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My blog in the Digital Web. From here you can see the paper trail of what I find on the net that I like, as well as any interesting happenings. Also of interest to some are my writings, small pieces of fiction based on worlds created by others (as is the case of the Exalted sequence), or by me (as in the Dark Ages and Present Time series). My main anchor now is here.
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Titanium Torrents
I'll stop by here later....
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What Is a Mage?
From the Quarterly:
White Wolf Quarterly: So, what is a mage?
Bill Bridges: A mage is someone who's Awakened, whose soul has been freed of an ancient curse afflicting mortals. Most people's souls are Asleep, unaware of the raw power they can tap to remake their world. The truth has been hidden from them many lifetimes ago; all they know is a lie. Mages can see through the lie and enact humanity's birthright: magic.
WWQ: Thematically, what is Mage about?
Bridges: Mage's core theme is power corrupts. There's danger in magic. Reweaving the Tapestry of creation can inflate the ego and overwhelm a mage in warped outlooks or lies that he believes to be true. Trapped in a world of his own misperceptions, the mage attempts to rework reality to match his new warped vision.
What's real and what's not? A mage's Awakening gives him the power to see the Invisible Truth — and to create new truths. But his own mortal failings might cause him to create falsehoods and virtual realities mistaken for real. What begins as a quest to strip away illusions risks becoming a process of substituting new phantasms for old.
WWQ: How about mood? What does Mage: The Awakening feel like?
Bridges: I'm going for a sense of ancient mystery. The true nature of reality is an enigma always beyond reach. This cosmic Mystery has a powerful pull on the minds of the Awakened. They're drawn to seek it out and solve it, even if solving one aspect only reveals a thousand more unanswered questions.
This mood is a more metaphysical version of the theme of the World of Darkness as a whole — a dark, secret conspiracy beckoning those in the know.
Instead of being a theme for Mage, it is a mood: a pervasive atmosphere of ciphers, secrets and looming cosmic revelations.
WWQ: What do mages do?
Bridges: There's a stereotype that mystics mostly contemplate their navels and the awesome secrets of the universe, but that's not what Mage is about. Mages — especially mages portrayed by players in a Storytelling game — are in the thick of things, always at ground zero for the next, great momentous event. They don't just think, they act — by casting magic.
Mage characters are the secret movers and shakers of the world. Their actions affect the tenor of the Tapestry itself — for good or ill.
And yet, they act unseen, their powers invisible to the Sleepers, who are shrouded in their curse, blind to the truth. Worse, if a Sleeper does get a glimpse of the Invisible Truth, the curse reacts to blind him once more — and to punish whomever alerted him.
Mages seek ever more cryptic secrets, the keys to greater power. Their quests take them into unimaginable realms and landscapes of the mind. As a mage grows in knowledge and power, he understands more about the world — and realizes that it's vaster and more unfathomable than he ever imagined.
Only a god could possibly master such a universe… and that's exactly what mages intend to become.
The small-mindedness of mortals, however, extends even to the Awakened. Only a select few are open-minded enough to realize that reality is pliable enough to accept multiple outlooks at once. Reprogramming reality brings a mage up against his rivals: mages who violently disagree with his goals and who seek to stop him.
Crossing the territorial borders of other mages can often be construed as an act of war.
Mythic History
A spoiler:
The sea of time grows murky as one approaches the distant past. Ruins, artifacts, cave paintings—all this evidence of history tells an incomplete tale. Even master mages cannot part the curtains of time so far back to see what truly occurred. The magical orders have a mythology about their beginnings, the legend of a fallen civilization and a war for the throne of reality. The names for that civilization are many, most of them lost over the years, but even the Sleeping know one of them and seek evidence of its truth: Atlantis.
In the far distant past, mortals suffered at the whim of monsters, hunted by spirits and preyed upon by bloodthirsty revenants. Beset by creatures stronger than they, culled by howling beasts whenever they migrated into territories whose borders they couldn't possibly perceive, mortals found it nigh impossible to advance above their need for survival, to envision ways of living outside of fear.
Then came the dragon dreams. Certain mortals, in lands scattered far and wide, began to dream of an island, a lonely land jutting from a windswept sea far from any known coast. A spire rose from the center of the isle, pointing at the pole star; it seemed to the dreamers that this was the axis of the world, the pole upon which the bowl of the sky turned. And upon this pole, at its apex, nested the dragons.
In the dreams, these great wyrms of legend would rise up into the winds, one by one, circle the spire with their beating leathern wings, and set off toward the infinite horizon, to places the dreamers could not imagine. No other creature stirred on the isle and no spirit hunted there; no being dared intrude upon the dragons' lair. As the dreams progressed, the dreamers came to realize that the dragons never returned. Each night, another dragon would leave, so that the remaining numbers grew small. Finally, the last dragon took wing and glided away, to the west, never again to be seen. The dreams continued to come, but now the isle was empty; nothing moved there. For many nights the dreamers saw the isle, abandoned and forlorn, and knew that it waited for them. The island had called to them, compelling them, seeking new inhabitants.
Portrayal of Magic
From Quarterly:
Mage presents a vision of magic somewhat different from thta portrayed in most occult literature, although it incorporates many famous occult elements. Mage hearkens to stories of high magic, mythic tales of wizardly might and awesome hubris, but set in the here and now, not in some distant Never-Land. Instead of assuming a character is a practitioner of a known magical practice, such as vodoun, cabalism, hermeticism, Taoist exorcism or any number of other forms, Mage posits a mortal who has become aware of a more real world than the one we line in - one from which we all once came. This Awakened mortal performs magic by connecting to this invisbile world. All the magical practices mentioned above hint at or in someway speak to the existence of this higher realm, but none of them fully prepares a magician to encoutner it. For that, he must walk down paths of sheer mystery, entering a reality unknown to mundane occult traditions, but one that completes and realizes their fragmentary knowledge.
Origins of the Magical Orders
From Quarterly:
The magical orders have a mythology about their beginnings, the legend of a fallen civilization and a war for the throne of reality. The names for that civilization are many, most of them lost over the years, but even the sleeping know one of them and seek evidence of it's truth: Atlantis.
