-maiden-mysteries.html">Danai's</a> life's work, and it completely slipped my mind until this moment as I'm writing this sentence I should have pointed out a family resemblance between Danai and Josei. Frig.</div><div>[5]-- I don't normally interject with influence rolls for these sorts of interactions, but it felt appropriate at the time to just give Sean a roll that wound up successfully instilling an intimacy of "The three Lunars (Faith)." It's not a huge thing, but it is a sign that they've made an inroad with him.</div><div>[6]-- I dunno quite where to put it because there wasn't a formal introduction as such, more of a retroactive clarification, but I feel the need to mention at some point that the Prince doesn't know the group's real names. He's been told to just refer to them as 'Bird,' 'Shark,' and 'Monkey.'</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-25287989577693588872023-11-12T01:07:00.003-05:002023-11-12T01:07:59.322-05:00Uncluttering My Thoughts<div>So this is gonna be a little different than my other blog posts, because it's just gonna be me digging through the cluttered attic that is my brain and trying to arrange the boxes with 'Writing shit' crookedly written on the side. I've had some version of this post in the works for a while, and just finally decided to just get it down and put it out there. (And then I spent another couple of days rewriting it in chunks, which I assure you has neither improved nor degraded its coherence.)</div><div><br /></div><div>This is part of me trying to get to a better place with my writing, and on that journey I'm three or four off-ramps past the point of caring how much junk I toss out the car window. So this post is longer than it needs to be, probably more honest than it needs to be, and there's going to be a lot of whining and venting. It's not intended to be a call-out post, and if you think I'm referring to you, please try not to take it personally -- by and large, I'm trying to focus on my feelings about situations I don't have a lot of control over, I'm trying not to be hurtful about it, and if you see yourself in a broad-strokes comment I make consider that I'm trying to address a larger problem that's not about you specifically. I'm not vagueposting about particular people -- when I mean specific individuals, I say so even if I don't call them out by name.</div><div><br /></div><div>Anyhow, now that I've probably made sure nobody will ever read this...</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div>A couple of weeks ago I had a doctor's visit, just a standard six-month check-up with my GP. And I can't remember if I mentioned my writing in passing or if my doctor remembered that I'm a writer and got us onto the subject, but he mentioned that someone, I think his son, was talking about going to art school or something to that effect. And he was just amazed at where creative people like writers and artists just get it all from and how we put it together. Like, it wasn't the "where do you get your ideas from" conversation so many of us have had (and often dread), but admiration for the ability to just come up with stuff, arrange it into a story, and put it out there.</div><div><br /></div><div>And we talked for a bit about the way different people come up with stories, and I talked about what I've always heard referred to as "pantsers" and "plotters" -- respectively, people who just make shit up as they go ('by the seat of their pants'), and those who meticulously plan things out. And I talked about how I was purely a pantser for a long time, but I really can't get a story to any workable state until/unless I stop and plan out the rest ahead of time. I can't remember the fine details of the conversation, but I just got into a bit of a groove babbling about it -- mostly positive, for the record, though acknowledging the struggle it can be sometimes. I do recall pointing out that despite everything, my most successful fiction pieces are the ones that I threw together at the last minute before the deadline, but the stuff where I had a strong idea early enough to make the best use of my time just hasn't been as well-received. (I feel like there's a different blog post in that.)</div><div><br /></div><div>I bring it up here because I came out of that conversation realizing that for a few minutes, I'd felt genuinely good about being a writer for the first time in longer than I could clearly remember. Not necessarily good about something specific I'd written -- I've got a lot of work I'm very proud of (though bittersweet, for some pieces), work I've recently looked back on and went "Wow, I wrote <i>that</i>?," and such -- but about <i>being a writer.</i></div><div><br /></div><div>And I'm not entirely sure why. Is it because I was having a pretty basic, 101-level conversation about writing with someone who's not a writer, so my brain wasn't delving into deeper elements of writing and it was just easier to keep it light? Is it because talking about my process (such as it is) helped me realize which bits of writing I enjoyed the most? Maybe it was just engaging with someone who was interested and getting that real-time feedback.</div><div><br /></div><div>I mean, I think it's a combo of that last two, now that I type it all out and read it back. But that last bit in particular, the engagement and feedback, that's kind of sticking in my brain, maybe because it goes back to something I've been trying to articulate for a while. I think it might also be one of the reasons I like running RPGs more than writing, and maybe it's like how some actors prefer being on stage in part because they like having the live audience. But anyhow, I'm slowly spiraling in on my point.</div><div><br /></div><div>I think my biggest personal struggle, as a writer, is that I don't actually get to talk about my writing with people. On rare occasions someone will stumble onto something I've written and actually respond, have something to say, etc. But those occasions are rare, and usually don't progress beyond "Oh, hey, I liked this,"/"Thanks." And I recognize and accept that sometimes it comes down to the fact that I tend to write some niche stuff.</div><div><br /></div><div>What makes it more awkward, like, with the furry stuff on my <a href="https://www.furaffinity.net/user/mythicfox/">FA page</a>, sometimes I'll post something and get a +fav, more often I'll post a story and the picture the icon came from gets a +fav, and sometimes somebody will go through and just tick the +fav button on all of the chapters at once. (That last one is usually after I post a link somewhere in someone's "Share your work here where people can see it" thing) Odds are, they didn't read it and they're certainly not going to, they just saw it on the front page and clicked so a counter on my page goes up, and then move on. </div><div><br /></div><div>Similarly, 95% of the time, if someone +watches me on FA I go to their page and see from the 'thank you' posts that they've also just +watched like a hundred other people all at once, because some people just do that. Once I systematically went through the people on my 'watched by' list, and over half of them were people who just follow almost everyone they see posting on the site (some seem to think they're doing you a favor, even though FA doesn't have any sort of algorithm?). Others are artists trying to get you to come to their page and look at their stuff. Y'know, like the clearly-automated random follows you get on social media from indie musicians fishing for follow-backs.</div><div><br /></div><div>Normally, when I do get comments on my work (which, on average, happens maybe once or twice a year), it's a basic "This is really good, I can't wait to see what's next," and then I never hear from them again. And maybe it's because I go through long pauses between postings and they've completely lost interest before the next one, but one of the biggest causes of those long pauses is the deafening silence I get. It's hard to maintain an interest in an ongoing project like a novel or a setting I'm developing through stories when you feel like nobody else is interested either.</div><div><br /></div><div>A couple years back, someone went out of their way to comment on my then-unfinished novel and a couple other things, seemingly enthusiastic with glowing compliments and looking forward to seeing what I do next. I say 'seemingly' because they never +watched me. Or maybe they +watched me and then decided to drop me for some reason. I honestly don't know and have no good way to check. What am I supposed to do with that? Because I can't see a way to point out that there's more to the story if they wanna read it without putting them on the spot, like a kid in school telling their crush "oh, hey, I saw you accidentally threw away the note I wrote you." Best case scenario, it was a legitimate mistake on their part and I just come across as insecure and desperate. Which, I mean, I'll cop to the first, the second varies by the day.</div><div><br /></div><div>I feel like I can't really talk about my writing with my friends. Either they're not interested in the genres in which I tend to work (which is fair, I don't begrudge that), or they just never seem to find the time to read my stories -- even the ones they offer to beta read. It feels like because they like me and/or think I'm clever, they come to the conclusion that if they <i>did</i> read my writing they'd love it. They're so quick and eager to encourage me so I'll keep doing things I enjoy -- the problem is that writing <i>isn't</i> something I enjoy, largely because <i>nobody wants to read it and won't tell me why.</i> Everybody's willing to wish me luck in the class president election, nobody can be bothered to vote for me.</div><div><br /></div><div>And for some reason people don't want to believe this. I've had friends cling to this notion that I'm constantly being complimented by people in places where they don't see it and I'm just imagining things when I talk about how rarely people comment on my work. Or they're <i>certain</i> I've got some invisible fanbase that I have to assume exists because Reasons. Some legitimately seem to think I'm in a bunch of private writing chats where at any moment I can dip in for advice and validation, like it's some neverending digital Bohemian salon where we're all downloading gifs of absinthe. They don't deny it to my face when I explain how it actually is, but it never seems to register when I explain it.</div><div><br /></div><div>(Also, quite frankly, a lot of my friends have bigger, more serious problems than mine, and I don't feel comfortable asking them to take time and energy away from sorting out their crises to listen to me have a sad about my writing. Especially if they're artists or writers themselves, because then I worry I'm going to come across like I'm competing to see who's got it worse or asking them to worry more about my writing than theirs.)</div><div><br /></div><div>I'm honestly not sure how long it's been since I've had an actual conversation with another writer about writing, unless you count the occasional reply to a social media post. I'm pretty certain it was pre-pandemic, at least. And some of that is on me, I could be a lot more proactive about that. But I don't think I've ever participated in any sort of group writer's chat and come away feeling like I'd contributed anything worthwhile. I never have any new thoughts for the conversation, and the rare times I do, somebody more articulate and concise gets it out while I'm on my third draft of the post/comment. There was a period of time a few years ago where I felt like I'd fully connected to the furry writing community, but that time passed pretty quickly.</div><div><br /></div><div>When it comes to other writers, I feel like a hanger-on, like I'm someone's kid brother who gets dragged along to writing group meetings where I sit in the corner and write stories in crayon where half the words are misspelled but they let me hang out because... well, the metaphor breaks down, but probably because I make the room seem less empty at convention panels. And that's when I'm feeling <i>good</i> about my writing -- at Fur the More '22, I had a mini-meltdown about my feelings of failure such that I actively avoided places where I might run into writers that knew me, fearing some wholly-imagined judgment predicated on the fantasy that someone might notice me and ask how my writing was going. The one time I ran into someone who knew me, it was at the end of the con and I was in a better mood, but I probably still came across like a total asshole.</div><div><br /></div><div>Okay, that tangent's put me in a worse place than I intended. Gonna try and get this back on the feedback/engagement issue, because I have more to say there.</div><div><br /></div><div>I do vent and bitch and moan about much of this on occasion, usually on Mastodon, but by and large I resist the urge to get into it as deeply as I am here. I keep much of it to myself because this sort of venting feels like I'm devaluing the scarce handful of people over the years who actually <i>have</i> expressed an interest or given a shit. And I don't want to devalue them -- actually, I should say 'you,' because if you're reading this there's a decent chance you're be one of those people. Regardless, I don't want to devalue anyone, for the most part. The problem is that... well, don't take this the wrong way, folks, but there are so few of you that some part of me can't help but assume you've made some mistake or I've managed to trick you or both.</div><div><br /></div><div>(Yes, I'm aware 'impostor syndrome' is a thing. But you know how they say that just because you're paranoid doesn't mean they're not out to get you? Well, the fact that I struggle with impostor syndrome doesn't change the fact that I might be an impostor.)</div><div><br /></div><div>Someone might point out that one of my furry short stories won an award once. Which is true, but it shares that award with nine other stories. It's done nothing for my visibility as an author in the community. I bought friends copies of the anthology the story is in because they wanted to read it, and the only acknowledgement it's gotten has been 'I've been too busy these past few months to read it, sorry.' As of this writing, the free posting of that story has two +favs on FA, which is still more people than I've met who have actually read it in print/ebook. In this context, the award is nothing more than a reminder that some writer acquaintances of mine cared enough to nominate me because I nominated some of them that year.</div><div><br /></div><div>(The award came with a plush lion which, if it didn't have the year of the award printed on it, I'd be legitimately tempted to send back so they could re-use it.)</div><div><br /></div><div>I mean, the award doesn't change the fact that a couple of years back, I posted a potential first chapter for an idea I was toying with to get some feedback. I posted repeatedly in every social media outlet I used, linked it on the Furry Writers' Guild Discord, basically begged everyplace I was online for someone, <i>anyone</i>, to tell me if I was wasting my time. And it was over a hundred views and two weeks later before anyone said anything. Ironically I'm not going to link it here for a few reasons, largely because it and the larger idea it's been attached to have been pretty heavily reworked on my end so there's not much point in commenting on the posted version. <strike>Not to sound bitter, but</strike>Fuck it, let me be bitter for a moment: If I were a visual artist and posted a pencil sketch for a potential new character that took the same amount of time, I'd have people falling all over themselves within minutes demanding to see more, giving feedback of varying degrees of propriety, and asking if they could commission a pic of their OC performing some sexual act with that character.</div><div><br /></div><div>Anyhow.</div><div><br /></div><div>I'm focusing on my furry fiction in this post because I get even less reaction to anything else, like my game writing, unless it's contracted work and I'm hearing from the developer/editor that's reviewing it. On a couple occasions I've heard a podcast address something I worked on, it's almost never in any detail beyond "it's good" while other sections get several minutes of discussion. Any time I've peeked in on an online conversation about a book I worked on, my sections will be the least-discussed, even if they were greatly anticipated before publication. Before I stopped looking, the closest thing to actual feedback I've seen was a reflexive "of course you're good" in response to a self-deprecating comment I made.</div><div><br /></div><div>I don't need constant praise about my writing. All I really want is occasional reassurance that the time I spend writing wouldn't have been better spent jerking off or playing video games. Because the vast majority of the time, even when things go well, writing feels like ten times the effort for a tenth of the satisfaction. At this point, I have enough trouble writing up my gaming sessions for the blog, because I actually don't know how often anyone reads those, but they also serve as an exercise in going back over my notes and keeping details straight.</div><div><br /></div><div>I know I need to try to unpack this with a therapist -- well, try <i>again</i> to unpack this with a therapist -- because trying to write has just gone so sour for me. Some days I feel good and get into a groove, but ultimately there's little to no satisfaction in actually finishing anything, and sometimes hearing other people talk about their writing on a podcast or stream feels like hearing about a party I wasn't invited to and I have to turn it off. A couple months back, an acquaintance of mine asked me if I was still writing, and I actually wasn't sure how to answer. (Hell, sometimes I'll get people with whom I've regularly kept in touch and follow me on social media asking me if I'm still writing.)</div><div><br /></div><div>Bringing this post back to where it started... While that conversation with my doctor was largely a positive one, when I was talking about how writing can be a struggle, I did let slip in so many words that sometimes I wish I could stop. And while it's not every day, there are a lot of days that's true -- I didn't tell him this, but sometimes I honestly wish someone would just tell me I just suck and should give up writing. Thing is, I tried giving up writing once, many years ago, for reasons I don't want to explain here, and it didn't take. My brain just keeps churning out story ideas, character ideas, setting ideas, etc. It chews up all the things I see and hear and excretes stories that I have to try and at least write down. (And while 'excretes' wasn't a consciously-deliberate word choice in this context, as I read back over that sentence it feels so appropriate.)</div><div><br /></div><div>It doesn't help that out of the handful of people who've ever said anything nice about my writing, the majority of them appear to read one thing, like it, and then immediately lose interest. And I just can't help but interpret that as being forgettable at best or a disappointment at worst, and either way I constantly feel like I should apologize to the people who've complimented my writing for having wasted their time. (And that goes double for anyone who's contracted me to write anything or bought anything I worked on.)</div><div><br /></div><div>This is an anecdote I've trotted out more times than is probably strictly appropriate, but once someone I didn't know messaged me out of of the blue, asking me if I could finish a series I'd started writing years earlier called Totembound. That's how they worded it, 'could you finish Totembound.' I'm charitably assuming English isn't their first language and they meant to ask if I was going to, as opposed to making a request. For context: Totembound was a serialized story I'd started, put down a couple of chapters, got no response, realized it wasn't going to work for what I'd intended to do with it anyways, and so then I let it drop. I let it sit in the 'Scraps' folder for a while before I got tired of seeing it there and completely scrubbed it off the net. (Thanks to a hard drive loss a while back, I don't know if I even have any copies of it any more) And then, several years later, the <i>one</i> person who would miss it decides out of the blue to ask if there's ever going to be any more. </div><div><br /></div><div>It took every ounce of my self-control to not say outright "Maybe if someone had asked about it when I still had it up, I might have tried to salvage it." They had no interest in anything else I'd written, only asking if any of my other stories were in that setting. Apparently something about it appealed to them so much that nothing else would do. Looking back, I wish I'd thought to ask what that 'something' was, but they're not on the site any more so it's too late now.</div><div><br /></div><div>Anyhow -- and this is me trying to wrestle this back around to something more positive and constructive -- something else that did come up during that conversation with my doctor is that one of the things that I have gotten out of my writing, especially back when I was more of a 'pantser,' was a sense of exploration. Of exploring a world by putting characters into a situation and writing out some stuff and seeing where it goes, coming up with details as I progress the way a map fills in in a video game.</div><div><br /></div><div>And that's really the rub, isn't it? Left to my own devices, when I write my instinct is to grab random toys out of my brain and chuck them in the sandbox and plotting a journey weaving through them. And that sense of exploration helps encourage me to keep going. But I've learned from personal experience that if I go too long just doing that, there reaches a point where I look up from the pile of dinosaur toys I've accumulated and remember "Oh, right, there's an X-wing and the Mystery Machine from Scooby-Doo over there, how do those fit in again?" </div><div><br /></div><div>You can definitely see some of that in the early chapters of "Conversion." I wouldn't call it a mess, but there's a lot of meandering because I just came up with ideas as I went and some of them fit awkwardly with what I already had down. One of the reasons it took so long is from time spent trying to fit those awkward pieces together, until I stopped and said "Okay, I'm not writing one more word until I have a solid outline for the rest of this." I honestly regret putting that off as long as I did, because it gave me a bit of a jolt and something to look forward to for at least a while. Part of me wants to go back and do a major revision pass on "Conversion" to smooth out the rough edges (especially on the earlier chapters) and make it all fit together better, but it only feels worth the effort if I'm going to do something like self-publish it (because nobody's going to take it now that it's fully been online), and given that I can't get anyone to read it for free I sure as hell can't in good conscience ask people to pay for it.</div><div><br /></div><div>I've been told it's always better to finish a bad novel and go back and edit/rewrite it into a good one after, rather than trash it halfway through. But during one attempt to write a novel I hit a story beat that should have been an 'end of Act I' sort of moment, but I was approaching a point about 2/3 of the way through the plot. I took a hard look at it, and realized I was having trouble keeping the rules of the setting consistent and had lost track of the antagonist's motivations. I couldn't see a path to <i>any</i> sort of ending from where I was at, and nothing short of a complete rewrite from the ground up could fix it anyways, so I gave up and figured if the idea still interested me down the road I'd try again later. Part of my pushing through to finish "Conversion" is not wanting to do that again.</div><div><br /></div><div>I've been poking at something else that I'm envisioning as possibly novel-length, having learned from mistakes I made on "Conversion." So I'm stopping to plan things out a little better at a much earlier stage (formally stocking the toy bin for the sandbox ahead of time, as it were), and I'm not going to be posting it online as I go. While posting chapters of a novel in progress is a good way to have <i>something</i> on my FA page (where even the drops-of-water-in-the-desert feedback I get still help nudge me along), it also limits my ability to go back and revise earlier stuff because either I have to update the online copies and make sure people know go to back and reread them, or I post new chapters with a disclaimer like "Oh, by the way, I reworked Chapter 3 on my end, and this is going to refer to stuff that happened but you haven't seen." And neither of those feels great.