Nemo of Utopia/Autochthonian Terrestrials

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Warning!

The Content of this page is purely an exercise in theoretical mechanics and hypothetical social constructs: It should be included in actual games with utmost caution and complete awareness that it will be disruptive to established content.

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The Dragon-Blooded of Autochthonia

When Autochthon went into exile he had no way of knowing who among the millions of people he snatched from creation happened to have a trace of the heritage of the Elemental Dragons. These unfortunate few sometimes had children that exalted as Dragon-Blooded, and those children often came together in adulthood to have Dragon-Blooded children of their own. So it went for hundreds of years, and with the advent of the Alchemicals the Dragon-Blooded became the legates and assistants to Autochthon's Chosen as they had been to the Solars before them. Over time however a change began to take place among the Dragon-Blooded: children exalted who were not from any of the five known aspects but rather had elemental affinities based on the elements of their new home, Crystal, Lighting, Steam, Metal, Oil, and Smoke.

At first shunned by the 'normal' Dragon-Blooded over time these 'freaks' came together and had their own children, who grew up straight and true to their parent's new bloodlines. Born to be heroes they refused to surrender to social isolation and ostracism and within a few centuries were considered part of the structure of Dragon-Blooded society, though almost always kept in separate bloodlines by the 'old blood' families.

Today Gents of all eleven bloodlines of terrestrials serve the Alchemicals as their assistants and shock troops. thanks to the work of the Dragon-Blooded the crisis of the Great Maker's body is much less than it might be, though a crisis it still is. The Dragon-Blooded of the 'Old Blood' is all but gone from Autochthonia, but the six new types have risen up to take their place, and are going strong today.

The Six Types of Autochthonian Terrestrial

The Six Autochthonian Breeds of terrestrial are each similar to some of the old breeds of terrestrial, with one exception, that of Smoke, which takes on a small amount of the abilities of each other breed but is directly correlated to none. The Ability Packages and Anima Powers of Each breed are listed below, as are (eventually will be, actually, for now), Twenty pre-generated "Signature Characters" for each aspect, including one 'basic' example from each Autochthonian "nation" (Including the city/states of Het, Loran, Xexas, Hokuva & Erlik ) "ready to be adopted" that starts with 75-125 XP under their belt, one Tunnel-folk "Lost-Egg" of 50XP that could (theoretically) be adapted to be played as a tunnel-folk group of Dragon-Blooded, and Assorted random "Elders" + "Notable Historical Figures" who are/were important to that Aspect's development in some way. (Whose stat-blocks can be adapted to serve as other Autochthonian Terrestrial NPCs as-needed...)

Crystal

Crystal Aspects are mentally acute, being tied to the mind of the great maker. The most closely embody the secret and potent wisdom of the sleeping god and partake of his natural brilliance. As such their abilities are Integrity, Occult, Resistance, Computers, and War.

Anima of the Crystal aspect

Animas of the crystal aspect are jagged sharp-edged affairs typically taking the form of massive spires of crystal or Exo Machina such as crystalline dragons or even projections of the divine ministers. They often are accompanied by the crackle of electricity or the hum and click of computers.

The Anima power of Crystal aspects is to interface with the gods of autochthonia. When their anima flares the crystal aspects may add (essence rating/2) dice to all rolls to interact or negotiate with any autchthonian sub god of less standing than the least god of a 4-dot artifact. (This bonus also explicitly applies to the pattern spiders that tend the Loom of Fate, should this ever become relevant.) Furthermore, when their anima effect is in play Crystal aspects take on some of the durability of adamant and may soak lethal and aggravated damage with their full stamina, as well as adding their essence to their stamina for all other purposes.

Crystal aspect Signature Characters

Steam

Athletics, Drive, Larceny, Medicine, Thrown.

Anima of the Steam aspect

Steam aspect's animas are hazy and indistinct things, that don't take on any specific shapes but are accompanied by loud hissing sounds and the squeal of the steam-whistle. The Steam anima power is to produce warm-and-wet-but-fresh air for themselves and their compatriots whenever their animas flare above the 5 mote range. this pure air occupies a bubble Essencex2 yards across and anyone in that zone feels like they are in a sauna but can breathe easy, knowing the air is clear of all airborne toxins and contaminants except purest water.

