Heru/ModernDayExalted
Contents
- 1 Modern Day Exalted
- 1.1 Background
- 1.2 Metaphysics
- 1.3 Types of Exalted
- 1.4 Exalted Changes
- 1.5 Abilities in the Modern Day
- 1.5.1 Ability Alterations
- 1.5.2 Ability Expansions
- 1.5.3 Solar Exalted Caste Changes
- 1.5.4 Abyssal Exalted Caste Changes
- 1.5.5 Lunar Exalted Caste Changes
- 1.5.6 Sidereal Exalted Caste Changes
- 1.5.7 Elemental Exalted Caste Changes
- 1.5.8 Netheral Exalted Aspect Abilities
- 1.5.9 Calendrical Exalted Aspect Abilities
- 1.6 Some Sources
- 1.7 Notes
Modern Day Exalted
I was bored today so I decided to come up with a variant Exalted setting. The basic premise began with the concept that it was the modern day and the Exalted are only now appearing. From that dozens of changes began to crop into my writing, and before I knew it this was the result.
Background
The newly revived scholarship of the Exalted teaches us that long ago the gods walked amongst the world and spread their divine energy throughout the mortal population. This time passed and the gods fell to sleep, waking only recently. The modern Exalted are the descents of such ancient unions whose blood and soul sings with the Divine. Not long ago a celestial event caused a great burst of Divine Essence to traverse the world – imbuing the ambient dragon lines with new energy (turning a previously mundane world into one that has begun to regain the magical) and enhancing the previously weak Divine blood into new levels. From this period of enhancing a number of mortals awoke to their divine heritage and gained power over the universe. These are the Exalted – the descendants of the Gods.
History
- Primordial Age – Time of the Primordials
- First Age – Gods reign, magic strong, supernatural world. This was an Age containing many different epochs, some containing higher magics and glories than others.
- Second Age – Gods sleep, magic weak, mundane world. This is the Age of true recorded history.
- Third Age – Gods awaken, magic grows stronger, supernatural world. This is the current age, the Age in which the Exalted come back.
The Primordials formed Creation out of Elsewhere and Chaos, a place that they could call their own where they could rest from the constant dangers existing in those non-places. For a timeless Age Creation was perfect and then the Primordials grew more and more restless and corrupt. The Gods, the creations of the Primordials designed to tend to Creation, began to be worried and fearful. To this end they began a rebellion, the Great Usurpation, and fought against their makers. During this time due to an accident of fate the Exalted were created and began to aid the Gods in the battles against the Primordials. In the end all the Primordials were banished to the Infernal Realm and great strictures were placed on their very names. Every few millennium the Demons (as the Primordials who were banished were called) would plot an attack, eventually be defeated and forced back. This was the status quo for untold millennium.
Eventually, the Demons hatched a plan that caused the gods to turn aside and enter into a state of stupor. Yet to the Demons detriment, the strictures on their names caused them to disconnect from the world at the same time. And so matters remained for a few thousand years – the Creation that was once highly magical became a universe of the mundane. Recently a mystical event of epic proportions awoke the gods, reconnected the demons, and caused thousands of Exalted to gain access to their power. A new day dawned in Creation as Essence began to reflow into the world – turning that which had been mundane back into the magical.
This is the world that the you, the players, find yourself. Beings of the Divine in a world not used to it.
Metaphysics
What humanity thought that it knew about the universe was called into question with the return of the Gods and the reawakening of the magical from the mundane. New information presents an entirely different view of the multi-dimensional Creation.
The Lands of the Living lies in the middle with the Lands of the Spirit above and the Lands of the Dead below. Above that, yet interlinked with it all, is the Celestial City of Yu-Shan, the abode of the Gods and the Celestial Bureaucracy. Off to the side, connected yet separated from Creation, is the Infernal Realm. This realm is the prison for the Primordial creators of Creation. In a non-place beyond the normal boundaries of Creation lie Elsewhere, the abode of formless energy, and Chaos, the abode of formless thought. Both Elsewhere and Chaos are separated from Creation by an impermeable protective barrier.
The Lands of the Living is where the mortal population dwell, it is the abode of the physical and the imbued with the energy of the dragon lines. It is actually made up of an unknown number of Crystal Spheres, each containing and surrounding a single solar system. What the other Crystal Spheres possess and look like are unknown to modern man, though returning divine records tell of the time when a human civilization stretched throughout all of Creation. There are parts of the Lands of the Living where the powers of the chaos realm have some authority, these places are called Wyld Zones and are inhabited by strange creatures known as the Unshaped if they travel through space or the Fair Folk if inhabiting the surface of a planet.