</div><div><br /></div><div>But I've also been questioning whether longer works are the best fit for my writing. I wasn't consciously planning "Conversion" on being a novel when I posted the first chapter a decade ago, and I think I initially intended something more like a serialized TV show with 'episodes.' And while, foolishly, the longer thing I'm poking at now probably wouldn't convert well to this, a few years back I became aware of a style of novel referred to as fix-up, that's really just a series of short stories strung together in a loose narrative. And just... well, I wonder if I'd be better off sticking to shorter plots, even if there's a background metaplot that's advancing.</div><div><br /></div><div>Looking back, especially as I write this post, I do think the episodic approach has worked reasonably well for the RPGs I've run over the years. Probably the best campaigns (or equivalent) I've ever run have been a 'season' I ran of the Buffy RPG and a <a href="http://mythicfoxwrites.blogspot.com/search/label/warorphans">cut-short-too-soon campaign I ran of the Doctor Who RPG</a>, both of which adhered to the TV model of their source material. My <a href="http://mythicfoxwrites.blogspot.com/search/label/moonlightmaiden">Exalted game</a> has utilized this as well to some success, IMHO. Whereas I've had multiple games fizzle because I got too caught up in the bigger picture and things fell apart.</div><div><br /></div><div>Maybe I do need to stop and consider that I need to stick with short stories, or if I do something longer make it something I can break down more cleanly, like an anthology or a fix-up novel. And writing shorter stuff more often would be a better way to have regular stuff to post online or submit or whatever.</div><div><br /></div><div>I dunno, this post has gone all over the place, and I'm not sure where it's headed. I'm almost tempted to cut out most of the venting (even after trimming some of it already), but I've had a habit in the past of bottling things up, and I'm trying to be better about that, and... well, I think I was pretty clear above about why I don't talk about some of this stuff more often. But maybe I need to. I dunno.</div><div><br /></div><div>If you've read all the way down to the bottom of this, I thank you, sincerely. I'd appreciate any thoughts you might have to share -- or even just an acknowledgement that I didn't spend ... <i>(glances at counter, curses)</i> ... okay, 4.7k words howling into the void. But yeah, any of that, either in the comments on this post or wherever you can find me on social media. I'm just gonna cut this here, before I accidentally let the stream of consciousness take me to a point where I talk myself out of posting this or out of writing altogether. Though clearly, if the latter were that easy, I suspect I'd have managed by now.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-26998695081719079062023-11-07T17:11:00.001-05:002023-11-07T17:13:53.916-05:00Building a Character: Trinity Continuum: Aberrant<div>Hey there, welcome back to the third in... well, I think calling it a 'series' implies that it's planned out, when I'm just kinda doing these when I happen to have the time and energy. Regardless, this is my third <b>Trinity Continuum</b> character, this time for \<a href="https://preview.drivethrurpg.com/en/product/333991/trinity-continuum-aberrant?affiliate_id=33285"><b>Trinity Continuum: Aberrant</b></a>. As with my <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum-on.html">Æon character</a>, this isn't going to linger as much on the character creation process as my <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">core character</a> post (aside from the Aberrant-specific stuff, of course).</div><div><br /></div><div><span style="font-size: x-small;">Now comes the part where I describe the game itself in more detail than is needed for context, so if you want to skip ahead to the character I'm gonna build, feel free to scroll down to the jump cut.</span></div><div><br /></div><div>Aberrant was the second game in the original Trinity series, and thus came second in the post-core 'tentpole' Trinity Continuum eras in the current edition. Æon was about humanity in the early 22nd century dealing with, among other challenges, delayed repercussions of the Aberrant War. But how did we get to the Aberrant War? We start with novas in the early 21st century.</div><div><br /></div><div>While the 'core' Trinity Continuum book presents a world very much like our own as filtered through action-adventure media, Aberrant is kind of an alternate timeline because in Aberrant's version of 2018 (1998, in first edition) saw the tragic explosion of the space station <i>Galatea</i>, bathing the world in then-unknown, difficult-to-quantify energies that cause people around the world to manifest superhuman powers based on manipulating fundamental quantum forces. </div><div><br /></div><div>The book's 'day zero' picks up a decade later, in 2028 (2008 in 1e), after a decade in which these superhumans, commonly called novas (from <i>Homo sapiens novus</i>), have already begun changing the world. Over the course of that decade, the Æon Society set up an organization called Project Utopia to study novas (not just their powers but physical transformations that often accompany said power) and find ways to use their powers for the good of mankind. This has led to drastic reversals of climate change, cures for diseases, and massive technological advancements. A group of novas called the Daedalus League now lead efforts to explore beyond the Solar System with their powers and super-science.</div><div><br /></div><div>But it's not all Arc Reactors and unstable molecules -- for some people, great power means great opportunity. Naturally, some novas use their powers for personal profit, leading to a class of independent superhuman freelancers called Elites -- the most prominent example being superhuman mercenaries who are drastically reshaping visions of warfare. And then there are those who argue humanity's acceptance of novas is based on a faulty premise -- the Teragen, who believe that novas should not be considered human but a separate sovereign species on their own journey to transcendence and should not be bound by human laws or morality. But keeping track of the various factions, regardless of their feelings about or allegiance to humanity at large, is the Directive: a secretive agency empowered by the UN to oversee nova activities and (in theory) protect humanity from nova-related threats.</div><div><br /></div><div>Some decades after this point, as recorded in the history of TC: Æon, the novas were gradually corrupted by their powers, grew apart from humanity, and eventually a war broke out between the billions of humans and several thousand people with godlike powers. As more and more crises related to the Aberrant War stacked up and humanity's future was at its bleakest, China revealed it's trump card: A network of satellites capable of orbital bombardment, powerful enough to potentially wipe the planet's surface clean. With these satellites they presented an ultimatum insisting the Aberrants (as they were now regarded) leave or everyone goes down together. The novas/Aberrants backed down, and the mightiest of them -- Divis Mal -- immolated the UN Secretary-General, proclaimed "Your legacy is our future," and led the Aberrants to the stars. </div><div><br /></div><div>(This sounds bleak, I know, but bear with me.)</div><div><br /></div><div>All of these elements appear in the old and new editions, with one major difference -- the tone. The original Aberrant, like 1e Æon before it, is very <i>90's White Wolf</i>. It's not a superhero game as such (Exhibit A: the intro for the <b>Aberrant Player's Guide</b>, infamously titled "This Is Not The Super-Friends") but a deconstruction in the style of <i>Watchmen</i>, <i>Dark Knight Returns</i>, or <i>The Authority</i>. I haven't read it or seen the series, but I'm told <i>The Boys</i> (which Aberrant pre-dates) is a pretty perfect match for its tone. At its best, the deconstruction is nigh-brilliant (though lots of it haven't aged well), but every now and again it's like a pizza cutter -- all edge, no point. </div><div><br /></div><div>It's a game about power and its corruption, heavily steeped in dark conspiracies that mean very few people can be counted among the 'good guys.' Said good guys are the titular Aberrants: a small resistance group trying to uncover and reveal the corruption and darkness within Project Utopia. The pre-eminent 'superhero'-type of the setting, Caestus Pax, is arguably the 'light beer' version of Homelander, the Teragen could be described as 'What if you combined the Brotherhood of Mutants with the Sabbat from <b>Vampire: The Masquerade</b>,' and the Aberrant War is all but inevitable.</div><div><br /></div><div>Trinity Continuum: Aberrant, by contrast, actually <i>is</i> a superhero game. Again, it's not all <a href="https://www.youtube.com/watch?v=ZqA0Bw-YxBg">quantum rainbows and quantum daisies</a>, and there are guidelines for fine-tuning a given chronicle's sensibilities regarding the genre, but by default it's much more reminiscent of the Marvel Cinematic Universe. There are people with powers across all political and moral spectra, but by and large there are more people doing good than not regardless of their motivations. </div><div><br /></div><div>It's still a game about power and consequences, but it's a setting where the good guys can win. Project Utopia, while not perfect, is a force for good and Cestus Pax (spelling change between editions, not a typo), the leader of Team Tomorrow, is a moral man with power beyond his reckoning still getting used to leadership. The Teragen's core beliefs are largely the same, but they are much more about exploring transhumanism than trying to speedrun their ascendance to quantum-powered godhood -- though in this edition the titular Aberrants are a militaristic extremist faction of the Teragen, arguably outliers in the opposite direction from their 1e counterparts. And while it's possible to see the rumblings of the Aberrant War on the horizon, this edition emphasizes that the War (and Æon beyond it) are possible (perhaps likely) outcomes, but it encourages you more to avert that future in your own games -- part of Trinity being a <i>continuum</i>, and explicitly a multiverse.</div><div><br /></div><div>Incidentally, one thing both editions have in common is good LGBT+ rep (with a 'good for its time' qualifier for 1e, to be fair) -- there are several prominent novas in the quiltbag, mostly taken beyond simple stereotypes. When the first edition Teragen book came out and revealed that their leader Divis Mal is openly gay and in a relationship with another man in the setting, someone on the White Wolf forums flipped their shit with a post titled "Divis Mal is GAY?!? WTF!!!!" This was responded to, famously, with a thread entitled "Divis Mal has ARMS?!? WTF!!!!" that created a meme that persists to this day. As someone who was there for (and posted in) the Arms thread, it gave me the warm and fuzzies when Onyx Path announced early on that they were rebooting the Trinity games and literally one of the first things that came up was official reassurance that Divis Mal 'would still have arms.'</div><div><br /></div><div>I played and ran a lot of 1e Aberrant with my friends back in late high school and early college, and it's a game pretty close to my heart. I still have all of those old books, some of which are worn to the point I need to be careful handling them, including the two copies of the <b>Aberrant Player's Guide</b> I wound up with because enough time passed between the book's announcement and its release I accidentally pre-ordered it twice from two different stores. (Technically I don't have my original hardcover core book any more, having loaned it to someone who vanished with it about the time the game line was cancelled, but a few years ago I found another copy at Half-Price Books, probably in slightly better shape than mine had been when I lost it.)</div><div><br /></div><div>I could probably go on, but I've already gone on far beyond what's necessary or even interesting to read. So whether you're still with me or just jumped ahead to the actual character write-up, thanks. And of course, if you have any questions, comments, requests, etc., let me know either here in the comments or any of the social media outlets in my profile.</div><div><br /></div><span><a name='more'></a></span><div><br /></div><h3 style="text-align: left;">Step One: Concept</h3><div>Okay, we should know this by now. I toss together character concept, background, name, Aspirations, etc. Hypothetically I could write up a nova version of Martin from my TC Core post, but arguably he already is that -- Talents exist along every stretch of the Continuum, including Aberrant. (Though given that this is in the 'future,' I could write up a version of Martin who's got some XP on him...) I am going to stick with the gimmick I've been doing of writing up members of the Taylor family as members of the Æon Society, however. If anyone would want to see me do an unrelated character of one of the other factions, just ask.</div><div><br /></div><div>So I've got a couple of concepts in mind, and one of the stronger ones is -- as with my Æon Telepath -- a very loose adaptation of a 1e character I played back in the day, albeit in the official unmoderated Aberrant chat on White Wolf's site rather than an actual game. If you're, like, the <i>one</i> person who might recognize this character from back then, hit me up and we can reminisce.</div><div><br /></div><div>It hasn't gotten as much attention in TC: Aberrant as it did in 1e, but there is a nova-exclusive nightclub called the Amp Room in Ibiza, a place where novas can gather away from 'baseline' (normal human) eyes, let their hair or whatever down, and partake of substances strong enough to get through their superhuman metabolisms. (I can't remember if this is still the case, but in 1e it's implied that for a lot of novas, anything less potent than everclear may as well be tap water) The original 1e version of this character was an independent journalist who somehow finagled an invite to be the first baseline to see the inside of the place while it was open -- and then <i>immediately</i> erupted as soon as he stepped inside, almost as if some larger force was trying to preserve the club's reputation. Which is slightly goofy, but I still like it.</div><div><br /></div><div>Now, if I was going to play this character in a game and I thought the Storyguide would go for it, I'd consider pitching that version of the backstory, but for a 'default' version let's dial it back just a smidge.</div><div><br /></div><div>Jerry Taylor started off as something of a minor influencer online, never built much of a following or anything -- he's clever and he's got a decent sense of humor, but just lacks the sense of 'performance' that goes into being one of those people who makes a career doing unboxings and commenting on stuff for ad revenue. He hung it up, but not before making a connection or two with some OpNet news sites. (The OpNet being a fully fiber optic replacement for the old internet made with cables utilizing a nova-created substance called eufiber.) So while there isn't much in the way of fame or fortune involved, he became a news writer and indie reporter on nova-related issues.</div><div><br /></div><div>One day he got a tip on a few members of the Queer Nova Alliance (exactly what it sounds like) putting in an appearance at an event at his old high school. He made a few calls and tried to get the sort of access that might get a comment or a promise of an interview, and he succeeded thanks in part to his cousin Martin who works for the Æon Society and could swing a couple favors. And while he'd have been fine getting an email address to set up an interview or something, he was in the right place at the right time to talk with one of their high-profile members: Glamora, Queen of the Glamazons. </div><div><br /></div><div>Impressed with his familiarity with her career not only after but before her eruption as well, he got a brief interview and an up-close demonstration of her holographic and illusion-based powers... which blew his mind first figuratively and then literally, as the display provided just the right spark to trigger his eruption into a nova himself. It worked out in his favor that he was having a one-on-one with Glamora, because many novas upon their eruption have an uncontrollable (often dangerous) display of power, his initial manifestation was the ability to copy other novas' powers -- meaning that the only person who noticed anything was up at first was Glamora herself, when her light show suddenly had a bunch of extra layers.</div><div><br /></div><div>He recovered from the initial shock of his eruption at one of Project Utopia's Rashoud Facilities, during which the doctors eventually nailed down exactly what his powers actually are (I assume power-copying is really hard to identify in a vacuum). And as soon as it was determined he was safe to be around, Project Utopia started offering him jobs, maybe in the Rashoud Facilities themselves as a trainer or security. He also got bombarded with offers from various companies and outfits looking to land an up-and-coming nova who might not yet know what he's worth. But he didn't want to work in a big public way -- he'd seen first-hand what fame looked like and wanted as little of it as he could get away with.</div><div><br /></div><div>He turned to Æon. Sure, they gather far more Talents under their banner than novas, but he'd rather put his skills to use working for them in a less-flashy capacity. Sometimes this means working with Triton's R&D, sometimes this means providing backup when they investigate some weirdness that might be nova-related but they're not sure, and sometimes he might get loaned out to Utopia. In the meantime, he does the occasional op-ed column or essay regarding nova affairs, fills emergency spots on talk shows, that sort of thing. Nothing big enough to draw too much attention, but big enough nobody thinks he's hiding and feels the itch to go looking for him.</div><div><br /></div><div>Heck, that was a lot. I'm going to officially summarize the concept as... hm... <b>"Troubleshooter on nova issues."</b></div><div><br /></div><div>And now, Aspirations. Again, I'm going off the 'model' I used for my Æon character and describing what his to-do list would be on the day he gets dragged into whatever story he's in. His short-term Aspirations are <b>"Find one more person to interview for my latest essay about the eruption experience"</b> and <b>"Copy a power I haven't done before."</b> His long-term Aspiration will be: <b>"Learn about the Babel Dossier."</b> He's probably too new in the organization to know about the Babel Dossier -- Æon's secret vault of bizarre artifacts, dangerous technology, and unexplainable phenomena -- but that feels like the sort of thing someone with the power set I have in mind would want to poke around in. If he does know about it, he probably hasn't gotten access yet -- in which case I'd revise the Aspiration appropriately.</div><div><br /></div><h3 style="text-align: left;">Step Two: Paths</h3><div>Okay, here we go. Origin Path is... honestly, I can't see one in the books more appropriate than <b>Suburbia</b> unless I'm going contrary for its own sake. Maybe I'm boring. But either way, I'm imagining Jerry having a pretty solidly middle-class upbringing. His three Path Skill dots are gonna go... heck, why not, all three into Culture. His Suburbia Edge dots are going to go into <b>Library</b>, as he built up a pretty extensive collection of information about novas while he was still sorting out his career and getting into the news writing. His Path contact is gonna be... actually, y'know, I'm gonna cheat slightly. His Path contact is going to be his cousin Martin, older and wiser than the 'zero xp' version of him I posted a while back, still connected from back in the day, and offering up the 'Tech Geek' tag. Jerry's community connection will be the streamers he used to collaborate with during his college days, with whom he's largely stayed in touch.</div><div><br /></div><div>Next is Role Path, which will be... okay, I'm torn on Role Path. Nothing in the core book quite fits. I'm tempted to go with Field Researcher from <a href="https://preview.drivethrurpg.com/en/product/383468/trinity-continuum-prometheus-unbound?affiliate_id=33285"><b>Prometheus Unbound</b></a>, which is a TC: Æon book but nothing about the Path is strictly specific to the context in which it appears. I mean, really, his whole deal is just kind of professionally 'being a nova,' and writing on the side. Actually, the way I put that makes me think I should go with the other choice I was considering, the <b>Consultant</b> Path from the Aberrant core. It's intended for Elites, but with my earlier emphasis on him going where his particular powers are needed, Consultant feels close enough -- after all, he could be an independent Elite for hire and little on the sheet would change.</div><div>(I could -- and probably should -- also make a Path from scratch, and one of these posts I just might do that. But not today.)</div><div><br /></div><div>Consultant Path Skills are Integrity, Persuasion, and then I pick two out of Culture, Humanities, Science, or Technology. Let's go with Humanities and Science off that list -- and, in fact, put 1 dot into Humanities and the other two into Science. And for his two Edge dots, let's put one into <b>Always Prepared</b> because his journalism instincts and powerset keep his head on a swivel, and one into <b>Patron</b>, which will be Max Torres, the editor that first got him into news writing and is sort of his link to that world for when he does his writing, offering up the 'Well-Connected' tag. And because I can't think of a good reason why I couldn't, Max will also be his Consultant Path contact, which will give him a little more access to calling upon the resources involved. His community contact is going to be the various news/media folks whom he's called colleagues and rivals all these years.</div><div><br /></div><div>Finally, his Society Path, which is going to be (wait for it) <b>The Æon Society</b>. His Path Skill dots are going to go be another dot into Humanities, Science, and one in Persuasion. His Edge dots are gonna go into... I'm tempted to take a dot of Followers to represent a dedicated research team or something, but maybe later. I'm just gonna put both dots into <b>Wealth</b>, because he should have that much scratch. (Another dot might be appropriate, in fact, but I only get two at this stage of the game.) His Path Contact is... well, if I hadn't cheated and used Martin for this, I'd use him here. So let's go with... Dr. Kooroush Vahdat, a baseline doctor working for Project Utopia, someone who often consults for Jerry and vice-versa on certain nova-based issues. I'll make up a tag for him of 'Scientist.' And Jerry's community connection will be Project Utopia, through the various ties described above.</div><div><br /></div><div>So before we continue, the usual reminder: Skills are currently Culture 3, Humanities 2, Persuasion 1, Science 3. His Edges are Always Prepared (1), Library 2 (Novas), Patron 1 (Max Torres), Wealth 2.</div><div><br /></div><h3 style="text-align: left;">Step Three: Skills, Skill Tricks, and Specialties</h3><div>So now we add six more dots of Skills. Let's go pretty broad with these. In no particular order: a fourth dot of Culture, a dot of Integrity, a dot of Close Combat (for self-defense purposes), a dot of Empathy, a dot of Medicine, and a second dot of Persuasion. Not giving a final list here because I might add to this later, in Step Five.</div><div><br /></div><div>Next is a Skill Trick for one of my Skills at 3 or higher. Oh, here we go. Under Culture is <b>That's My Favorite, Too!</b> Before making an Empathy roll to charm someone or put them at ease, he can activate the Skill Trick to add dice equal to his Culture Skill to the roll.