For many years, uncounted in the far distant past, mortals suffered at the whim of monsters, hunted by spirits and preyed upon by bloodthirsty revenants. Beset by creatures stronger than they, culled by howling beasts whenever they migrated into territories whose borders they couldn't possibly percieve, mortals found it night impossible to dvance above their need for survival, to envision ways of living outside of fear.
Following visionary dreams of a distant island free from strife, small bands of mortals set out to sea from many different lands, each following the vision given to them in dreams. When they arrived at this Promised Land, their bodies entered deep sleep while their minds traveled to far astral realms beyond the ken of other mortals.
There they met the others, the Daimons of their own souls, the hidden twin of each soul traveler. These judges challenged them to prove by what right they came on astral roads to the Realms Supernal, and set them to a series of tests. The victors returned with their souls aglow, lit by a celestial fire. They could see into the Realms Invisible and ken the secret workings of creation, the principles and substances from which everything was wrought. With the Realms Supernal, and this knowledge they gleaned from studying realms visible and invisible, they could call down the ways of heaven, the higher principles that ruled over the lower realms of matter and spirit. They made their very thoughts real, imagination rendered into matter and flesh.
The loose confederation of immigrants to the island soon organized into a city-state led by the magi: Atlantis. Over time, the enlightened founded separate orders to fulfill the roles of governance, from mystical militia to scholars to a priesthood of mysteries to guide them all.
The power to warp the very skein of creation soon outstripped the wisdom of those who wielded it. The hubris of the magi rose unchecked. Many generations after the first had established Atlantis, their legacy turned sour, Mage turned on mage and so was born the first wizard's war.
The victors claimed Atlantis as theirs and drove the losers to the far corners of the earth. Then, combing their power, they wrought a great spell and erected a ladder to the Realms Supernal. The spurned the traditional astral paths by which a sorcerer could approach the higher realms by means of a soul journey, for they sought to walk the celestial reaches in their own bodies. They stormed the heights and claimed the thrones of the gods for themselves. Ruling from on high, no longer bound to the earth, even their petty dictates and whims became real, for they stood over the lower realm and influenced it with their very thoughts. The subtle veils were rent and the higher and lower worlds came together - the pure mixed with the impure and the universe trembled.
Spurred by the imminent destruction and corruption of the world, the exiled mages banded together and assaulted Atlantis, climbing the star ladder and wrestling with the Celestial mages in their heavenly palaces. Their struggles were terrible. The two sides clashed in a chaos of realms and the losers - sorcerers on both sides - were flung from on high back into the lower realm.
The ladder shattered, disintegrating into dust, leaving the victors beyond the reach of the earthbound mages. Where the ladder had been, reality cracked and fell into itself, creating a rift between the higher and lower realms, a terrible void that sucked life and energy into itself. The Abyss divided the realms once more, keeping the high, pure realm from the taint of the low. But this was no subtle veil, permeable to returning souls. It was a gulf of unreality, an aberration that was never meant to be. What was before a single world became two worlds - the Supernal World and the Fallen World with a vast Abyss between them.
Paths
Acanthus:
Path of the Thistle
Abode: Watchtower of Lunargent Thorn:
The realm of Arcadia, kingdom of Enchantment,
Abode of the Fae
Ruled by the Arcana of Fate and Time.
Nickname: Enchanters
Tarot Card: The Enchanters epitomize the tarot card of "the fool" - relying on luck and intuition to guide their way.
Arcana: Fate and Time
Mastigos:
Path of Scourging
Abode:
Watchtower of the Iron Gauntlet:
The realm of pandemonium, Kingdom of Nightmares,
Abode of Daemons,
Ruled by the Arcana of Mind and Space
Nickname: Warlocks
Tarot Card: The Warlocks epitomize the Tarot card of "The Devil" exulting in unfettered will.
Arcana: Mind and Space
Moros:
Path of Doom
Abode:
Watchtower of the Lead Coin:
The Realm of Stygia, Kingdom of crypts,
Abode of Shades
Ruled by the Arcana of Death and Matter
Nickname: Necromancers
Tarot Card: The Necromancers epitomize the tarot trump of "Death" remaining steadfast through a challenge.
Arcana: Death and Matter
Obrimos:
Path of the Mighty
Abode: Watchtower of the Golden Key:
The Realm of the Aether, Kingdom of the Celestial Spheres,
Abode of Angels
Ruled by the Arcana of Forces and Prime
Nickname: Theurgists
Tarot Card: Theurgists epitomize the tarot trump of "Strength", pursuing a divine mandate.
Arcana: Forces and Prime
Thyrsus:
Path of Ecstasy
Abode: Watchtower of the Stone Book:
The realm of the primal wild, kingdom of Totems,
Abode of Beasts,
Ruled by the Arcana of Life and Spirit,
Nickname: Shamans
Tarot Cards: Shamans epitomize the tarot trump of "the moon" following the allure of passion and impulsive action
Arcana: Life and Spirit
Arcana:
Death
Fate
Forces
Life
Matter
Mind
Prime
Spirit
Space
Time
Orders:
The Adamantine Arrows
The Adamantine Arrows Defend Sanctums and Cabals with their Combat Magic.
Free Council
The Free Council seeks to escape the strictures of the past and modernize the craft of Magic.
Guardians of the Veil
The Guardians of the Veil protect the Mysteries from any who would despoil them or reveal them to the unenlightened.
The Mysterium
The Mysterium searches for valuable lore hidden throughout the material and invisible worlds.
The Silver Ladder
The Silver Ladder desires to establish a proper hierarchy of the awakened - with its members at the top.
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BitTorrent @ AnimeSuki.com
Hey, a man has to get his Anime, eh?
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*You suddenly feel arms around you, and by the time you feel them, it is too late. Whatever it is, or whomever it is, has you in his grasp. But instead of panicking, you feel a soothing sensation. The arms wrap around yours, hugging you with your own arms, while softly whispering in your ear "Calm...". You feel as she said, calm, and by the time you can snap out of it, you realize there's nothing around you. Did you imagine the whole thing?*
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Hmm, things seem to have fallen into some sort of stupor these past 2 days. My car broke down, so I can't go anywhere... That's probably why things are so calm. Thanks be to a good friend for letting me accompany her on her things to do on thursday... Without that night out, I'd probably have poked myself to check if my insides were red or not.
