<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kuiper</id>
		<title>Exalted - Unofficial Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://exalted.xi.co.nz/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kuiper"/>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/wiki/Special:Contributions/Kuiper"/>
		<updated>2026-04-09T18:40:13Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.0</generator>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/CometaryExalts&amp;diff=76379</id>
		<title>FrivYeti/CometaryExalts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/CometaryExalts&amp;diff=76379"/>
				<updated>2010-05-18T01:42:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Stupid comment not coming out right. &amp;gt;.&amp;lt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[FrivYeti]]&lt;br /&gt;
&lt;br /&gt;
== The Cometary Exalted - Chosen of Tigranes, Harbingers of Victory ==&lt;br /&gt;
&lt;br /&gt;
=== Table Of Contents ===&lt;br /&gt;
&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryHistory]] | Chapter One: History]] -  The ancient history of Sedna and the Cometary Exalted. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryAspect]] | Chapter Two: Aspect]] - The Essences and Exaltation of the Cometary Exalted, their Aspects, and the powers that they wield. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryCreation]] | Chapter Three: Character Creation]] - How to make a hero. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryTraits]] | Chapter Four: Traits]] - Special Backgrounds of the Cometaries, their anima banners and innate capabilities, and their Limit. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryCharms]] | Chapter Five: Charms]] - The Charms that form the powers of the Cometary Exalted&amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometarySTing]] | Chapter Six: Storytelling]] - Ideas for how to use the Cometary Exalted in your games. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Brainstorming ===&lt;br /&gt;
&lt;br /&gt;
This page is here because I am a maniac.&lt;br /&gt;
&lt;br /&gt;
I am a maniac because I have decided to create another new type of Exalt - the Cometary Exalted. Why? Because the idea occured, and I was unable to remove it. Le argh.&lt;br /&gt;
&lt;br /&gt;
At the moment, this is entirely a brainstorming page. Once I've got enough of a framework together, I'll start working on something more concrete to turn this into a proper project.&lt;br /&gt;
&lt;br /&gt;
=== The Cometary Incarna ===&lt;br /&gt;
&lt;br /&gt;
Hrm. This one is tricky. I'm thinking someone who spent centuries forging through the Wyld, scouting, exploring for new Primordials, and blazing his way across the endless reaches. His times in Creation were few, but he grew to hate the Primordials that kept screwing things up while he was gone. After the War, he left again on another trek through the Wyld... and failed to return?&lt;br /&gt;
&lt;br /&gt;
=== The Cometary Aspects ===&lt;br /&gt;
&lt;br /&gt;
Basically, I want to go WEIRD with this. Therefore, I have decided to go with the ultimate bizareness in Aspect. The Aspect of a Cometary Exalt is dependant on his Permanent Essence rating; as they grow in power, their purpose to the other Cometaries changes.&lt;br /&gt;
&lt;br /&gt;
Essence 2: Impending Caste - Most defensive, to give them time to grow in power&lt;br /&gt;
Essence 3: Approaching Caste - Removes training times, something about understanding quickly?&lt;br /&gt;
Essence 4: Perigee Caste - battle-related powers&lt;br /&gt;
Essence 5: Departing Caste - stealth powers?&lt;br /&gt;
Essence 6: Apogee Caste - natural teachers&lt;br /&gt;
&lt;br /&gt;
While I like Perigee and Apogee, I can't think of proper names for the other three.&lt;br /&gt;
&lt;br /&gt;
Anima powers have to be something with generic utility. The key here is, given the way that people are going to be forced into aspect based on their Essence, it is critical to have anima powers as widely applicable as possible, without giving up their identity. This will, of course, be a monster to figure out.&lt;br /&gt;
&lt;br /&gt;
Also, since aspect changes, cometaries have no aspect Attributes. Instead, they have only Favoured ones - I'm thinking one each from Physical, Social, and Mental.&lt;br /&gt;
&lt;br /&gt;
=== Cometary Charm and Essence Purpose ===&lt;br /&gt;
&lt;br /&gt;
Cometary Exalted don't have extended lifespans the way that the other Celestial Exalted do. Instead, the higher their Essence ratings become, the closer they become to death. Those who reach Essence 6 have only a few years left to live; their power burns through them rapidly, as their patron tries to match the power of the other Incarna within them.&lt;br /&gt;
&lt;br /&gt;
This makes the Cometary Exalted the shock troops of the Celestials. Where the Solars led, the Lunars defended, and the Sidereals guided, the Cometaries struck. They leapt into the fray, opening pathways for the other Exalted to follow. Their arrival was an omen of the fall of their enemies, and they counter-attacked with ferocity.&lt;br /&gt;
&lt;br /&gt;
Cometary Charms are thus made to shatter and break through the foes. They are in some ways a mix of Solars, Sidereals, and Abyssals; innately destructive, able to appear without warning and blast through their foes, and focused more towards offensive than defense. In fact, they may have the most potent counter-attack Charms and the least potent defenses of the Celstial Exalted. They are not good at maintaining a world once it is won, only in winning it. They are particularly not good at surviving that win, but there are always more Cometaries to follow. Those few who reach the higher tiers become subtle, passing their training and powers to their students before vanishing in a blaze of glory.&lt;br /&gt;
&lt;br /&gt;
=== Cometary Charm Mechanics ===&lt;br /&gt;
&lt;br /&gt;
Alright, so down to brass tacks. Cometary Charms are going to be Attribute-based, both because this allows for greater versatility for the Exalted, and because it makes the Lunars less alone on that front of the major Exalted. Also, because I like Attribute-based Charms. ;)&lt;br /&gt;
&lt;br /&gt;
Cometary Charmsets are good at sudden appearances, breaking stuff, and inspiring others to break stuff. They differ from the Abyssals in that damage is more important than destruction; the primary purpose of the Cometaries was to open holes for others to exploit, although they can take advantage of those holes themselves. No slow corruption or necrotic Essence here. They're good at short-term persuasion, but their social effects tend to fall apart far faster than other Celestials'. They might be good at pre-attack sabotage...&lt;br /&gt;
&lt;br /&gt;
Ah-hah. I have a plan. The Cometary shtick is hang-and-release effects. Many of their Charms require committed Essence in advance, and then can be released to activate the effect. They can hang these on both themselves and, in some cases, others - resulting in later-activated sabotage surprises.&lt;br /&gt;
&lt;br /&gt;
=== Cometary History ===&lt;br /&gt;
&lt;br /&gt;
===== Comments =====&lt;br /&gt;
Friv - Well, if you're going attribute-based, might I inquire about the patron a bit more? I once read a nice discussion of how attribute-based exalts were generally primordially-involved, and ability-based ones were celestially involved. Something along the lines that Alchemicals were entirely primordial-based, while Lunars, arguably a cross-breed of Luna and Gaia, have both some favored attributes and some favored abilities. It's always resonated well with me, due to the nature of both types. Something to consider, at least. As for hang-and-release effects, I might also mention a significant lack of scene-longs. Something more along the lines of the ability to use multiple charms per turn (perhaps like the Terrestrials, perhaps not), such that they maintain their charms by burning through essence, rather than simply fire-and-forget. Done right, there's a fine line as each turn you decide which protections and bonuses you need at a given moment. Just some thoughts that might help you out - or not! -- [[GreenLantern]]&lt;br /&gt;
: While the Attribute and Ability split is a neat theory, there is a major hole in it - the Dragon-Blooded. The Terrestrials are based entirely on the Five Dragons, which are souls of Gaia. I think the better idea is that Ability-based Exalts are those based on skill, while Attribute-based Exalts are based on power. If that makes sense. Solars, Dragon-Bloods, and Sidereals are designed to be increasingly ineffable, specializing into areas. Lunars and Alchemicals are much more likely to be generalists.&lt;br /&gt;
: I like the lack of scene-lengths as a fundament, even if it really messes with them. I was thinking of the hang-and-release as how Cometaries mainly get around Charm limits; by mixing those with instant effects, they have the ability to blast through effects and then they tap out. - [[FrivYeti]]&lt;br /&gt;
Along the lines of the Hang and Release charm, perhaps this could be their unique excellency. (like terrestrial reenforcement / essence auspicious / ability flow / and the lunar one I can't remember atm)&lt;br /&gt;
: Spectacular 'Attribute' Impact&lt;br /&gt;
::1+m, 1w, simple.&lt;br /&gt;
:Activating this charm the Cometary Exalt commits a number of motes, not to exceed his (Attribute + Essence).  These motes can then be de-committed at a later time as a non charm reflexive action, releasing the commitment of a single mote releases them all.  When the commitment is released a number of dice are added to a single roll equal to three times the number of motes that were committed.&lt;br /&gt;
This would give them a rather unique mechanic that allows for a single almighty roll, but not one that they can use very often.  As it is a simple charm that is NOT combo-ok, it is not the sort of thing that is going to be refreshed in the middle of combat.  However, if one manages to land a hit on his foe and then releases a strength impact that had say 12 motes committed, that would be an extra 36 dice of damage.  I think it fits rather well with the cometary impact theme that they are supposed to have going. -- Rathmun&lt;br /&gt;
::I'm not sure I could get behind that entirely. As a basic charm, you're burning the willpower for what seems like one strike, and that's that. Many of the other 'uniques' all have much more lengthy effects. I'd wonder if perhaps allowing you to bleed off the points over time wouldn't be a smoother mechanic - essentially making a pool that you can draw from. Given the 'hang-and-release' nature Friv speaks of, in which you hang and release ''once'', the unique would then allow you to release multiple times, giving you a bit of a burn-time. Just my thoughts - no harm intended. -- GL&lt;br /&gt;
:::Actually, essence auspicious for the siddies costs a willpower to turn all the dice to successes.  so I don't think costing a willpower is beyond reason.  Also, given their role in the Exalted line of battle, I think that a single use could still work since they could withdraw back behind friendly lines after exhausting their resources.  However, letting them hang multiple copies of &amp;quot;Spectacular 'Attribute' Impact&amp;quot; could work well I suspect. -- Rathmun&lt;br /&gt;
:: I like the term &amp;quot;Spectacular Attribute Impact&amp;quot;, and I'll probably go with a mix of [[GreenLantern]] and [[Rathmun]]'s ideas - I've got to say, though, it'll have to have a die-adder cap of some sort on it. Adding 36 dice to an attack is kind of too much. To damage doubly so. - [[FrivYeti]]&lt;br /&gt;
::: true, perhaps the cap on comitted essence to any one copy should be &amp;lt;i&amp;gt;essence&amp;lt;/i&amp;gt;, then at ess 6 you could add 18 dice, totaling at 30 dice for 15 sux average, once.  I think that compares well to a solar at ess 6 with infinite mastery who can throw 24 dice for an entire scene, for the same cost as a cometary throwing 30 dice 4 times.&lt;br /&gt;
: Hello there, FrivYeti. I'd just like to ask if you've abandoned this project or not. I thought it was pretty awesome, and I'd like to see more from it. Plus, I'd like to ask some questions if you haven't... ^_^;-- [[User:Kuiper|Kuiper]]&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/CometaryExalts&amp;diff=76378</id>
		<title>FrivYeti/CometaryExalts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/CometaryExalts&amp;diff=76378"/>
				<updated>2010-05-18T01:41:32Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[FrivYeti]]&lt;br /&gt;
&lt;br /&gt;
== The Cometary Exalted - Chosen of Tigranes, Harbingers of Victory ==&lt;br /&gt;
&lt;br /&gt;
=== Table Of Contents ===&lt;br /&gt;