</div><div><br /></div><div>And now a Specialty for every Skill at 3 or higher. Culture Specialty is going to be... the best way I can simply put what I have in mind is <b>Backstories</b>. Basically, his knowledge of celebrity histories and such. For example, as Specialties tap into your understanding of one Skill to enhance another, 'Backstories' might boost Close Combat if he's in a fight with someone specific but remembers they trained in such-and-such style. His Science Specialty is... I'm thinking <b>Quantum energies</b>, reflecting an understanding of how certain nova powers work, but I can see a more conservative Storyguide finding it too broad so I've got a couple alternatives in mind.</div><div><br /></div><div>Next up...</div><div><br /></div><h3 style="text-align: left;">Step Four: Attributes</h3><div>Okay, so now I prioritize the Arenas -- gonna go with Mental first, Physical second, Social third. Everything gets a free dot, then I put six into Mental -- 1 into Intellect, 3 into Cunning, and 2 into Resolve. Now four into Physical -- 2 into Dexterity, 2 into Stamina. And finally, two into Social, which I think will both go into Composure. As I've previously established, Jerry's better at knowing what to say than he is at actually saying it. But his Culture Skill Trick makes him really good at talking to celebrities, which makes up for a lot.</div><div><br /></div><div>Anyhow, now I pick a Favored Approach, which I think is gonna be Finesse. He's more clever than smart, better at finding the angles rather than pushing through or weathering the storm. So that's gonna be an extra dot to those Attributes.</div><div><br /></div><div>So we're gonna add to this later, but that puts his Attribute layout at the moment at Intellect 2, Cunning 5, Resolve 3, Might 1, Dexterity 4, Stamina 3, Presence 1, Manipulation 2, Composure 3. (One of these days, one of these characters is gonna be a dumb brute with a Might of 8 and a Cunning of 0.4, but not today.)</div><div><br /></div><h3 style="text-align: left;">Step Five: Apply Nova Template</h3><div>Okay, now here's the fun/complicated part: Powers! Yes, <i>technically</i> Talents have powers and psions certainly do, but they aren't <i>nova powers</i>. Novas are capable of a lot of powerful things -- in the first edition, building a starting character as powerful as Marvel's heaviest hitters (at the time) was doable if you spent your points right. (The d20 versions weakened novas so much for compatibility's sake that I think I guesstimated that a starting nova under the Storyteller system was something like level 12 under d20.) I haven't actually tinkered with the Storypath system that much, certainly not enough for a proper comparison (and I'm sure someone smarter than me has already done that), but just looking at it on the page I get the vibe that overall novas can't 'hit' as hard, but are more broadly capable.</div><div><br /></div><div>But first off, applying the nova template gives Jerry a Quantum Trait of 1. Quantum is the power stat here, and at character creation I can buy it as high as 5. I'm gonna have to buy it up a bit for the powers I want on Jerry, but we'll get to that. </div><div><br /></div><div>BTW, the character sheet has a spot for 'Moment of Inspiration,' and I don't know if that's an intentional holdover from the core sheet or what, as the Aberrant book doesn't actually talk about that as a character creation step. I could have sworn there was a bit in the book that did address that, but I'm just gonna put <b>Exposure to Quantum</b> on the sheet there. Not that I'm obligated to, but I don't see why not. But I wanted to explain that somewhere, may as well be here.</div><div><br /></div><div>Next the character tier improves. This is something the TC core book touches on but I haven't had reason to mention: by default, mundane humans, Talents, psions, and a lot of other character types have a target number of 8 -- what they need to roll on a d10 to count as a success. A psion whose Psi trait hits 6 or 7 (the maximum), approaching/reaching the power levels of the Proxies who manage the Psi Orders, have a target number of 7.</div><div><br /></div><div>Novas also start at 7. They're just more powerful than mundane humans, even in areas outside of their powers. On a related note, I also get an extra dot in one of the Attributes in my Favored Approach, which... hm, his Cunning's already 5, so that's out. Eh, let's shore up that Manipulation with an extra dot. Next, Jerry gets a free dot of either the Fame or the Alternate Identity Edges -- novas simply can't lie low without effort. But I've described Jerry as a minor celebrity in some circles, so the dot of <b>Fame</b> (as pointed out, the minimum he can get away with) makes sense.</div><div><br /></div><div>And now I get 150 experience points to spend on powers and other traits. Now, this won't go as far as it seems on the surface, but let's see just how far it is. First, though, I'm gonna buy a mundane trait -- another Path dot. I can have up to five Paths, and they do have ratings. But rather than add a dot to an existing Path, I'm going to buy the first dot in the <b>Queer Nova Alliance</b> Path (as seen in the <a href="https://preview.drivethrurpg.com/en/product/418178/the-queer-nova-alliance?affiliate_id=33285">appropriate supplement</a>, building on the connections that Jerry made in the circumstances of his eruption. And this gives all of the usual Path benefits: three Skill dots that are going to go into an additional dot each of Culture, Integrity, and Empathy, two Edge dots that will go into <b>Iron Will</b>, and the usual connections. Let's say he kept in touch with Glamora and she's his Path contact, and his community connection will be media personalities and performers. The Path dot costs me 18 experience (but provides more than that in terms of benefit, just from the dots alone).</div><div><br /></div><div>Now let's get into the powers. Quantum Imprint, which lets Jerry copy other novas' powers, requires four total dots of the Quantum trait. (Some powers have hard minimums like this, while others effectively limit your dots based on your Quantum rating. First edition was simpler, but also a little more rigid, and I think I like this way better.) So three more dots to have <b>Quantum 4</b> is going to cost a total of 48 experience (see what I mean about 150 not going as far as you think?), which is expensive but increasing Quantum benefits Jerry across the board.</div><div><br /></div><div>But that does mean we're down to 84 points. Power dots are 12 experience each, though I can take Transcendence to halve that at the cost of distancing himself from his humanity -- it increases his difficulty in forming lasting bonds with people who have less/no Transcendence (including baselines), and if he gets enough points he starts mutating. Actually, that reminds me... yeah, the fourth dot of Quantum actually gives Jerry a dot of Transcendence. Well, I'm not planning to acquire any more, but we'll see. <i>(This is Chris from a few paragraphs into the future scrolling back up to say: Yes, we saw, didn't we?)</i></div><div><br /></div><div>So let's start with three dots of <b>Quantum Imprint</b> at full cost. That lets him copy a single power another nova has, up to 3 dots or their rating, whichever is lower. And I'm going to spend another 12 to add the <b>'Ranged'</b> power tag to that, because by default he has to touch them. I'd also add the 'Additional Power' tag to that, but this is already getting expensive.</div><div><br /></div><div>Oh, also, before I forget -- I'm going to spend 12 points on the <b>Quantum Sense</b> Mega Edge (which is a single dot), which gives him a sense of the ebb and flow of fundamental forces around him. So he can spend a Quantum point to basically get Daredevil-style awareness of his surroundings, as well as try to sense the capabilities of novas around him. It also gives the Storyguide permission to have him sense quantum energy events for story hook purposes.</div><div><br /></div><div>And I'm already down to 24 Experience, and there's a thing I wanna do, but... hm. See, I wanna buy Quantum Disruption, giving him the ability to shut down nova powers, and I can afford two dots of that -- but I also want to add the Reflexive power tag, which costs as much as two dots but would also let him stop them as a defensive thing. So this means I gotta free up 12 Experience for a single dot of Reflexive Quantum Disruption.</div><div><br /></div><div>Y'know what, eff it. We're doing it live. I'm gonna make some adjustments -- Quantum Sense and one of the dots of Quantum Imprint are now taken at half-price, giving Jerry two more Transcendence but in the process freeing up the experience I need to buy a single dot of <b>Quantum Disruption</b> with the <b>Reflexive </b>tag, for the rest of my experience.</div><div><br /></div><div>That said, all my hemming and hawing about power costs aside, I've got a nova who can copy powers and even to a limited degree shut down the powers of other novas, and that's nothing to sneeze at. He doesn't have any Mega-Attributes and his power set is technically limited by the power sets around him, but that's okay, I wanted someone kind of gimmicky. (If you'd wanna see a more classically-superheroic character, just ask.) Also, if need be, he can 'max out' and try to push his powers past their limits to do things he can't currently do (as long as it makes sense) at the risk of acquiring Flux, which can roll over into Transcendence. Though as-is, he now has enough Transcendence that mundane humans and novas with Transcendence 0 or 1 instinctively sense something a little 'off' about him.</div><div><br /></div><div>But now that brings us to...</div><div><br /></div><div><b>Step Six: Final Touches</b></div><div>Yup, the home stretch. So, fun fact, novas don't get the extra Attribute or Edge dots at this stage of character creation that literally everyone else gets. It's considered part of the 150 experience I just spent. This post isn't meant to be review or critique, but I'm actually not fond of this particular tweak -- it's not about the points in of themselves, as I could have spent the experience to get those and mostly bought powers instead. (I am tempted to take another dot of Transcendence for the experience to buy a couple more Edge dots, but let's not.) It's more the divergence from the baseline default (no pun intended) that bugs me. I get the thinking behind it, that it probably makes the math easier and it means players aren't mentally switching from distributing dots to spending experience and back to distributing dots, but I feel like to some degree it kinda screws up the premise of 'this is the standard character creation, but step five is different for everyone' if you also have to add in 'and sometimes step five screws with step six.'</div><div><br /></div><div>Anyhow, with that out of the way, for the sake of argument, Jerry's final Skill, Attribute and Edge totals are:</div><div><br /></div><div><b>Close Combat 1, Culture 5, Empathy 2, Humanities 2, Integrity 2, Medicine 1, Persuasion 2, Science 3</b></div><div><br /></div><div><b>Intellect 2, Cunning 5, Resolve 3, Might 1, Dexterity 4, Stamina 3, Presence 1, Manipulation 3, Composure 3</b></div><div><br /></div><div><b>Always Prepared (1), Fame 1, Iron Will 2, Library 2 (Novas), Patron 1 (Max Torres), Wealth 2</b></div><div><br /></div><div>Next he's got his health levels, and his third dot of Stamina means he gets an extra Injured Injury slot.</div><div><br /></div><div>And finally, there's his standard Defense of 1.</div><div><br /></div><div>And now to cap this off with a quick description. Pretty average-looking white guy in his early 30's, light brown hair, with a definite resemblance to his cousin Martin/MarTay, though his features are a little more chiseled, his build a little more seemingly athletic thanks to the nova metabolism. While he doesn't have enough Transcendence for an obvious physical transformation, I like the idea that his eyes shine weird in some light, almost but not quite like certain animals -- an effect that puts some people off even if they can't obviously see it. Despite the temptation of taking more Transcendence to free up some experience for another couple Edge dots to buy some Eufiber, I really feel like Jerry's first mutation (something about his ideas, I have a couple ideas) is something that should happen in-game where he can react to it as it happens.</div><div><br /></div><div>So, that's it. I keep telling myself these are gonna be shorter than my core book write-up, but I just enjoy talking through this too much. Ah well. Anyhow, here's the sheet.</div><div><br /></div><div><iframe src="https://drive.google.com/file/d/1mOFlbqBxWMprMNQgi2Qv1JQfEP-btaQY/preview" width="640" height="480" allow="autoplay"></iframe></div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-6470894644669267412023-11-04T10:10:00.001-04:002023-11-04T10:10:54.235-04:00Tales of the Moonlight Maiden: Welp, Time To Go (Exalted)<div>Greetings, programs!</div><div><br /></div><div>It's been a little quiet on the <b>Exalted</b> front, I'm aware, but there've been meatspace issues that meant we wound up having to skip a week. Though during that gap, I did throw together an <a href="http://mythicfoxwrites.blogspot.com/2023/10/an-interlude-exalted-fiction.html">interlude mini-fic</a> that takes place alongside/during the montage at the beginning of the <a href="http://mythicfoxwrites.blogspot.com/2023/10/tales-of-moonlight-maiden-retrieval.html">last session</a>.</div><div><br /></div><div>On a mostly-unrelated note, recently I've also been <a href="http://mythicfoxwrites.blogspot.com/search/label/buildingcharacter">building characters</a> on the blog, if you haven't noticed. I've got a couple of <b>Exalted: Essence</b> characters (a <a href="http://mythicfoxwrites.blogspot.com/2023/10/building-character-exalted-essence.html">Getimian</a> and a <a href="http://mythicfoxwrites.blogspot.com/2023/10/building-character-exalted-essence-again.html">Dragon-Blood</a>), and I've also got a couple of Trinity Continuum characters in the mix: a <a href="http://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">Talent from the core book</a>, and a <a href="http://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum-on.html">psion from Æon</a>. And I definitely plan to do more, in time.</div><div><br /></div><div>But anyhow, with that bit of business out of the way, let's get on to the show as we wrap up one story and begin the next. There's gonna be a lot of footnotes and links to other posts in this one, because we're coming into the first part of what I envision as a two-part season finale and a <i>lot</i> of stuff that's been set up is starting to pay off.</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>It's properly evening by the time the characters haul Whispering Stone and the puzzle box back to Goldenseal. After a while he woke up and tried to convince the group to just kill him and dump the body somewhere, attempting to taunt them into it to increase the odds that he'll rise as a ghost -- and it occurs to me now that while it came up in the session, I completely forgot to put in the blog post (though I may edit it in after posting this) that his motivation for stealing the puzzle box in the first place was to trade it for a trinket that would let him take his ghost girlfriend out of the shadowland and travel elsewhere in Creation. He doesn't <i>want</i> to die, but if he's killed and rises as a ghost (the latter of which is more likely if they just chuck him in a ditch with no burial rites), there's a chance he'd be able to just join her in the shadowland, which he'd accept as an alternative.</div><div><br /></div><div>But they respond to his taunting by just hitting him in the head hard enough to knock him out again, and after a couple of repeats of this he gives up. We sort of breeze past the group delivering him to a guard station on their way back into the city, turning him over to the authorities.</div><div><br /></div><div>But with that out of the way, and the puzzle box containing the Exigence retrieved, Gou says there's not much keeping them in Goldenseal now. Hǎifēng points out that if they were to leave now, they'd have to search hundreds of miles of ocean for the Captain's ship, and Xương agrees. Gou says he's just trying to hype things up, and there's some back and forth over how ready he is to leave. </div><div><br /></div><div>Gou points out that not everyone has exes and the like in the city, and Hǎifēng points out that Gou has his family. With a sad smile, Gou says he has no family. Hǎifēng remarks on how odd it is that Gou didn't bump into them at all, given their supposed prominence in the city[0], and Gou says that's because he knows how to avoid them.</div><div><br /></div><div>The group returns to the ship to find Hopeless Spring apparently half-asleep, sitting up against one of the posts that the boat's tied to. She spots them and gets up. She says that she and Jotaro ran into their 'little friend from Heaven,' and Tesa wanted to talk to them when they got back but was worried about leaving a note and having something happen to it. So since Hopeless Spring's got nothing better to do (holding up her jug of booze as she says that), she offered to stick around and keep an eye out. Xương comments that she's a lurker for hire, and she says that as a bodyguard, that's what she does.</div><div><br /></div><div>So the four of them head to the rented room above Madame Fong's teahouse where they find Jotaro and Tesa having a conversation. Tesa asks how it went, Xương holds up the puzzle box while Hǎifēng says it was kind of easy. Tesa, relieved, says she needs to tell them who they're meeting. She actually pulls out a piece of paper and informs them the box is to be delivered to a woman named Jian in Salt-Founded Glory, at the Fedan Shipping office there. Fortunately, <a href="http://mythicfoxwrites.blogspot.com/search/label/ExMM02">the group is familiar with both Jian and that office</a>, so that makes things a little simpler (while providing some nice little bookending for this 'season'). Tesa also informs them that Jotaro's helping her get things sorted with Dimo's body, and as they're just making some chit-chat a spirit flies in through the window.</div><div><br /></div><div>It's a small glowing cherub with six wings, recognizable with those with some knowledge of sorcery as an Infallible Messenger.[1] It stops in front of Xương and delivers a message:</div><div><br /></div><div><blockquote>"Xương, it's Bokano. We've just been attacked by the Captain of the Ashen Umbra... and their <i>fleet</i>. We're still dealing with the aftermath but they're on their way to An-Teng and I've got a Lintha crew here that says you're in Goldenseal. I don't know how fast they're going, but you're close enough you should be able to get there first. We'll send what help we can spare. Also, Mongo says 'Hi.'"</blockquote></div><div><br /></div><div>Hǎifēng quietly squees at the message from Mongo while everyone takes a moment to process that.</div><div><br /></div><div>"Well, I just lost a bet," Jotaro blurts out. At the obvious looks, he explains that he and Hollow Thunder had a bet as to whether there'd be some crisis that would pull the group away as soon as they got back. (I didn't write down exactly when so I'll just put it here but at some point Hollow Thunder, still 'in-character' as Hopeless Spring, chimes in and says he can just treat her to a couple nice meals and she'll call it even.) The general consensus is that that's how it tends to go. Xương comments that when you explain your plans now, the gods laugh. And I can't remember if he just now mentions this or said it before Xương's comment, but Jotaro reveals he actually had some gifts prepared in advance -- after all, he knew they'd leave eventually, he just didn't know when or why. He explains that Hollow Thunder told him that Exalts tend to either be wandering heroes or they set up in a city and slowly take over. But anyhow, parting gifts.</div><div><br /></div><div>He reveals some small-ish wooden boxes, each one with a picture burned into the wood -- a shark, a monkey, and an osprey -- and hands them out to each of the characters. As they open the boxes, he makes it clear he didn't make these himself, but coming from a family of nigh-legendary clothiers and silksmiths has still left him with a tailor's eye. Inside each box is three complete outfits -- Gou and Xương each get two sturdy, comfortable, nice but not fancy traveling/casual-wear sets of clothing and one outfit more appropriate for a high society function, while Hǎifēng gets the inverse. They're neither magic nor made of any exotic materials; just high-quality fabrics perfectly tailored to match their measurements and aesthetics.[2]</div><div><br /></div><div>Everybody's genuinely grateful and possibly a little touched by the gesture (well, definitely in Hǎifēng's case). There's some warm goodbyes, Hǎifēng and Jotaro hug, and the Solar bows to the others. He thinks aloud about how he kind of wants to come along, but he knows deep down that if this is as bad as it sounds, no matter how good he is in a fight his skills would be put to better use operating at a larger scale. </div><div><br /></div><div>An-Teng is about to get sieged by a Deathlord's <i>fleet</i>, and even if they win the battle and defend the country, that means they're going to need outside assistance to recover and rebuild. And he'd do more good organizing relief efforts than as another fighter on the front lines. He clearly hates that, and sounds like he's strongly considering saying 'screw it' and going anyways, but he accepts it.</div><div><br /></div><div>At this point Hollow Thunder steps up (having set the bodyguard persona aside for now) and tells the Lunars that this is going to be too big for the three of them to just stand on a beach, fight some guys, and call it good. An-Teng needs to be warned, and a proper defense has to be organized. She grabs some ink, paper, and a brush and writes a letter. She then folds and seals it with some magic and says that whenever they get back to Salt-Founded Glory, to go to the Shore Prince's palace and give the note to whomever's at the front desk, and that will get them in touch with a colleague of hers stationed there. Hollow Thunder doesn't know what name she's using or exactly what she's doing there, but the Sidereal's going to try and get her a message through certain channels on her end so she should be expecting them.[3]</div><div><br /></div><div>And with that, the group gets ready to leave. On the way out of town, Hǎifēng swings by Copper Orchid's penthouse -- as he's stuck around for a bit to sort a few things out after closing the deal with Nha Beh Banin[4] -- to warn him not to head back to An-Teng just yet. (I arbitrarily decided to have him still in town so they wouldn't have to worry about his safety in the battles to come.) Copper Orchid, smarter than he looks, accepts that without question. While he has the opportunity, he thanks everyone again for their help. Hǎifēng tells him to be clearer about what he expects for them next time. He concedes that that's fair, but hopes he doesn't have to cash in another favor soon. Hǎifēng informs him that now he owes them because An-Teng about to be destroyed, bye!</div><div><br /></div><div>As they rush back out, the camera lingers for a moment on Copper Orchid's 'wait, what?' face.</div><div><br /></div><div>The group discusses whether they're going to meet the Captain at An-Teng or try to find them first, and they quickly come to the conclusion that finding the fleet might not be feasible on the way and they're going to have to focus on defending An-Teng. Xương says the most he could do would be go out and take out as many ships as he can ahead of time, but Hǎifēng is concerned that'd be a suicide mission and says before doing anything like that, they need to get back to Salt-Founded Glory and see what the situation is and what resources they can gather before risking anything like that. So no suicide runs. Xương makes it clear that he intends to win, not die, but he agrees to travel there and take stock.