In the Lands of the Spirit that lie above the many and myriad gods of the world make their home. It is their job to watch, record and listen to that which goes on in the mortal world. Those of the Terrestrial Bureaucracy, as this level of divine order is termed, answers to the masters and lords in the Celestial Bureaucracy of Yu-Shan.
In the Lands of the Dead below those of the living lie the ghosts of those mortals who die and whose will to exist makes it hard for the normal cycle of rebirth and resurrection to take hold on them. It is here that they make their ghostly courts and play out intrigue reminiscent of the living and yet devoid of any true originality. Eventually even the most strong willed mortal ghost gets swept up by the timeless passage of Essence and reincarnate. Besides ghosts there are other creatures living here, creatures whose very nature are opposite that of the Lands of the Living.
Yu-Shan is place where the gods of celestial concepts (such as language or war, compared to such things as a particular cup or object which is terrestrial) make their home. It is a major multi-layered city that exists surrounded by a dome of shimmering and impermeable crystal. Each Crystal Sphere as its own domain within this heavenly city (each the size of a medium sized continent) and above all those lies the greatest dominions of all – that which lies the greatest of gods of Creation. It is here that the Jade Palace (the home of the Celestial Incarna and the resting place of the Creation-Artifact) and the Loom of Fate and Destiny (that which creates and registers the weave of fate and destiny in Creation) rest.
Types of Exalted
The Divine blood that flows in the Exalted come from many divine sources, though all such divinities lay unified in the face of the never-ending threat from the Primordials. The Exalted were created accidentally during the Primordial War when the blood of the gods were spilt upon Creation. When the blood hit a human that human would find themselves imbued with the very power of the gods above them. The Gods saw this almost immediately and pressed the new Exalted humans into their service. (Some of the Primordials got to these new humans before the Gods could and thus were the Chosen of Demons born.) After the Primordial War, the Gods granted to the Exalted the mandate to rule over all of Creation.
The Exalted come in four varieties, the most powerful and rarest of the Solar Exalted, the greater in number but still quite powerful Celestial Exalted, the innumerable but less powerful Terrestrial Exalted, and the foul offspring of the demons.
Heavenly Exalted
- Solar Exalted – The greatest amongst the great, the Solar Exalted were the ones the Gods granted imperium over all of Creation – the Lands of the Living, the Lands of the Spirit and the Lands of the Dead. It is they who command the greatest levels of Essence and whose power lay unequaled in all of Creation. They need no theme for theirs is the theme of excellency, of power overwhelming, of totality. They are the most powerful and yet also the rarest for they unify and bridge the gap of all other types of Exalted. These Exalted have access to all three levels of Sorcery, Necromancy and (Spirit High Magic), and all three levels of the Supernatural Martial Arts.
Celestial Exalted
- Abyssal Exalted – These were the Celestial Exalted who were directed to govern the Lands of the Dead in the name of their Solar lords. Despite the location of their mandate, these Exalted are as much alive as the others. These Exalted have access to all three levels of Necromancy, the first two levels of Sorcery and Theurgy, and the first two levels (the third at great effort) of the Supernatural Martial Arts.
- Lunar Exalted – These are the seneschals of the Solar Exalted given domain of the Lands of the Living. Potent shapeshifting is at their beck and call. These Exalted have access to all three levels of Sorcery, the first two levels of Necromancy and Theurgy, and the first two levels (the third at great effort) of the Supernatural Martial Arts.
- Sidereal Exalted – These Exalted seneschals were granted direction over the abode of the Gods – the Lands of the Spirit and Yu-Shan. Potent abilities to manipulate fate, destiny and the designs of Creation's tapestry is at their beck and call. These Exalted have access to all three levels of Theurgy, the first two levels of Sorcery and Necromancy, and all three levels of the Supernatural Martial Arts.
Terrestrial Exalted
- Elemental Exalted – These Exalted are imbued with the power of the five elements of Earth, Air, Fire, Water, and Wood. Acting as the seconds to the Lunar Exalted, these Chosen of the Divine aid in the running of the Lands of the Living. They have access to the first level of Sorcery and the first level (the second at great effort) of the Supernatural Martial Arts.
- Netheral Exalted – Seconds to the Abyssal Exalted just like their brothers follow the other Celestial Exalted, these Terrestrial Exalted have a mandate over the ghosts that inhabit the Lands of the Dead. Just like the Abyssal Exalted, these Exalted are alive in the realm of the dead. They have access to the first level of Necromancy and the first level (the second at great effort) of the Supernatural Martial Arts.