&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryHistory]] | Chapter One: History]] -  The ancient history of Sedna and the Cometary Exalted. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryAspect]] | Chapter Two: Aspect]] - The Essences and Exaltation of the Cometary Exalted, their Aspects, and the powers that they wield. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryCreation]] | Chapter Three: Character Creation]] - How to make a hero. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryTraits]] | Chapter Four: Traits]] - Special Backgrounds of the Cometaries, their anima banners and innate capabilities, and their Limit. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryCharms]] | Chapter Five: Charms]] - The Charms that form the powers of the Cometary Exalted&amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometarySTing]] | Chapter Six: Storytelling]] - Ideas for how to use the Cometary Exalted in your games. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Brainstorming ===&lt;br /&gt;
&lt;br /&gt;
This page is here because I am a maniac.&lt;br /&gt;
&lt;br /&gt;
I am a maniac because I have decided to create another new type of Exalt - the Cometary Exalted. Why? Because the idea occured, and I was unable to remove it. Le argh.&lt;br /&gt;
&lt;br /&gt;
At the moment, this is entirely a brainstorming page. Once I've got enough of a framework together, I'll start working on something more concrete to turn this into a proper project.&lt;br /&gt;
&lt;br /&gt;
=== The Cometary Incarna ===&lt;br /&gt;
&lt;br /&gt;
Hrm. This one is tricky. I'm thinking someone who spent centuries forging through the Wyld, scouting, exploring for new Primordials, and blazing his way across the endless reaches. His times in Creation were few, but he grew to hate the Primordials that kept screwing things up while he was gone. After the War, he left again on another trek through the Wyld... and failed to return?&lt;br /&gt;
&lt;br /&gt;
=== The Cometary Aspects ===&lt;br /&gt;
&lt;br /&gt;
Basically, I want to go WEIRD with this. Therefore, I have decided to go with the ultimate bizareness in Aspect. The Aspect of a Cometary Exalt is dependant on his Permanent Essence rating; as they grow in power, their purpose to the other Cometaries changes.&lt;br /&gt;
&lt;br /&gt;
Essence 2: Impending Caste - Most defensive, to give them time to grow in power&lt;br /&gt;
Essence 3: Approaching Caste - Removes training times, something about understanding quickly?&lt;br /&gt;
Essence 4: Perigee Caste - battle-related powers&lt;br /&gt;
Essence 5: Departing Caste - stealth powers?&lt;br /&gt;
Essence 6: Apogee Caste - natural teachers&lt;br /&gt;
&lt;br /&gt;
While I like Perigee and Apogee, I can't think of proper names for the other three.&lt;br /&gt;
&lt;br /&gt;
Anima powers have to be something with generic utility. The key here is, given the way that people are going to be forced into aspect based on their Essence, it is critical to have anima powers as widely applicable as possible, without giving up their identity. This will, of course, be a monster to figure out.&lt;br /&gt;
&lt;br /&gt;
Also, since aspect changes, cometaries have no aspect Attributes. Instead, they have only Favoured ones - I'm thinking one each from Physical, Social, and Mental.&lt;br /&gt;
&lt;br /&gt;
=== Cometary Charm and Essence Purpose ===&lt;br /&gt;
&lt;br /&gt;
Cometary Exalted don't have extended lifespans the way that the other Celestial Exalted do. Instead, the higher their Essence ratings become, the closer they become to death. Those who reach Essence 6 have only a few years left to live; their power burns through them rapidly, as their patron tries to match the power of the other Incarna within them.&lt;br /&gt;
&lt;br /&gt;
This makes the Cometary Exalted the shock troops of the Celestials. Where the Solars led, the Lunars defended, and the Sidereals guided, the Cometaries struck. They leapt into the fray, opening pathways for the other Exalted to follow. Their arrival was an omen of the fall of their enemies, and they counter-attacked with ferocity.&lt;br /&gt;
&lt;br /&gt;
Cometary Charms are thus made to shatter and break through the foes. They are in some ways a mix of Solars, Sidereals, and Abyssals; innately destructive, able to appear without warning and blast through their foes, and focused more towards offensive than defense. In fact, they may have the most potent counter-attack Charms and the least potent defenses of the Celstial Exalted. They are not good at maintaining a world once it is won, only in winning it. They are particularly not good at surviving that win, but there are always more Cometaries to follow. Those few who reach the higher tiers become subtle, passing their training and powers to their students before vanishing in a blaze of glory.&lt;br /&gt;
&lt;br /&gt;
=== Cometary Charm Mechanics ===&lt;br /&gt;
&lt;br /&gt;
Alright, so down to brass tacks. Cometary Charms are going to be Attribute-based, both because this allows for greater versatility for the Exalted, and because it makes the Lunars less alone on that front of the major Exalted. Also, because I like Attribute-based Charms. ;)&lt;br /&gt;
&lt;br /&gt;
Cometary Charmsets are good at sudden appearances, breaking stuff, and inspiring others to break stuff. They differ from the Abyssals in that damage is more important than destruction; the primary purpose of the Cometaries was to open holes for others to exploit, although they can take advantage of those holes themselves. No slow corruption or necrotic Essence here. They're good at short-term persuasion, but their social effects tend to fall apart far faster than other Celestials'. They might be good at pre-attack sabotage...&lt;br /&gt;
&lt;br /&gt;
Ah-hah. I have a plan. The Cometary shtick is hang-and-release effects. Many of their Charms require committed Essence in advance, and then can be released to activate the effect. They can hang these on both themselves and, in some cases, others - resulting in later-activated sabotage surprises.&lt;br /&gt;
&lt;br /&gt;
=== Cometary History ===&lt;br /&gt;
&lt;br /&gt;
===== Comments =====&lt;br /&gt;
Friv - Well, if you're going attribute-based, might I inquire about the patron a bit more? I once read a nice discussion of how attribute-based exalts were generally primordially-involved, and ability-based ones were celestially involved. Something along the lines that Alchemicals were entirely primordial-based, while Lunars, arguably a cross-breed of Luna and Gaia, have both some favored attributes and some favored abilities. It's always resonated well with me, due to the nature of both types. Something to consider, at least. As for hang-and-release effects, I might also mention a significant lack of scene-longs. Something more along the lines of the ability to use multiple charms per turn (perhaps like the Terrestrials, perhaps not), such that they maintain their charms by burning through essence, rather than simply fire-and-forget. Done right, there's a fine line as each turn you decide which protections and bonuses you need at a given moment. Just some thoughts that might help you out - or not! -- [[GreenLantern]]&lt;br /&gt;
: While the Attribute and Ability split is a neat theory, there is a major hole in it - the Dragon-Blooded. The Terrestrials are based entirely on the Five Dragons, which are souls of Gaia. I think the better idea is that Ability-based Exalts are those based on skill, while Attribute-based Exalts are based on power. If that makes sense. Solars, Dragon-Bloods, and Sidereals are designed to be increasingly ineffable, specializing into areas. Lunars and Alchemicals are much more likely to be generalists.&lt;br /&gt;
: I like the lack of scene-lengths as a fundament, even if it really messes with them. I was thinking of the hang-and-release as how Cometaries mainly get around Charm limits; by mixing those with instant effects, they have the ability to blast through effects and then they tap out. - [[FrivYeti]]&lt;br /&gt;
Along the lines of the Hang and Release charm, perhaps this could be their unique excellency. (like terrestrial reenforcement / essence auspicious / ability flow / and the lunar one I can't remember atm)&lt;br /&gt;
: Spectacular 'Attribute' Impact&lt;br /&gt;
::1+m, 1w, simple.&lt;br /&gt;
:Activating this charm the Cometary Exalt commits a number of motes, not to exceed his (Attribute + Essence).  These motes can then be de-committed at a later time as a non charm reflexive action, releasing the commitment of a single mote releases them all.  When the commitment is released a number of dice are added to a single roll equal to three times the number of motes that were committed.&lt;br /&gt;
This would give them a rather unique mechanic that allows for a single almighty roll, but not one that they can use very often.  As it is a simple charm that is NOT combo-ok, it is not the sort of thing that is going to be refreshed in the middle of combat.  However, if one manages to land a hit on his foe and then releases a strength impact that had say 12 motes committed, that would be an extra 36 dice of damage.  I think it fits rather well with the cometary impact theme that they are supposed to have going. -- Rathmun&lt;br /&gt;
::I'm not sure I could get behind that entirely. As a basic charm, you're burning the willpower for what seems like one strike, and that's that. Many of the other 'uniques' all have much more lengthy effects. I'd wonder if perhaps allowing you to bleed off the points over time wouldn't be a smoother mechanic - essentially making a pool that you can draw from. Given the 'hang-and-release' nature Friv speaks of, in which you hang and release ''once'', the unique would then allow you to release multiple times, giving you a bit of a burn-time. Just my thoughts - no harm intended. -- GL&lt;br /&gt;
:::Actually, essence auspicious for the siddies costs a willpower to turn all the dice to successes.  so I don't think costing a willpower is beyond reason.  Also, given their role in the Exalted line of battle, I think that a single use could still work since they could withdraw back behind friendly lines after exhausting their resources.  However, letting them hang multiple copies of &amp;quot;Spectacular 'Attribute' Impact&amp;quot; could work well I suspect. -- Rathmun&lt;br /&gt;
:: I like the term &amp;quot;Spectacular Attribute Impact&amp;quot;, and I'll probably go with a mix of [[GreenLantern]] and [[Rathmun]]'s ideas - I've got to say, though, it'll have to have a die-adder cap of some sort on it. Adding 36 dice to an attack is kind of too much. To damage doubly so. - [[FrivYeti]]&lt;br /&gt;
::: true, perhaps the cap on comitted essence to any one copy should be &amp;lt;i&amp;gt;essence&amp;lt;/i&amp;gt;, then at ess 6 you could add 18 dice, totaling at 30 dice for 15 sux average, once.  I think that compares well to a solar at ess 6 with infinite mastery who can throw 24 dice for an entire scene, for the same cost as a cometary throwing 30 dice 4 times.&lt;br /&gt;
 Hello there, FrivYeti. I'd just like to ask if you've abandoned this project or not. I thought it was pretty awesome, and I'd like to see more from it. Plus, I'd like to ask some questions if you haven't... ^_^;-- [[User:Kuiper|Kuiper]]&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/CometaryExalts&amp;diff=76377</id>
		<title>FrivYeti/CometaryExalts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/CometaryExalts&amp;diff=76377"/>
				<updated>2010-05-18T01:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Comments for a hopefully not abondoned project! 8O&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[FrivYeti]]&lt;br /&gt;
&lt;br /&gt;
== The Cometary Exalted - Chosen of Tigranes, Harbingers of Victory ==&lt;br /&gt;
&lt;br /&gt;
=== Table Of Contents ===&lt;br /&gt;
&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryHistory]] | Chapter One: History]] -  The ancient history of Sedna and the Cometary Exalted. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryAspect]] | Chapter Two: Aspect]] - The Essences and Exaltation of the Cometary Exalted, their Aspects, and the powers that they wield. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryCreation]] | Chapter Three: Character Creation]] - How to make a hero. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryTraits]] | Chapter Four: Traits]] - Special Backgrounds of the Cometaries, their anima banners and innate capabilities, and their Limit. &amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometaryCharms]] | Chapter Five: Charms]] - The Charms that form the powers of the Cometary Exalted&amp;lt;br&amp;gt;&lt;br /&gt;
[[[FrivYeti/CometaryExalts/CometarySTing]] | Chapter Six: Storytelling]] - Ideas for how to use the Cometary Exalted in your games. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Brainstorming ===&lt;br /&gt;
&lt;br /&gt;
This page is here because I am a maniac.&lt;br /&gt;
&lt;br /&gt;
I am a maniac because I have decided to create another new type of Exalt - the Cometary Exalted. Why? Because the idea occured, and I was unable to remove it. Le argh.&lt;br /&gt;