</div><div><br /></div><div>They get to the ship and Gou takes out the compass he received from Tesa, finding a depression in the ship's steering wheel where it fits perfectly -- but he's not sure if that was there before. He also recognizes there's a character similar to the one on the compass in the depression, easily mistaken for part of the wood grain, though he doesn't understand it and just snaps the compass in. It fits in the wheel seamlessly, and there's a subtle <i>shift</i> of some sort in the <i>Moonlight Maiden</i>. It's not clear what's different, but something is.[5]</div><div><br /></div><div>Gou quickly discovers, though, that now he can infuse some of his Essence into the ship and it travels much faster, ignoring little quirks of current and weather. It's not drastic, they don't cut travel time in half or anything like that. But at their normal traveling speed (which is still pretty fast since it's a small craft designed for speed and sometimes I round in their favor to make the math easier), it'd be a little over two weeks from Goldenseal to An-Teng. And that's taking into account the fact that they take turns sleeping and steering in shifts so they can go non-stop. But they shave a few days off of that, thanks to the new magic infusing the ship.</div><div><br /></div><div>They arrive at Salt-Founded Glory in the early morning, just before sunrise (or at least what counts as sunrise, given there are mountains to the east). Not that they'd be able to see much sun, as it's pouring down the rain. But they pull in to the dock, pay their fees, all that. Xương and Gou get the puzzle box and head out to Fedan Shipping while Hǎifēng goes to run an errand.</div><div><br /></div><div>It's easy enough to find the office, as Xương's been there before and it's right next to the docks. Xương goes in the front door and Kukane, whom Xương saved from the Onyx Jackals the previous year, is working behind the counter... as is Jian, apparently. While she's expecting the Lunars to show up, she's excited to see them -- earlier than expected, at that. She tells them that there's a temple in town to both the Golden Lord and the Pale Mistress where the Exigences are going to be used, and that the plan is that both are going to be applied in something of a joint ritual. She then says that the Pale Mistress has a request of them -- while she's not a moon goddess or anything, she does have certain associations with the Lunar Exalted, and she's requested that the group recommend a candidate to receive her Exigence. Since they're already somewhat involved, she'd welcome their input on the process.</div><div><br /></div><div>Then she offers them some food, as they'd just eaten and had leftovers -- and she gestures to a tray that has corn hogs on it. Gou's amazed and Xương acknowledges this means they've really arrived. Gou says it's a good sign, and Xương eats one of the corn hogs and discovers that it's just like the ones he made back in Yu-Shan. Suspiciously so. Not 'reverse-engineered after the fact,' but almost certainly the original recipe (adjusting for ingredient quality and supply). He asks Jian where she got them.</div><div><br /></div><div>We cut to Xương and Gou a couple of blocks away, approaching a food stand with a rough recreation of the signage on Xương's stand during the tournament -- complete with the "Doctor Recommended!" slogan and signs with sharks on them. Then they get close enough to see that Rashmi the Dancing Blade is the one serving up the corn hogs. He greets them, more than pleased to see them, and Gou semi-jokingly asks where they're going to get their cut. He says they can work that out when everyone gets settled, and explains that he set up the stand partially because he figured it'd be easier for the Lunars to find him when they rolled into town -- and sure enough, it seems to have worked. (Also, when your entire schtick is throwing weapons, having an excuse and a supplier to purchase wooden skewers in bulk is useful.)</div><div><br /></div><div>They inform him that An-Teng is about to be attacked, and he's more than a little excited at that -- he's been going out, protecting the downtrodden and such, but he hasn't had a real <i>fight</i> in a while. We leave off on everyone catching up on what they've been up to, and move over to...</div><div><br /></div><div>Hǎifēng heads to the crappier quarters of the city where they lived for a long time, checking on the poor and outcast people who've taken care of them for so long. They go around to the informal leaders of the community and warn them that there's an attack coming an if they can get further inland they should. Hǎifēng doesn't go into detail about what's coming above and beyond 'necromancer pirates,' but they spend a couple of hours going around to brothels, gambling dens, etc., warning people to get off the coast.</div><div><br /></div><div>They also discover these streets have been a little safer as of late thanks to a vigilante -- some people who'd mess with the undesirables have vanished to be found dead and full of wooden skewers, and some of the others have gotten the hint. Which sounds weird as hell to Hǎifēng, but they're willing to accept it for the moment. Also, it looks like more money's gone around to keeping the lower-class doctors paid off, the disease gods have been giving them a break... a bunch of signs that <a href="http://mythicfoxwrites.blogspot.com/2023/05/tales-of-moonlight-maiden-final-round.html">Hǎifēng's tournament boon</a> is paying off.</div><div><br /></div><div>We then cut to one of the bars near Fedan Shipping where Xương has ducked in for a drink, despite the hour -- and he finds Kim Sơn at the bar. The man's health has clearly declined (and he has a conspicuous acid burn where his Eternal Wave tattoo used to be), but he's in good spirits and glad to see Xương. He buys Xương a drink and they start to catch up -- he talks about how he's come to An-Teng for his health, figuring he'd have better access to assorted medicines and things there. But he describes the journey he's made, mostly signing on with various merchant ships to help out, and Xương notes with some satisfaction that these last few months, since Calibration, it seems like Kim Sơn has had quite the run of good luck in his travels and health. Xương goes pretty light on the details of his own adventures, mostly just laughing off having cracked a few skulls. Kim Sơn asks about the puzzle box he's got with him, and he says he has a delivery to make later.</div><div><br /></div><div>We cut back to Rashmi's corn hog stand where he and Gou are talking about business stuff -- Gou's seriously thinking about investing in this whole corn hog enterprise, wanting to build back up his finances after spending so much on the daiklave during the tournament. As he and Rashmi hammer out a rough deal, Hǎifēng turns up, circling back around and having spotted the stand. Rashmi greets them with a cheerful "The gang's all here!" ('here' meaning 'in the city,' not 'literally right here,' because Xương's off drinking). Hǎifēng says they've been catching up with old haunts, and they begin to mention a vigilante with wooden skewers... and then it clicks.</div><div><br /></div><div>Seeing the look on Hǎifēng's face, Rashmi quickly reassures them that he doesn't re-use the skewers or anything like that, he just uses the stand as a cover to buy them in bulk and they're more disposable than knives.[6] He says he wants to do his part for the people here, and Hǎifēng does appreciate that. Rashmi says he has a short list of skills and he's trying to do positive things with them -- but he's gotten pretty good at making the corn hogs, and a bunch of the money he makes goes to help the locals, and he gives out a lot of 'free samples' to the people who really need them. And by night, he protects them more directly. Hǎifēng offers to buy him a drink, and he's definitely ready to put up the 'back in an hour' sign and do that.</div><div><br /></div><div>Conveniently, the nearest bar is the one where Xương and Kim Sơn are talking, which means the gang really is back together. So there's a round of introductions, while Kim Sơn obviously and awkwardly dances around a lot of details about his life, somewhat self-consciously rubbing the scar on his arm. He comments on their puzzle box delivery, and Hǎifēng quickly uses Glance-Oration Technique to ask Xương how much he told Kim Sơn, and Xương reassures them that's pretty much it -- that they're delivering a puzzle box.</div><div><br /></div><div>Kim Sơn goes on to comment on the box itself, recognizing it as a sturdy Eastern wood, and Hǎifēng says they'll take his word for it about the wood quality, and Rashmi's face just pretty says he's just gonna leave that there. Kim Sơn goes on to explain to the others that <a href="http://mythicfoxwrites.blogspot.com/2022/04/tales-of-moonlight-maiden-breaking-and.html">Xương found him at a low point in his life</a> and helped him get some perspective, and as he talks he's self-consciously rubbing his scar and Hǎifēng asks about it. Kim Sơn says he had a tattoo that he burned off with acid, and when asked if it hurt he says it did, but he considers it part of his penance. He confides that he used to be part of a cult deep in the Southwest. Hǎifēng says that since he's a friend of Xương, they recommend he try to move inland within the next couple weeks, because they've heard there are some nasty pirates coming to cause a ruckus.</div><div><br /></div><div>"Lintha?" Kim Sơn asks, glancing at Xương.</div><div><br /></div><div>"No," Hǎifēng says. "They practice necromancy."</div><div><br /></div><div>Kim Sơn's eyes widen. "No... no, it can't be." He starts to panic, because -- for those of you coming in -- the cult he was a part of is the Captain of the Ashen Umbra's personal cult, the Eternal Wave. Gou tries to reassure him, but he looks at Xương and starts to ask if it's who he thinks it is. Xương says it is, but that's why he's here. </div><div><br /></div><div>That makes him feel a little better[7], and he laments his inability to fight -- but he's not in great health, wasn't a fantastic fighter even when he was, and he wasn't fortunate enough to have been graced by the Dragons. But he says if there's anything he can do... Xương just tells him to remain available. Kim Sơn nods and says he's going to go get some rest, and tells Xương where he can find him if he needs him.</div><div><br /></div><div>Once he's gone, Rashmi asks what sort of help <i>he</i> can provide, if their plan is just to go down to the beach and draw a line in the sand, that sort of a thing. That's Xương's best plan, but Hǎifēng says they've just gotten into town and are assessing their resources. Speaking of which, it's late enough that they might be able to reach someone at the palace. Xương says the puzzle box also still needs delivered to the Pale Mistress' temple, and Rashmi gives him directions to the place in question -- it's an unassuming little shrine in a basement of a small shrine to the Golden Lord. Xương and Gou head out to deliver the box, Rashmi goes back to work, and Hǎifēng makes sure they have Hollow Thunder's note as they go the palace.</div><div><br /></div><div>An-Teng is divided up into three... let's call them provinces. There's the Shore Lands, the Middle Lands, and the High Lands. The group passed through all of these last year, when they <a href="http://mythicfoxwrites.blogspot.com/2021/11/tales-of-moonlight-maiden-puzzle-solved.html">brought the first puzzle box to the Golden Lord.</a> Each of the three Lands has a Prince (who, collectively, rule the country at least on paper), and each Land has their own capital separate from the nation's capital. The Shore Prince, Laxhander of the Glorious Reign, spends most of his time in the City of the Steel Lotus at the Palace of Threefold Magnificence. As a result, his palace in Salt-Founded Glory is mostly used as the center of the city's government.[8]</div><div><br /></div><div>But they go in, and there's a front desk of sorts, and they give the letter to the receptionist who reads it, glances at Hǎifēng, and back at the letter, and says someone will be right down. Hǎifēng spends a few minutes flirting with random guys in the lobby, when they turn around to find a woman in courtly robes with glasses and blue-ish skin (my go-to mental image is Zhu Li from Legend of Korra) standing there. She introduces herself as Tong Kaim, and remarks that she thinks she's seen Hǎifēng before <a href="http://mythicfoxwrites.blogspot.com/2021/11/tales-of-moonlight-maiden-puzzle-solved.html">at a party some months back.</a> Hǎifēng, matter-of-factly, says they don't remember that (not that she was expecting them to).</div><div><br /></div><div>She doesn't dance around it, and asks for a run-down and Hǎifēng tells her about the impending attack. She asks specifically what Captain Ash is after (beyond their 'turn the seas into one big shadowland' goal), and Hǎifēng says they're after an Exigence. "So the second puzzle box has arrived, then," she observes. They talk about what is known about the deal with the Golden Lord and the Pale Mistress and their agreement, and how there a handful of locations where they could perform such a joint ritual. But it's also important to note that obviously the Captain is willing to take more than just the box, because they could just send a team of some sort to retrieve it.</div><div><br /></div><div>Tong Kaim asks Hǎifēng if they're here with companions, and they confirm that, and she asks how they'd feel fighting alongside the military -- not joining it or following it, but having at least a temporary alliance. Hǎifēng's not sure and doesn't want to speak for everyone, and they take a moment to confirm she does know what they are. She's fully aware, and it's made clear in some back and forth that Hǎifēng can't unilaterally volunteer the group -- and she wouldn't necessarily want them to, she's just trying to feel out the situation. </div><div><br /></div><div>She explains that she can put them in a room with one of the Princes that'd be amenable to an informal alliance. They wouldn't be joining or leading the army, but things would go a lot smoother if the army knows that the Circle of Lunars is there to be part of the solution, not part of the problem. And in this time of crisis, the Dragon-Bloods wouldn't have the time to lodge a formal complaint -- she knows this because she's the one who takes those. That's what she does in An-Teng -- she carries messages between the Princes, the satrap, the garrison commander, etc. She tells Hǎifēng to check with the others, and she'll be waiting for them at the palace whenever they come back.</div><div><br /></div><div>We then cut to the joint shrine to the Golden Lord and the Pale Mistress, and Jian's there waiting at the upper level (the 'Golden Lord' half of it). She asks if they've already got someone in mind for the Pale Mistress' Chosen and Xương says he does.[9] She leads Xương and Gou downstairs where a beautiful young woman with a blindfold and white hair steps out and thanks Jian for her assistance as she reaches out with a hand that -- for just a moment -- looks like a monstrous, clawed hand as she takes the box. She asks about Xương's candidate, and he says it's a man named Kim Sơn, who's currently in the city. That doesn't surprise her -- she remarks with some bemusement that it feels like a lot of things have been lining up in interesting ways these last couple months.</div><div><br /></div><div>She then politely bit firmly dismisses Jian back upstairs and, in case it isn't clear, formally announces to Xương and Gou that they are in the presence of the Pale Mistress. (In retrospect I probably should have given Xương a Lore roll to recognize this as one of her known forms -- if Hǎifēng were there, they'd have recognized her right away.) She then asks about Kim Sơn and he gives her the basics -- she asks further questions about him having been part of the Eternal Wave, willing to metaphorically (maybe literally) sell his soul out of desperation, and Xương says that's true but emphasizes that he's past that now. She informs him that it's not that she disapproves -- it's that, quite frankly, she's not a pleasant god, representing a number of dark forces, and her Chosen would need to be someone capable of more than a little skullduggery. She says that Kim Sơn sounds like he's up for the task, and adds that Exaltation would save him from his illness (though it wouldn't be instantaneous or anything). She takes a moment to ask Gou if he has any thoughts on the matter, and he says that he trusts Xương's opinion.</div><div><br /></div><div>She explains to the pair that if it were up to her, she'd just jam the box in his face and get this done (actually picking up the box and gesturing like she's doing so), but pulling all this together involves an arrangement with the Golden Lord, and he's being pretty insistent on there being a good bit of ritual and procedure. But he helped get her an Exigence, so she's more than willing to agree to his terms -- and though she doesn't say so (because I forgot to mention it), she can't go back on those terms because the Golden Lord's powerful enough to make that sort of thing stick.</div><div><br /></div><div>There's a little bit of small talk -- she doesn't get to talk to Lunars much, even though she has some affinity for them while not formally a servant of Luna. At one point she tells them she's going to hang onto the puzzle box herself (which neither Xương nor Gou complains about, because why would they), and she picks up the puzzle box and opens it, just to get a glimpse of the raw <i>potential</i> within, and says that the Golden Lord wouldn't let her look at his. But if she were in his boots she probably wouldn't risk it either. But she needs to speak with him and make plans, and tells them to come back the following sunset and she'll give them more directions.</div><div><br /></div><div>And we left off there, as Xương and Gou leave the shrine, leaving off on a shot of the Pale Mistress half-sitting on the edge of the altar, watching the box.</div><div><br /></div><div><br /></div><div><hr /></div><div>[0]-- It's worth noting that the Kojo family is more in the upper-class circles than the group's been operating for the most part. Hǎifēng, while hanging out with Jotaro, is more likely to have randomly bumped into them than Gou. If I'd wanted to do more with that as a story element (like I hadn't already had Gou run into his brother at the tournament), that would have been a cool way to kick that off if not for the fact that it only now occurred to me as I'm writing this to do that.</div><div>[1]-- If Hǎifēng hadn't been in Yu-Shan when Copper Orchid sent his message, this is how they would have received his request for help rather than the 'slapping meat wheel.' Also relevant to this scene, normally these are only visible to the recipient, but I took artistic license and also the sender is extremely powerful and found a way, shut up.</div><div>[2]-- For instance, Xương's 'fancy' outfit, for instance, is kind of an updated version of his 'lime merchant' outfit but something that could still pass for 'business casual' if need be, while Hǎifēng's traveling outfit is still the sort of thing a noble might wear on the road if they worried about their nicer stuff getting dusty. Though for the record, beyond some broad-strokes stuff, I told the players if it ever matters they could decide exactly what the outfits look like since, again, it matches the sort of thing their characters would wear.</div><div>[3]-- As Hollow Thunder's colleague, Tong Kaim, is on long-term assignment in An-Teng, Thunder can't just pop through the nearest Gate and track her down directly without causing a stir and getting the attention of spies and other unpleasant individuals. (If it was that simple, she'd find a way to use Yu-Shan as a shortcut and get the Lunars to An-Teng in a couple hours.) What she <i>can</i> do is use a Charm called Superior-Entreating Memorial Style (unless they change the name between the Kickstarter draft and final book) to send a message to a fellow Sidereal -- in this case, Tong Kaim. So about twenty minutes after the Lunars leave the room, Hollow Thunder is going to burn a letter and her colleague in An-Teng is going to suddenly find it, whole and undamaged, literally up her sleeve. (I'll admit that until I checked the Charm text just now to make sure I got the name right, I'd forgotten you can just send it to another Sidereal. I'd originally planned an off-camera sending of notes, but this is much easier.)</div><div>[4]-- In an oversight on my part, I was so focused on moving the story forward I actually forgot to officially state that during the month of downtime, the bidding closed, certain contracts were signed, and everything went as the characters worked for. Beh Banin's performing for the theater again, with the freedom to leave to perform at the wedding and even take some other independent gigs as her schedule allows. Putting that here for posterity's sake.</div><div>[5]-- As I stated in so many words at the time, the ship is basically an Artifact now, with what the group can assume are plot device powers for the moment.</div><div>[6]-- Just a reminder -- Rashmi's a Green Sun Prince, one of the Infernal Exalted. GSPs are <i>not</i> shining heroes of virtue, they're wild forces of chaos and destruction. As far as vigilantes go, Rashmi's a little more Red Hood (or maybe Damian would be more appropriate) than Batman.</div><div>[7]-- I don't think we ever established whether Kim Sơn knows that Xương is a Lunar. I don't think Xương told him, and my notes don't say as such, but we think we're operating on the assumption that Kim Sơn knows there's something special/different about Xương even if he doesn't know exactly what.</div><div>[8]-- For the record, this is my headcanon, because we've only got so much detail on the individual cities.</div><div>[9]-- Fun little detail, I decided pretty early on that the group would get to pick someone to be the Pale Mistress' Exigent, and planned on having a few recurring characters who'd be viable candidates (Tuyền, for instance), who'd all conveniently be in An-Teng, maybe even have the group track down someone new when the time came. But when Kim Sơn wound up coming out a little more sympathetic than I'd initially intended him, the idea of saving him from his fate via Exaltation felt right, especially as time went on and I had the opportunity to frame it so that it came from the characters in some way (between Xương's tournament boon and the Pale Mistress' request), rather than just have him in the right place at the right time.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-39263592578366801772023-10-30T05:00:00.000-04:002023-10-30T05:00:09.642-04:00Building a Character: Trinity Continuum: Æon<div>Welp, nobody told me to stop after the last one, so I'm back with another Trinity Continuum character. This time for <b>Trinity Continuum: Æon</b>!</div><div><br /></div><div>This shouldn't be as long as my <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">Trinity core</a> post, though like the Trinity Continuum game line as a whole it does assume some familiarity with the process as presented in that post. Not that I'm gonna skip important stuff, but I'm not going to explain as much.</div><div><br /></div><div>As I mentioned in that prior post, Trinity Continuum: Æon (which I'm gonna abbreviate as either TC: Æon or just Æon depending on how the mood takes me) is a sci-fi setting that encompasses many genres. The book picks up in the year 2123, and Earth is staring down multiple threats from the stars. First there are the Aberrants, quantum-powered metahumans who first ushered in a golden age and then turned on humanity over the course of a few decades. (This is <i>extremely</i> reductive, but I'm trying to keep the elevator pitch short here.) They were driven away but have since returned with a vengeance, menacing Earth and a few of Earth's colonies elsewhere in space. Next are the Chromatics, an alien species that came out of nowhere with light-bending powers and declared war on humanity. And then there's the Coalition, extraterrestrial conquerors coming for Earth with dark designs.</div><div><br /></div><div>But fortunately humanity has psions, humans whose natural psychic potential has been activated by tanks of biotech goo called the Prometheus Chambers, and with the help of the Psi Orders and organizations such as the Æon Trinity are the first line of defense against all of these threats.