- Calendrical Exalted – Serving the Sidereal Exalted in the Realm of the Spirit, these Exalted have an immense duty of making sure the terrestrial and celestial bureaucracies function in accordance with Solar and Divine law. They have access to the first level of Theurgy and the first two levels (the third is impossible) of the Supernatural Martial Arts.
The Chosen of Demons
- Infernal Exalted – Those individuals who owe their exaltation to the blood of foul demons. They are the smallest in number of all the Exalted and have been declared as the main enemies of Creation. The power they possess is slightly above the trinity of Abyssal, Lunar and Sidereal but less than that of the Solar.
- Twisted Exalted – These are the Terrestrial-like type of Exalted that serve the demon host. While much greater in number than the Infernal Exalted their very beings are tied much closer to their masters than any of the other Exalted.
- The Fallen – Occasionally an Exalted of any level may fall prey to the evil and corruption that demonic creatures can bring to bear against those weak in mind and spirit. Those Exalted that choose to serve the Demon Lords in this manner are termed the Fallen – a loose collection of all the above types.
The Castes of the Exalted
Solar Exalted Castes
- No changes occur in the five Solar Castes.
- Full Listing: Dawn, Zenith, Twilight, Night, Eclipse
Abyssal Exalted Castes
- Though technically now divorsed from Standard Exalted's Solar roots, the castes have not changed.
- Full Listing: Dusk, Midnight, Daybreak, Day, Moonshadow
Lunar Exalted Castes
- There are five Lunar castes in Modern Day Exalted.
- Full Moon
- Waxing Moon
- Half Moons
- Waning Moons
- No Moons
Sidereal Exalted Castes
- No caste changes have occured for the Sidereal Exalted.
- Full Listing: Journeys, Serenity, Battle,s Secrets, Endings
Elemental Exalted Aspects (Terrestrial Exalted)
- No aspect changes have occured in this version of the Dragon-Blooded.
- Full Listing: Air, Earth, Fire, Water, Wood
Netheral Exalted Aspects (Terrestrial Exalted)
- Like all Terrestrial Exalted, the Netheral Exalted are divided into five aspects based on the elements of the Underworld.
- Ash Aspect - Air
- Jade Aspect - Earth
- Pyre Flame Aspect - Fire
- Blood Aspect - Water
- Bone Aspect - Wood
Calendrical Exalted Aspects (Terrestrial Exalted)
- Just like the Elementals and the Netherals, the Calendrical Exalted are divided into five aspects based on the calendar of seasons.
- Spring Aspect
- Summer Aspect
- Autumn Aspect
- Winter Aspect
- Calibration Aspect
Exalted Changes
Changes to regular Exalted – No anima banners, great curse, resonance, wyld taint or Dark Fate. Also, Abyssals are not changed Solars and thus are not equal to them in power, their relative power level is equal to the Lunar and Sidereal Exalted
Divine Soul - The Exalted are basically god-blooded to the extreme and are not based on a special shard. The Celestial Exalted cannot pass on their power through their blood, not specifically anyway. The child of two Celestials has a greater chance of being an Terrestrial Exalted than they do of being a Celestial Exalted. Despite this, the power of the Celestial Exalted is connected to the very blood of a family line and so descendants later could Exalt as a Celestial. It should be noted that their seems to be a rough but total number of Celestial Exaltations out their, not so for the Terrestrials. The Terrestrial Exalted pass on their power and legacy through their blood.
Favored Talents – Through their exaltation, the Exalted have a natural affinity with certain Abilities and Attributes beyond that of their mortal kin. This makes it easier for a character to raise the Favored Talents through bonus and experience points.
Essence Appearance - The more Essence an Exalted has, the less human he looks. His Essence may make him impossibly perfect, and beautiful, or grotesque, or bestial, or it may make him more like the elements he embodies, but observers can tell he isn’t a mortal. The exact effects of Essence upon a character’s appearance depends upon the characters Exalted type, the player’s desires and the Storyteller’s whim.
Virtue Power - The Exalted are mighty beings, with mighty passions. Because of this Virtues have greater power over the Exalted than they do mortals.
Essence Pool – As with spirits, the Exalted are fully harmonized with Essence and only have one Essence pool.
Essence Powers – As beings connected to the Divine they naturally have access to various types of supernatural powers.
- Anima Effects – All Exalted can channel Essence directly without learning to generate magical effects. There are three types of anima effects, those based on being Exalted, another based on Exalted type and finally those based on caste.