&lt;br /&gt;
At the moment, this is entirely a brainstorming page. Once I've got enough of a framework together, I'll start working on something more concrete to turn this into a proper project.&lt;br /&gt;
&lt;br /&gt;
=== The Cometary Incarna ===&lt;br /&gt;
&lt;br /&gt;
Hrm. This one is tricky. I'm thinking someone who spent centuries forging through the Wyld, scouting, exploring for new Primordials, and blazing his way across the endless reaches. His times in Creation were few, but he grew to hate the Primordials that kept screwing things up while he was gone. After the War, he left again on another trek through the Wyld... and failed to return?&lt;br /&gt;
&lt;br /&gt;
=== The Cometary Aspects ===&lt;br /&gt;
&lt;br /&gt;
Basically, I want to go WEIRD with this. Therefore, I have decided to go with the ultimate bizareness in Aspect. The Aspect of a Cometary Exalt is dependant on his Permanent Essence rating; as they grow in power, their purpose to the other Cometaries changes.&lt;br /&gt;
&lt;br /&gt;
Essence 2: Impending Caste - Most defensive, to give them time to grow in power&lt;br /&gt;
Essence 3: Approaching Caste - Removes training times, something about understanding quickly?&lt;br /&gt;
Essence 4: Perigee Caste - battle-related powers&lt;br /&gt;
Essence 5: Departing Caste - stealth powers?&lt;br /&gt;
Essence 6: Apogee Caste - natural teachers&lt;br /&gt;
&lt;br /&gt;
While I like Perigee and Apogee, I can't think of proper names for the other three.&lt;br /&gt;
&lt;br /&gt;
Anima powers have to be something with generic utility. The key here is, given the way that people are going to be forced into aspect based on their Essence, it is critical to have anima powers as widely applicable as possible, without giving up their identity. This will, of course, be a monster to figure out.&lt;br /&gt;
&lt;br /&gt;
Also, since aspect changes, cometaries have no aspect Attributes. Instead, they have only Favoured ones - I'm thinking one each from Physical, Social, and Mental.&lt;br /&gt;
&lt;br /&gt;
=== Cometary Charm and Essence Purpose ===&lt;br /&gt;
&lt;br /&gt;
Cometary Exalted don't have extended lifespans the way that the other Celestial Exalted do. Instead, the higher their Essence ratings become, the closer they become to death. Those who reach Essence 6 have only a few years left to live; their power burns through them rapidly, as their patron tries to match the power of the other Incarna within them.&lt;br /&gt;
&lt;br /&gt;
This makes the Cometary Exalted the shock troops of the Celestials. Where the Solars led, the Lunars defended, and the Sidereals guided, the Cometaries struck. They leapt into the fray, opening pathways for the other Exalted to follow. Their arrival was an omen of the fall of their enemies, and they counter-attacked with ferocity.&lt;br /&gt;
&lt;br /&gt;
Cometary Charms are thus made to shatter and break through the foes. They are in some ways a mix of Solars, Sidereals, and Abyssals; innately destructive, able to appear without warning and blast through their foes, and focused more towards offensive than defense. In fact, they may have the most potent counter-attack Charms and the least potent defenses of the Celstial Exalted. They are not good at maintaining a world once it is won, only in winning it. They are particularly not good at surviving that win, but there are always more Cometaries to follow. Those few who reach the higher tiers become subtle, passing their training and powers to their students before vanishing in a blaze of glory.&lt;br /&gt;
&lt;br /&gt;
=== Cometary Charm Mechanics ===&lt;br /&gt;
&lt;br /&gt;
Alright, so down to brass tacks. Cometary Charms are going to be Attribute-based, both because this allows for greater versatility for the Exalted, and because it makes the Lunars less alone on that front of the major Exalted. Also, because I like Attribute-based Charms. ;)&lt;br /&gt;
&lt;br /&gt;
Cometary Charmsets are good at sudden appearances, breaking stuff, and inspiring others to break stuff. They differ from the Abyssals in that damage is more important than destruction; the primary purpose of the Cometaries was to open holes for others to exploit, although they can take advantage of those holes themselves. No slow corruption or necrotic Essence here. They're good at short-term persuasion, but their social effects tend to fall apart far faster than other Celestials'. They might be good at pre-attack sabotage...&lt;br /&gt;
&lt;br /&gt;
Ah-hah. I have a plan. The Cometary shtick is hang-and-release effects. Many of their Charms require committed Essence in advance, and then can be released to activate the effect. They can hang these on both themselves and, in some cases, others - resulting in later-activated sabotage surprises.&lt;br /&gt;
&lt;br /&gt;
=== Cometary History ===&lt;br /&gt;
&lt;br /&gt;
===== Comments =====&lt;br /&gt;
Friv - Well, if you're going attribute-based, might I inquire about the patron a bit more? I once read a nice discussion of how attribute-based exalts were generally primordially-involved, and ability-based ones were celestially involved. Something along the lines that Alchemicals were entirely primordial-based, while Lunars, arguably a cross-breed of Luna and Gaia, have both some favored attributes and some favored abilities. It's always resonated well with me, due to the nature of both types. Something to consider, at least. As for hang-and-release effects, I might also mention a significant lack of scene-longs. Something more along the lines of the ability to use multiple charms per turn (perhaps like the Terrestrials, perhaps not), such that they maintain their charms by burning through essence, rather than simply fire-and-forget. Done right, there's a fine line as each turn you decide which protections and bonuses you need at a given moment. Just some thoughts that might help you out - or not! -- [[GreenLantern]]&lt;br /&gt;
: While the Attribute and Ability split is a neat theory, there is a major hole in it - the Dragon-Blooded. The Terrestrials are based entirely on the Five Dragons, which are souls of Gaia. I think the better idea is that Ability-based Exalts are those based on skill, while Attribute-based Exalts are based on power. If that makes sense. Solars, Dragon-Bloods, and Sidereals are designed to be increasingly ineffable, specializing into areas. Lunars and Alchemicals are much more likely to be generalists.&lt;br /&gt;
: I like the lack of scene-lengths as a fundament, even if it really messes with them. I was thinking of the hang-and-release as how Cometaries mainly get around Charm limits; by mixing those with instant effects, they have the ability to blast through effects and then they tap out. - [[FrivYeti]]&lt;br /&gt;
Along the lines of the Hang and Release charm, perhaps this could be their unique excellency. (like terrestrial reenforcement / essence auspicious / ability flow / and the lunar one I can't remember atm)&lt;br /&gt;
: Spectacular 'Attribute' Impact&lt;br /&gt;
::1+m, 1w, simple.&lt;br /&gt;
:Activating this charm the Cometary Exalt commits a number of motes, not to exceed his (Attribute + Essence).  These motes can then be de-committed at a later time as a non charm reflexive action, releasing the commitment of a single mote releases them all.  When the commitment is released a number of dice are added to a single roll equal to three times the number of motes that were committed.&lt;br /&gt;
This would give them a rather unique mechanic that allows for a single almighty roll, but not one that they can use very often.  As it is a simple charm that is NOT combo-ok, it is not the sort of thing that is going to be refreshed in the middle of combat.  However, if one manages to land a hit on his foe and then releases a strength impact that had say 12 motes committed, that would be an extra 36 dice of damage.  I think it fits rather well with the cometary impact theme that they are supposed to have going. -- Rathmun&lt;br /&gt;
::I'm not sure I could get behind that entirely. As a basic charm, you're burning the willpower for what seems like one strike, and that's that. Many of the other 'uniques' all have much more lengthy effects. I'd wonder if perhaps allowing you to bleed off the points over time wouldn't be a smoother mechanic - essentially making a pool that you can draw from. Given the 'hang-and-release' nature Friv speaks of, in which you hang and release ''once'', the unique would then allow you to release multiple times, giving you a bit of a burn-time. Just my thoughts - no harm intended. -- GL&lt;br /&gt;
:::Actually, essence auspicious for the siddies costs a willpower to turn all the dice to successes.  so I don't think costing a willpower is beyond reason.  Also, given their role in the Exalted line of battle, I think that a single use could still work since they could withdraw back behind friendly lines after exhausting their resources.  However, letting them hang multiple copies of &amp;quot;Spectacular 'Attribute' Impact&amp;quot; could work well I suspect. -- Rathmun&lt;br /&gt;
:: I like the term &amp;quot;Spectacular Attribute Impact&amp;quot;, and I'll probably go with a mix of [[GreenLantern]] and [[Rathmun]]'s ideas - I've got to say, though, it'll have to have a die-adder cap of some sort on it. Adding 36 dice to an attack is kind of too much. To damage doubly so. - [[FrivYeti]]&lt;br /&gt;
::: true, perhaps the cap on comitted essence to any one copy should be &amp;lt;i&amp;gt;essence&amp;lt;/i&amp;gt;, then at ess 6 you could add 18 dice, totaling at 30 dice for 15 sux average, once.  I think that compares well to a solar at ess 6 with infinite mastery who can throw 24 dice for an entire scene, for the same cost as a cometary throwing 30 dice 4 times.&lt;br /&gt;
: Hello there, FrivYeti. I'd just like to ask if you've abandoned this project or not. I thought it was pretty awesome, and I'd like to see more from it. Plus, I'd like to ask some questions if you haven't... ^_^;-- [[User:Kuiper|Kuiper]]&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialTraits&amp;diff=76013</id>
		<title>Kuiper/SomnialTraits</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialTraits&amp;diff=76013"/>
				<updated>2010-05-02T12:34:41Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Kuiper/SomnialExalts|SomnialExalted]]?&lt;br /&gt;
&lt;br /&gt;
= Traits =&lt;br /&gt;
The Somnial share a number of traits with their Abyssal kin, including:&lt;br /&gt;
* Eternal Life: Somnials and Abyssals share their immortality from death&lt;br /&gt;
* Eternal Death: Somnials have the same ultimate fate as the Abyssals&lt;br /&gt;
* Damned: Somnials are creatures of unholy power&lt;br /&gt;
* Rejected By Creation: Somnials, as creatures that are made with the power of the Labyrinth, and by extension the Void, are repelled by the essence of life&lt;br /&gt;
* Recovering Essence: Somnials have the same respiration rules as the Abyssal exalted when in Creation or the Underworld, but instead of all drinking blood, they must ingest the substance their caste is based on.&lt;br /&gt;
* Backgrounds: Somnials have the same list of backgrounds as the Abyssals&lt;br /&gt;
* Dark Fate: Somnial no longer have Clarity, instead taking Resonance like the Abyssals.&lt;br /&gt;
* Monstrances: Somnials do not, in fact, have the Monstrances held by Abyssals, per se. Instead, they have Monstrances of Necrotic Purpose, which double as their equivalent to Alchemical Vats.&lt;br /&gt;
&lt;br /&gt;
Note: This list based on the one from [[FrivYeti]]'s [[ FrivYeti/NihilicExalts|Nihilic Exalted ]], due to simplicity of the list being there.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Bodies of Fallen Men ==&lt;br /&gt;
:The Somnials have many differences from their Alchemical cousins. To start, they do not of bodies made from Magical Materials. Rather, their current bodies are Necrotech constructs, with a gem of soulsteel made from a single, qualified soul to substitute the soul gem. This means they can not use the charms the Alchemicals can, with the exception of Voidtech charms, much to the confusion of both parties. Instead, their native charms are very much Necrotech influenced, if not outright necrotech. The Somnials are masters of all things to do with Necrotech, and can animate it with either certain charms, or with Delusions(described below).&lt;br /&gt;
&lt;br /&gt;
:This is not to say that having a Necrotech body is always a good thing. This trait is quite obvious, so without proper charms, it's impossible to hide. It also needs constant maintenance, as these bodies are subject to constant use. Their &amp;quot;steelgems&amp;quot; are also subject to problems, being made with more Labyrinth stuff than souls, unlike most soulsteel. This amounts to Somnials having a unique relationship with the sleeping Neverborn- namely, that they can hear their whispers more easily than even Abyssals. This also causes Somnials to(usually) be quite loyal to the Deathlords' cause, only furthering their usefulness- not that a Somnial cannot rebel.&lt;br /&gt;