</div><div><br /></div><div>But I mentioned before a broad range of genres, and that's because different corners of the setting lend themselves to different styles of science-fiction. You can take to the stars in the Leviathan jumpships for <i>Star Trek</i>-style exploration and diplomacy, you can do cyberpunk dystopia in the Federated States of America or Nippon. You can do military sci-fi in the style of <i>Starship Troopers</i> fighting Aberrants or the Chromatics, or even get into some kinda-sorta post-apocalyptic wasteland stuff dealing with the damage the Aberrants' return has done to central Europe. Or you can delve into the more secretive threats and mysteries of the setting a little more in the style of <i>Babylon 5</i>. There's others but you get the point.</div><div><br /></div><div>The first edition leaned a lot more on the mysteries and conspiracies stuff. As good as the game was, it's easy enough to look back and see just how very... <i>90's White Wolf</i> it was. While a much more positive setting than, say, the World of Darkness, it was laden with a lot of morally-gray conspiracy material typical of the era. Pretty much every faction had (or was implied to have) a sinister 'doing evil for the greater good' element to it. The closest thing to an exception was ISRA, the Clairsentient Order, who were led by someone whose plans were so circuitous and inscrutable (due to a complicated relationship with linear time) that it was difficult to trust them.</div><div><br /></div><div>The modern edition, TC: Æon, does a 180º on this element, making it clear that even the sneakier good guys are still <i>good guys</i>. I mean, it's not all space rainbows and cyber-daisies, but by default a player character from the main allegiances isn't going to suddenly discover that they're the baddies.</div><div><br /></div><div>Also, before I get into it, I've got a bit of a personal history with Æon. The original edition was the first non-D&D RPG I got into back in high school (yeah, that's right, I was familiar with Trinity years before I'd ever heard of the World of Darkness), and the first RPG I played where the group actually got past the character creation session and played a story. Not only do I still have my original core book, I still have the free quickstart I picked up at Waldenbooks that led me to it. Which made it all the more meaningful when I was fortunate enough to get to work on <a href="https://mythicfoxwrites.blogspot.com/2019/07/stuff-ive-worked-on.html">several TC: Æon books, including the core.</a> In fact, that story we played back in high school was a major inspiration for the opening fiction I wrote for <b><a href="https://www.drivethrurpg.com/product/383468/Trinity-Continuum-Prometheus-Unbound?affiliate_id=33285">Prometheus Unbound</a></b>.</div><div><br /></div><div>And with that, I think I'll get into it. Again, if you have any questions, comments, so on and so forth, feel free to comment here or anyplace else I'm active online. (For example I wouldn't be averse to writing up a different type of character for TC: Æon, like a Talent, psiad, alien, etc., if there's any interest.) As with my previous character, I'm <i>probably</i> going to stick with material from just the TC core and Æon core, but we'll see.</div><span><a name='more'></a></span><div><br /></div><h3 style="text-align: left;">Step One: Concept</h3><div>Actually, now that I'm thinking about that game I played in high school, I think I might do a character loosely inspired by the one I played in that game. That one was a Telepath from the FSA working for the Ministry of Noetic Affairs, a quasi-independent Chinese government agency, sort of on loan to the Æon Trinity to investigate reports of an Aberrant cult in the area where he grew up. He really played up the 'government spy' angle, had a system for secretly communicating with his superiors through coded messages on a TV show's forum, the works. Honestly, he was kinda cringe for a number of reasons in retrospect, but I was a teenager.</div><div><br /></div><div>I'm gonna keep the thing where this character -- actually, hold up, gonna name him now. I'm actually tempted to suggest he's in some way descended from or related to <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">Martin from my previous post</a>, I'm just worried it'll look silly. But unless I change my mind and edit all this, I'm gonna go ahead and do it. Let's name him... I dunno, Adrian. Adrian Taylor. Maybe he goes by 'Ryan' as a nickname -- not that it fits with how his first name is pronounced, but maybe it's a fake name... actually, lemme start over.</div><div><br /></div><div>He's from the Federated States of America, a future version of the US that fell <i>completely</i> to fascism during the Aberrant War, run by a military junta and metacorporations (what some settings call megacorporations). (This isn't as deliberate commentary as you'd think -- the FSA changed very little between editions, and the first time around it was written in the mid-90's and the current edition was written during the Obama administration.) The big cities are advanced arcologies, but Adrian's not from those. He's from one of the areas that's probably not fundamentally a hell of a lot different from daily life now, though not as bad as some parts of the Midwest that more closely resemble Pandora from <i>Borderlands</i>.</div><div><br /></div><div>I'm thinking he had kind of a hardscrabble life, probably had to do some sneaky/shady stuff to get by growing up, maybe he got involved in some underground resistance groups. Nothing too intense, probably mostly low-key surveillance and maybe a little smuggling, probably picked up some infiltration skills in the process. He started using 'Ryan' as an alias when tinkering around with this stuff. </div><div><br /></div><div>During all this he also got a bit of an education through the 'Knowledge In Motion' program maintained by Orgotek (an FSA-based metacorp that's also the Electrokinetic Psi Order and is actually a force for good), which is like a bookmobile except it's an entire mobile school and not just a library. And one day, he partook of the offered free latency testing that's part of the KIM program, and tested with a strong telepathic latency.</div><div><br /></div><div>So he got his free ride out of the FSA with plans to come back later and do what he could to help the people there, trained with the Ministry, but didn't stick with them. But he didn't go back to Orgotek, either. Either because of stories passed down through the family or having trust issues with a metacorp or both, he instead drifted to another organization with its home in the FSA -- the Æon Trinity, the 2123 incarnation of the Æon Society. </div><div><br /></div><div>I'm thinking he's found a home in Proteus Division (Æon's security and operations section), using the skills he developed when he was younger for bigger things along with his telepathic powers. Actually, rereading the Æon Trinity write-up in the Æon core, I'm reminded that within Proteus is Section Juno, which consults for and collaborates with law enforcement to solve crimes, track terrorists, that sort of thing. Perfect.</div><div><br /></div><div>I'm gonna summarize this concept as <b>"Telepathic detective."</b></div><div><br /></div><div>Okay, and now I'm gonna do Aspirations. Since I'm not building him for a specific game, I'm going to write him up assuming he'll be where I figure he'd be when he gets dragged into a story -- in the FSA, near either Trinity HQ in Chicago or where he grew up, which would be the Appalachian District. I'm sort of going with the mindset of what his informal to-do list would have been before plot intervenes, which occurs to me is a solid way to handle that for these posts.</div><div><br /></div><div>Also, the more I think about Adrian, I'm imagining he's still got that rebellious streak. The first short-term Aspiration is going to be <b>"Make contact with a local resistance group."</b> Either this'll mean checking in with a group he already knows and just making sure they're okay, or touching base with a new group he's trying to get in good with. Again, making no assumptions about the game, but if it's taking place in the FSA he'd be at least wanting to funnel information to them.</div><div><br /></div><div>The second short-term Aspiration is <b>"Do something to undermine the FSA."</b> Depending on the Storyguide, this could be a largely symbolic gesture like distracting a cop away from someone putting up anti-FSA graffiti, or something a little more substantial like making one of the local government suits late for work. Though that said, while I haven't picked out exactly what abilities he'll have, I think as a general rule he's not going to use his powers for that sort of thing -- he's not going to screw around in someone's head unless it's going to save lives. (But if saving lives happens to coincide with a little bit of rebellion, then so be it.)</div><div><br /></div><div>The long-term Aspiration is... gonna need a little more thought. Actually, let's go with something broad that can apply to a few different scenarios. <b>"Advance my career within the Trinity."</b> He'll want to get to a point where he's got some pull to direct resources against the FSA and/or help the place where he grew up, as far as the Trinity would allow him.</div><div><br /></div><div>I'd also pick his psi order if he were sticking with one as part of this step of character creation, but we've already been over that actually.</div><div><br /></div><h3 style="text-align: left;">Step Two: Paths</h3><div>Okay, three Paths, each with their own Skills, Edges, and connections. As a reminder, check my <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-trinity-continuum.html">TC Core character post</a> for more detail on the process.</div><div><br /></div><div>First, Origin Path. TC: Æon and its supplements have some new Origin Paths, but I'm gonna go back to the core for this -- <b>Street Kid</b> hits the right tone for what I've got in mind. So I'm going to put two dots into Larceny and the third into Survival. His Street Kid Edges are going to be <b>Always Prepared</b> and <b>Danger Sense</b>, which respectively mean he's effectively immune to the consequences of losing ambush rolls, and can, um, sense danger. Pretty much what that one says on the tin. </div><div><br /></div><div>His Street Kid community connection is going to be a local resistance group, maybe someone he's not tight in with yet but he can at least make a few calls and try to wrangle a favor. His contact will be Anna Kutcher, a friend from his troubled youth (who conveniently happened to relocate to Chicago, if he's bumping around there), but he's made the effort to keep in touch and she still knows people who know people and thus will have the 'Well-connected' tag.</div><div><br /></div><div>Next, Role Path. I'm tempted to go with The Sneak but I feel like maybe his past should be more prologue than necessarily who he is now. In other words, he's an investigator, not a spy. So instead his Role Path is going to be <b>Detective</b>. So with that, to his Skills I'm adding a dot each in Aim, Enigmas, and Integrity. His Edges will be... y'know, I was waffling on this as it came up under Street Kid as well, but I'm gonna take a one-dot <b>Alternate Identity</b>, and maybe turn 'Ryan' into a full-blown false persona (named Ryan Anderson) with enough credentials to pass cursory inspection -- enough to rent a hotel room without being noticed or get past a police checkpoint, but not enough to get a government job or infiltrate a cartel. His other Edge dot is going into <b>Swift</b>, meaning he can be fast when he wants to be -- if he's running to a place and speed is of the essence, his Speed Scale is increased by one. I'll probably get more into Scale when I do an Aberrant character, but basically this means all other things being equal he's going to outrun most humans without the Edge.</div><div><br /></div><div>His Detective community connection is going to be local law enforcement, with whom he's expected to maintain a cordial working relationship. His contact, however, will be someone completely unrelated, a reporter named Darrell Turner. Adrian and Darrell come from similar backgrounds and regularly (albeit discreetly) trade information for their respective jobs, making Darrell a good candidate for the 'Informant' tag.</div><div><br /></div><div>And now, Society Path. And there is an Æon Trinity Society Path in the Æon core book, but I think for this one I am going to open up the excellent <a href="https://preview.drivethrurpg.com/en/product/407092/trinity-continuum-mission-statements?affiliate_id=33285"><b>Mission Statements</b></a> supplement and take the <b>Proteus Division</b> Society Path. Where Triton Division is the mind of Æon (research and science), and Neptune Division is the voice of Æon (communications and administration), Proteus Division is the hand of Æon... or sometimes the fist. (for the record, that 'fist' line is in the book, smarter people than me came up with it) I'm gonna put his Skill dots into Close Combat, Humanities, and Pilot. His Edge dots are going into <b>Far-Reaching Influence</b>, which appears in the Æon core. Being a member of a famous humanitarian-aid organization with a reputation for saving and helping people can open doors, and he gets the benefits of being able to say "I'm with the Æon Trinity, we're here to help."</div><div><br /></div><div>(Far-Reaching Influence is actually required for people taking the core version of the Æon Trinity Society Path, and I don't know if that applies to more specific Paths like the one in Mission Statements, but it's good so I'm taking it anyways.)</div><div><br /></div><div>His Society Path contact is going to be Matthew Harrier, his recruiter and early mentor. Proteus Division normally leans towards psions with more actively-physical powers -- biokinetics, psychokinetics, and teleporters. Telepaths are usually picked up by Neptune Division, and I suspect that Adrian's inquiries into working for Æon might have led to some nudging in that direction, until Harrier -- an older agent, possibly even a veteran of the Aberrant War -- stepped in. Matthew picked up on <i>something</i> in Adrian's background, maybe the conspicuous 'shady activities with resistance groups'-shaped gaps he left in his application, and headhunted him for Proteus. He doesn't spend as much time in the field as Adrian because of his age, but he's the helpful uncle Adrian never had growing up, ready to offer advice, help him go over data, or even just serve as a spare pair of eyes. He'll have the 'Investigator' tag.</div><div><br /></div><div>(Honestly, thinking about it and looking back over, I can see a slightly-alternate version of Adrian being recruited into Section Minerva, which doesn't officially exist and doesn't do sneaky underground stuff for the sake of plausible deniability and may or may not be connected to Pharaoh's Lightkeepers. In fact, forget I mentioned it and I'm not at all thinking it may be an interesting long-term career path for him. If they existed, which they don't. Wink.)</div><div><br /></div><div>His community connection is going to be UN security -- I'm not sure if there's a particular division or office he'd be working with, that's a little beyond my knowledge. But the UN and the Trinity work pretty closely together and I can see him being a regular consultant for them on their own security stuff but as well as working with them on counter-terrorism assignments. I can easily imagine him being a Path contact for a UN-aligned character, in fact.</div><div><br /></div><div>Before we move on, for reference's sake: right now, Adrian's Skills are Aim 1, Close Combat 1, Enigmas 1, Humanities 1, Integrity 1, Larceny 2, Pilot 1, Survival 1. (Real jack of all trades, this one) His Edges are currently Alternate Identity 1 (Ryan Anderson), Always Prepared, Danger Sense, Far-Reaching Influence, Swift.</div><div><br /></div><h3 style="text-align: left;">Step Three: Skills, Skill Tricks, and Specialties</h3><div>Now I get six more dots of Skills. Let's put two more into Larceny, a dot into Empathy as part of his telepathic training, a dot into Enigmas since he's in theory supposed to be solving crimes and mysteries... lemme see, two dots left... one into Athletics and one into Culture. That gives him a final spread of <b>Aim 1, Athletics 1, Close Combat 1, Culture 1, Empathy 1, Enigmas 2, Humanities 1, Integrity 1, Larceny 4, Pilot 1, Survival 1.</b> Pretty broad, even for me, but I like flexibility.</div><div><br /></div><div>Now I get a Skill Trick for a Skill at three or higher, and as I only have one of those let's have a look at the Larceny list... Oh, lovely. <b>Set a Thief</b> lets me spend a Momentum to add Adrian's Larceny Skill as bonus dice to an Enigmas or other relevant Skill roll for preventing or detecting uses of Larceny or other method of intrusion. That tracks. And he gets a specialty for Larceny as well, and lets go with <b>Infiltration</b>.</div><div><br /></div><h3 style="text-align: left;">Step Four: Attributes</h3><div>Okay, first, one dot in each Attribute and then I prioritize the Arenas to distribute the rest. It's kind of a coin toss between Physical and Mental here... eh, let's go Physical. So those six dots are going to be evenly spread between Might, Dexterity, and Stamina. Mental will be second with four dots, which will be one Intellect, two in Cunning, and one in Resolve. Finally is Social, which is going to be a dot of Manipulation and a dot of Composure.</div><div><br /></div><div>Now I pick a Favored Approach, which is going to be Finesse -- this is a character who doesn't approach problems head-on, who always looks for the other angles. So that'll add a dot to Dexterity, Cunning, and Manipulation.</div><div><br /></div><div>So we wrap up Step Four with Might 3, Dexterity 4, Stamina 3, Intellect 2, Cunning 4, Resolve 2, Presence 1, Manipulation 3, and Composure 2.</div><div><br /></div><h3 style="text-align: left;">Step Five: Apply Psion Template</h3><div>And now we get into the powers, which all come in this one step rather than being divided up like with Talents. Though for the record, I could play a Talent if I wanted -- Talents and the human excellence they represent exist in every era of the Continuum, which is why they're in the core book. But this character is going to be a psion with the Aptitude of Telepathy.</div><div><br /></div><div>He starts with a Psi trait of 2, which determines some base statistical stuff and sets him up with some points he can spend on powers. All psions get basic powers depending on their Aptitude, and Adrian's no exception. The first basic power of Telepathy is <b>Mindscan</b>, which lets him detect minds within a certain range, can recognize specific minds, and tell the difference between humans and other species. He can use this at no cost, though he can spend a Psi point to increase the range. Then there's <b>Mindspeak</b>, which lets him open up a communications channel between himself and other people in his line of sight (as long as they consent to it).</div><div><br /></div><div>And, going by the order this stuff is presented in the book, he gets a free dot in one of his Favored Approach Attributes -- a side-effect of the Prometheus Chamber activating his powers and just generally enhancing him. So that'll be a fourth dot of Manipulation.</div><div><br /></div><div>And now I get four dots among the Telepathy Modes. Those Modes are Rapport (empathic senses and control), Mindshare (thought transmission and mind reading), and Psychbending (mental influence over others, which can be used to control or heal). Each dot comes with a power, as in many 'Dots & D10s' systems, though unlike many of them (including first edition Æon), TC: Æon psions aren't strictly limited to these powers. The book encourages using them as guidelines for alternate effects (with deeper rules in this regard in the Prometheus Unbound supplement, linked above), but psions can also spend extra points and increase the Difficulty of their rolls to access higher-dot effects. Which, if you're familiar with these sorts of games, is actually a Pretty Big Deal.</div><div><br /></div><div>First is going to be a dot in Psychbending. He wouldn't want to get past that first dot, but the first dot power is Mind Shield and he's definitely going to take that. Then I'm taking a dot in Rapport, which has the listed power of Sense Emotion, which... um... lets him sense emotions. The other two dots are going into Mindshare, the first level of which is Network and is almost a must-have power in a game because not only does it allow for a telepathic 'group chat,' but it also facilitates psions' ability to combine their powers for greater effects. It almost feels anticlimactic to mention the second-dot power of Mindshare, called Surface Skim, which lets Adrian read surface thoughts (though he can talk to someone to try and get them to think about certain subjects).</div><div><br /></div><div>As an aside, I could have put one (but only one) of those dots into an Auxiliary Mode, which would have given him a single dot of a single Mode of another Aptitude. It would give him the basic powers of the Aptitude and that single power, but he would be limited to that one dot and wouldn't be able to push beyond the limits of his dots like he can with Telepathy. Also, he wouldn't be able to combine that power with Telepathy in any meaningful sense.</div><div><br /></div><div>But as I'm not doing that, that leaves Adrian with an allocation of <b>Rapport 1, Mindshare 2, Psychbending 1</b>.</div><div><br /></div><h3 style="text-align: left;">Step Six: Finishing Touches</h3><div>So first I get an extra Attribute dot I can put anywhere. Or, being a psion, I can instead take a third dot of Psi. I'm going to do that, because I don't see any Attributes that desperately need to be higher than they are (he's weak in Presence, and that's fine for this character, but on another I might take the Attribute dot), but also because a Psi dot costs a little more than Attributes in experience points and unless you plan to never buy Psi above two there's little reason not to take the free dot now. </div><div><br /></div><div>So that sets him up with a final Attribute lineup of <b>Might 3, Dexterity 4, Stamina 3, Intellect 2, Cunning 4, Resolve 2, Presence 1, Manipulation 4, and Composure 2.</b></div><div><br /></div><div>(Incidentally, if I'd made Adrian a quantakinetic, a teleporter, or given him an Auxiliary Mode from either Aptitude, I'd be required to increase his Psi because they require a certain 'strength' of latency and are thus rarer. That's why the option is there.)</div><div><br /></div><div>And now he gets four more dots of Edges. I'm tempted to take some psion-specific Edges, but not really seeing anything that really fits because I feel like Adrian sees his Telepathy more as a tool to be applied to... hold up. Checking... ah-hah. Okay, revising that thought. Prometheus Unbound has an Edge that lets him apply Mode dots to mundane Skill rolls when appropriate (up to the level of the Edge or Mode, whichever is lower). So as much for effect as anything else, I'm putting a single dot in <b>Consolidated Effort</b>. But I'm gonna go full-mundane stuff from the TC core for the rest, with two dots for <b>Tough Cookie</b>, which gives him a level of Soft Armor (think extra soak, for those of you familiar with other Dots & D10s games), and the last dot in <b>Iron Will</b>, which helps him resist pain, interrogation, etc.</div><div><br /></div><div>So that gives him a final Edge spread of <b>Alternate Identity 1 (Ryan Anderson), Always Prepared (1), Consolidated Effort 1, Danger Sense (1), Far-Reaching Influence (2), Iron Will 1, Swift (1), Tough Cookie (2).</b></div><div><br /></div><div>And now, looking at health levels, Adrian starts with the standard Injury conditions but since he has Stamina 3 he also gets an additional Injured level. So between that and his Tough Cookie Edge, he'll be a little tougher to take down in a fight.</div><div><br /></div><div>And, of course, his starting Defense is 1. I think this step in the book is just to note that it's a thing, because I don't think there's a lot that increases the default rating. (Watch, whatever character I make next is going to somehow start with a Defense of 8 or something)</div><div><br /></div><div>One more thing, the book doesn't go out of its way to point this out but it's on the sheet so for context... Adrian, like any living thing capable of formatting biotech, has a Tolerance rating that determines how much gear he can synch up with his noetic pattern and benefit from. I'm not getting into equipment on this for simplicity's sake, but I'm going to note that his Tolerance is his Stamina + Psi, so it's 6.