So, car broken, not worth fixing, so looking for another. On a previous post I put the links to the cars. The Forenza is so pretty!!!
Also, read the latest stories, Bliss, Training, and Introductions. Bliss and Training continue Arilith's story, Bliss showing her past relationship with Anais, and Training showing her current preparations for the battle she and her allies will face.
Introductions is the next episode on Kayrin's Present Time story. I've had one lying around my laptop for the past month, and remembered a few days ago, so I finished it and posted it, since I know at least 1 person who wanted to read it.
Also, let's see how will I do in White Wolf's Novel Contest. Next step is I have to write the first chapter of the novel, so we'll see how that works. I can't post it here, unfortunately, since it's White Wolf's property (yeah, I know, it sucks), but I'll see what I can do.
Ash out.
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Ashtear's Corner of Reality
Gee, 1000 Visits in 3 1/2 months... is that good or bad?
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Hell's Corners - Not Just a Place, but a State of Mind!
NIce web comic
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2005 Suzuki Forenza EX Technical Specs on Yahoo! Autos
These are the technical specs.
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2005 Suzuki Forenza EX Standard Features on Yahoo! Autos
And these are the Standard Features for the car that's winning on me, th Forenza.
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Side by Side Comparison on Yahoo! Autos
These are the cars I have to decide between:
Suzuki Aerio
Suzuki Forenza
Mitsubishi Lancer
Toyota Corolla
Anyone have any info on these cars?
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Madreric: Alexandra
A post from my friend's blog, the little poem that came up I think is very profound. I'll put it here as well for safekeeping. Madreric, if you read this and want me to take it out, just tell me. ^_^
El BESO DE ALEXANDRA
Alexandra no sabe besar
Aunque cuerpo tiene de mas
Es solo una niña
Alexandra no sabe amar
Aunque al sexo le gusta jugar
Sexo y carisias
Alexandra aprendio a llorar
Ya es mujer antes de empezar
Niñas y risas
Alexandra no sabe besar
Es el sexo especialidad
Es solo una niña
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World of Darkness
I'm up for the second round!!!! Check my name, Check my name!!!!
Juan R. Marquez. Whohoo!!!!!!
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Sheer darkness.
Suddenly, a small dot of dark purple. Space seems to bend slightly, and a gust of wind later, Kayrin stands with her childe. The effect is done, and again, darkness.
The child hugs Kayrin close, seemingly afraid of the dark. Kayrin smiles at the thought, and produces a flashlight, which she hands to the child. "I wish I had some of these back in the day..." she mutters under her breath.
The child seems to feel around it, not knowing what was thrust into her hands, but quickly figures it out and lights it. Strong halogen light slices the darkness, showing a tunnel of stone. The tunnel is definitely not natural, though, as the walls are made of worked stone blocks, with designs and variations near the top and bottom. Like a temple passage.
The tunnel, seemingly empty, allows the child to relax and ease off of Kayrin, though still keeping close. Kayrin looks around, looks at the child. She sees fear in her eyes, but also control, and amazement. Like she knows she's in a dream, and, although a bit scared, likes the dream, and so she pushes on.
Kayrin extends her hand to her childe, and the child, a bit hesitant, grabs for it. With a bit of difficulty, Kayrin gets the child up on her back. Kayrin, the child, and the flashlight, they all move on into the darkness.
Kayrin asks, "Thought of a name up yet, kid?"
The child shakes her head.
"You can speak, you know. I won't bite. And I'm sure you have a few questions.", comes Kayrin's remark.
"Well..." the child speaks, hesitantly. "What is your name?"
"My name is Kayrin." Kayrin smiles.
The child smiles as well, a bit shyly.
Now comes the big question. "What's going on?", the child asks, holding tightly to Kayrin's neck.
"Well," Kayrin begins, "that's actually a very good question, and it has a lot to do with you. How do you feel about the situation right now?"
The child looks puzzled for a second, then says "Well, I don't know what's going on, and this stupid darkness bothers me..." she swings the flashlight to try and eradicate the darkness, but to no avail. It simplys flows around the beam of light. "But i also feel strange, like this isn't as odd as it should be."
"Ok..." Kayrin says. "Do you like stories?"
"Well, yeah!", the child says excitedly.
Kayrin hushes the child, and she pulls back, like she was expecting to be scolded for it. Instead, Kayrin just smiles, and says "Keep your voice down, it's not exactly safe down here."
"OK.", is her reply, in an exagerated hushed voice.
Kayrin smiles, and begins her story. "A long time ago, this place we now call Earth began to form. But back then it wasn't round, or had continents like it has now, or the technology we now have. Back then, the land was very dangerous, with all kinds of hostile animals, and very treacherous terrain."
"Back then people existed, but in a different way. They lived off the land and it's bounty. They had to fight for it with the other creatures that lived there, just like it says in history books that early man was like. They lived in different towns, but had no technology to help them. Instead, they had magic."
The look of surprise on the child's face was hard to miss, and, amidst a dark tunnel that seemingly led to nowhere in both directions, it nontheless did a lot to brighten the situation.
"Now, not everyone could use magic. You had to practice it, like drawing or playing an instrument. But those who could use it could do many things. They could help others... or hurt others."
"The human race was divided on that axis, and like whenever humans find a new toy to play with, they started war over it. On one side, you had humans who specialized in healing arts, and using magic to help humanity reach a higher place in the grand scheme of things. They'll be out good guys."
"On the other side we had people who would use their magic to force others, to steal, and be generally destructive to others. They dabbled in the forbidden arts of demonology and necromancy. These will be out bad guys."
"Humanity at this point had found a way to fuse themselves with some of the magical principles they specialized in. The good guys chose for this the general aspects of magic, while the bad guys chose necromancy for this. So, in the final stages of the Principle War, you had, amidst the regular soldiers and spellcasters, the "Aliur" on the side of the good guys and the "Valkith" on the side of the bad guys."
"Now, the war had raged for a long time, and the bad guys were pretty tired of all of it. So one of them, a Valkith, decided to summon demons from Elsewhere to come and destroy the good guys. But he was wrong in thinking that he could control the demons. They came through, and destroyed most of the bad guys right then and there. They then decided to take this world for themselves, and began to change everything into a total wasteland."