Steam aspect Signature Characters

Lightning

Lighting's powers are heat, celerity, energy, and power: they form the energy that powers the great maker and conducts his thoughts to all parts of Autochthonia. Lighting finds the shortest path and locates the missing link while empowering the tools on which the Octet depends. As such the abilities of the Lightning Aspect are Archery, Investigation, Lore, Presence, and - >][< INFORMATION REDACTED: TOP SECRET! (By order of the International Orthodoxy Tripartite Conclave of year 4869 DA: Clearance Level: Luminus.) >][<

The Anima of the Lighting Aspect

Lightning aspects animas are sizzling yellows and blues, clashing with the sound of thunder and smelling of ozone.

Lightning Aspect's animas are raging coronas of energy: for a cost of five motes, they can inflict (Essencex2) dice of bashing damage on anyone they touch or who touches them and force any person who takes at least one point of damage from the attack to save with [Stamina+Resistance] or be stunned at DC 3. This damage does nothing to the lightning aspect themselves or their possessions but can ignite flammable objects without sufficient conductivity for electricity, such as cloth and paper, and will almost certainly fry any electronics it comes into contact with that are not protected by being in the possession of a lightning aspect.

Lightning aspect Signature Characters

Metal

Bureaucracy, Craft, Melee, Mechanics, Ride.

Anima of the Metal Aspect

The anima power of the Metal-Aspects

Metal aspect Signature Characters

Oil

Oil's powers are lubrication and potential: they are tied to the circulatory systems of the great maker and partake of the hallowed blood that flows through his veins. As such their aspect abilities are Sail, Socialize, Martial Arts, Performance, and Linguistics.

Anima of the Oil Aspect

The anima power of Oil is similar to that of the Wood Aspect, becoming immune to poison and their touch conveying poison, except that they become immune to all artificial poisons instead of plant-based poisons. Neither is immune to animal poisons.

Oil aspect Signature Characters

Smoke

The Smoke Aspects are known to be brooding and sullen, disaffected, and dissatisfied: seen by some as infected with a genetically encoded lesser version of Gremlins-syndrome they are not welcome in some of the eight nations, and often are found as leaders of tunnel-folk tribes. Smoke aspects really only came-into-their-own in the past 1000 years with the invention of their signature weapon type: "Firearms". Before that, it was thought that these sorts of DBs didn't have as many aspect skills as the rest of the "new breeds" of dragon-blooded but when Gunpowder was discovered, bing, bang, boom: The Smoke-Aspects "found their muse"... Smoke aspects are, as it turns out, all about "assassination by sniping": their Aspect abilities, therefore, are Awareness, Dodge, Firearms, Stealth, and Survival

Anima of the Smoke Aspect

The Anima power of smoke is to purge their body of disease. All diseases natural and artificial are purged from their bodies when their anima flares. However this comes at a price, the diseases so purged infect everyone within 1d yards at the time who is not immune to disease or another Smoke aspect. When their anima's flare they also gain the benefits of the Night-caste anima power when it reaches bonfire level with respect to obscuring personal identity. They can deliberately invoke these effects immediately at any time by spending 5 motes.

Smoke aspect Signature Characters

Modern Times

It was among the 'Old Blood' of the terrestrials that the idea of Project Razor first occurred to the people of Autochthonia, some 10 years ago. The originator of the plan was an Earth Aspect of Yugash named Chanel of Esoteric Wisdom, an adjutant to Yugash's National Tripartite. She reasoned that the cache's of magical materials mined by the people of Yugash must be running out for a reason: and after consulting with many of the Alchemicals came to a shocking conclusion: Autochthon had planned to stay in the Void for thousands of years: but not almost Five Thousand. Parsing records and examining historical accounts she published a modest analytical paper on recurring resource shortages, which drew a simple but shocking conclusion: the great maker had prepared himself for an exile of only 4000 years. The paper made no judgments on the prudence of this choice, nor what was to be done about having remained in exile over 800 years 'too long', but the paper found willing ears among many of the more learned members of Autochthonian Society, including Fair Spoken Reshi, who saw to it that it was distributed among most of Autochthonia's other nations as well. Soon many national tripartite came to the same conclusions as Chanel of Esoteric Wisdom from examining their own records. Slowly but surely a new idea spread among the leadership of the Eight nations and the three great city-states: "Project Razor", a charm to breach the seal of eight divinities and return to Creation. Subtly encouraging this from behind the scenes were 'old blood' terrestrials in every nation, who reasoned that if they had endured in Autochthonia then surely others of their bloodlines had endured in the creation and could infuse new life into their flagging families, or provide them refuge in escaping from the World/God of Autochthon.