</div><div><br /></div><div>But there we go. Adrian Taylor, aka Ryan Anderson, grew up kinda rough until his discovered latency got him a ticket out. But he came back with new skills, powers, and connections, hoping to do something -- anything -- for the people he thinks need it most, however long it takes. I'm thinking he's probably somewhere between 25-30 at the start of a game, in good shape with a few interesting scars, keeps his hair short, and mostly dresses in nondescript grays and blacks so as not to stand out. (My mental image of him keeps coming back to David Call as Nick Lane on <i>Fringe</i>.) His most distinguishing feature is probably his Æon Trinity pin, which he always wears unless inadvisable for security reasons like sneaking into someplace a Trinity operative shouldn't be.</div><div><br /></div><div>And as always, we finish with the character sheet. Thanks for reading.</div><div><br /></div><div><iframe allow="autoplay" height="480" src="https://drive.google.com/file/d/1bUXSXpFrh9_L4Pwz3GDbG2WxtDl27Al4/preview" width="640"></iframe></div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-38757441283498295742023-10-26T15:22:00.001-04:002023-10-26T15:22:41.834-04:00Building a Character: Trinity Continuum<div>So as much as I enjoy running and writing about my <b>Exalted</b> game, I've been wanting to do more broad gaming content. I've got ideas I might blog about, but there's a lot of "I'm not sure I've got anything worth saying or anyone interested in hearing it" going on in my head, and while I sort that out I'm gonna toss out a couple more character building posts when I've got the time/inclination. In theory there's other stuff I could/should be working on, but these posts are easy enough to pick up and put back down as I work on them in chunks, and in the absence of any feedback or suggestions, I'm just gonna do whatever.</div><div><br /></div><div>So with that in mind, I think I'm gonna write up some <b>Trinity Continuum</b> characters. Just one now, I mean, but there'll be more in the future.</div><div><br /></div><div>Some quick-ish background: Trinity started with a game called ÆON in 1997, from original recipe White Wolf. It was put together at record speed after Mark Rein-dot-Hagen started work on a <a href="https://whitewolf.fandom.com/wiki/Exile_(game)">sci-fi RPG</a>, and somewhere between the <a href="https://whitewolf.fandom.com/wiki/Exile_(game)?file=WWNENumber2ExileCancelledGame.jpg">announcement</a> and intended release he left White Wolf and took the game with him. So now White Wolf had a gap in their publishing schedule that was intended for <i>some</i> sort of sci-fi RPG and by some miracle produced a complete game, from conception to printed books, in about 10 months. To be clear, the miracle isn't that the game happened at all but in the fact that it was actually <i>really</i> good even before accounting for the production timeline. It used a version of the Storyteller system and kicked off a series of games known as the Trinity Universe. </div><div><br /></div><div>ÆON is a kind of a kitchen sink setting that allows for a lot of different sci-fi subgenres, from Star Trek-style space opera to Starship Troopers-style military science fiction to dystopian cyberpunk and more. Somehow, Viacom decided this infringed on Æon Flux and pitched a fit, but only after the books had been physically printed. Which is why, if you've seen a limited edition copy of ÆON, the infamous spiral-bound one with the plastic binder cover, it likely had a sticker on the cover renaming it 'Trinity.' (I know mine sure did) I'll get a little more into ÆON/Trinity when I write up a character for the modern edition, <b>Trinity Continuum: Æon</b>. </div><div><br /></div><div>(Yes, I plan on doing all of the Trinity Continuum games eventually, or at least all of the ones that are properly available. I'm waffling over whether to do posts for games where we only have the crowdfunding preview versions. Also, I haven't decided if I'm going to do <b>Trinity Continuum: Assassins</b>, but if I do I'll probably save it for after I've knocked out the games we have full books for. Any thoughts on the subject would be appreciated.)</div><div><br /></div><div>But, moving on, ÆON/Trinity led to Aberrant (taking place about a century earlier and being about superheroes of a sort) and Adventure! (taking place about a century before that, and was a pulp adventure setting), and then some d20 versions, and all of this was called the Trinity Universe. Then, a little over a decade ago, Onyx Path Publishing acquired the Trinity IP from White Wolf (CCP edition), and they asked Ian A.A. Watson to blow the dust off an old pitch for a Trinity reboot. Spoiler alert, the game line was rebooted as the <b>Trinity Continuum</b> and has been taken farther than the original Trinity Universe ever got to go.</div><div><br /></div><div><span style="font-size: x-small;">(By the way, there's some debate as to whether the d20 versions constitute an 'edition' in their own right, and by extension whether the Trinity Continuum should be considered the second or third edition. I personally count the d20 games as an edition, but I just refer to Trinity Continuum as the 'modern' edition for simplicity's sake.)</span></div><div><br /></div><div>And that meandering road I've drawn leads us back to here, where I'm going to make a character for the <a href="https://www.drivethrurpg.com/product/260788/Trinity-Continuum-Core-Rulebook?affiliate_id=33285">Trinity Continuum core book.</a> Trinity Continuum has a kinda-vague default setting (that I'm gonna call 'Trinity Core' or 'TC Core' for simplicity's sake) that takes place in a version of our world that runs on what I call 'narrative physics.' (I apologize if I'm subconsciously/unintentionally ripping off someone else's term, but doing a quick search on the phrase doesn't turn up any obvious sources I could have gotten it from.) In other words, the setting plays by the rules of action-adventure media where physics seem to conveniently ensure main/major characters can be back in fighting action in time for next week's episode. Think <i>Leverage</i>, <i>The A-Team</i>, <i>Ocean's Eleven</i>, <i>Global Frequency</i>, and the <i>Fast and the Furious</i> films. If it could be described as 'modern day pulp,' it falls under Trinity Core's umbrella.</div><div><br /></div><div>But the Trinity Continuum as a whole does this in kind of a sci-fi way, and while the dial on that is set pretty low for Trinity Core it means that you'll get scientific breakthroughs and high-energy physics accidents and the like creating the sort of weirdness seen in media like <i>Fringe</i>, <i>Agents of SHIELD</i>, <i>Atomic Robo</i>, <i>Eureka</i>, or even <i>Buckaroo Banzai Across the 8th Dimension</i>. I'll get more into the source of this sci-fi weirdness as we go, but as I've rambled more than enough on the basics without even a single character stat mentioned, let's get into it!</div><div><br /></div><div>(And of course, if it needs to be said, if you have any questions or comments feel free to leave them here or wherever you got the link to this post.)</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><span style="font-size: x-small;">Before I get into any mechanics, I just want to clarify that for simplicity's sake I'm sticking with just the Trinity Continuum core book. I'm not using anything from the Player's Guide, the Tasty Bits, or the Storypath Ultra Preview. I might use supplements for the other TC games, but for this one I'm keeping it simple.</span></div><div><br /></div><h3 style="text-align: left;">Step One: Concept</h3><div>Okay, here's where I figure out what I want to play. Again, as is often the case, preferably I'd want to be doing this in a group with other people as part of a Session Zero, it's just not as explicit of a step in Trinity Continuum as it is in, say, Exalted: Essence. So while I haven't planned the whole character out ahead of time or anything like that, I have had a vague concept in the back of my head.</div><div><br /></div><div>So this character started off with a childhood dream of making video games, then graduated from college and immediately recognized the dumpster fire that is the larger industry. While figuring out what else he could do with the programming skills he's developed, he put together an indie RPG that became a surprise hit. Now he's suddenly got more money and clout than he knows what to do with, and put both toward social activism and some low-key philanthropy, and in doing so got mixed up with... well, I'll get to that.</div><div><br /></div><div>I don't strictly have to, but in theory I should come up with a summary for this concept. So we'll say <b>"Indie darling game dev turned activist."</b> (I might revise this somewhere between now and the official sheet at the end of this post.)</div><div><br /></div><div>I should name him, too... I'm just gonna come up with something off the top of my head... Okay, it's actually really hard to come up with something that doesn't sound like a reference... okay, screw it. Using a random name generator. Martin Taylor, there we go. We'll say his online handle -- his brand, really -- is 'MarTay.' Ugh, I just created a character with a brand. (The 'ugh' is a joke. Mostly.)</div><div><br /></div><div>Okay, and now do I move on to... ah, okay, there's more actual stuff to do at this stage of character creation. Been a while since I've made a Continuum character. So next I need to pick some Aspirations. These don't necessarily have to be character goals, but can reflect my intentions for the character. I pick two short-term and one long-term. Completing Aspirations is a way to earn experience points -- with bonus experience if everyone achieves a short-term Aspiration in the same session.</div><div><br /></div><div>Short-term Aspirations are stuff like "Win a fight for once," "Learn a secret," "Find a job," etc. Stuff that could be accomplished in a single session. My instinct is to say that if I were statting up Martin for a game, I'd pick one and leave one undefined for something that might tie into the story or specific setting, but that feels like a lazy cop-out in in this context. So let's see... first short-term Aspiration is <b>"Make a new gaming industry connection."</b> The second will be <b>"Find a cause I can help."</b></div><div><br /></div><div>In theory, one or both of these will give the Storyguide ideas for events to help drive the plot -- the second one in particular is practically a preemptive offer to grab the plot hook, but the first might also be a path to an NPC who'll move the story.</div><div><br /></div><div>And now a long-term Aspiration. This is something that should take multiple sessions to achieve, and may lead to some growth or change for the character. Oh, I know. <b>"Assemble a small game dev studio."</b> In this case, Martin wants to get some game creators together in a way that will let him build some bigger projects, advance his career, and so forth. It has a little bit overlap with "Make a new gaming industry connection," above, but that's totally okay! Short-term Aspirations can absolutely be steps in the path to achieving a long-term Aspiration.</div><div><br /></div><div>Okay, and now we move on to...</div><div><br /></div><h3 style="text-align: left;">Step Two: Paths</h3><div>Paths are one of the cornerstones of the Storypath system, as the name implies. They have their roots in the first edition of ÆON/Trinity, in which your choice of faction affected how you distributed your Ability dots. Paths are a pretty smooth system -- a lot smoother than it might look on paper, in fact. (I actually ran playtests for TC: Æon, and even though I should have probably made pregens I let folks build their own characters and they found it remarkably quick -- even those not as experienced or systems-savvy.) There's a bunch in the books and I'm going to stick with the print ones for this post, but Paths are pretty variable and easy to put together on the fly.</div><div><br /></div><div>Each character has three Paths: an Origin Path, a Role Path, and a Society Path. Each Path comes with a community connection and a contact, and helps define your Skills and Edges. The Path rating affects how many Skill and Edge dots you get, and how often you can access Path-related resources, and let you 'buy' contacts or assign tags to existing contacts. Paths start at 1, can go up to 5, and each dot gives you three dots of Skills and two dots of Edges from those associated with the Path.</div><div><br /></div><div><span style="font-size: x-small;">For quick context, Skills function like in most other 'fistful of d10' games, as commonly seen in variations on Storyteller. You get a handful of dice based on the Skill/Ability/whatever rating, another number based on the Attribute, combine them, see how many you get over a target number. Edges fulfill the same function as Merits in Exalted or Chronicles of Darkness, or a combo of World of Darkness' Backgrounds and Merits. They represent resources or capabilities outside of skill sets alone.</span></div><div><br /></div><div>First, Martin's Origin Path. Let's go with <b>Suburbia</b>. His family didn't have a lot of money growing up, but he was certainly comfortable, with a pretty uneventful childhood where he had room to work out what he wanted to do. And even though this isn't the 'Life of Privilege' Origin Path, he's still pretty aware he's had it better than a lot of folks and tries to keep that in mind. His community connection will be... hm, I know. I'm thinking one or both of his parents works for a fundraising organization like the United Way or something similar (actually, an idea occurs to me there...), and given Martin's own charity work he knows some people there. As for his contact... I'm thinking one of his college professors, maybe someone who served as his adviser. Her name's Lisa Spencer, she used to do computer animation for film/TV, and took a more stable job teaching but she might still have one or two entertainment contacts. So that'll give her the 'Well Connected' tag. </div><div><br /></div><div>His Origin Path Skills are Culture, Empathy, Humanities, and Technology. As tempting as it is to just put all three dots in Technology, I just don't work that way when it comes to character building. I'm gonna put two dots in Technology for the moment and the last one in Humanities (which is general knowledge of art, history, philosophy, and so forth). The Path Edges Suburbia are Artistic Talent, Big Hearted, Library, Patron, and Wealth, and I get two dots to distribute. Artistic Talent and Big Hearted seem appropriate to the concept on the surface, but the actual mechanics don't quite fit what I've got in mind for the character. I think I'm going to put both dots in <b>Wealth</b>, actually. He could probably justify more with a surprise hit indie video game, but maybe this is what he has left over for personal funds after doing stuff with the rest.</div><div><br /></div><div>Next is his Role Path, what he would bring to a group. I've seen people interpret this as being like a 'character class,' especially in short-run Actual Plays, and I'll be honest that kinda makes me eye-twitch a bit. But it does reflect where you fit in terms of group dynamics -- if I were creating Martin with a group, we'd likely be trying to make sure our Roles were distinct from each other or at least fitting with what sort of game it was. </div><div><br /></div><div>Now, being a list of samples in a book where they kinda expect you to make your own, it's short, but we'll go with <b>Technology Expert.</b> I feel like Martin's more broadly capable with tech than he might realize, and would probably serve as a decent hacker if it came to it. He just hasn't been pushed in that direction yet. But like I said, he got into indie game stuff while looking into ways to do more with his computer skills.</div><div><br /></div><div>His community connection here is going to be the video game dev community, which probably doesn't need a lot of explanation. His contact is gonna be Diane Waters, another game developer who helped build the engine he used for the game, with whom he developed a friendship while getting some help with the engine. The list of sample tags is a pretty short one, so I'm gonna make up one and give her the 'Creative Solutions' tag. This would provide bonuses if she's helping him with certain tech problems.</div><div><br /></div><div>(Actually, I should name/describe this game at some point. We'll call it "The Fatedealer's Grimoire" and it's a fantasy RPG with a magic system that uses deckbuilding mechanics.)</div><div><br /></div><div>Technology Expert's Path Skills are Culture, Enigmas, Science, and Technology. So I'll take another dot in Technology and two in Enigmas (which is about being good at logic puzzles, complex math, cryptology, that sort of thing). The Path Edges are Demolition Training, Library, Lightning Calculator, Ms. Fix It, Patron, Weak Spots, and Swift. I kinda wanna take Weak Spots, but that's only one dot and the only options for the loose dot are Demolition Training (yeah no), Library, Patron, and Swift. (Lightning Calculator and Ms. Fix It are both two dots) Training with explosives is right out, I can't think of anything good for a Library or Patron, and he's definitely not a runner. So instead I'm going to put both dots into <b>Lightning Calculator</b> (which gives him bonuses to rolls that can be assisted by mathematical calculation like gambling or code breaking), and just put a pin in 'Weak Spots' for the free dots I'll get later.</div><div><br /></div><div>Finally, his Society Path. This reflects an organization to whom he's loyal, and this is where I get my "been waiting to dig into this" smile. See, Trinity Core has many possible player character factions, each with a different focus. I'm not going to get into all of them, as this isn't a book review post, but some of my favorites are, in no particular order: </div><div><ul style="text-align: left;"><li>9, a consulting firm specializing in security and intelligence issues, investigating strange technologies and events, much in the style of early <i>Agents of SHIELD</i>, minus the Hydra infiltration.</li><li>Pharaoh's Lightkeepers, a quasi-secret group of do-gooders with special skills and a talent for making the world better, gathered and directed by a secretive individual known as Pharos, kind of in the vein of <i>Person of Interest</i> or <i>Global Frequency</i>.</li><li>National Office of Emergency Research, a government think tank focused on investigating 'paraphysical' phenomena and flux events (more on flux in a bit), which is basically Fringe Division from the TV series <i>Fringe</i> (in the blue universe, at least).</li><li>Les Fantômes, the world's greatest thieves, with a fondness for robbing those with the most to lose and retrieving valuable stolen items, very much like <i>Leverage</i>, especially with the larger organization it's portrayed as in the revival.</li></ul></div><div><br /></div><div>These aren't necessarily groups I'd see Martin joining (though Pharaoh's Lightkeepers would find a use for his skills and connections), just some personal favorites from the core. Among the smaller Allegiances in the book is the Triton Foundation, a huge nonprofit focused on medical research and overall humanitarian charity work -- this is where we circle back to the idea I had back with the Origin Path. I'm thinking one or both of Martin's parents works for the Triton Foundation -- they're not Talents themselves (more on those in a bit), but they do still work for the Foundation. And it was through the Foundation that we get to Martin's Allegiance and Society Path, the one big name I left off the list: <b>The Æon Society</b>.</div><div><br /></div><div>Founded in the 1920's by philanthropist adventurer Maxwell Mercer, the Society started as a group of adventurers investigating and studying strange occurrences with the intent to use what they learned and found to better society. In the decades since they've remained just out of the limelight, gathering people of extraordinary talent with an intent to make the world better. The Triton Foundation comes from Æon, as does another faction in the core book, the Neptune Foundation (who specialize in crisis response). I'm thinking after Martin's game went big and he threw himself in to finding causes to support with his newfound money and status, either he sought them out through their ties to the Triton Foundation or they came to him first to find a place for his skills.</div><div><br /></div><div>(As the name suggests, Æon has its OOC roots in the first edition of ÆON/Trinity, where they were a group called the Æon Trinity that stood apart from the Psi Orders to try and combine their resources and abilities to humanity's betterment. A version of the Society exists in every era explored in the game, and my loose plan is to write up a character for each of the Trinity Continuum lines aligned with the era's version of Æon.)</div><div><br /></div><div>For this one I'm gonna start with the Skills and Edges to get those out of the way. The Society Path's Skills are Aim, Close Combat, Enigmas, and Pilot. Interesting, okay, this is definitely outside of his regular wheelhouse. But y'know what, he's an adventurer now, and he's not going to turn down some self-defense training. So screw it, a dot in Aim and one in Close Combat, and the last dot is gonna go in Enigmas.</div><div><br /></div><div>Next are Path Edges. Those are Always Prepared, Direction Sense, Artifact, Library, Wealth. I'm gonna put one of my Edge dots into <b>Always Prepared</b> (making Martin immune to losing ambush rolls) and the other... hm... if this were for a game that would be doing a lot of travel, I'd consider Direction Sense. I could go for a third dot of Wealth, or maybe... oh, I know. I think I'll take a dot of <b>Library</b> after all. Since he's hooked up with the Society, Martin has used their resources to broaden his computer skills. I'm liking more and more the idea of him becoming an activist hacker over time, so I'm thinking he's put together a collection of info on cryptography -- while the Edge isn't this granular, I imagine he's probably spent a lot of time looking into weird, archaic, and obscure forms of encryption and ciphers. So that dot will give him Enhancement on research rolls.</div><div><br /></div><div>With those squared away, we get into connections. Martin's community connection from the Æon Society is going to be... actually, let's just say the Triton Foundation. Now, I said above that his parents work for the Foundation, and I kind of reference that when talking about his Origin Path community connection. So I think I'm going to retroactively clarify that the Origin Path connection is 'Local fundraising networks' while his ties through the Society give him a more direct line to the Triton Foundation as a whole. </div><div><br /></div><div>And his contact is going to be a mentor of some sort. My first thought is a retired intelligence expert, an expert in computer surveillance and counter-surveillance who's officially 'out of the game' but still teaches newcomers for the Society. The sort of character who, on TV, would be played by some old That Guy actor doing a cameo as a favor to the producer or keep up his guild benefits. (Sorry, that got a little meta, even for me.) But we'll say his name is David Hawk, and give him the 'Sneaky' tag out of the example list in the book.</div><div><br /></div><div>So we're not <i>completely</i> done with Skills or Edges yet, but before we continue, just so we're keeping track: Martin's current Skills are Aim 1, Close Combat 1, Enigmas 3, Humanities 1, Technology 3. And his Edges are Always Ready, Library 1, Lightning Calculator, Wealth 2.</div><div><br /></div><div>So now that I've got that set up, we move on to...</div><div><br /></div><h3 style="text-align: left;">Step Three: Skills, Skill Tricks, and Specialties</h3><div>First off, I get six extra dots of Skills I can just put anywhere. Okay, let's go down the list... well, I think first I wanna take a fourth dot in Technology. Trinity Continuum is the sort of system that encourages going up to 5 if you want to, because your characters are <i>supposed</i> to be exceptional, but I think I'm good with 4. Let's also put 2 dots in Culture, to represent general knowledge of art, religion, pop culture -- feels like the sort of thing someone wanting to make games would make an effort to know. Next I'll put 2 dots in Empathy, because he needs some people skills, and one dot... hm, I'll put that last one into Humanities, to beef up his book learnin'.