"The good guys, who never dealt with demons before, were at a loss as to how to continue. They didn't know what to expect, and so, in the early years, they were decimated. The demons almost won, except for what some people would call a miracle."
"A handful of bad guys had survived, and using their experience and knowledge of demons, had established themselves in a corner to think of their next move. But being too few in number, they couldn't do much against the demons. The good guys, on the other hand, had numbers, but lacked the knowledge. Match made in heaven, right?"
"They had serious problems getting to deal with each other, humans being real vengeful. But after some talking, they got together to defend their land. They decided they would finish their fight later, as soon as they eliminated the interfering side. That is, the demons."
"Using most of the remaining force to distract the demon horde, a small group of Aliur and Valkith, including the one who did the original summoning, infiltrated the ruins of the old Valkith capital, where the original and central gate still stood."
"It was a hard battle, with much sacrifice, but the day was won. The demons had been forced back out through the gate, and the gate sealed. But a great cost was paid. Most of humanity had been lost, including it's greatest thinkers and magic users."
"Because of all the chaos and destruction that had been waged since magic was first harnessed, humanity agreed that magic only brought harm in the end, and all documents and lore pertaining to it were destroyed. The last remaining magic users in the land gathered to make one last magical effect, a huge dweomer that would cover all and revert it back to it's state before magic was discovered, with the added effect of blocking that initial magical event in the life of humanity. So, humanity collectively forgot magic."
"After that the rest is history, machines, blah blah blah." she says, tickling her childe. The kid laughs out, a very real joy in her voice. But then Kayrin kneels down, and holds her childe in front of her. "But just because people forget doesn't mean it's any less real. And especially because people forgot is why it's so dangerous. Never forget that."
Without warning, the ground starts to rumble beneath their feet, and a cluster of rocks falls from the ceiling. The child shrieks, but Kayrin soothes her. "It's ok, I won't let anything happen to you." Covering the kid with her body, Kayrin utters a word of power, and their bodies seem to become translucent. The child sees the rocks falling, and feels a sudden urge to scream, but just closes her eyes, defiantly.
When she opens her eyes again, she experiences something unique: she's in the same place the rocks are! And she sees the rock, covering her entire field of vision, but she can also see Kayrin, seeming to stand within, yet beside the rocks. Sort of shifted sideways, or something. Kayrin winks at her, and she begins to glow a crimson red. Suddenly the rocks are blasted back in all directions, only Kayrin and her child standing in the center. Kayrin becomes solid once more, and turns to the side, to stare at something.
Bright orange eyes the color of magma stare back at her.
Kayrin says, with a smile on her face. "Want to play, Celphari? You should've just said so." Her hands, glowing with eldritch energy, make out quick hand motions, and a sudden light illuminates the chamber.
And that's when she wakes up.
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One Girl in All The World
Metroid Manga
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PSO BB | Official Community Site
Free Beta!!!!
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The Real Virtual Car Project
This is so geeky it's not funny...
but I like it!
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DrunkenBlog: Deconstructing Maui X-Stream
Interesting read on Open Source software and it's theft by a commercial company
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White Wolf Forums :: View topic - Canon Deathknights - who serves whom?
Nice list for future reference...
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PSP Hacker: GB emulator for PSP !!!!
It starts...
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Ronin: Spirit of the Sword - 2 Flash Games
Pretty unique and inventive.
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seventhSky
Very nice Flash game.
It DOES remind me of Zone of the Enders... ^_^
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CGTalk - The Repression Of Frustrations, Osvaldo Enrique Colón Haver (2D)
A very nice piece of work by a good friend of mine, öz. Keep up the good work!
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Reposting this here for safekeeping...
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THOUSAND WOUNDS GEAR STYLE
This lethal Alchemical Style is designed to incorporate the use of a Pair of Gyroscopic Chakrams in Hand-to-Hand combat, though in the case of Alchemical Exalted with additional arms it can accommodate more than two weapons. It is similar to Righteous Devil Style in that is requires the use of its signature weapons, and cannot be used barehanded. It is incompatible with armor unless that armor is derived from an Alchemical Charm.
SPINING SHEILD BLOCK
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 2
Minimum Essence: 2
Prerequisite Charms: None
Spinning their Gyroscopic Chakram in the path on an oncoming attack the Alchemical Exalted raises the difficulty to hit them by the Essence against Hand-to-Hand attacks, and their Martial Arts against ranged attacks. This increase in difficulty is a cover effect and effects that negate or bypass shields are also effective against it.
CLOCKWORK COMBAT PARAMETERS
Cost: 2 motes per dice, 1 Willpower
Duration: One Scene
Type: Simple
Minimum Martial Arts: 3
Minimum Essence: 2
Prerequisite Charms: Spinning Shield Block
Calibrating themselves for precise combat the Alchemical Exalt becomes a literal machine of death. For every two motes invested in this Charm the Alchemical Exalted may add one dice to any attack or parry made with a Gyroscopic Chakram using the Martial Arts, Melee or Brawl abilities. These are normal dice adder dice. The Alchemical Exalted may not channel Valor or Compassion on any roll made in conjunction with this Charm as such passion defies the precision of the style. They may however always channel Temperance with this Charm.
THOUSAND WOUNDS GEAR FORM
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Spinning Shield Block
Adopting this Form requires that the Alchemical Exalted be wielding at least two Gyroscopic Chakram’s though more may be used if desired (And the Alchemical has the additional arms to use them). Adopting the favored battle pose of the Thousand Wounds Gear Style the Alchemical Exalted becomes a wall of spinning death. Each turn the Alchemical Exalted has 2+ Gyroscopic Chakrams in their hands they may take an additional Martial Arts action in conjunction with one of these weapons. This action cannot be further split for additional actions nor may it be used to invoke a Full Parry. It is however fully compatible with other Extra-Action effects and is not considered an effect that provides an Extra-Action for purposes of other Charms compatibility. Additionally for each Gyroscopic Chakram the Alchemical Exalted wields they raise the difficulty to hit them in Hand-to-Hand combat by 1 to a limit of their permanent Essence. This effect stacks with Spinning Shield Block, and is also considered a shield type difficulty modifier.
Only one Form-type Charm may be used at a time.