- Charms & Enhancements – Charms are chosen for Abilities and Enhancements are for Attributes. These magics enhance the capabilities and provide new powers for the Exalted.
- Supernatural Martial Arts - To gain access to the supernatural martial arts a character must purchase a special Charm that is not tied to any one Ability.
- Sorcery – This is the magic of the living essence of the Land of the Living. Through mastery of the Occult (and the picking of a specific Charm for each), an Exalted can gain access to the Three Circles of Sorcery – Emerald Circle, Sapphire Circle, and Adamant Circle.
- Necromancy – This is the magic of the death essence of the Land of the Dead. Through mastery of the Occult (and the picking of a specific Charm for each), an Exalted can gain access to the Three Circles of Necromancy – Iron Circle, Onyx Circle, Obsidian Circle.
- Theurgy - This is the magic of the spirit essence of the Land of the Spirit.
- Thaumaturgy – Despite all their power, the Exalted are still essentially human and thus may lean and utilize the basic magics of Thaumaturgy. Truthfully, the Arts, Sciences and Rotes of this mortal magic come much easier (and with much less power) to the Exalted than anything else at their disposal.
Abilities in the Modern Day
For the most part the Abilities used in Standard Exalted can be used in Modern Day Exalted with few to no changes. Those changes, as well as clarifications are listed below.
Ability Alterations
Brawl – This Ability covers basic unarmed fighting. It does not include the stykes of the Supernatural Martial Arts.
- This Ability replaced Martial Arts.
Drive – This Ability gives the character a detailed understanding of a vehicle’s operation, including performing tricky maneuvers, driving at high speeds and engaging in pursuits. Drive is used to steer all forms of land-based vehicles, from cars to motorcycles to trucks.
- This Ability replaced Ride.
Dodge – This Ability is folded into Athletics. All previous Dodge Charms are moved over to the new Ability.
Firearms – The Firearms Ability cover weapon operation and basic maintenance, from all manner of bows, to sidearms, assault carbines, vehicle-mounted artillery, and siege weapons.
- This Ability replaced Archery.
Pilot – This Ability imparts skill in piloting air, sea and space vehicles. Pilots covers not only basic control, but complicated maneuvers and combat techniques as well.
- This Ability replaced Sail.
Ability Expansions
Craft – This Ability covers both basic, magical and technological devices.
- Craft (Elemental) - The five mundane craft abilities (air, earth, fire, wood, water) is united under a single Craft (Elemental). This covers all non-technological mundane crafts.
- Craft (Technological) - This is the creation of advanced non-magical devices such as computers, airplanes, etc.
- Craft (Magitech) - This is the creation of magical devices.
- Craft (Genesis) - This is the creation of magical creatures.
Lore – This Ability covers knoweldge, both basic modern knoweldge as well as ancient supernatural magic, and everything inbetween. Things like Physics, History, Geology and such are a part of this Ability.
Linguistics - The major language options of the Modern Day are:
- Old Realm - The language of First Age of Creation. This language is embedded into the fundamental pattern of Creation.
- Modern - This language option covers all the languages in use within the world before the return of the Exalted. None of these languages are magical.
- Ancient (Elemental) - The languages spoken in each ancient elemental direction. The ancient languages of Riverspeak, Skytongue, Flametongue, Seatongue, and Forest-tongue fit under here.
- Racial Tongue (Type) - The languages spoken by the sentinent magical races of Creation. Things like Mountain Tongue (Mountain Folk tongue) or Dragonis (Dragon King tongue) or others fit under this category. Each dot of lingusitics may give a single version of Racial Tongue.
Occult – This Ability covers both the use of Essence (such as Wyld shaping) and the manipulation of magic (such as spirit sight or sorcery).
Solar Exalted Caste Changes
Dawn Caste Abilities
- Remove Archery
- Add Firearms.
- Add Pilot, the concept of a modern day fighter pilot appeals to me.
- Remove Brawl.
- Final List: Firearms, Melee, Pilot, Thrown, War
Zenith Caste Abilities
- No changes are made to what Abilities in this Caste.
- Final List: Integrity, Performance, Presence, Resistance, Survival
Twilight Caste Abilities
- No changes are made to what Abilities are in this Caste.
- Final List: Craft, Investigation, Lore, Medicine, Occult
Night Caste Abilities
- Remove Dodge, fold into Athletics
- Add Brawl, no-nonsense dirty fighting fits the Nights.
- Final List: Athletics, Awareness, Brawl, Larceny, Stealth
Eclipse Caste Abilities
- Remove Ride.
- Add Drive.
- Add (something)
- Remove Sail (which became Pilot).