&lt;br /&gt;
== Control of the Labyrinth ==&lt;br /&gt;
:The Alchemicals have the power to manipulate the very threads of Fate. Because the Somnials are outside fate, they are not permitted to use these powers. Instead, they have the power to manipulate the Labyrinth itself to perform acts reminiscent of Necromancy, among other things. These Delusions, as they are called, are quite potent, despite only having two circles- Lucid and Nightmare, respectively. While these powers aren't required, most Somnials tend to grab a few Lucid circle Delusions, if only to aid in Necrotech creation or battle potency.&lt;br /&gt;
&lt;br /&gt;
:While Delusions can be helpful, using them and rising within their power causes a Somnial to connect even closer to the Neverborn. Certain Delusions also cause the Neverborn to become displeased, causing the user in question to gain resonance. It's not certain exactly whether or not Delusions actually force the Neverborn to dream things up, or rather take things that have already been dreamt, or even if they are unrelated to the actual nightmares.&lt;br /&gt;
&lt;br /&gt;
== Qualities of a Nightmare==&lt;br /&gt;
:Every exaltation has certain qualifications, and Somnials are no different. However, exactly how a Somnial comes to their current body is less based on Alchemical exaltation. While to become an Alchemical one must accumulate heroism over many lifetimes, to become a Somnial is much simpler. To put it simply, one is only required to have dreamt up a facade of heroism... and died while attempting to preserve this dream. It is during this death of both body and dream that their soul may be taken by a Death Lord, or perhaps one of their servants, into a steelgem. Then, the soul is placed in it's new body, with only a vague memory of it's previous life- but it always remembers that dream that died, and usually(but not always) realizes that if their dream had to die, who else's deserves to live? Thus begins the cycle...&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
* Umm, I'm still not sure if the term &amp;quot;Delusion&amp;quot; is a good name for their powers. But I can't think of something better to use instead. Help? - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
* Delusions seem like a perfectly reasonable name based on the fluff you've provided, their powers being based on the dreams of the Neverborn and the manipulation of the Labyrinth.  If what you're going for is saying that these zombie-robots are using the dreams of dead gods to destroy reality and make me foam at the mouth like I've just seen an elder god, Delusions sound pretty cool. - [[EwindaleMoss]]&lt;br /&gt;
** ... you managed to make this idea sound much cooler than I originally thought it was. XD I'm keeping Delusions then. And that foaming at the mouth thing will be put on the list of things I need to add when I get into making Delusions... - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
* Okay, I have a problem with that section where I mention Somnials alternate essence-regaining method. Mainly... I have no clue what it should be. I have four ideas, but I wanted to run them through the comments first before adding them.&lt;br /&gt;
::1) I could have them eat flesh. Seems a bit odd to me, though, and maybe un-thematic.&lt;br /&gt;
::2) I could have something to do with them attaching the flesh of fallen enemies to themselves or something to that effect. Seems a bit messy, though.&lt;br /&gt;
::3) I could do some bone-eating thing... maybe? I dunno, haven't thought this one through.&lt;br /&gt;
::4) My least favorite idea, I could have them drink blood like Abyssals. I don't like it that much, seems a bit boring, but it might have to work... - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
** Okay, figured it out. They now drink/take the fluid that they're caste is of to regain essence. Figured it made the Castes slightly more important. ^^; But if you people have better ideas, please come out and say them! I won't bite! ^^ - [[Kuiper]]&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialCastes&amp;diff=76012</id>
		<title>Kuiper/SomnialCastes</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialCastes&amp;diff=76012"/>
				<updated>2010-05-02T12:33:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Kuiper/SomnialExalts|SomnialExalted]]?&lt;br /&gt;
&lt;br /&gt;
= Castes =&lt;br /&gt;
:The Somnial exalted are unlike their Alchemical cousins, in that they are not made from the magical materials. Instead, they draw their castes from different forms of bodily materials, and of which they were mostly made(but not entirely). These materials are: Tears, Blood, Breath, Bone, Flesh, and Soul.&lt;br /&gt;
&lt;br /&gt;
== Supine ==&lt;br /&gt;
: The Supine caste is the dark mirror of the Moonsilver caste, hiding their tear-stained faces behind masks and disguises. Supine are very often used for espionage and other such things because of the predisposition.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Dexterity Appearance Wits&lt;br /&gt;
&lt;br /&gt;
== Sanguine ==&lt;br /&gt;
: The Sanguine caste, Jade's dark cousin, is not only the social face of the Somnials, but also the ones with blood on their hands. Due to being slightly more in tune with life, they tend to be the ones sent off to destroy it.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Stamina Charisma Wits&lt;br /&gt;
&lt;br /&gt;
== Osteoric ==&lt;br /&gt;
: Where the Starmetal caste manipulates from the background, the Osteoric caste tries to hold the others together, like the bones of a skeleton. They tend towards the dead rather than the living.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Dexterity Manipulation Intelligence&lt;br /&gt;
&lt;br /&gt;
== Pneumatic ==&lt;br /&gt;
: The Pneumatic are, oddly enough, the Soulsteel castes reflection, breathing death in and out, sometimes at the same time. The Pneumatic are the executioners, who will go after anyone disobeying the laws of the dead.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Stamina Manipulation Perception&lt;br /&gt;
&lt;br /&gt;
== Carnic ==&lt;br /&gt;
: Those grafted from living flesh are known as Carnics, and they stand opposite the Alchemical Orichalcum Caste. In this way, they tend to be the outright leaders of the Somnials, as well as the ones most known to those who know of the Sominals.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Strength Charisma Intelligence&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
: In an odd twist, the Somnials made from souls are not the new Soulsteel caste, but rather the new Adamant. As souls hide inside their bodies, guiding and steering them, so too does the Psychic caste to the Somnialsl.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Strength Appearance Perception&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
*ATTENTION. Completely new castes now. The only names I'm unsure on are Carnic and Psychic. Psychic sounds iffy at best, and Carnic sounds wrong. Most of these came from latin/greek root words with &amp;quot;ic&amp;quot; on the back. I was thinking of using somehting like &amp;quot;Sarxic&amp;quot; instead of Carnic, but I'm not sure. Psychic I actually took from Psyche and said &amp;quot;Oh, so THAT'S where the word comes from&amp;quot;. So... feel free to suggest stuff. ^^;&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialStory&amp;diff=76011</id>
		<title>Kuiper/SomnialStory</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialStory&amp;diff=76011"/>
				<updated>2010-05-02T12:32:57Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Added back link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Kuiper/SomnialExalts|SomnialExalted]]?&lt;br /&gt;
= Story =&lt;br /&gt;
:When the Deathlords tainted the shards of Ignis Divine, they knew they only had a finite number of Death Knights at their disposal. And while this might have been enough at that time, what if they needed more warriors? An army worthy of withstanding the exalted of creation, but all dedicated to the cause of Oblivion? The Deathlords and their Neverborn masters could not think of an idea... that is, until they discovered that Autocthon had chosen of his own.&lt;br /&gt;
&lt;br /&gt;
:When Autocthon's chosen, the Alchemicals, were discovered to be in Creation, the Deathlords each tried to ambush their own. They tried to study them, but could not gain any insight to their Alien bodies, which were what housed their Essence, rather than their souls. The Deathlords could not figure out the plans to the exaltation process, but soon an Assembly of Alchemicals became fed up with being toyed with, and agreed to go back and get the plans for the exaltations. Seeing no other option, the Deathlord who had captured them released them, but not until after he had ensured they would come back.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
*... Okay, I have NO clue how to have a Deathlord make sure an Alchemical would come back and bring the plans with him. &amp;gt;.&amp;lt; - [[Kuiper]], ''who gets the feeling he should know this already''&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Talk:Dragon_of_the_Dawn/EtherealExalted&amp;diff=75942</id>
		<title>Talk:Dragon of the Dawn/EtherealExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Talk:Dragon_of_the_Dawn/EtherealExalted&amp;diff=75942"/>
				<updated>2010-04-29T21:52:48Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Another question. ^^;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: Okay, first, before I start asking my 20 questions, I want to say that I LOVE these guys. I love the thematics, and the fact that they pull off Megaman-style better than Eclipses(who's anima power I hate, because if you Megaman powers, your native powers SHOULD NOT be more powerful than the ones you steal/borrow. *goes off into a rant*) Anyway, I have a few questions about them that I'm sure you can answer.&lt;br /&gt;
: First, I saw these guys when you had them on the Compendium as the Empyreals- any real reason for the name change? I actually like the original name better, if only because it has more sky-based connotations than Ethereal has. &lt;br /&gt;
: Second off, what ''is'' Azure's nature, exactly. Like, we know that the Maiden's natures directly tie to what they're the maiden of. We know that Luna's nature is ever-shifting, seductive, and bestial, and that Ignis Divine's is that of perfect virtue. What's Azure's? What's he like? Is it even in his nature to go mad? He's supposed to be Creation's first defense, right? So why is it that the Wyld can drive him mad, he who is Creation's first line of defense against it?&lt;br /&gt;
: Third, what circles of martial arts and sorcery can these exalts learn? Are the only restricted to celestial on both? Can they learn up to Solar/Sidereal circles, but can only use them while in those castes? Can they only start learning when they have a caste that can use it? Those are both big parts of the game, and I think clarification is in order.&lt;br /&gt;
: Fourth, what powers ''does'' a Warden get from their directional winds? You mentioned it, but never explained anything beyond the fact that they have special breezes that they have constantly. Also, shouldn't there be some kind of &amp;quot;wind from the blessed isle&amp;quot; or something? I might just be grasping at straws with that one, though. ^^;&lt;br /&gt;
: Fifth, does a Cloud Walker's appearance(lowercase &amp;quot;a&amp;quot;) change when changing castes between exalt types? Like, do they gain moonsilver tattoos and a tell while as a Lunar(remember that the former is pivotal in deciding the caste of a normal Lunar)? Do they're eyes change when they have an according Sidereal caste? If not, could a matching Adamant Resplendence Amulet do so? Or maybe a special charm(discussed later)?&lt;br /&gt;
: Sixth, how do they interact with Alchies, now that the book is out? I read somewhere(not in the book, as I don't have it...), that an Alchemical's body is, for all intents and purposes, their exaltation, which was used in part to explain the physical charm thing. I'd say that they can't take Alchemical castes, but I think this should be clarified. Do they have any specific bonuses with Adamant Caste Alchies besides the limit thing(I think the other exalt types get special non-limit bonuses along with the limit thing when paired with a matching Alchemical, but I'm not sure...)&lt;br /&gt;