MATHEMATICAL ATTACK VECTORS
Cost: 2 motes per difficulty point
Duration: One Scene
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 2
Prerequisite Charms: Thousand Wounds Gear Form
Calculating every possible vector of approach and defense into their every movement the Alchemical Exalted may negate environmental and cover penalties to their attacks made with Gyroscopic Chakrams for the rest of the scene. All such penalties are reduced by one point per two mote of Essence invested in this Charm to a limit of their Permanent Essence. This Charm does not reduce penalties for factors such as darkness only physical barriers or impediments that can have a path calculated around them.
SURGICAL SEVERING CUT
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Mathematical Attack Vectors
The Alchemical Exalted makes a precise cut with one of their saw-like Chakrams in an attempt to sever one of the limbs of their target. They a single attack with their full Dexterity + Martial Arts dice pool, against a difficulty of 3 to sever a leg or 5 to sever an arm. If the attack succeeds and scores at least two levels of damage then the selected limb is severed, with all the normal effects. This Charm is effective on any being that can be considered to have limbs, no matter how exotic.
SUCCESSIVE CUTTING SEQUENCE
Cost: 5 motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 4
Minimum Essence: 3
Prerequisite Charms: Thousand Wounds Gear Form
This Charm can only be used to supplement an attack after the Alchemical has already successfully struck an opponent in Hand-to-Hand combat in the same turn. The attack supplemented by this Charm follows the exact same path as the earlier successful attack, automatically striking the target (with a minimum of 1 additional attack success for purposes of damage.) unless the Alchemical’s opponent uses some kind of impenetrable defense. This Charm is not considered a Perfect Attack so Charms such as Impeding the Flow are fully functional against it. This Charm Combo’s as though its type is Reflexive rather than supplemental.
GYROSCOPE SAW OVERCHARGE
Cost: 2 motes per success
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Successive Cutting Sequence
Sending a pulse of Essence through their weapon the Alchemical Exalted momentarily causes the rotation of the blades to double for every two motes invested. This causes the weapon to cause damage such more reliably allowing the Alchemical Exalted to convert dice of lethal or aggravated damage done with a Gyroscopic Chakram into automatic successes. There is no limit to the number of dice the Alchemical can convert with a single use of this Charm however if she converts more dice than her Martial Arts score on a single attack then her Gyroscope Chakram overloads and ceases to function until repaired (After dealing the damage for the supplemented attack).
INTEGRATED REASSIGNMENT OPTION
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 2
Prerequisite Charms: Thousand Wounds Gear Form
Transmitting a short ranged signal formed of Essence the Alchemical Exalted can instruct a single Gyroscopic Chakram in the air to attack a new target. Rather than having to call it back to their hand and re-throw it. The Chakram attacks the new target on its next action and continues like it was attacking the original target. Additionally this Charm can provide the Chakram a burst of power to pull itself free if lodged and complete its auto-return protocol. This Charm has a maximum range of 90 yards.
INSTANTANIOUS INTERCEPTION PROTOCAL
Cost: 2 motes/None
Duration: One Turn/Permanent
Type: Supplemental/Permanent
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Integrated Reassignment Option
The Alchemical Exalted using this Charm may calculate the perfect arc of motion for their hand to move through in order to interception multiple attacks with a single parry. When using this Charm the Alchemical Exalted may use their additional action granted to them by the Thousand Wounds Gear Form to invoke for refresh a full parry. For an additional 6 experience points the Alchemical may upgrade this Protocol as stored in their Perfected Lotus Matrix, this changes the Charms type and duration to Permanent and its cost to none; the character may freely invoke or refresh a Full Parry with their additional action at no cost.
CALCULATED DECAPITATION ATTACK
Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisite Charms: Gyroscopic Saw Overcharge, Surgical Severing Cut, Instantaneous Interception Protocol
The Alchemical Exalted makes a precise attack using two Gyroscopic Chakrams (This Charm cannot be used if the Alchemical is wielding only a single Gyroscopic Chakram) bringing them together on the neck of their target in an attempt to sever their head and their life in one attack. The attack is resolved as normal, and if it causes more final levels of damage than the targets permanent Essence their head is removed and they die instantly. Even if it causes less damage than this the damage is considered to be aggravated. This Charm does not work on targets that for any reason would not be killed by loosing a single head.
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TherionArms - Chinese war sword
Pretty... a bit too big for my tastes, but still pretty...
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RPGnet Forums - [Exalted] Calling all pervs: "Most NC-17 Exalted Character" contest.: "'Naming your children isn't a game people. They've got to keep those names untill they are old enough to legally change them to Optimus Prime.' -- Andrew "
LOL!!!
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Very interesting post on the Exalted origins story, BY Promethean Clay. Fished out of the Official Exalted Forum.
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This is an idea that has been floating around my head for about a year now, and as i digest the information in the Autochthonians book I am getting an idea...
First, lets take a look at the Incarna.
The Unconquered Sun: He is awesome, at everything. His nature is excellence, there are others who may beat him in some areas, he surpasses the other Incarna in almost every area.
So? Well, this means his is among other things, a canny bastard. He organized the revolt against the Primordials, and he probably chafed under their control more than any of the other Incarna. While warfare and gloriousness (he makes up words to describe how cool he is) are his part and parcel, he can also be sneaky and underhanded. Where his children specialize, he encompasses everything they are.
Luna: The shape shifting Incarna with ties to the Wyld. She pulls it closer to Creation and then pushes it away. Some people think she came from the Wyld originally. The main book says that Gaia has given her lots of power.
So the second member of the conspiracy against the Primordials is a shapeshifter know for secrecy, battle prowess, illusions and misdirection. Luna is apparently one of the best lays in the Tellurian as well. Since Gaia stood aside so that Luna and her siblings might take over Creation.
The Five Maidens: Created to maintain the machine of Creation. Embodied in every movement across the tapestry. Functionally insane? Probably. Bored with their rather tiresome job weaving the fate of the world while their masters play fun games? Yes.
So, we have the core of our conspiracy. Now, who assisted them?
Gaia: One of the creators of the world who abandoned her partner and took up with a vastly inferior being. Interesting. We know she did not assist in fighting her siblings, she did intervene and keep the Exalted from killing all of them. So she at least kept an eye on the war and stepped in when she felt things were getting out of hand.