- Final List: Bureaucracy, Linguistics, Drive, Socialize, (something)
Abyssal Exalted Caste Changes
Dusk Caste Abilities
- Remove Archery
- Add Firearms.
- Add Pilot, the concept of a modern day fighter pilot appeals to me.
- Remove Brawl.
- Final List: Firearms, Melee, Pilot, Thrown, War
Midnight Caste Abilities
- No changes are made to what Abilities in this Caste.
- Final List: Integrity, Performance, Presence, Resistance, Survival
Daybreak Caste Abilities
- No changes are made to what Abilities are in this Caste.
- Final List: Craft, Investigation, Lore, Medicine, Occult
Day Caste Abilities
- Remove Dodge, fold into Athletics
- Add Brawl, no-nonsense dirty fighting fits the Nights.
- Final List: Athletics, Awareness, Brawl, Larceny, Stealth
Moonshadow Caste Abilities
- Remove Ride.
- Add Drive.
- Add (something)
- Remove Sail (which became Pilot).
- Final List: Bureaucracy, Linguistics, Drive, Socialize, (something)
Lunar Exalted Caste Changes
There are no Ability changes to the Lunar castes as the Lunar Exalted are Attribute based rather than Ability based. And since no changes have occurred to the Attributes, no changes need to be noted.
Sidereal Exalted Caste Changes
Abilities of Chosen of Journeys
- Remove Ride.
- Add Drive.
- Remove Sail.
- Add Pilot.
- Final List: Drive, Pilot, Resistance, Survival, Thrown
Abilities of Chosen of Serenity
- Remove Dodge
- Add (something)
- Final List: Craft, Lingustics, Performance, Socialize, (something)
Abilities of Chosen of Battles
- Remove Archery.
- Add Firearms.
- Final List: Athletics, Firearms, Melee, Presence, War
Abilities of Chosen of Secrets
- No changes are made to what Abilities are in this Caste.
- Final List: Investigation, Larceny, Lore, Occult, Stealth
Abilities of Chosen of Endings
- Remove Martial Arts.
- Add Brawl.
- Final List: Awareness, Brawl, Bureaucracy, Integrity, Medicine
Elemental Exalted Caste Changes
Air Aspect Abilities
- No changes are made to what Abilities are in this Caste.
- Final List: Linguistics, Lore, Occult, Stealth, Thrown
Earth Aspect Abilities
- No changes are made to what Abilities are in this Caste.
- Final List: Awareness, Craft, Integrity, Resistance, War
Fire Aspect Abilities
- Remove Dodge, add into Athletics.
- Add (something).
- Final List: Athletics, Melee, Presence, Socialize, (something)
Water Aspect Abilities
- Remove Martial Arts
- Add Brawl
- Remove Sail
- Add Pilot
- Final List: Brawl, Bureaucracy, Investigation, Larceny, Pilot
Wood Aspect Abilities
- Remove Archery.
- Add Firearms.
- Remove Ride.
- Add Drive.
- Final List: Drive, Firearms, Medicine, Performance, Survival
Netheral Exalted Aspect Abilities
Ash Aspect Abilities
- Linguistics
- Lore
- Occult
- Stealth
- Thrown
Jade Aspect Abilities
- (Something)
- Awareness
- Crafts
- Resistance
- Integrity
Pyre Flame Aspect Abilities
- Athletics
- Melee
- Presence
- War
- Socialize
Blood Aspect Abilities
- Brawl
- Bureaucracy
- Investigation
- Larceny
- Pilot
Bone Aspect Abilities
- Firearms
- Medicine
- Performance
- Drive
- Survival
Calendrical Exalted Aspect Abilities
Spring Aspect Abilities
- Performance
- Crafts
- Linguistics
- Thrown
- Presence
Summer Aspect Abilities
- Survival
- Drive
- War
- Brawl
- Awareness
Autumn Aspect Abilities
- Medicine
- Athletics
- Lore
- Melee
- (Something)
Winter Aspect Abilities
- Resistance
- Bureaucracy
- Larceny
- Firearms
- Integrity
Calibration Aspect Abilities
- Socialize
- Investigation
- Occult
- Stealth
- Pilot
Some Sources
Abyssal Exalted
- It was at this location that I got my idea for altered Abyssals that serve Creation rather than against it. The metaplot doesn't work so much but some of the supporting fluff remains viable in Exalted Modern Day.