: Seventh, can they create charms at all? I'd like to say no, but I get the nagging feeling that they should get knack-like charms that allow them to mess with the castes they have- stuff that allows them to, say, replace a caste they have with another of the same exalt type, or ones that allow Terrestrial exaltations to be taken(which I found a weird limitation in and of itself, especially what with you mentioning them taking control of wind as easily as elemental dragons, but it might be appropriate, and thus was just used as an example)&lt;br /&gt;
: Finally, what are the qualifications that the exaltation shards look for? Like, Lunar shards look for survival, Solar ones awesomeness, Sidereals are fated to be.... What does an Ethereal shard look for? This might be important, though you did mention hopping from &amp;quot;one mad man to the next&amp;quot;, so does madness have anything to do with it, or did the shards drive them mad? - [[User:Kuiper|Kuiper]]&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Talk:Dragon_of_the_Dawn/EtherealExalted&amp;diff=75941</id>
		<title>Talk:Dragon of the Dawn/EtherealExalted</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Talk:Dragon_of_the_Dawn/EtherealExalted&amp;diff=75941"/>
				<updated>2010-04-29T21:34:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Lots of questions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: Okay, first, before I start asking my 20 questions, I want to say that I LOVE these guys. I love the thematics, and the fact that they pull off Megaman-style better than Eclipses(who's anima power I hate, because if you Megaman powers, your native powers SHOULD NOT be more powerful than the ones you steal/borrow. *goes off into a rant*) Anyway, I have a few questions about them that I'm sure you can answer.&lt;br /&gt;
: First, I saw these guys when you had them on the Compendium as the Empyreals- any real reason for the name change? I actually like the original name better, if only because it has more sky-based connotations than Ethereal has. &lt;br /&gt;
: Second off, what ''is'' Azure's nature, exactly. Like, we know that the Maiden's natures directly tie to what they're the maiden of. We know that Luna's nature is ever-shifting, seductive, and bestial, and that Ignis Divine's is that of perfect virtue. What's Azure's? What's he like? Is it even in his nature to go mad? He's supposed to be Creation's first defense, right? So why is it that the Wyld can drive him mad, he who is Creation's first line of defense against it?&lt;br /&gt;
: Third, what circles of martial arts and sorcery can these exalts learn? Are the only restricted to celestial on both? Can they learn up to Solar/Sidereal circles, but can only use them while in those castes? Can they only start learning when they have a caste that can use it? Those are both big parts of the game, and I think clarification is in order.&lt;br /&gt;
: Fourth, what powers ''does'' a Warden get from their directional winds? You mentioned it, but never explained anything beyond the fact that they have special breezes that they have constantly. Also, shouldn't there be some kind of &amp;quot;wind from the blessed isle&amp;quot; or something? I might just be grasping at straws with that one, though. ^^;&lt;br /&gt;
: Fifth, does a Cloud Walker's appearance(lowercase &amp;quot;a&amp;quot;) change when changing castes between exalt types? Like, do they gain moonsilver tattoos and a tell while as a Lunar(remember that the former is pivotal in deciding the caste of a normal Lunar)? Do they're eyes change when they have an according Sidereal caste? If not, could a matching Adamant Resplendence Amulet do so? Or maybe a special charm(discussed later)?&lt;br /&gt;
: Sixth, how do they interact with Alchies, now that the book is out? I read somewhere(not in the book, as I don't have it...), that an Alchemical's body is, for all intents and purposes, their exaltation, which was used in part to explain the physical charm thing. I'd say that they can't take Alchemical castes, but I think this should be clarified. Do they have any specific bonuses with Adamant Caste Alchies besides the limit thing(I think the other exalt types get special non-limit bonuses along with the limit thing when paired with a matching Alchemical, but I'm not sure...)&lt;br /&gt;
: Finally, can they create charms at all? I'd like to say no, but I get the nagging feeling that they should get knack-like charms that allow them to mess with the castes they have- stuff that allows them to, say, replace a caste they have with another of the same exalt type, or ones that allow Terrestrial exaltations to be taken(which I found a weird limitation in and of itself, especially what with you mentioning them taking control of wind as easily as elemental dragons, but it might be appropriate, and thus was just used as an example) - [[User:Kuiper|Kuiper]]&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialTraits&amp;diff=75854</id>
		<title>Kuiper/SomnialTraits</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialTraits&amp;diff=75854"/>
				<updated>2010-04-26T21:56:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Traits =&lt;br /&gt;
The Somnial share a number of traits with their Abyssal kin, including:&lt;br /&gt;
* Eternal Life: Somnials and Abyssals share their immortality from death&lt;br /&gt;
* Eternal Death: Somnials have the same ultimate fate as the Abyssals&lt;br /&gt;
* Damned: Somnials are creatures of unholy power&lt;br /&gt;
* Rejected By Creation: Somnials, as creatures that are made with the power of the Labyrinth, and by extension the Void, are repelled by the essence of life&lt;br /&gt;
* Recovering Essence: Somnials have the same respiration rules as the Abyssal exalted when in Creation or the Underworld, but instead of all drinking blood, they must ingest the substance their caste is based on.&lt;br /&gt;
* Backgrounds: Somnials have the same list of backgrounds as the Abyssals&lt;br /&gt;
* Dark Fate: Somnial no longer have Clarity, instead taking Resonance like the Abyssals.&lt;br /&gt;
* Monstrances: Somnials do not, in fact, have the Monstrances held by Abyssals, per se. Instead, they have Monstrances of Necrotic Purpose, which double as their equivalent to Alchemical Vats.&lt;br /&gt;
&lt;br /&gt;
Note: This list based on the one from [[FrivYeti]]'s [[ FrivYeti/NihilicExalts|Nihilic Exalted ]], due to simplicity of the list being there.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Bodies of Fallen Men ==&lt;br /&gt;
:The Somnials have many differences from their Alchemical cousins. To start, they do not of bodies made from Magical Materials. Rather, their current bodies are Necrotech constructs, with a gem of soulsteel made from a single, qualified soul to substitute the soul gem. This means they can not use the charms the Alchemicals can, with the exception of Voidtech charms, much to the confusion of both parties. Instead, their native charms are very much Necrotech influenced, if not outright necrotech. The Somnials are masters of all things to do with Necrotech, and can animate it with either certain charms, or with Delusions(described below).&lt;br /&gt;
&lt;br /&gt;
:This is not to say that having a Necrotech body is always a good thing. This trait is quite obvious, so without proper charms, it's impossible to hide. It also needs constant maintenance, as these bodies are subject to constant use. Their &amp;quot;steelgems&amp;quot; are also subject to problems, being made with more Labyrinth stuff than souls, unlike most soulsteel. This amounts to Somnials having a unique relationship with the sleeping Neverborn- namely, that they can hear their whispers more easily than even Abyssals. This also causes Somnials to(usually) be quite loyal to the Deathlords' cause, only furthering their usefulness- not that a Somnial cannot rebel.&lt;br /&gt;
&lt;br /&gt;
== Control of the Labyrinth ==&lt;br /&gt;
:The Alchemicals have the power to manipulate the very threads of Fate. Because the Somnials are outside fate, they are not permitted to use these powers. Instead, they have the power to manipulate the Labyrinth itself to perform acts reminiscent of Necromancy, among other things. These Delusions, as they are called, are quite potent, despite only having two circles- Lucid and Nightmare, respectively. While these powers aren't required, most Somnials tend to grab a few Lucid circle Delusions, if only to aid in Necrotech creation or battle potency.&lt;br /&gt;
&lt;br /&gt;
:While Delusions can be helpful, using them and rising within their power causes a Somnial to connect even closer to the Neverborn. Certain Delusions also cause the Neverborn to become displeased, causing the user in question to gain resonance. It's not certain exactly whether or not Delusions actually force the Neverborn to dream things up, or rather take things that have already been dreamt, or even if they are unrelated to the actual nightmares.&lt;br /&gt;
&lt;br /&gt;
== Qualities of a Nightmare==&lt;br /&gt;
:Every exaltation has certain qualifications, and Somnials are no different. However, exactly how a Somnial comes to their current body is less based on Alchemical exaltation. While to become an Alchemical one must accumulate heroism over many lifetimes, to become a Somnial is much simpler. To put it simply, one is only required to have dreamt up a facade of heroism... and died while attempting to preserve this dream. It is during this death of both body and dream that their soul may be taken by a Death Lord, or perhaps one of their servants, into a steelgem. Then, the soul is placed in it's new body, with only a vague memory of it's previous life- but it always remembers that dream that died, and usually(but not always) realizes that if their dream had to die, who else's deserves to live? Thus begins the cycle...&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
* Umm, I'm still not sure if the term &amp;quot;Delusion&amp;quot; is a good name for their powers. But I can't think of something better to use instead. Help? - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
* Delusions seem like a perfectly reasonable name based on the fluff you've provided, their powers being based on the dreams of the Neverborn and the manipulation of the Labyrinth.  If what you're going for is saying that these zombie-robots are using the dreams of dead gods to destroy reality and make me foam at the mouth like I've just seen an elder god, Delusions sound pretty cool. - [[EwindaleMoss]]&lt;br /&gt;
** ... you managed to make this idea sound much cooler than I originally thought it was. XD I'm keeping Delusions then. And that foaming at the mouth thing will be put on the list of things I need to add when I get into making Delusions... - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
* Okay, I have a problem with that section where I mention Somnials alternate essence-regaining method. Mainly... I have no clue what it should be. I have four ideas, but I wanted to run them through the comments first before adding them.&lt;br /&gt;
::1) I could have them eat flesh. Seems a bit odd to me, though, and maybe un-thematic.&lt;br /&gt;
::2) I could have something to do with them attaching the flesh of fallen enemies to themselves or something to that effect. Seems a bit messy, though.&lt;br /&gt;
::3) I could do some bone-eating thing... maybe? I dunno, haven't thought this one through.&lt;br /&gt;
::4) My least favorite idea, I could have them drink blood like Abyssals. I don't like it that much, seems a bit boring, but it might have to work... - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
** Okay, figured it out. They now drink/take the fluid that they're caste is of to regain essence. Figured it made the Castes slightly more important. ^^; But if you people have better ideas, please come out and say them! I won't bite! ^^ - [[Kuiper]]&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialCastes&amp;diff=75851</id>
		<title>Kuiper/SomnialCastes</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialCastes&amp;diff=75851"/>
				<updated>2010-04-26T21:16:15Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Fixed something real quick.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Castes =&lt;br /&gt;
:The Somnial exalted are unlike their Alchemical cousins, in that they are not made from the magical materials. Instead, they draw their castes from different forms of bodily materials, and of which they were mostly made(but not entirely). These materials are: Tears, Blood, Breath, Bone, Flesh, and Soul.&lt;br /&gt;
&lt;br /&gt;
== Supine ==&lt;br /&gt;
: The Supine caste is the dark mirror of the Moonsilver caste, hiding their tear-stained faces behind masks and disguises. Supine are very often used for espionage and other such things because of the predisposition.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Dexterity Appearance Wits&lt;br /&gt;
&lt;br /&gt;
== Sanguine ==&lt;br /&gt;
: The Sanguine caste, Jade's dark cousin, is not only the social face of the Somnials, but also the ones with blood on their hands. Due to being slightly more in tune with life, they tend to be the ones sent off to destroy it.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Stamina Charisma Wits&lt;br /&gt;