Autochthon: The machine god, forger of gods, shaper of Creation. Sickly and apparently not invited to play reindeer games with the rest of the Primordials in the party city of Yu-Shuan. He hung out in Creation tinkering with things while the other Primordials made fun of him.
We also know that Autochthon left after the war because he was afraid of retribution and well as the gods getting jealous of him. Paranoid? Perhaps. Gaia didn't feel it necessary to leave even though she is vastly more powerful than the Incarna and presumably would engender the same sort of jealousy.
My Idea: What if the Incarna were a little more manipulative than they are given credit for.
You are a beings crafted to serve your masters and are looking for a way out. You can't attack them yourself, so turning them against each other seems like a good bet.
Things start to take on a very different light now.
Luna starts a relationship with Gaia and lures her away from her siblings. I'm sure it looked odd to her siblings, a bit like having a relationship with your computer i imagine. Everyone was distracted by the games, and having Luna to entertain you probably makes things even more distracting. Why, if you had a shapeshifter as your playmate and the games to keep you occupied the rest of the time i imagine there is not much you would notice going on.
What is Luna ensorcelled Gaia? If Luna is from the Wyld the arts of the Cup are something he/she is certainaly familiar with, and it is all about making others need you. What if Gaia stood to the side not because she felt the Incarna had a just cause, but because she could not do without Luna. Torn between her addictions to both the Games of Divinity and Luna she may have found herself unable to act. If the Primordial herself was this distracted and torn then it would likely not be that difficult to convince her greatest Third Circle souls to offer what little assistance they did offer (the creation of the Dragon Blooded.)
So, the Incarna now have at least the complicity of one of the Primordials. She may not help them, but she won't hurt them. Having one of the creators of the world on your side can't hurt either if you plan on taking the world over.
The Incarna are still lacking a way to take out their masters though. Enter Autochthon. We know the Primordials did not trust the Incarna enough to let them live in the celestial city, and we know that Autochthon spent most of his time in Creation. So it is likely that the Incarna at least ran into him while performing their duties overseeing Creation.
Considering the way the other Primordials treated him i can't imagine it would be too difficult for good old Inviticus Sol and the Five Maidens to point out some things to him over time, to put a few ideas in his Core. Why do his siblings treat him so poorly? They break his creations, they abuse his tools, they copy his work. Autochthon probably had a pretty big list of grievances against his siblings.
It may have taken a thousand years, but i can see some of his Third Circle souls thinking over the problem of getting back at his siblings. I'm sure the Incarna had nothing to do with hinting at a very poetic form of retribution, letting the beings he created take part in bringing down his siblings.
Autochthon may have already had the parts in place, the design for the Alchemicals, the prototypes of the Exalted. He had set the Mountain Folk to preparing weapons. He merely had to give the Incarna, his creations, the tools to take over Creation. A fine lesson to teach his siblings who never appreciated him, his own methods and tools in the hands of his creations pulling their from their games.
The Incarna created their servants and they got the greatest Third Circle souls of Gaia to lend some of their power, creating weak foot soldiers for the war.
The war happens, the Exalted manage to kill a number of the Primordials before Gaia shakes off her addictions enough to prevent the wholesale slaughter of her siblings before sinking back into her stupor. So the Incarna force the remaining Primordials to swear oaths to the Incarna, oaths they learned how to craft after Gaia taught them how to organize the essence of Creation.
After the war things so well, for awhile. Then everyone gets paranoid. The Incarna force Autochthon to imprint the Mountain Folk with the Great Geasa and he starts to get nervous.
His siblings are either dead or locked away, and they are pissed. His one free sibling is blissfully unaware of what is going on around her. Oh, and he just armed his creations with the tools that could be used to murder or imprison him as well. So Autochthon quietly and carefully packs up and leaves it all behind.
I'm curious what people think of this view on things. It casts the Incarna as far more devious than previously presented. It makes the Primordials out to be very fallible, especially Gaia and Autochthon who are essentially manipulated into helping the Incarna take over the world.
_________________
Promethean Clay
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*GASP!*
I come crashing through the first wall to stop suddenly on the second one, crumpling on the floor like a used napkin. Damn, she's tough.
"You're opening yourself too wide for too long. Try to never open so much, and if you have to, close up faster."
That's Lenneth again. She's been training me in the finer points of martial arts for a bit now. She says I'm a quick study, but she still berates me for every little detail.
Maybe someday I'll be thankful for it when it saves my life. If I survive her, that is.
I barely have time to stand, when she comes in with a quick dash, and tries to plant a roundhouse on my chest. I sidestep that one, and give her one in the ribs. She takes it gracefully, using it's momentum to aid her roll out of the building, right before it collapses from her kick to the last remaning structurally sound wall.
I think to get out, but there's no time. I summon the air around me, and force it out in a huge blast, clearing the debris from all around me, before it has a chance to crush me.
Lenneth yells at me, "Good! You're getting better at improvising during combat. And I'm very happy for that. " At least she's not all bark, she gives good advice as well. She continues, "Few things are more frustrating than looking for a way out that isn't there, to later figure out a far easier solution, when it's too late."
She suddenly gets serious, and I know what's coming. "Arilith, now practice your new creation. I think it has good potential, and if it doesn't, it will at least be a good first foray into the Perfected Lotus." There she goes, planting the seed of insecurity. She has that annoying tendency to encourage you and shoot you down at the same time. I think she feels herself to be intrinsically superior...
The fact that she is is a point for another time.
As instructed, I am to practice my new Martial Arts style, as soon as I get a name for it. She told me to focus on a theme, somethin akin to me, so I picked my flute and played. I figured "Sound" would be a good one, tied to air, my element, and to my flute, which I've played since being a child.
I play a few tones, to get things in place, and I signal Lenneth that I'm ready.
She begins by holding a big rock at arms length. "Try hitting this.", she says. I concentrate on the wind that flows around me, specifically the air flowing through my flute. I concentrate on the wind that resonates inside the flute's chamber, and I empower that resonance, channeling it to a target.