</div><div><br /></div><div>So that'll put his Skill spread at <b>Aim 1, Close Combat 1, Culture 2, Empathy 2, Enigmas 3, Humanities 2, Technology 4</b>.</div><div><br /></div><div>And now I get to pick a Skill Trick for a Skill at 3 or higher. Skill Tricks are basically what they sound like -- tricks I can do with Skills of a sufficient rating. I'm capable of having one Skill Trick for each Skill at 3, and an additional one for each dot past that. But I just get one for free right now. So, looking over the sample ones for Enigmas and Technology, I'll take <b>Elite Hacker</b> for Enigmas. (Depending on exactly what you're doing, computer hacking in Trinity Continuum is as likely to be Enigmas as Technology, which is part of why I put dots in both.) It lets me spend a Momentum to have Martin hack into any non-Talent created computer system without a roll, and ignore a Complication in the process.</div><div><br /></div><div>(For context, Momentum is a resource that builds as characters fail rolls and such, and can be spent to activate Skill Tricks or add dice to a roll.)</div><div><br /></div><div>And now I get to choose a Specialty for any Skill at 3+ dots. Now, this tends to be unintuitive for people used to other Storyteller/Storytelling games, because in this case a Specialty doesn't improve the Skill it's attached to but others. So a Pistol Specialty for Aim wouldn't add to Aim rolls, but it might add Enhancement to a Close Combat roll to pistol-whip someone or a Medicine roll to treat a gunshot wound.</div><div><br /></div><div>But that's a free Specialty for Enigmas and one for Technology. The Technology one is obviously gonna be <b>Computers</b>, and while it may be putting a hat on a hat I'll go the simple route and take a <b>Cryptology</b> specialty in Enigmas. Make sure that specific niche is covered.</div><div><br /></div><h3 style="text-align: left;">Step Four: Attributes</h3><div>Now this is an interesting difference between Storypath and other 'dots and d10s' games, one that seems really subtle at first but definitely affects your approach. Which will seem to be a pun in a moment but it's fully unintentional. </div><div><br /></div><div>You see, in a World of Darkness game, if you want to shoot someone, it's going to be Dexterity + Firearms. Storypath, however, goes with the Skill first, and the Attribute can be variable. Sure, it's Aim to use a ranged attack, but the Attribute can vary depending on circumstance. Just pulling out a gun and shooting someone is likely to be Aim + Dexterity. If they're in close quarters and you're having to wrestle with the gun to get a good angle, it's going to be Aim + Might instead. A sniper might roll Aim + Composure because they have to remain calm, steady, line up the shot, and wait for their moment. An assassin smooth-talking their way right up to someone at a party to shoot them them point blank might roll Aim + Manipulation.</div><div><br /></div><div>You get the idea.</div><div><br /></div><div>So there are nine Attributes, divided into three Arenas: Physical, Mental, and Social. I start with one dot in each Attribute, prioritize the Arenas, and distribute six in the top-ranked, four in the middle, and two in the bottom-ranked. Martin's easy in this regard, I think: Gonna prioritize Mental Attributes with +2 dots for Intellect, +2 for Cunning, and +2 in Resolve. Next is Social Attributes with +1 for Presence, +1 for Manipulation, and +2 for Composure. Finally, last but not least, Physicals: +1 in Dexterity and +1 in Stamina.</div><div><br /></div><div>Next I choose an Approach to be Favored. The Approaches are Force, Finesse, and Resilience -- if this sounds like the Attributes in <a href="https://mythicfoxwrites.blogspot.com/2023/10/building-character-exalted-essence.html">Exalted: Essence</a>, that's not an accident. A lot of the same systems people worked on both and there's a lot of shared DNA there.</div><div><br /></div><div>And while the individual dots as they're laid out now suggest a leaning towards Resilience, I do feel like Martin's going to address problems using direct methods, and not try to complicate things too much. So his Favored Approach is going to be Force, and each of those Attributes gets an extra dot.</div><div><br /></div><div>Right now, Martin's Attributes are sitting at Intellect 4, Cunning 3, Resolve 3, Might 2, Dexterity 2, Stamina 2, Presence 3, Manipulation 2, Composure 3. We'll add to this later.</div><div><br /></div><h3 style="text-align: left;">Step Five: Apply Template</h3><div>Oh yes, there are templates involved here. While I've described Martin as a pretty mundane-ish guy, Trinity Core characters are anything but. This is where I get into flux and Talents.</div><div><br /></div><div>Flux is an energy that comes from different universes rubbing up against each other. It can cause weird events to happen, or create thin spots in the barriers between worlds. One of the best pop culture examples I can think of that demonstrates flux is in the TV series <i>Fringe</i> (very minor spoilers ahead), in which there are weak spots in the universe that slightly tweak reality so nigh-impossible feats of science, physics, and so forth are a little more possible.</div><div><br /></div><div>At the risk of seeming reductive, flux is where luck comes from in the Trinity Continuum setting. All intelligent beings have a subconscious ability to nudge the odds in their favor with flux. Some people have considerably more, though by and large they're not aware of it. Those people, when acknowledged at all (because they're very hard to find), are called Talents. </div><div><br /></div><div>Talents are the default characters of Trinity Core: people possessed of a certain combination of natural potential, incredible determination, preternatural skills, and unusual luck.</div><div><br /></div><div>(For those of you familiar with the first edition Trinity Universe stuff, 'Talent' is another name for what Adventure! called Daredevils.)</div><div><br /></div><div>And taking a moment to step aside from character-building, there's actually kind of a debate among fans regarding whether Talents count as 'human,' because there are things they can do that 'normal' humans can't and some phenomena even respond to them differently. Personally, I see Talents as human -- manipulating flux to some degree is a thing all humans can do, and saying that a Talent is less human for their ability to do so is like saying Usain Bolt is less human than your local track star who came in second at the state finals. Talents have special abilities, sure, but with a few rare exceptions these are abilities that the <i>players</i> use to change circumstances for the character, not something the character consciously draws on. (At least by default -- different groups may touch on it in different ways.)</div><div><br /></div><div>My personal feelings are that in a game where it's actually codified in the rules (more or less) that your importance to the story can make you more likely to survive an explosion, it's a little silly to argue that you couldn't write up Batman as a Talent because somehow having a template invalidates the 'normal human with peak training and determination' elements of him. (Because so many normal humans are conveniently born into the sort of wealth that lets them wander the globe seeking out experts in a dozen disciplines to acquire that training.) There are people who think that giving Batman anything more than Skills, Skill Tricks, Attributes, and Edges is somehow missing the point of him, and I disagree.</div><div><br /></div><div>Whoops, tripped over a soapbox. Sorry about that.</div><div><br /></div><div>So, yeah, Talents. Possessed of great potential, natural skill, incredible luck, and so on. Important things tend to happen to or around them, and as weirdness magnets they tend to gather together in groups like the Æon Society.</div><div><br /></div><div>So first, we determine the moment of Inspiration, the point where someone attunes with flux to the point where now it's a part of their lives. Usually it's some sort of dramatic, life-changing event -- sometimes one that happens when someone is a child, or even an infant, giving them a charmed life. (One of the hypothetical examples in the book is a premature baby who was stillborn but resuscitated as a medical miracle.) The exact circumstance gives you a free dot of an Attribute, so lemme look down the list here...</div><div><br /></div><div>I think I'm gonna go with <b>Social Challenge</b>. So after Fatedealer's Grimoire hit big, Martin naturally found himself swarmed by the usual crowds on the internet, both good and bad. Maybe some element in the game was misinterpreted and caused a bunch social media right-wingers to try and co-opt him. Either way, he was suddenly a celebrity and made some sort of statement that wrested control of the situation and possibly kicked off his intention to use his newfound fame and money to help those that need it. This lets me pick any Social Attribute to boost, so I'll pick... oh, let's go with Manipulation.</div><div><br /></div><div>So next is...</div><div><br /></div><h3 style="text-align: left;">Step Six: Add Advantages</h3><div>To be honest, I'm not sure why this is a separate step from Apply Template, especially when it adds a step to the character creation process as described earlier in the book, but we're here and we're doing it.</div><div><br /></div><div>So as a note, the line between Gifts and Skill Tricks is frankly a little blurry in places, but Gifts draw upon Inspiration -- which I'll explain in a moment, I'm doing all this in the order it's presented in the book -- while Skill Tricks use Momentum. I think the best way to explain the difference (or at least the intent) is that a Skill Trick might let someone stack a deck of cards as they were shuffling it and deal out poker hands to exacting specifications. But only a Talent could draw a single card from the deck and <i>just happen</i> to pull the ace he needs to beat those other hands. But, again, it gets blurry.</div><div><br /></div><div>Martin gets four Gifts. Each Path comes with keywords to define the Gifts available to him based on related Attributes or Skills, and three of his four Gifts have to be tied to his Path Keywords -- one for each -- and then a fourth without restrictions. Suburbia comes with Manipulation, Culture, and Empathy. Technology Expert has Intellect, Science, and Technology. And the Æon Society grants access to Close Combat, Enigmas, and Pilot.</div><div><br /></div><div>So after perusing the lists, his first Gift (from Suburbia) is going to be <b>Contain the Calamity</b>, as a Manipulation Gift. He can serve as a calming presence, help the people around him cope with stress, and can find the right words to deescalate a rough situation. As long as he can communicate uninterrupted, he can spend an Inspiration to remove certain negative conditions from the area, and people trying to maintain a hostile atmosphere have difficulties to do so.</div><div><br /></div><div>His Technology Expert Gift is going to be <b>Instant Expert</b>, an Intellect Gift. It means he's a quick study (or maybe has a lot of beginner's luck), and can spend Inspiration to get a boost to doing things when he doesn't have any dots in the Skill for the scene.</div><div><br /></div><div>His third Gift (from the Society Path) is finally going to be a computer-related one: <b>Deep System Scan</b>, from Enigmas. As long as he spends a scene with a computer, he can access any data that was ever on it (though he has to spend Inspiration to recover lost/deleted files), discover tampering, etc. He doesn't even have to roll for this unless the tampering was in some way paranormal.</div><div><br /></div><div>And then I get a fourth Gift from any list as long as he can meet the prerequisites. And let's take a Luck Gift -- <b>Always Connected</b>. No matter where he is, he can somehow find a wi-fi or cell signal to connect to for sending messages or hacking or whatever. In extreme circumstances (like being stuck at the bottom of the ocean, trapped on another planet, etc.), he might have to spend an Inspiration, but he can always find <i>something</i>.</div><div><br /></div><div>And with that out of the way, we move on to his Inspiration. Inspiration is a Talent's 'power stat,' reflecting how they deal with flux. It provides points that are spent for Gifts and a bunch of different potential bonuses, and can be spent for Dramatic Editing. Lots of tabletop games have some version of Dramatic Editing -- simply, you spend Inspiration to change circumstances around your character, often by retroactively declaring certain details. You can't blatantly overrule established facts or events (without a lot of points and a <i>really</i> good explanation), but it means a Talent needing an emergency vehicle can just happen to find a car with a spare key in the sun visor. Or maybe the weather shifts enough to make noise to cover an attempt at stealth. Or the after-hours janitor at the library happens to be a former classmate who owes the Talent a big enough favor to let them in.</div><div><br /></div><div>By default, Dramatic Editing is not a power the <i>character</i> has, but something the <i>player</i> does. While flux is doing the 'work' on the Talent's behalf, Dramatic Editing (in the words of a friend of mine) is a power in the same way that 'being affected by gravity' is a power.</div><div><br /></div><div>So Inspiration has three Facets: Destructive, Intuitive, and Reflective. This post is already way too long so I'm not going to go into all the mechanics of the Facets, but they factor into certain rolls and bonuses that might involve direct and forceful action, quick thinking and wit, or calm patience, respectively. I get three points to distribute among them, and that's gonna be <b>Destructive 1</b> and <b>Reflective 2</b>.</div><div><br /></div><div>Martin's Inspiration score starts at one, and increases by one for each Facet he has at 1, 3, and 5. Since he's got two Facets at 1, this means he starts with <b>Inspiration 3</b>. (Yes, this means you can get Inspiration points by just putting one dot in each Facet, if you're so inclined.)</div><div><br /></div><h3 style="text-align: left;">Step Seven: Finishing Touches</h3><div>Almost done!</div><div><br /></div><div>So now he gets... oh, I forgot about this, he gets a bonus Attribute dot that can go anywhere as long as it doesn't take it above the maximum (which is normally 5, but it can be 6 with an Edge). So let's drop another dot into Intellect.</div><div><br /></div><div>So with this new bonus and the one from his Moment of Inspiration, his final Attribute lineup is <b>Intellect 5, Cunning 3, Resolve 3, Might 2, Dexterity 2, Stamina 2, Presence 3, Manipulation 3, Composure 3.</b></div><div><br /></div><div>And now he gets four more dots of Edges, that aren't restricted by Path. So before I forget to do so, he's going to get two dots in the <b>Fame</b> Edge, which feels about right for an internet celebrity -- he's known in the field of video games, but he's not exactly a worldwide phenomenon. Next I'm going to put a dot in <b>Weak Spots</b>, as I mentioned above -- this gives him a knack for spotting weaknesses in materials, plans, you name it, and can reroll dice or ignore Complications in certain circumstances. And I'll put that last dot into... oh, I know. <b>Photographic Memory</b>. Photographic Memory goes up to three dots, but the first one means you've studied or been trained in memorization techniques, as long as you can focus on the situation. (You can memorize a conversation you're overhearing, but not one you're actively a part of.)</div><div><br /></div><div>His final Edge list is going to be <b>Always Ready (1), Fame 2, Library 1, Lightning Calculator (2), Photographic Memory 1, Weak Spots (1), Wealth 2.</b></div><div><br /></div><div>Now we get into health levels, and as he doesn't have any Edges or Gifts that modify them and his Stamina is still only a 2, he has the default three Injury slots: Maimed, Injured, and Bruised. His default Defense is 1, but he can roll whichever Resilience Attributes make sense in the moment to increase that if he gets into combat. And that's it!</div><div><br /></div><div>So we've got Martin "MarTay" Taylor, creator and developer of "The Fatedealer's Grimoire," and up-and-coming activist hacker for the Æon Society. Just to slap a description on him, I'm thinking kind of an average-looking white guy in his 20's, not really noteworthy physically. Casually he likes to wear a lot of pop culture shirts, but if he's going to be someplace where people might recognize him (and the event doesn't suggest a particular outfit) he defaults to more generic button-down and polo shirts because he doesn't want to come across like he's endorsing something. He still lives in the house he grew up in because while his video game money was enough to put a down payment on a house, he bought that for his parents instead. And, um... I can't think of any more details, interesting or otherwise.</div><div><br /></div><div>So that's it, we've got a Trinity Continuum core book character! You'll find the character sheet below, and hopefully soon I'll be back with a <b>Trinity Continuum: Æon</b> character!</div><div><br /></div><div><iframe allow="autoplay" height="480" src="https://drive.google.com/file/d/1nA3lkoGTxyeJyaE_eQzDCaCjepQM1WZF/preview" width="640"></iframe></div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-1037859157700203412023-10-26T14:36:00.003-04:002023-11-04T09:36:01.754-04:00An Interlude (Exalted Fiction)Greetings, everyone. This is a little something I threw together sort of on a whim, depicting some events that happened off-camera while the characters were tracking down that puzzle box. It sort of takes place between the last two sessions, technically after the events of <a href="https://mythicfoxwrites.blogspot.com/2023/10/tales-of-moonlight-maiden-time-passes.html">the first</a> but largely during the montage at the beginning of <a href="https://mythicfoxwrites.blogspot.com/2023/10/tales-of-moonlight-maiden-retrieval.html">the second</a>. It will probably make little sense unless you've been following the current story (at least, you should read the linked post if you haven't already), but it's something I felt like getting down somewhere.<div><br /></div><div>Enjoy!</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><div>Jaspio Tesa watched from behind a trashed market stall as she watched soldiers and monks swarm over the scene. Goldenseal's harbor market was in chaos after a blood ape hiding out in the office of Fedan Shipping showed itself to steal a valuable item she and her niece Jaspio Dimo were transporting. The same Dimo who lay, limp and cold now, as monks carefully moved the body to a stretcher. She didn't know the local language well, but she'd figured out they were going to take Dimo back to a temple to do the proper purifications and then cremate her. </div><div><br /></div><div>The pendant that hid Tesa's God-blooded features hung heavy around her neck, and for the first time she regretted her desire to see more of Creation outside Great Forks. In Great Forks, she could show herself without disguise or dissembly, let them see the thin layer of golden fur covering her body and the faintly feline facial features. She could step out and say that she was God-blooded and on divine business and she needed them to turn over Dimo's body. Taking Dimo home to Yu-Shan, in these circumstances, wasn't going to happen. But Dimo, her young, only-recently-Exalted niece (though she'd told the Lunars 'cousin,' as it was easier than explaining the family dynamic), was a Shimmerside Corsair, and they had their ways.</div><div><br /></div><div>Tesa still felt the ache left over after the initial sting of the Kinship bond's snap. She still needed to take some time and have a good cry. But after parting ways with the Lunars who were supposed to take the puzzle box, she impulsively decided to come back here and see if she could retrieve her kin's body before the Immaculates got their hands on it. She took some comfort from knowing that Dimo had gone out trying to stop the blood ape before it killed any more innocents, and that the accursed demon's roar killed her too quick to suffer.</div><div><br /></div><div>Her vision blurred -- the tears were starting to come already. <i>Not now,</i> she thought. <i>I have work to do, godsdammit.</i> She wiped her eyes and cleared them to see an attractive, foppish man in an extremely nice kimono talking to the soldiers on the scene. Apparently he'd also had business with Fedan and wanted to know what was going on. She ignored him and tried to focus on the monks, waiting for a moment to retrieve the body.</div><div><br /></div><div>"I should have overruled her, sent her after the box," she muttered to herself in Old Realm, the words too heavy to hold within. "I knew I could take the blood ape, but..."</div><div><br /></div><div>"But what?" a voice behind her asked, also in Old Realm.</div><div><br /></div><div>Tesa froze. Old Realm was the language of spirits and gods, the language of Yu-Shan. She knew one of the Lunars was conversant but anyone else who could speak it was trouble, at best. After all, hadn't they just seen proof that the Deathlords had spies in Heaven?</div><div><br /></div><div>She turned around to see a woman about 40, with light brown, slightly-leathery skin. She dressed in sturdy but shabby clothing and traveling sandals, more dusty than dirty, and her dark gray hair was tied back in a ponytail so messy Tesa would almost suspect she wore a mop for a wig. She held a sword loosely at her side with what the Corsair's eye recognized was a deliberately unskilled grip.</div><div><br /></div><div>"Pardon me, it's rare I hear someone from back home out in Creation proper," the woman said with a smile that wasn't a smile. Anyone who didn't understand Old Realm would mistake her for someone grateful to see a friendly face so far from home. "From what gens do you hail?"</div><div><br /></div><div><i>Fuck.</i> There was a short list of people who might be speaking Old Realm in Creation, but the question suggested she'd been identified as one of Heaven's Dragons, many of whom were descended from the Dragon-Blooded gentes who served the Deliberative. Tesa resisted the urge to answer, or grab the pendant she wore and to make sure it still worked.</div><div><br /></div><div>Instead she ran.</div><div><br /></div><div>She fled down an alley that ran parallel to the harborside streets. With a fluid grace granted to her by the Elemental Dragon of Water, she vaulted over boxes, crates, and barrels. She didn't look back, and instead focused on managing her Essence so she wouldn't flare her anima and draw attention. The biggest risk she dared was dashing out from between two buildings and leaping off the dock, running across the water's surface and ducking under piers.</div><div><br /></div><div>She slipped into a storm drain she saw out of the corner of her eye, but didn't linger long in the tunnel for fear of getting lost. She instead found a spot where she could return to the surface, pushing aside a drain cover and bursting out like a geyser in a flurry of motion. She heard the sound of sandals scuffing the ground behind her, and spun around to strike.</div><div><br /></div><div>The strange woman turned aside Tesa's initial flurry of knife-hand strikes with the sheath of her sword. She held it properly now, any sloppy pretense discarded, as she deflected Tesa's jabs. But Tesa kept moving, and delivered a perfect center-mass open palm strike that the woman had to brace herself against. Tesa let her feel some satisfaction at that.</div><div><br /></div><div>"You've trained with Anys Syn," the woman said, still in Old Realm, and that gave Tesa pause. Partially because it took her a moment to remember who that was before she had to reel at the implications of the familiarity.</div><div><br /></div><div>With a single deft move, the woman slipped a cord on the sword's scabbard over her shoulder to sling the weapon across her back. She hooked her foot on a tattered broom, tossed it up into her grip, and advanced on Tesa with fancy footwork and a series of sweeping strikes to try and trip her. While she was able to dodge or deflect the attacks, they still put her on the defensive. It felt like trying to fight an advancing wave of fire.