&lt;br /&gt;
== Osteoric ==&lt;br /&gt;
: Where the Starmetal caste manipulates from the background, the Osteoric caste tries to hold the others together, like the bones of a skeleton. They tend towards the dead rather than the living.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Dexterity Manipulation Intelligence&lt;br /&gt;
&lt;br /&gt;
== Pneumatic ==&lt;br /&gt;
: The Pneumatic are, oddly enough, the Soulsteel castes reflection, breathing death in and out, sometimes at the same time. The Pneumatic are the executioners, who will go after anyone disobeying the laws of the dead.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Stamina Manipulation Perception&lt;br /&gt;
&lt;br /&gt;
== Carnic ==&lt;br /&gt;
: Those grafted from living flesh are known as Carnics, and they stand opposite the Alchemical Orichalcum Caste. In this way, they tend to be the outright leaders of the Somnials, as well as the ones most known to those who know of the Sominals.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Strength Charisma Intelligence&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
: In an odd twist, the Somnials made from souls are not the new Soulsteel caste, but rather the new Adamant. As souls hide inside their bodies, guiding and steering them, so too does the Psychic caste to the Somnialsl.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Strength Appearance Perception&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
*ATTENTION. Completely new castes now. The only names I'm unsure on are Carnic and Psychic. Psychic sounds iffy at best, and Carnic sounds wrong. Most of these came from latin/greek root words with &amp;quot;ic&amp;quot; on the back. I was thinking of using somehting like &amp;quot;Sarxic&amp;quot; instead of Carnic, but I'm not sure. Psychic I actually took from Psyche and said &amp;quot;Oh, so THAT'S where the word comes from&amp;quot;. So... feel free to suggest stuff. ^^;&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialCastes&amp;diff=75850</id>
		<title>Kuiper/SomnialCastes</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialCastes&amp;diff=75850"/>
				<updated>2010-04-26T21:15:15Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: COMPLETELY redid the somnial castes. Need help, though. ^^;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Castes =&lt;br /&gt;
:The Somnial exalted are unlike their Alchemical cousins, in that they are not made from the magical materials. Instead, they draw their castes from different forms of bodily materials, and of which they were mostly made(but not entirely). These materials are: Tears, Blood, Breath, Bone, Flesh, and Soul.&lt;br /&gt;
&lt;br /&gt;
== Supine ==&lt;br /&gt;
: The Supine caste is the dark mirror of the Moonsilver caste, hiding their tear-stained faces behind masks and disguises. Supine are very often used for espionage purposes by the deathlords, due to this predisposition to disguise.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Dexterity Appearance Wits&lt;br /&gt;
&lt;br /&gt;
== Sanguine ==&lt;br /&gt;
: The Sanguine caste, Jade's dark cousin, is not only the social face of the Somnials, but also the ones with blood on their hands. Due to being slightly more in tune with life, they tend to be the ones sent off to destroy it.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Stamina Charisma Wits&lt;br /&gt;
&lt;br /&gt;
== Osteoric ==&lt;br /&gt;
: Where the Starmetal caste manipulates from the backround, the Osteoric caste tries to hold the others together, like the bones of a skeleton. They tend towards the dead rather than the living.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Dexterity Manipulation Intelligence&lt;br /&gt;
&lt;br /&gt;
== Pneumatic ==&lt;br /&gt;
: The Pneumatic are, oddly enough, the Soulsteel castes reflection, breathing death in and out, sometimes at the same time. The Pneumatic are the executioners, who will go after anyone disobeying the laws of the dead.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Stamina Manipulation Perception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Carnic ==&lt;br /&gt;
: Those grafted from living flesh are known as Carnics, and they stand opposite the Alchemical Orichalcum Caste. In this way, they tend to be the outright leaders of the Somnials, as well as the ones most known to those who know of the Sominals.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Strength Charisma Intelligence&lt;br /&gt;
&lt;br /&gt;
== Psychic ==&lt;br /&gt;
: In an odd twist, the Somnials made from souls are not the new Soulsteel caste, but rather the new Adamant. As souls hide inside their bodies, guiding and steering them, so too does the Psychic caste to the Somnialsl.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Strength Appearance Perception&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
*ATTENTION. Completely new castes now. The only names I'm unsure on are Carnic and Psychic. Psychic sounds iffy at best, and Carnic sounds wrong. Most of these came from latin/greek root words with &amp;quot;ic&amp;quot; on the back. I was thinking of using somehting like &amp;quot;Sarxic&amp;quot; instead of Carnic, but I'm not sure. Psychic I actually took from Psyche and said &amp;quot;Oh, so THAT'S where the word comes from&amp;quot;. So... feel free to suggest stuff. ^^;&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/IdeaPile&amp;diff=75513</id>
		<title>Kuiper/IdeaPile</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/IdeaPile&amp;diff=75513"/>
				<updated>2010-04-19T22:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Added comments. ^^;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Idea Pile ==&lt;br /&gt;
Welcome! 8D Anything on this list is subject to change, and a lot is just stuff I'd already jotted down onto notepad and didn't bother to reread it after putting it there. So... here it is. &amp;lt;br&amp;gt;&lt;br /&gt;
== Oneiric Exalted ==&lt;br /&gt;
Patrons: The Oneiroi &amp;lt;br&amp;gt;&lt;br /&gt;
Power Tier: Terrestrial &amp;lt;br&amp;gt;&lt;br /&gt;
Magical Material: Adamant &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts: Terrestrial Level &amp;lt;br&amp;gt;&lt;br /&gt;
Sorcery: Celestial &amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy: Shadowlands &amp;lt;br&amp;gt;&lt;br /&gt;
Other Powers: &amp;lt;br&amp;gt;&lt;br /&gt;
Sobriquets: The Sleepers, The Dream-Blooded &amp;lt;br&amp;gt;&lt;br /&gt;
Caste/Charm Base: Virtues&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Glyphic Exalted ==&lt;br /&gt;
Concept sparked from a thread on the White Wolf forums, and I went from there.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Patron: The Primordial Aldafoor&amp;lt;br&amp;gt;&lt;br /&gt;
Power Tier: Lower Celestial&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Material: &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts: Celestial Level&amp;lt;br&amp;gt;&lt;br /&gt;
Sorcery: Up to Terrestrial Circle&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy: Up to Shadowland Circle&amp;lt;br&amp;gt;&lt;br /&gt;
Other Powers: Talents(Akin to Knacks)&amp;lt;br&amp;gt;&lt;br /&gt;
Sobriquets: The Scribes, The Poets, The Riddlers(derogatory)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Aldafoor as among the many Primordials of the times before Creation- and, as such, was involved with the war that ensued after Creation's making. However, he, unlike his brethren, fled as the war took turns against his favor, as he did not wish to be bound like the now-former-Primordials. His world-body now exists as Roragsa, a world of magical symbols, inhabited by jotun, his equivalent to yozi demons, and his own component souls. This world was left to itself for a time, untouched by the beings of creation, and rarely visted by Raksha. Until the Lunars were driven into the Wyld, that is.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Lunars where driven into the Wyld, Aldafoor managed to see into his brother's weapons, and could make out the shards that was imprinted on each. He carefully grabbed the shards that he could, and waited. By the time the Lunars went back into creation, he had 75 of their 300 shards. Aldafoor himself investigated the shards to change them, to use them to create weapons of his own- not to invade Creation specifically, oh no. As the Primordial of wisdom, he wanted weapons to defend himself- and to look into creation himself. Aldafoor needed more prayer than his jotun could produce, and he needed mortals to give him this needed commadatee.&amp;lt;br&amp;gt;&lt;br /&gt;
Now in the age of Sorrows, Aldafoor has finished his studies, and has imprinted the charms with his runes of power- 25 for each of his three principal runes, as, while Creation is trife with fives, he has need only for threes. These runes of power have taken out any shape-shifting powers that may have been in the shard, but have traded this for the use of Aldafoor's mighty runes. For all this power, it seems that neither the Glyphics nor the extremely few Lunars that know of Glyphics truly know whether Lunar tattoos or Glyphic exaltations came first.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Castes:''' &amp;lt;br&amp;gt;&lt;br /&gt;
The castes of the Glyphic Exalted are divided into the three principal forms of Wisdom in Roragsa- Finesse, Clarity, and Dominion.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Clarity- Wisdom of Sensation, those of this caste have the &amp;quot;Dagaz&amp;quot; rune over their hearts, to signify their clear senses, clean form, and far-reaching limits.&amp;lt;br&amp;gt;&lt;br /&gt;
Attributes: Perception Appearance Stamina&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Finesse- Wisdom of Movement, these Glyphics Wear the &amp;quot;Raidho&amp;quot; rune as a banner on their chests to show their flexibility, cunning, and ability to charm others.&amp;lt;br&amp;gt;&lt;br /&gt;
Attributes: Dexterity Wits Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dominion- Wisdom of Power, the bearers of the &amp;quot;Uruz&amp;quot; rune exemplify this trait with their exceptional strength, brain power, and social might.&amp;lt;br&amp;gt;&lt;br /&gt;
Attributes: Strength Manipulation Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Talents: Talents are often compared to the Knacks of the Glyphic's Lunar cousins- this is understandable, because they are, at least partly, based on these Lunar powers. But where Knacks allow Lunars to change fundamental parts of shapeshifting, Talents allow Glyphics to change fundamental parts of runic inscriptions, as well as change how they switch tatooed runes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auroral Exalted ==&lt;br /&gt;
Martial Arts: Terrestrial Level&amp;lt;br&amp;gt;&lt;br /&gt;
Sorcery: Celestial Level&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy: Labrynth Level &amp;lt;br&amp;gt;&lt;br /&gt;
Other Powers: (Something similar to Knacks, though different)&amp;lt;br&amp;gt;&lt;br /&gt;
Sobriquets: The Inquisitors, Aurora's Spirits, The Formless(Derogatory)&amp;lt;br&amp;gt;&lt;br /&gt;
Charm Base: Virtues&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Excelencies:&amp;lt;br&amp;gt;&lt;br /&gt;
First (Virtue) Excelency&amp;lt;br&amp;gt;&lt;br /&gt;
Second (Virtue) Excelency&amp;lt;br&amp;gt;&lt;br /&gt;
Third (Virtue) Excelency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Soulgrafting''' &amp;lt;br&amp;gt;&lt;br /&gt;
The Chosen of Aurora are unique in that they can change their very souls. This power essentially allows them to pass as other creatures, as well as changes certain charm powers. This power works by grafting the specific type of spirit's essence on to their very soul.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This power also allows the Inquisitors to dematerialize at will, when doing so appearing to be the kind of spirit that they last grafted on to the soul to those who can see spirits. They can switch the active grafting as a reflexive action for 1 mote, though.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Quest of Purity:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Quest of Purity is a special process only the Auroral exalted know of. It is, in fact, very similar to the Sacred Hunt, if only in it's intent, although only partially. It is, in part, used to aquire the shapes of beings- in this case, though, it is to take the shapes of Spirits. Without the Quest, an Auroral could only use their own soul-form. However, with it, an Auroral's abilities greatly increase.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Quest is an involved thing, that is done by watching the spirit in question for an indeterminate length of time- and then, by taking a portion of their essence once they have discovered how to act as that spirit. It should be noted, however, that they do not automatically have the charms of this spirit- they usually use their own charms. However, many charms often switch how they act according to the current spirit that the soul is shaped into.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The other part of the Quest's usefulness, though, is that it allows an Inquisitor to gain part of the intrinsic knowledge allowed to that particular type of spirit. This is sometimes even considered one of it's most useful abilities- in the First Age, and even as far back as the Primordial War, the knowledge that could be found in demons and other spirits was something that could often change the course of history.&amp;lt;br&amp;gt;&lt;br /&gt;