- [[1]]
Supernatural Martial Arts
- I have disliked the fact that in 2nd Edition Martial Arts was a normal Ability and that the supernatural martial arts extended off from that. I thought that the supernatural martial arts should have been its own special think and that unarmed combat should just be Brawl. When I discovered the MartialArtsKata System I was thrilled. And thus this is the reason for the change I made to Martial Arts in Exalted Modern Day
- [[2]]
Calendrical Exalted
- The idea for some of the mechanics of this caste come from the epic work undertaken by Berserk Seraph and his Seasonal Exalts.
- [[3]]
Netheral Exalted
- Though created from many sources, some of the more mechanical aspects came Epsilon's Blood Dragon's setting.
- [[4]]
Notes
-I know have to come up with some sort of magic that uses the spiritual essence of the Lands of the Spirit. hmmm
-With some slight changes the First Age in my setting could be made to cover the timeframe of Exalted.
-I want to make it clear that this version of modern age is not the same as the World of Darkness - their are no vampires, werewolves, mages, etc.
-The Attribute Enhancements, I think, are based on the Enhancements in the White Wolf game Aberrant. I figure that they fit the concept that I am going with. I will also be looking into Scion's version of the Aberrant system.
-Unlike in the standard game no Primordials were killed during the Primordial War (the Great Usurpation) and thus no Neverborn exist. Thus, in this game the Abyssals are 'good.'
-The Underworld is a natural part of this setting, not something that came about after the Primordial War.
-The crystal sphere surrounds a system entirely making all stars Essence patterns on the wall of the cyrstal sphere. The sun, moon, and planets seen from the the surface of a world is actually the Celestial Incarna, the embodiment of such things. If one visited the locations (say one when to the moon or mercury) what they are on is just a chunk of material - not the god's body.
-Unlike in Standard Exalted, in Exalted Modern Day the Sidereal Exalted are capable of making new normal Charms.
Commentary
On Spirit magic, why not have it focus more on concepts, and absolutes than the other magic of the exalted. Seeing as the Gods are themselves impart what they represent, their magic should focus on clunkier aspects of just that. A God of Lust might come up with a spell with a spell that makes all mortals that make eye contact with the target of the spell fall in love, assuming of course said mortal meets precise requisites of whatever the hell a god of Lust might deem appropriate. How many levels of spirit magic do you want, and who do you want to use it?
Untouched Bastion 20motes, 1+WP per essence of target This spell was created by Querius the Red-Blooded, in an effort to remind the world of what lust was in the days of old. It has gifted this curse/blessing too a chosen few who would see the world of man turn in on itself with unbridled, and unreasoning need and desire. For as long as the target of this spell remains in a state of purity, and retains virginity all mortals and extras that would consider her an appropriate mate gains a temporary intimacy that lasts a number of scenes equal to the targets essence.
Where as the magic of the living-world focuses on manipulating reality to ones advantage, spirit magic absolutely fortifies favored concepts and ephemeral things, and warps those that are anti-thesis.
Quenching the Flame 35motes, 1+wp per an Intimacy. Created by Lilan of the Untainted root to remind people that purity is the highest and most noble of goal, by undermining that which would see it tainted. Gifted too several celestials who will champion his cause of reminding the world of true self-denial by turning that which one loves too ash on the tongue. This spell turns any intimacy one has that could serve to compromise oneself against the bearer by subtracting a point of willpower from the target each time they pursue said intimacy. Specifically this spell targets things like loves, loyalties, and pretty much any intimacy that doesn't have to do with achieving ones full potential, or forcing the world too do like-wise. -Cazady
Wow, Cazady, cool. Your points are awesome, well thought out and very interesting. I am very glad that you posted your comments here, its appreciated. Now, let me see to answering you questions. What I just took to calling Spirit High Magic comes in three circles like Sorcery and Necromancy and is like in power, though aspected differently. I very much like your idea of how High Spirit Magic would aid in doing what the Gods do, but to greater levels - they take Spirit Charms and turn them to 11. I figure that HSM would also allow the Exalted to create elementals and gods.
- Solars would have access to all three levels of all three types of magic, they are the quintessential lord of everything and mastery of everything. They are pretty powerful and thus the rarest of all types of Exalted.
- Abyssals have access to 3 levels of Necromancy, 2 levels of Sorcery and 2 levels of the Spirit High magic.
- Lunars have access to 3 levels of Sorcery, and 2 levels of the other two.
- Sidereals have access to 3 levels of their Spirit High Magic, and 2 levels of the other two.
- Elemental Terrestrials have 1 circle in Sorcery.
- Underworld Terrestrials have 1 circle of Necromancy.
- Calendrial Terrestrials have 1 circle of Spirit High Magic.