</div><div><br /></div><div>"Is Violet Bier of Sorrows your only style?" The woman's voice was suddenly very calm like an instructor's, almost parental. "It's less effective against an opponent who can put you off your guard."</div><div><br /></div><div>Tessa ducked in close as she blocked one of the attacks, the broom breaking on the sleeve of her armored jacket. Her opponent dropped the pieces, shifted her stance, and came at Tesa with a combo of palm strikes that the Dragon-Blood managed to block well enough. She leaned back unnaturally far to duck under a perfect roundhouse kick that would have broken her nose if it had connected -- or taken her head off altogether, had she been mortal. Either way, she watched the woman finish the kick by dropping into a perfect Violet Bier of Sorrows stance.</div><div><br /></div><div>Tesa held up a hand to concede defeat. The woman relaxed and took a step back, giving Tesa some space which she then used to stop and catch her breath.</div><div><br /></div><div>"You've made your point," Tesa said, panting. "Who are you?"</div><div><br /></div><div>The woman gave a knowing smirk, as if that was a silly question. "Hollow Thunder, Chosen of Mars. And you must be..."</div><div><br /></div><div>"Jaspio Tesa."</div><div><br /></div><div>"...as I suspected. The Lion of Shimmerside. Anys Syn has had few students your age. Your reputation precedes you, as does the Corsairs'."</div><div><br /></div><div>Tesa felt an annoyed twinge run through her as she had to remember who that was. She vaguely recalled the Sidereal who'd been mentoring her and to a lesser extent the rest of her family, but anything beyond a vague silhouette in instructor's robes was hard to hang onto.</div><div><br /></div><div>"Yours doesn't, I'm afraid," Tesa said with a frown. "But I think I understand why."</div><div><br /></div><div>Hollow Thunder nodded. "Just so. Did you have something to do with what happened at the market?"</div><div><br /></div><div>Tesa looked around to make sure they were alone. She noticed they were in some sort of alleyway or possibly tiny courtyard between a few buildings. She took a moment to get an idea of how far they were from the harbor market, which wasn't far at all.</div><div><br /></div><div>"It's safe here, I assure you," the older woman said. Tesa didn't know how old she really was, but suspected Hollow Thunder was several times her own age.</div><div><br /></div><div>Hollow Thunder had the Dragon-Blood dead to rights at this point, and if she was a Deathlord's servant they could probably just kill her and forcibly interrogate her ghost. So she told her everything.</div><div><br /></div><div>Well, not everything. She described the puzzle box but not its contents, saying only that it was important. It felt almost blasphemous to openly speak of an Exigence -- one that had been lost under her watch at that. Hollow Thunder raised an eyebrow when Tesa told her about the Lunars she was sort of working with.</div><div><br /></div><div>"Those three. Interesting. I'm familiar with them." The Sidereal glanced vaguely to the south before turning her attention back to Tesa. "Now what were you saying about the blood ape, earlier?"</div><div><br /></div><div>Tesa winced. "I could have taken the blood ape. Dimo said the box was the more important thing, and she insisted she could handle it."</div><div><br /></div><div>"Dimo?"</div><div><br /></div><div>"My niece."</div><div><br /></div><div>Tesa, despite herself, reflexively glanced in the direction of the market. Hollow Thunder's face fell as she pieced it together.</div><div><br /></div><div>"I'm so very sorry."</div><div><br /></div><div>"Thank you." Tesa tensed up to keep from crying again.</div><div><br /></div><div>"What can I do to help?" Hollow Thunder spoke as if she already knew the answer to that, but Tesa suspected that tone was an automatic reflex of Sidereals of a certain age.</div><div><br /></div><div>"Nothing, I-- wait, maybe..."</div><div><br /></div><div>Before she could finish, a man in nice clothing -- the one from the market -- stepped into the alleyway. Tesa shifted back into her fighting stance.</div><div><br /></div><div>"Ah, there you are," he said in Flametongue with a casual chuckle. He gave Tesa a slightly confused smile, like he had no idea that she was putting up a threatening display. "And who's your friend?"</div><div><br /></div><div>Hollow Thunder leaned over and harshly whispered something in the man's ear in a language that Tesa couldn't hear well enough to place or understand. His body posture and facial expression immediately shifted, foppishness replaced with respect.</div><div><br /></div><div>"My condolences," he said in accented Old Realm with a light bow. For a second, a golden disc within a ring flashed across his head, gone so quickly it could have been a stray beam of light reflecting off of some trash. Tesa recalled it as a Caste Mark of one of the Solar Exalted, but she wasn't entirely sure which one. "I am Jotaro of the Flowing Silk. Sorry we had to meet under these circumstances. How can we help?"</div><div><br /></div><div>"If it's not too late, I'd like to retrieve my niece's body to properly send her on to the cycle. After dark, preferably close to midnight but I'm not going to be picky at this point. I just don't want her to wind up in an Immaculate temple's ash pile."</div><div><br /></div><div>Jotaro gave her a big smile. "Well, then you're in luck -- I noticed the tattoo on her arm and suspected she deserved better than to be left to their mercies. They are holding onto the body, but I've offered to find her next of kin and sort out the funereal arrangements, to make sure their rituals and customs are respected."</div><div><br /></div><div>"Why would they let you do that?"</div><div><br /></div><div>Jotaro sighed and looked back at the market as well. "I, too, am a patron of Fedan Shipping, and have appreciated their discretion and daringness. The recently-deceased manager Zaaid and I weren't close, but I trusted him." He glanced at Tesa out of the corner of his eye. "I'm doing the same for him, by the way, though obviously when I offered I had much higher hopes of tracking down his family. But regardless, I may have strongly implied that... Dimo, was it?"</div><div><br /></div><div>Tesa nodded.</div><div><br /></div><div>"That Dimo and I had likely encountered one another in the course of doing business, and as a friend of Zaaid's she was basically a friend of mine."</div><div><br /></div><div>"They bought that?"</div><div><br /></div><div>Jotaro gave her a winning smile, one that'd probably charm the Empress into granting him his own Great House if he were so inclined.</div><div><br /></div><div>Hollow Thunder smacked his shoulder. "Keep it in your breeches, you'll make you-know-who jealous." She sighed and shook her head. "Come on, let's go get as much of this sorted as we can before the Lunars come back with the box conveniently as the next crisis hits." She pulled the sword off her back and relaxed into the sloppy, lazy posture she'd had when Tesa first saw her.</div><div><br /></div><div>"Is that likely to happen?" Jotaro asked as he followed her out of the alley.</div><div><br /></div><div>"It's how these things work." She then continued, speaking Old Realm with a distinctly provincial accent from somewhere else in Creation (an unnatural-sounding combination to Tesa). "Betcha a quarter-dinar."</div><div><br /></div><div>"You're on," Jotaro replied in Flametongue, his own fool's mask slipping back into place.</div><div><br /></div><div>Tesa hurried to keep up with them as the pair settled into easy banter. She had to admit, even Great Forks wouldn't have gone this smoothly.</div></div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0tag:blogger.com,1999:blog-1166104644930094234.post-32024170323558485572023-10-19T18:47:00.008-04:002023-10-22T08:29:47.354-04:00Tales of the Moonlight Maiden: Retrieval (Exalted)<div>Hey there, folks, back again with some more <b>Exalted</b>.</div><div><br /></div><div>If I come up with anything interesting to add here, I'll do so. Until and unless I do that, let's get into it!</div><div><br /></div><span><a name='more'></a></span><div><br /></div><div><br /></div><div>We begin with an information-gathering montage as the trio spend a few hours hitting the streets for information on the guy who stole the puzzle box containing the second Exigence.</div><div><br /></div><div>Gou and Xương hit up the local bars and various shady connections they've got. Fortunately, while they only have a few details on the thief, they're distinct enough (the fact that he has a fanged mouth in one palm stands out, even in Creation) that it's easy enough to find out his basic identity.</div><div><br /></div><div>His name is Whispering Stone and he's a treasure hunter and known sorcerer from outside Zhaojūn who came to the area about a year ago. He's been delving into the local ruins -- of which there are many, between Creation's two world-shattering apocalypses and the centuries of warfare and conquest the region's been subject to.[0] Nobody knows exactly where he lives, though it's certainly in one of the two closest ruins: Alder to the north and Riven to the south. Both are shrouded in shadowlands, though the monks are trying to close the northern one at the moment. Occasionally he comes into Goldenseal to sell thing's he's found, and it's theorized he might be in a palace or mansion. But anyone who'd care enough to find out where he's finding treasures is also too smart to go up against a sorcerer in a shadowland he's familiar with.</div><div><br /></div><div>Xương also learns through his own contacts that the leather bracer he wears, the one with the herbal scent that Jaspio Tesa noticed last session, is indeed for medicinal purposes. Nobody knows the full story but he had it when he first showed up in Zhaojūn -- a horror he encountered in some ruin had messed up his arm so badly it's never properly healed, so he slathers it in medicinal herbal ointment to prevent infection and the bracer keeps crud out of it. </div><div><br /></div><div>In addition to context for his distinct scent, it gives them an important piece of information: While Whispering Stone is a sorcerer, he's also clearly mortal. While Exalted don't inherently regenerate, by and large they don't suffer from persistent wounds like that.[1]</div><div><br /></div><div>Now, Hǎifēng doesn't know this context, as they're busy dealing with the scent itself. They've shifted into monkey form and split off a bunch of clones to use their animal senses to work out Whispering Stone's movements and determine that he left Goldenseal headed south.</div><div><br /></div><div>So, while not a terrible surprise, it looks like the thief has taken the puzzle box to Riven.</div><div><br /></div><div>The trio get to the ruins of the city in late afternoon, with Xuong and Gou in human form and Hǎifēng in monkey form on Xương's shoulder, following the scent trail and giving him directions. They're passing through little shantytowns and villages in the midst of the larger ruin. Think one of those little semi-rural communities where they set 'fish out of water' comedies about city folk having to deal with country folk and their 'simpler,' traditional ways.</div><div><br /></div><div>Except, of course, here the homes (huts and shacks, mostly) have wards on the windows and doors with salt lines drawn in front of the entrances. Hǎifēng whispers in Xương's ear that this is a place where people go when they think things have gotten 'too advanced.' Xương, for his part, can't imagine why anyone would want to live there. Gou says it feels like sadness permeates the air -- which it probably literally does, given that they're in a place where the land of the living and the land of the dead literally overlap.</div><div><br /></div><div>The locals, living and otherwise, leave them alone as they make their way through the ruins. But then, Riven is a place mostly frequented by the desperate, smugglers looking for neutral ground, or folks looking to engage in questionable deals with ghosts. So in that context, a big guy who might be a Lintha with a monkey on his shoulder and someone with a flame piece come through, they're either gonna be pirates, Exalts, or both. Hǎifēng, who enjoys messing with random mortals, laments that it's not as much fun when people can guess what's going on.</div><div><br /></div><div>At one point, the trio hear someone calling for help from a nearby patch of swamp: "Help me, I'm stuck, it's my leg!" It's certainly a trap, but Xương says they gotta check it out just in case, so they head over there and see a guy in the swamp, stuck at the base of a tree and waving for them. He tells them that his leg is caught in the roots. </div><div><br /></div><div>Hǎifēng can tell this is definitely some sort of scheme, and as the group comes closer Hǎifēng can spot a spectral line or cord of some sort reaching under the water. The whole time, the guy's calling out for them like a video game NPC who's only got three lines of recorded dialogue that all basically say the same thing. Hǎifēng points out the cord to the others, having deduced accurately that this is a ghostfisher. Which is pretty much what it sounds like, a spectral anglerfish sort of monster that dangles a ghost out as bait to lure in the unwary.</div><div><br /></div><div>Gou waves as the ghost-lure and calls out that the three of them haven't fallen for it, and to try someone else. The ghost looks confused and just tells him that his leg is caught in the roots and he needs help. Hǎifēng says that the lure is probably only capable of saying a few select phrases and if you keep asking it questions, it won't know what to do. Gou is tempted to tease it and see how far he can take this whole thing, but the Lunars don't have a lot of time to dawdle.[2] So they just turn to leave as the lure calls out to them, and Gou tells it he's rooting for it.</div><div><br /></div><div>As they move on, following Whispering Stone's scent, eventually they come to what they're pretty sure used to be a palace or some sort of military installation. Someone calls out "Who goes there?" in an archaic dialect of Flametongue before a group of ghosts in armor that nobody recognizes come out of defensive spots to demand the characters' identity. Xương asks if they're trespassing, and the group is warned to go back the way they came. Xương says they're looking for a sorcerer with a mouth in the palm of his hand. The soldiers insist there are no sorcerers there, and they are defending their rulers from the invasion.</div><div><br /></div><div>It becomes clear about this moment that these aren't normally ghosts, but haunts -- also sometimes called 'drones' or 'echoes,' ghosts who are caught in their last moments. Like many ghosts in this shadowland ruin, these solders probably died here centuries ago and don't realize they're dead or that any time has passed. They're likely to be a nuisance at worst, at least to a Circle of Exalts. Hǎifēng suggests Xương pretend to be their commanding officer, play into their narrative, and see if they respond.</div><div><br /></div><div>So he gives it a shot and manages to convince them he's their superior officer traveling incognito and he needs to go in, and they fall for it. As he tells them to get back to their posts, there's a moment where the Lunars see the area for what it was like when the soldiers were alive as they start to disperse back to their defensive positions. But the group, glad that went smoothly, goes in as Gou tells Xương "Nice acting." He says it came to him in the moment.</div><div><br /></div><div>As they reach the palace ruins, they see warding talismans along the outer entrances. But there's nothing stopping them from going inside, and once they're out of sight Hǎifēng hops off Xương's shoulder and fluidly shifts into their hybrid form. Xương does the same.</div><div><br /></div><div>The three of them can hear a whispered conversation between two people in one of the nearby rooms -- though only one set of footprints moving around. They can't clearly hear the conversation, and what they can hear is hard to decipher because the dialect is weird, but the sound is clear enough they can follow it. They overhear them talking about 'finding the right graveyard' as Xương seeks to interrupt the conversation. He rushes the half-door between the Lunars and the room the voices are in, bursting through it shoulder-first.</div><div><br /></div><div>There's Whispering Stone talking to a ghost woman with hazy, indistinct features and glowing red eyes. Behind the two of them, on a stool in the corner, is the puzzle box. Xương, having gotten their attention, points at it and says "That's not yours."</div><div><br /></div><div>At this point, as disc spins up and we move from the overworld into the combat interface, Hǎifēng rushes past Xương into the room, pretends to faint/die, and as they fall over they take on Laughing Monster Form -- using Dancing Wind-Monster Transformation to dissolve into a cloud of madness, cackling all the while. </div><div><br /></div><div>Knowing that the ghost is going to be materialized since she's in a shadowland, Xương rushes in with claws and teeth to try and tear her up. She manifests a spectral spear wreathed in shadows to try and defend herself, but isn't prepared for the sudden assault and he sends her off-balance. She lunges back at him, only to be interrupted by Hǎifēng -- a gust of something not quite wind shoves her spear aside, leaving her open for Xương to rush in and clap his hands together. The clap echoes like thunder through the building, hitting hard enough to discorporate her with a banshee-like shriek.[3]</div><div><br /></div><div>Whispering Stone lets out a pained scream and lunges at Xương with his machete, which Xương just catches in his tough-skinned hand.</div><div><br /></div><div>Gou takes aim at Whispering Stone with Weirdflame and fires a burst of flame at him, but he manages to pull the weapon free of Xương's grip (not that he's holding it too tightly) and deflect enough of it to avoid injury.</div><div><br /></div><div>"Do you know what you're doing?" he yells at Gou as he rushes him, this time with that devil-mouth hand. Gou brings up his daiklave, Haze-cleaver, and catches the mouth on the blade. As the mouth's tourmaline fangs try to bite into the blade, he can feel the mouth trying to draw the moisture out of him. He then twists to the side, using the blade to make the human move past him as he frees the blade and completely throws him off-balance with an upward slash.</div><div><br /></div><div>Hǎifēng rematerializes, positioning themselves so Whispering Stone is surrounded. "Maybe it's a good time for you to quit, huh?"</div><div><br /></div><div>"Fine," the man says, defeated. "She'll be back, just... if you're going to send me to join her, do it."</div><div><br /></div><div>Meanwhile, Xương's already moved around to where the puzzle box is and holds it up. "Don't care what you do. You just can't have this box.</div><div><br /></div><div>"Fine, take it. It's a gamble that we were probably gonna get stiffed on anyways."</div><div><br /></div><div>Xương asks who put them up to all this. He says that he got word some 'necromancer pirate' wanted the box and knew where it was going, and that if someone got it they could name their price. Hǎifēng, pretty certain who the 'necromancer pirate' is, asks how he was going to get it to them. Whispering Stone says he and Yewande (the ghost) were going to take it to a graveyard and get a 'graveyard messenger' to take it to them.</div><div><br /></div><div>Xương, knowing what that is, tells the others that a graveyard messenger isn't exactly a ghost, but an Underworld entity that can get a message or deliver something to just about any ghost in three days. And that gives him an idea and he says that maybe he's got a message. Whispering Stone says he's in no position to argue, and he gives the group directions to the appropriate graveyard.</div><div><br /></div><div>The mortal treasure hunter is so pathetic they're almost ready to just leave him there, until they remember that he's a murderer who killed an innocent man, brought a blood ape into a heavily-populated area, and turned it loose where it killed someone else and would have wrought havoc if Xương hadn't stopped it. So they're thinking they want to drag him back to Goldenseal to face justice, but Xương does want to meet with a grave messenger... Gou resolves the dilemma by cold-cocking Whispering Stone with Haze-cleaver's hilt and ties him up so they can drag him along and then take him back. As long as Xương doesn't mind carrying him, which he doesn't.</div><div><br /></div><div>They find the graveyard in question where there is indeed a messenger lounging at a shrine. He addresses them as 'petitioners' and asks what he's going to be hauling, pointedly looking at the unconscious human slung over Xương's shoulder like a sack of rice. Xương says it's just a message, and the entity asks to whom?</div><div><br /></div><div>The Captain of the Ashen Umbra.</div><div><br /></div><div>The grave messenger, a little uneasy but not balking, asks what the message is. The message is that the Captain better watch their back, because Người Kéo Xương is ready to be the sea monster their nautical adventure is missing.</div><div><br /></div><div>Pretty confident this won't get him destroyed, he says just the usual prayer of petition will be fine.[4] Xương goes through the motions as he learned among the demon-pirate cult in which he grew up. The graveyard messenger says he's on it, and he wishes them 'good luck with that' (meaning the Captain) and additionally 'good luck with <i>that</i>' (the unconscious man Xương's carrying).</div><div><br /></div><div>And we leave it there, with the trio headed back to Goldenseal with a puzzle box and a thief.</div><div><br /></div><div><br /></div><div><br /></div><div><hr /></div><div>[0]-- Quick history lesson in case you need it: By apocalypses, I mean first the Usurpation (a years-long war that completely changed the way Creation was run) and then the combo of the Great Contagion and the Fair Folk Invasion. And then locally, the Meiyu Coast was conquered by the Zhao and Baihu after fleeing a failed rebellion against the Scarlet Empress. More recently, the Realm moved in, breaking up the Zhao empire into smaller states and taking over piece by piece.</div><div>[1]-- Well, some Abyssals might. But they still wouldn't be worried about infection, and they'd likely be showing it off unless they were remaining strictly incognito. And then there's the Liminal Exalted, but they've got a whole <i>deal</i> and just trust me he's not a Liminal.</div><div>[2]-- In addition to the need to keep the puzzle box and its contents out of the wrong hands, the shadowland has a time limit all its own. Long story short, if you leave a shadowland during the day, you wind up back in Creation. But after sundown, the only thing beyond the shadowland's border is the Underworld. If the characters spend too long in Riven, they can't get back to Goldenseal until the following morning barring some sort of special portal or other magical intervention.</div><div>[3]-- Okay, so to explain in game mechanics terms what happened. The ghost attacked Xương. Hǎifēng used Inauspicious Moment of Attack, a Charm that lets them intercept an attack with a distract gambit. (A 'gambit' is like what either D&D or Pathfinder or both used to call 'combat maneuvers,' like trip attacks and such.) Now, the distract gambit lets you pass initiative to someone else (in this case Xương) and give them a free reflexive decisive attack. Also, as Hǎifēng is in Dancing Wind-Monster Transformation, they can use other Laughing Monster Charms to enhance their allies' attacks. Which they did, enhancing Xương's attack and letting him effectively one-shot the ghost.</div><div>[4]-- I'll admit I actually had a bit of a brainfart and forgot you have to summon the graveyard messenger with a prayer until I was partway through the scene. But they don't normally ask for complicated prices anyways, so I handled it like you see above. As ghosts and spirits and other entities can be 'fed' by the Essence that comes from prayer, I figured that they could just pay it that way.</div>Chris Shafferhttp://www.blogger.com/profile/05042387745667637849noreply@blogger.com0