At first, an Inquisitor only has the power to take the forms of terrestrial gods and first circle demons. However, they can utilize special Talents to expand these limitations. Examples include being able to take the forms of dematerialized elementals, or even the soul of a living mortal.&amp;lt;br&amp;gt;&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/IdeaPile&amp;diff=75512</id>
		<title>Kuiper/IdeaPile</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/IdeaPile&amp;diff=75512"/>
				<updated>2010-04-19T22:14:50Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Okay, list of  ideas of mine that you can pester me about. Or grab.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Idea Pile ==&lt;br /&gt;
Welcome! 8D Anything on this list is subject to change, and a lot is just me jotting down ideas 'n' stuff.&amp;lt;br&amp;gt;&lt;br /&gt;
== Oneiric Exalted ==&lt;br /&gt;
Patrons: The Oneiroi &amp;lt;br&amp;gt;&lt;br /&gt;
Power Tier: Terrestrial &amp;lt;br&amp;gt;&lt;br /&gt;
Magical Material: Adamant &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts: Terrestrial Level &amp;lt;br&amp;gt;&lt;br /&gt;
Sorcery: Celestial &amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy: Shadowlands &amp;lt;br&amp;gt;&lt;br /&gt;
Other Powers: &amp;lt;br&amp;gt;&lt;br /&gt;
Sobriquets: The Sleepers, The Dream-Blooded &amp;lt;br&amp;gt;&lt;br /&gt;
Caste/Charm Base: Virtues&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Glyphic Exalted ==&lt;br /&gt;
Concept sparked from a thread on the White Wolf forums, and I went from there.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Patron: The Primordial Aldafoor&amp;lt;br&amp;gt;&lt;br /&gt;
Power Tier: Lower Celestial&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Material: &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts: Celestial Level&amp;lt;br&amp;gt;&lt;br /&gt;
Sorcery: Up to Terrestrial Circle&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy: Up to Shadowland Circle&amp;lt;br&amp;gt;&lt;br /&gt;
Other Powers: Talents(Akin to Knacks)&amp;lt;br&amp;gt;&lt;br /&gt;
Sobriquets: The Scribes, The Poets, The Riddlers(derogatory)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Aldafoor as among the many Primordials of the times before Creation- and, as such, was involved with the war that ensued after Creation's making. However, he, unlike his brethren, fled as the war took turns against his favor, as he did not wish to be bound like the now-former-Primordials. His world-body now exists as Roragsa, a world of magical symbols, inhabited by jotun, his equivalent to yozi demons, and his own component souls. This world was left to itself for a time, untouched by the beings of creation, and rarely visted by Raksha. Until the Lunars were driven into the Wyld, that is.&amp;lt;br&amp;gt;&lt;br /&gt;
When the Lunars where driven into the Wyld, Aldafoor managed to see into his brother's weapons, and could make out the shards that was imprinted on each. He carefully grabbed the shards that he could, and waited. By the time the Lunars went back into creation, he had 75 of their 300 shards. Aldafoor himself investigated the shards to change them, to use them to create weapons of his own- not to invade Creation specifically, oh no. As the Primordial of wisdom, he wanted weapons to defend himself- and to look into creation himself. Aldafoor needed more prayer than his jotun could produce, and he needed mortals to give him this needed commadatee.&amp;lt;br&amp;gt;&lt;br /&gt;
Now in the age of Sorrows, Aldafoor has finished his studies, and has imprinted the charms with his runes of power- 25 for each of his three principal runes, as, while Creation is trife with fives, he has need only for threes. These runes of power have taken out any shape-shifting powers that may have been in the shard, but have traded this for the use of Aldafoor's mighty runes. For all this power, it seems that neither the Glyphics nor the extremely few Lunars that know of Glyphics truly know whether Lunar tattoos or Glyphic exaltations came first.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Castes:''' &amp;lt;br&amp;gt;&lt;br /&gt;
The castes of the Glyphic Exalted are divided into the three principal forms of Wisdom in Roragsa- Finesse, Clarity, and Dominion.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Clarity- Wisdom of Sensation, those of this caste have the &amp;quot;Dagaz&amp;quot; rune over their hearts, to signify their clear senses, clean form, and far-reaching limits.&amp;lt;br&amp;gt;&lt;br /&gt;
Attributes: Perception Appearance Stamina&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Finesse- Wisdom of Movement, these Glyphics Wear the &amp;quot;Raidho&amp;quot; rune as a banner on their chests to show their flexibility, cunning, and ability to charm others.&amp;lt;br&amp;gt;&lt;br /&gt;
Attributes: Dexterity Wits Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dominion- Wisdom of Power, the bearers of the &amp;quot;Uruz&amp;quot; rune exemplify this trait with their exceptional strength, brain power, and social might.&amp;lt;br&amp;gt;&lt;br /&gt;
Attributes: Strength Manipulation Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Talents: Talents are often compared to the Knacks of the Glyphic's Lunar cousins- this is understandable, because they are, at least partly, based on these Lunar powers. But where Knacks allow Lunars to change fundamental parts of shapeshifting, Talents allow Glyphics to change fundamental parts of runic inscriptions, as well as change how they switch tatooed runes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Auroral Exalted ==&lt;br /&gt;
Martial Arts: Terrestrial Level&amp;lt;br&amp;gt;&lt;br /&gt;
Sorcery: Celestial Level&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancy: Labrynth Level &amp;lt;br&amp;gt;&lt;br /&gt;
Other Powers: (Something similar to Knacks, though different)&amp;lt;br&amp;gt;&lt;br /&gt;
Sobriquets: The Inquisitors, Aurora's Spirits, The Formless(Derogatory)&amp;lt;br&amp;gt;&lt;br /&gt;
Charm Base: Virtues&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Excelencies:&amp;lt;br&amp;gt;&lt;br /&gt;
First (Virtue) Excelency&amp;lt;br&amp;gt;&lt;br /&gt;
Second (Virtue) Excelency&amp;lt;br&amp;gt;&lt;br /&gt;
Third (Virtue) Excelency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Soulgrafting''' &amp;lt;br&amp;gt;&lt;br /&gt;
The Chosen of Aurora are unique in that they can change their very souls. This power essentially allows them to pass as other creatures, as well as changes certain charm powers. This power works by grafting the specific type of spirit's essence on to their very soul.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This power also allows the Inquisitors to dematerialize at will, when doing so appearing to be the kind of spirit that they last grafted on to the soul to those who can see spirits. They can switch the active grafting as a reflexive action for 1 mote, though.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The Quest of Purity:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Quest of Purity is a special process only the Auroral exalted know of. It is, in fact, very similar to the Sacred Hunt, if only in it's intent, although only partially. It is, in part, used to aquire the shapes of beings- in this case, though, it is to take the shapes of Spirits. Without the Quest, an Auroral could only use their own soul-form. However, with it, an Auroral's abilities greatly increase.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Quest is an involved thing, that is done by watching the spirit in question for an indeterminate length of time- and then, by taking a portion of their essence once they have discovered how to act as that spirit. It should be noted, however, that they do not automatically have the charms of this spirit- they usually use their own charms. However, many charms often switch how they act according to the current spirit that the soul is shaped into.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The other part of the Quest's usefulness, though, is that it allows an Inquisitor to gain part of the intrinsic knowledge allowed to that particular type of spirit. This is sometimes even considered one of it's most useful abilities- in the First Age, and even as far back as the Primordial War, the knowledge that could be found in demons and other spirits was something that could often change the course of history.&amp;lt;br&amp;gt;&lt;br /&gt;
At first, an Inquisitor only has the power to take the forms of terrestrial gods and first circle demons. However, they can utilize special Talents to expand these limitations. Examples include being able to take the forms of dematerialized elementals, or even the soul of a living mortal.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Kuiper&amp;diff=75511</id>
		<title>User:Kuiper</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Kuiper&amp;diff=75511"/>
				<updated>2010-04-19T22:01:51Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Now with 100% real userpage! 8D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Kuiper | Old User Page.]] For reference.&lt;br /&gt;
&lt;br /&gt;
Mostly copy-pasted, kung-fu style:&lt;br /&gt;
&lt;br /&gt;
= Kuiper's User page =&lt;br /&gt;
&lt;br /&gt;
:Um... Hi. I'm a new Wikizen here, Kuiper. Obviously... &amp;gt;.&amp;lt; I use elipses and typed-emotes a lot. ^^;&lt;br /&gt;
&lt;br /&gt;
:Anyway, I have a tendency to make a lot of &amp;quot;fan&amp;quot;-things. Like in most fandoms, I make fancharacters. In a few others, I make fan races. In Exalted, I make [[NoncanonExalted]] types. This tendency is actually more like &amp;quot;I have too many ideas, got to type them down and then never put them on the internet!&amp;quot; So.... yeah. I've saved a few of these from the scrap bin, so if you guys want me to put up what I have for any of them (Other than my Somnial Exalted, who are coming up soon), I will. Umm.. Comments below!&lt;br /&gt;
&lt;br /&gt;
== Kuiper's Stuff ==&lt;br /&gt;
[[Kuiper/SomnialExalts | Somnial Exalted]] - Basically, Necrotech Alchemicals. I've barely had any work on these, but I'm hoping they're liked when they get more stuff added to them.&lt;br /&gt;
&lt;br /&gt;
[[Kuiper/IdeaPile | Idea Pile]] - A bunch of ideas and stuff that is up for grabs.... sorta. I'll list stuff that you guys can take for yourselves, or you can suggest I work more on. Whichever you want to comment on. ^^&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialExalts&amp;diff=75510</id>
		<title>Kuiper/SomnialExalts</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialExalts&amp;diff=75510"/>
				<updated>2010-04-19T21:55:57Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Links fixed and ready for comments 8D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Constructs of Delirium =&lt;br /&gt;
:When the Deathlords made the Abyssals, they knew they only had a finite number of knights at their disposal. And while this might have been enough at that time, what if they needed more warriors? An army worthy of withstanding the exalted of creation, but all dedicated to the cause of Oblivion? While they had Spectres and Hekatonkires to use as they needed, they were not all on the same level as the exalted they needed to face.&lt;br /&gt;
&lt;br /&gt;
:It was later that they had a run-in with the Alchemical exalted, and drew inspiration from them. From the secrets of Autochthon's chosen, they crafted the Somnials, who represented the delirium and insanity that preceded death, whether on the receiving or giving end. The resulting exaltation blueprints, which relied on the practices of Necrotech, left out a way to utilize Necromancy(baring a specific Charm), but instead granted the Somnials the ability to tap into the nightmares of the Labyrinth itself- that is, the power of Delusions.&lt;br /&gt;
&lt;br /&gt;
:Their stories will be wiped out by their own nightmares...&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
[[Kuiper/SomnialStory|Story]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kuiper/SomnialCastes|Castes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kuiper/SomnialTraits|Traits]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialStory&amp;diff=75509</id>