I think that I am more than likely going to make the Underworld Terrestrials become the Netheral Exalted, as in the Netherworld.
I also think I am going to alter the Abilities that I listed up their, I think for the most part the current Exalted abilities work fine. Also no Limit though something like the Great Curse will exist. Also no Wyld Taint in Lunars, Resonance in Abyssals or the fate thing for Sidereals.
The two example spells you list are awesome, perfect and so fit the theme. I am glad that you posted them here (I think I said that already, :) ). Anyway, I would love to hear more of your thoughts on this topic, I love the idea of making an Exalted modern game. Scion doesn't really cut it for me as I don't like the way they did the power systems.
-Heru
Thanks, I love the shape your Modern Exalted is taking, and look forward to playing it someday.
Since Spirit magic is supposed to crank what spirits do to the max, as far as the three levels go are you thinking about adding more ritual too it's magic, like some of the sorcerory in the Treatsies, or did you wanna go more hand-wavey? Do they require quests, and epic tasks that Gods either tend to themselves, or send their worshipers too?? Do you want spirit magic affecting just extra's and hero's, or Exalted aswell??? A fun trait for Spirit sorcery might be that unlike the other schools of reality-warping, spirit magic always requires sacrifice, and can always be canceled if some kind of condition is met. How does this look:
1. The first circle of spirit magic is used to create items of power and expression, often more impressive and absolute than thaumetry, and obviously more occult than anything modern man has come to expect from the world.
Himolapa lady of the Himalayan Mountains has created a curse that turns land-masses larger than a hill into a phobia inducing terror. This spell which she has taught some of her newly recruited followers stacks a single internal penalties on any mortal who would challenge said natural earthen land-mass, while awarding a bonus dice on any mortal aspected to the element of wind in some way. This spell is broken by simply diminishing the cursed land.
2. The second circle of spirit magic deals with abstraction, and warping reality without so much changing it.
Himolapa has created a curse which she has put upon several of the worlds largest sky-scrapers, which adds external penalties equal to her cult-rating. Anyone who enters such a place, and tries to go above the ground floor is increasingly met with impossible chill, shearing winds, and ice-slicked carpets (As the case may be.) And no matter the mundane efforts to correct these conditions the effects are only momentarily dissipated. Space heaters, wet-vacs, fire, all are merely stop gaps, and just barely at that. Too defeat this curse someone just needs to go to the highest point on these "Imposter Mountains" and diminish it by making it taller. (A flag will do it.)
3. Deals with absolute effects, magics of this level will leave an eternal mar on the middle world, and forever after leave a reminder as to what it is to be a god.
Himolapa has ordained that her mountains will forever be unpassable by man. A storm forever blankets the Himalayan mountains in snow, ice, and hail from edge to edge. Strange creatures have begun to emerge from it's crevices. Things that were assumed extinct for untold generations claim their territory around the place. Great Woolie Mammoths bigger than any known fossils, furred bats which descend on warm-blooded pray to suck away their lifes-blood, pale colored saber tooth tigers stalk the edges of the mountains waiting for pray foolish enough too walk roads that just summers prior had been parched stony paths. Too defeat this curse one must desecrate the Mammoth grave yard that is accumulating underneath the mountains.
What do you think?
I can't wait too see what you do with the new kinds of Terrestrials!
As far changing the abilities, any chance your gonna ditch dodge? It always struck me as redundant with athletics. My old group replaced it with profession to better emulate the "Professional Hit Man" night-caste. One player played a maid-ninja who took out Mnemmon, and in a differnt game she played a miner-assassin who was taking out workers and bosses who were working mines for the Dynasts in Harborhead. -Cazady
I figure that Spirit High Magic (I still need a name, any suggesstions) will manipulate the spiritual essence of the spirit world like Sorcery manipulates living essence and Necromancy manipulates death essence. Because this method of magic is similar to the other two its effects will be accomplished the same way - so long rituals and stuff are more common than useful battlefield effects. Still, at lower levels fast casting might be useful and at higher levels battlefield control will be performed.
Also like Sorcery and Necromancy (which, by the way, I refuse to accept require sacrifices and other bullshit, the power to reshape Creation is something Exalted can do by stint of being Exalted, it is a difficult thing and takes time and effort but not a requirement that a caster give up the ability to love his parents) the power is independent of the gods and masters of Creation and thus do not really depend on them. I should also mention that I figure, and this is just a thought, that very few gods actually utilize this type of magic directly. Instead, they utilize spirit charms of uncommonly powerful potency and connection to their spheres and stuff. Only really powerful, independent and mighty gods have access to the independent effects of this magic.