The sudden sonic resonance bursts in all directions, snapping the flute from my hands, and causing cracks to open up in the debris nearby. I failed, considering what I wanted to do, but the resulting effect was interesting nontheless. I'll try and purposefully do that later on.
Lenneth is already glaring at me, so let's change that. I again concentrate on the resonance the flute produces, and channel it with my essence into a target. This time I succeed.
The rock in her hand suddenly vibrates at the pitch I play, and then crumbles to small chunks. As impressive as this would be, she's still glaring at me. I did this yesterday, so she's expecting a change. So I quickly play a series of high-pitched notes, concentrating on the sound the pebbles make on the way to the ground, and I succeed. I carve up the ground beneath her in a perfect circle, bouncing the sounds of nearby objects, using the sounds of the falling pebbles as reference.
At this she looks impressed. But this is only training. This isn't the true purpose of this. This was only me calibrating my flute. Now the fun starts.
She throws a stone at me, and I press to intercept it's flight with a note. Predictably, the stone shatters, spraying me with dust. She throws a few more, each time at different parts of my body, which I mostly intercept without fail. And then she goes on and does something just to annoy me. She throws a handful of pebbles in my direction.
I remember my "mistake" a few moments before, and I try to replicate it, but holding onto the flute this time. The flute still escapes me, but the desired effect is done. The full handful snaps back at an invisible sound field, all of them crumbling. I even get to recover the flute from mid-air in such a way as to strike a pose at the end, making it look like it was part of the plan.
She smiles, her sweet smile that says "Well done" while at the same time saying "you're gonna regret what's next".
Here's today's exam. The way this art is supposed to be practiced, by both hers and my desires. She sprints to close range, and launches a roundhouse kick at my ribs. I snap back a step, and move my arm to block the blow. I channel the air with my essence through the flute, generating a tone, allowing me to use the sonic energy gathered in the flute to aid the block, effectively stopping her strength with minimal effort of my own.
She doesn't stop there, though. She spins the other way, aiming to kick my other side. Again I move to deflect with the flute's arm, and succed. Minimal effort. She rights herself, and sends a flurry of punches. Here, I just spin the flute in my hands in intricate motions, gathering air pressure inside the flute to generate that high-pitched tone I need to block her blows with brushes of my arms, or in one instance, with sound alone. That was particularly amazing.
Of course, whenever I end up looking too good, she brings me back down, snapping with some of her charms and completely obliterating my defense. I end up landing on my butt, having to hear her lectures again.
Geez, what's up with adults.
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00:33
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Voidstate - Roleplaying Downloads
Exalted resources of interest...
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RPGnet Forums - [Exalted] Autochthonians First Impressions?: "SUBLUMINOUS ONSLAUGHT MISSILE
Cost: 10 motes, 1 Willpower
Installation Cost: 1 mote
Duration: Instant
Type: Simple
Minimum Strength: 5
Minimum Essence: 4
Prerequisite Charms: Repeating Pneumatic Bow
This Charm upgrades an Alchemical’s Repeating
Pneumatic Bow, allowing the weapon to fire a needle-thin
spike of crystallized Essence at incredible speeds. As usual,
the accuracy equals Essence (and uses the Exalt’s full
Dexterity + Archery to hit). However, the range increment
of the spike is one mile (whether the Exalt can even
spot possible targets that far away is another matter altogether).
Furthermore, the crystal’s base damage is [Strength
+ (Essence x 2)]L, and it cannot be parried without a stunt
or Charm. Not only does the attack inflict piercing damage,
but if the missile successfully damages anything it hits,
it loses one die of raw damage and continues flying in a
straight line until it fails to inflict damage. Finally, a wave
of displaced air and thunderous, concussive force follows
the projectile, knocking victims of human size or smaller
back by one foot for every die of damage the projectile
inflicts after soak. If any such victims strike a solid surface
rather than skidding to a halt across the ground, they suffer
1B damage for each yard further they would have otherwise
traveled. This damage may be lethal if the shockwave
blasts the victim into a sharp or otherwise deadly surface."
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RPGnet Forums - [Exalted] Let's Speculate About the Big Secret Project: "'What fun is it without a total free for all with the Legions of Yu Shan (Plus Siddies) vs. The Realm vs. Bull of the North vs. Lookshy vs. New Fair Folk Crusade vs. Legions of Malfeas vs. Deathlords vs. Autochtonians vs. Silver Pact vs. Mountain Folk vs. The Things the MF fight vs. YOUR PCs? Seriously, that's what Exalted is about!'
-Dulahan"
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A strange twilight envelops the room, sharing it with the cool air of the night. Few things are alight at this time of the night, but we keep a some candles inside the room for just this purpose, and so they cast a soft gloom over the bed.
The bed itself is nothing ostentatious, just a soft mattress with a bedspread atop it, and a comforter for us to cover ourselves with. Simple things here in school, although I've heard some of the richer kids get better things to sleep with, although I'm sure not better company.
It is quite a risk to have this company. If we were to get caught, we'd be in serious trouble, both of us. It wasn't easy either, sneaking past the hall monitors to meet at each other's rooms, but every second that I get to feel the warmth on her skin is more than worth it. It even gives us some incentive to try to master our new powers.
Just to stay here, holding her in my arms, while being held in turn, lying on the bed, only our faces above the covers, to together see the dance of the candle flames in the dark room.
Bliss.
No words can describe the intense comfort that we derive from sharing each other's company. Nothing else compares with this. Even though we are supposedly too young at 14 to understand matters of love (or so say the adults), we are more than happy in each other's thoughts, arms, and hearts.
She mentions that it's getting a bit hot, and I get out of the bed. I motion for her to join me, and she stands up as well, and joins me in an embrace. I try and will the air around us to move, and suddenly our hair starts to whip in each other's faces. It's a bit cumbersome, but it does the job; Anais begins to feel a bit more comfortable.
This also gives me the chance of admiring the gleam of the candlelight on her skin, on her thighs and arms, the way the flickering flames play tricks with my mind, showing me glimpses and teases while denying me the whole picture.
She begins to tickle me, and I try to shy away, but to no avail. I end up falling on the floor, with her falling atop me, and, in that split second, our eyes meet. It's always amazing when you have that instant moment where you just connect with someone, everything seems to just stop in the world, except for you two... Well, this time, everything was frozen, except for the fact that she pushed forward, bringing her lips to mine.