		<title>Kuiper/SomnialStory</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialStory&amp;diff=75509"/>
				<updated>2010-04-19T21:55:20Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Fixed header. Again.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
:When the Deathlords tainted the shards of Ignis Divine, they knew they only had a finite number of Death Knights at their disposal. And while this might have been enough at that time, what if they needed more warriors? An army worthy of withstanding the exalted of creation, but all dedicated to the cause of Oblivion? The Deathlords and their Neverborn masters could not think of an idea... that is, until they discovered that Autocthon had chosen of his own.&lt;br /&gt;
&lt;br /&gt;
:When Autocthon's chosen, the Alchemicals, were discovered to be in Creation, the Deathlords each tried to ambush their own. They tried to study them, but could not gain any insight to their Alien bodies, which were what housed their Essence, rather than their souls. The Deathlords could not figure out the plans to the exaltation process, but soon an Assembly of Alchemicals became fed up with being toyed with, and agreed to go back and get the plans for the exaltations. Seeing no other option, the Deathlord who had captured them released them, but not until after he had ensured they would come back.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
*... Okay, I have NO clue how to have a Deathlord make sure an Alchemical would come back and bring the plans with him. &amp;gt;.&amp;lt; - [[Kuiper]], ''who gets the feeling he should know this already''&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialCastes&amp;diff=75508</id>
		<title>Kuiper/SomnialCastes</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialCastes&amp;diff=75508"/>
				<updated>2010-04-19T21:53:56Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Minor fix to header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Castes =&lt;br /&gt;
:The Somnial exalted are unlike their Alchemical cousins, in that they are not made from the magical materials. Instead, they draw their castes from the humors of the body, and this fluid is the one that was drained into their body the most when the Construct's body was made. This tends to make Somnials to be very emotional beings, or at least seem to be more so, as the balance of humors they are used to is shifted and unbalanced.&lt;br /&gt;
&lt;br /&gt;
== Supine ==&lt;br /&gt;
:Usually chalked up to be the most emotional of the castes, the Supine seem to be the most upset in their position. However, they tend to use disguises in order to hide themselves from their own fate, and in doing so mirror their Moonsilver bases.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Dexterity Appearance Wits&lt;br /&gt;
&lt;br /&gt;
== Phlegmatic ==&lt;br /&gt;
:The Phlegmatic are the Starmetal Caste's dark cousin, and in that way are the planners and guides of the Somnials. At the same time, the Phlegmatic are thinkers, not doers, and are thought to be lazy and self-seeking.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Dexterity Manipulation Intelligence&lt;br /&gt;
&lt;br /&gt;
== Melancholic ==&lt;br /&gt;
:The Melancholic are the executioners of the Somnials, and are the closest to the energy of the underworld, coming from the plans of the Soulsteel Alchemicals. These Somnials are known to be stoic and unkind, but at the same time are held to have high standards and are said to be high strung.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Stamina Manipulation Perception&lt;br /&gt;
&lt;br /&gt;
== Sanguine ==&lt;br /&gt;
&lt;br /&gt;
:The Sanguine are known for being the social face of the Somnials, should they need to be, and in this way they are like the Jade Locusts. They seem personable enough, but also have tendencies to be impulsive and arrogant, and always willing to do what they need to for their own needs.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Stamina Charisma Wits&lt;br /&gt;
&lt;br /&gt;
== Choleric ==&lt;br /&gt;
&lt;br /&gt;
:The Choleric Caste is one that seems a perfect mirror to the Orichalcum caste. They are the leaders, the ambitious, the dominant. Despite these normally-positive traits, the Choleric are known for being being obsessive in their dominance.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Strength Charisma Intelligence&lt;br /&gt;
&lt;br /&gt;
== Endorphic ==&lt;br /&gt;
&lt;br /&gt;
:A caste that keeps itself in secret, they tend to become spies or secret enforcers of a Death Lord's rule- or more rarely, the Neverborn themselves- and so reflect their Adamant kin. The Endorphic tend towards seeking their own pleasures, but try to be secretive in doing so.&lt;br /&gt;
&lt;br /&gt;
::Caste Attributes: Strength Appearance Perception&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
* I'm thinking that the Endorphic Caste should have a different name, but I have no clue what what. Help? ^^; - [[Kuiper]]&lt;br /&gt;
** I'm also unsure about how to write up all of these. Should I just take directly from the humors, or should these castes be closer to their mirrors than that? - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
*Okay, tried writing some fluff for the castes. I switched Phlegmatic and Melancholic around, and I think it works out better that way. Also added in what their castes mirrors are outright- thought it might be easier that way. Also, I added more flavor text for the castes and alluded to the creation process. I'm still not sure as to the Endorphic Caste's name, but I have absolutely no clue. Help? Please? *Puppy dog eyes* - [[Kuiper]]&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialTraits&amp;diff=75507</id>
		<title>Kuiper/SomnialTraits</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kuiper/SomnialTraits&amp;diff=75507"/>
				<updated>2010-04-19T21:52:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kuiper: Added the qualifications, edited a few things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Traits =&lt;br /&gt;
The Somnial share a number of traits with their Abyssal kin, including:&lt;br /&gt;
* Eternal Life: Somnials and Abyssals share their immortality from death&lt;br /&gt;
* Eternal Death: Somnials have the same ultimate fate as the Abyssals&lt;br /&gt;
* Damned: Somnials are creatures of unholy power&lt;br /&gt;
* Rejected By Creation: Somnials, as creatures that are made with the power of the Labyrinth, and by extension the Void, are repelled by the essence of life&lt;br /&gt;
* Recovering Essence: Somnials have the same respiration rules as the Abyssal exalted when in Creation or the Underworld, with the exception of blood drinking. They regain essence by taking the humor of their respective caste.&lt;br /&gt;
* Backgrounds: Somnials have the same list of backgrounds as the Abyssals&lt;br /&gt;
* Dark Fate: Somnial no longer have Clarity, instead taking Resonance like the Abyssals.&lt;br /&gt;
* Monstrances: Somnials have Monstrances of Celestial Portion, just like Abyssals. In fact, these work for Somnials like Vats do for Alchemicals...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: List based on one from [[FrivYeti]]'s [[ FrivYeti/NihilicExalts|Nihilic Exalted ]]. Any resemblance to their list is entirely... semi-intentional. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Bodies of Fallen Men ==&lt;br /&gt;
:The Somnials have many differences from their Alchemical cousins. To start, they do not of bodies made from Magical Materials. Rather, their current bodies are Necrotech constructs, with a gem of soulsteel made from a single, qualified soul to substitute the soul gem. This means they can not use the charms the Alchemicals can, with the exception of Voidtech charms, much to the confusion of both parties. Instead, their native charms are very much Necrotech influenced, if not outright necrotech. The Somnials are masters of all things to do with Necrotech, and can animate it with either certain charms, or with Delusions(described below).&lt;br /&gt;
&lt;br /&gt;
:This is not to say that having a Necrotech body is always a good thing. This trait is quite obvious, so without proper charms, it's impossible to hide. It also needs constant maintenance, as these bodies are subject to constant use. Their &amp;quot;steelgems&amp;quot; are also subject to problems, being made with more Labyrinth stuff than souls, unlike most soulsteel. This amounts to Somnials having a unique relationship with the sleeping Neverborn- namely, that they can hear their whispers more easily than even Abyssals. This also causes Somnials to(usually) be quite loyal to the Deathlords' cause, only furthering their usefulness- not that a Somnial cannot rebel.&lt;br /&gt;
&lt;br /&gt;
== Control of the Labyrinth ==&lt;br /&gt;
:The Alchemicals have the power to manipulate the very threads of Fate. Because the Somnials are outside fate, they are not permitted to use these powers. Instead, they have the power to manipulate the Labyrinth itself to perform acts reminiscent of Necromancy, among other things. These Delusions, as they are called, are quite potent, despite only having two circles- Lucid and Nightmare, respectively. While these powers aren't required, most Somnials tend to grab a few Lucid circle Delusions, if only to aid in Necrotech creation or battle potency.&lt;br /&gt;
&lt;br /&gt;
:While Delusions can be helpful, using them and rising within their power causes a Somnial to connect even closer to the Neverborn. Certain Delusions also cause the Neverborn to become displeased, causing the user in question to gain resonance. It's not certain exactly whether or not Delusions actually force the Neverborn to dream things up, or rather take things that have already been dreamt, or even if they are unrelated to the actual nightmares.&lt;br /&gt;
&lt;br /&gt;
== Qualities of a Nightmare==&lt;br /&gt;
:Every exaltation has certain qualifications, and Somnials are no different. However, exactly how a Somnial comes to their current body is less based on Alchemical exaltation. While to become an Alchemical one must accumulate heroism over many lifetimes, to become a Somnial is much simpler. To put it simply, one is only required to have dreamt up a facade of heroism... and died in preservation of this dream. It is during this death of both body and dream that their soul may be taken into a steelgem. Then, the soul is placed in it's new body, with only a vague memory of it's previous life- but it always, always remembers that dream that died, and usually(but not always) realizes that, hey, if that dream died, who else's deserves to live? Thus begins the cycle...&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
* Umm, I'm still not sure if the term &amp;quot;Delusion&amp;quot; is a good name for their powers. But I can't think of something better to use instead. Help? - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
* Delusions seem like a perfectly reasonable name based on the fluff you've provided, their powers being based on the dreams of the Neverborn and the manipulation of the Labyrinth.  If what you're going for is saying that these zombie-robots are using the dreams of dead gods to destroy reality and make me foam at the mouth like I've just seen an elder god, Delusions sound pretty cool. - [[EwindaleMoss]]&lt;br /&gt;
** ... you managed to make this idea sound much cooler than I originally thought it was. XD I'm keeping Delusions then. And that foaming at the mouth thing will be put on the list of things I need to add when I get into making Delusions... - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
* Okay, I have a problem with that section where I mention Somnials alternate essence-regaining method. Mainly... I have no clue what it should be. I have four ideas, but I wanted to run them through the comments first before adding them.&lt;br /&gt;
::1) I could have them eat flesh. Seems a bit odd to me, though, and maybe un-thematic.&lt;br /&gt;
::2) I could have something to do with them attaching the flesh of fallen enemies to themselves or something to that effect. Seems a bit messy, though.&lt;br /&gt;
::3) I could do some bone-eating thing... maybe? I dunno, haven't thought this one through.&lt;br /&gt;
::4) My least favorite idea, I could have them drink blood like Abyssals. I don't like it that much, seems a bit boring, but it might have to work... - [[Kuiper]]&lt;br /&gt;
&lt;br /&gt;
** Okay, figured it out. They now drink/take the fluid that they're caste is of to regain essence. Figured it made the Castes slightly more important. ^^; But if you people have better ideas, please come out and say them! I won't bite! ^^ - [[Kuiper]]&lt;/div&gt;</summary>
		<author><name>Kuiper</name></author>	</entry>

	</feed>