Honestly, while it is cool and all that, I don't think it should require sacrifices or anything beyond normal Essence expenditure. Of course, I could see the creation of an NPC Infernal High Magic that does, in fact, require such things. That would be a fun metaplot and stuff. Infernal High Magic would produce highly corrupted versions of what the other High Magics do. hehe
Before I get into describing my thoughts, I just want to come in and say I love your examples. They are beautiful, vivid and very descriptively useful. Glad that you put them in your post. :)
1. I like the idea of the first circle allowing for this. Now, like the first circle of Sorcery is Emerald and the first of Necromancy is Onyx I wonder what material this will be.
2. Again, I wonder what its name would be. I like because gods have the job of both monitoring, enhancing and securing the world. Their powers should allow such effects. I think that they would have more of an impact on the spiritual sides of existence, which would then force the material to change and meet up with the new state of reality.
3. Very very nice. This sort of magic would be able to deal with issues of reincarnation or the sun moving through the sky and stuff. It would also deal with certain Primordial-designed laws and practices that they put into Creation.
So as one gets up in power one goes from basics to absoulutes, and concepts to directives. I like this. I also think it fits the concept of how godly power works - from the terrestrial powers to the celestial powers to the Incarna itself. Actually, as a thought, that is a nice broad description of effects. hehe
Again, I love your descriptions. They are really cool, plus, especially the last description, could aid in explaning why magical creatures suddenly returned - the gods wanted them to and as gods want things happen.
So, what do I think, I think your ideas are awesome and that they have breathed new life into this old but never forgotten alternate setting idea.
About the new kinds of Terrestrials, well my decision goes with my concept that each of the Celestial Exalted types should have their own direct minion Exalted. (The Solars, on the otherhand, get to use all the others as well as Half-caste, which I think suits them well and reminds them of their roots.) Anyway, the fact that their were three Celestials and only 1 Terrestrial seemed kinda off. So I created the idea for the other two Terrestrial types. One serves the spirit world as some sort of super spirit shaman and immaculate monk-like dudes while the other serves as a sort of super ghost shaman and dealer of the dead. Both will have five castes, the five underworld elements and five heavenly elements that I need to choose from - maybe the Five Magical Materials, though the Alchemicals already took that.
Honestly, about the abilities, I don't know. While I think its fine to monkey around with new forms of magic (technically, something like a new sorcery is just creating new spells with a different focus, not that game breaking) but something as fundamental as the ability system is a little hard. Plus, with Dreams of the First Age I definitly saw how something like Lore and Craft could be applied to a more technological infrastructure. Its the same with Ride (which is used for cars and stuff) and Sail (which is used for planes as well as boats and stuff). I think I would change the names of Archery and make it Firearms so I would cause some changes, but I wouldn't do the making a Technology Ability or totally upsetting the Ability dynamics.
You are right about Doge and Athletics being roughly the same, and really if I united the two all Dodge Charms would be in the Athletic Ability and nothing would truly be lost. About adding Profession, maybe, I would have to really think about what Night-esche ability should be put in to replace it.
I should note that one of the reasons that this idea kinda stalled was that I am great on setting and fluff but not so great on entirely new rules that come out of nowhere. So while I knew how to modify things, and even create campaign possibilities, the ability of me to create new charms, magical spells, thaumatircla rotes, martial art styles, etc. etc. is kinda limited.
Now, you, on the otherhand, seem particularly suited to coming up with some rules things. At least that is how it seems with what you have already posted - especially the spells in the first post you made, they were really good and highly connected to the point that I was getting. Anyway, the point that I am trying to make (long winded though it may be) is that it would be cool if you could provide both story ideas and imput as well as some more game and rules concepts.
If that occurs then maybe this entire idea can be brought to a level where it can be remotely considered directly and totally usable. -Heru
Going through various things I think I came up a name for my companion high magic in this setting - Theurgy. Officially it means magic using the power of the the divine which fits entirely with the theme of Spirit High Magic. A practitioner of Theurgy would be a Theurge, just like a practitioner of Sorcery is a sorcerer and a practitioner of necromancy is a necromancer.
Sorcery
First Circle - Emerald - Terrestrial Second Circle - Sapphire - Celestial Third Circle - Adamant - Solar (change its name to Heavenly)
Necromancy
First Circle - Iron - Shadowlands Second Circle - Onyx - Labyrinth Third Circle - Obsidian - Void (change its name to x)
Theurgy
First Circle - Amber - d Second Circle - Diamond - d Third Circle - Quartz - d
Ideas are appreciated as always.