I kiss her fully, trying my very best to show her with what I have that I would give her everything I didn't have, if I only had the chance. I can also feel the same intensity coming from within her, radiating, pulsing with every beat of her heart.
Right before anything can happen, she leaps off of me, banishing my wind spell, and slips into the shower. I feel a little cheated, her getting off when she did, so I get up to follow her.
When I enter the bathroom, she's there, standing in the tub, water splashing her face. The water rolls down in rivulets and streams, caressing her skin the way my wind did a few moments ago. I love it when I can focus the wind to envelop her body, because I can feel her in ways that I can't with just my skin... In that way, the wind I manipulate is an extension of me. Which is why I understand what she does now.
She looks at me from under the shower, and suddenly the water that purse down her body begins to streams up the floor, the walls, even the ceiling. The whole bathroom is covered in water, and not a splash of water that then runs down the walls. I mean a thick film of flowing water, the same way it would flow on the floor, but in every surface, including her. She almost looks like a water elemental in this form.
She wills the water to crawl up my body, enfolding me. Just a few years ago, I would be panicking at this. How there's water everywhere. Even now coming up my frame and enveloping my whole body. But I trust her. I trust and love her above everything else in all of Creation. Which is why, completely covered, I walk towards her, and join her in the bath, sinking under the water. We lay there, and explore each other. One drinking of the other, fully, as only lovers do.
Afterwards, we embrace each other. My wind and her water forming streams in the air, mingling the same way we just had seconds ago.
We just lay there, holding one another.
Dreaming it would last forever...
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03:47
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Wow. Today was a wasted day. I've been playing Rengoku for the past like 6 hours. A misunderstanding in our Exalted troupe caused us to not play today, so I'm bored. I'll have to see what I can do. I already released a story today, maybe I should sit down and do another...
Hmm...
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"Good luck."
Those are his parting words, after a strong supportive hug, and a goodbye follows afterwards, the only thing that can come out of my lips. For some reason, I've grown close to him, probably seeing in him the support I have yet to have...
The support that was denied to me 10 years ago...
Now don't get me wrong, I am pretty sure Anais is still alive, and as such, I hold hope to meet her again, someday. But loneliness wears down the soul, and support is such a lovely respite to what my life has been so far...
But expecting Anais to just fall back in my lap is a bit too much to hope.
I leave Sayn's workshop and head out, looking for a place to hide until nightfall, when it'll be easier to wander around undisturbed. I decide to take the rooftops, since most people can't see there, so I begin to walk towards the highest building I can see.
Getting up there is simple, first by wrapping the air about me to make me invisible, and then by willing the wind to bear me alost, allowing me to jump much higher than what I normally would be able to.
Landing on the rooftop, I lay down to hide, and rest a bit. And this gives me an interesting view, not for it's visuals, but for the reflection it invokes in me.
The soft wind caressing my skin, the sun shining in my face, makes me think of all the things that have been taught to me in my childhood, about the Anathema, and how they were evil. That's not what I see in front of me. Since my leaving from the Blessed Isle, I have met 3 different Solars, all of them very different people.
One of them wants to rid Creation of the Realm's opressive rule. Another wants to be the ultimate combatant. The third does not seem to care much for the gift of Exaltation, using it for personal gain.
They each have their own views on life and Creation, but none of them are evil. Finian is the only one who seems to be too materialistic for his own good, but even he cannot be put in the same sentence as those monsters that they told us of in our past. I begin to question the basis of my knowledge. Just how much of it is true and how much of it is just a fabrication to self-justify their behavior?
I close my eyes, and concentrate on my skin. The wind, brushing my face, brings me much pleasure. I have not had a chance to relax like this in a while. I feel a strong affinity for air, being my element, and I have not concentrated on it in a long time. How the most minute eddies in the wind tell me where things are, how things move.
And how someone is trying to sneak up on me.
I roll to my side and get to my feet, chakram in hand, before she can react to the motion. Then I recognize her. Her name is Lenneth, and she is one of the people who saved me back in Sijan. One of these so-called Sidereal Exalted.
This is another of those things that further hammers down that not all is as it was taught to me. According to Lenneth, we were all originally Exalted, with us the Dragon-Bloods being the Terrestrial Exalted, for being chosen by the Elemental Dragons. What we call Anathema is what once were the caretakers of Creation, all the other types of Exalted.
Lenneth before me is a Sidereal Exalted, a group who has hidden from everyone while subtly manipulating from the shadows. She says that another group of Sidereals has been manipulating the Realm and it's religion to further ensure the rulership of the Dragon-Blooded, and their own goals in the process.
She thinks they may be the ones behind the Scavenger Lands' degeneration. She says all things have a spirit, something I have known as a fact, playing with wind spirits as a child, and she says that someone is directly attacking the spirit that represents the Scavenger Lands as a whole, thus causing harm to the whole area.
She also says these attacks would be coordinated on 2 planes; on Creation here as harm to the landscape, and by attacking the spirit directly.
But she's not here to speak of these things. She came for me for some qualities she says could be improved in me, to prepare me for the coming struggles.
At first I had difficulty trusting her, until I realized that her face looked familiar. She was one of the advisors my family kept around the grounds. I never knew what they discussed all those years ago, but I plan to ask her, when the time is right. Still, knowing her from my past does bring me a sense of comfort, or familiarity in this chaotic times.
"It is time", she says. Always so cryptic. If they've been around for half the time they claim, it helps to understand many things.
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Has it ever happened to you that you are waiting for something for such a long time, to then have it ripped off your hands at the last second? Like, to set some examples, waiting for the release date of a game only to have the release date pushed back the day before launch? Or waiting for food to be done to then have it burn and have to start over again?
That's how I feel today.
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Howstuffworks "How Lightsabers Work"
I always wondered...
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Bishojo game - Wikipedia, the free encyclopedia
Interesting read.
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Friends Of Foamy » Home
Very cool site, has all the episodes (including the removed ones) and some MP3s even!
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Ok, it's official. It's taken over me...
I WANT A MAC!!!
Dunno, they are so sleek and nice and stable and pretty... after an asessment of what I do with my computer, I reached the conclusion that I can do what I do on my PC on a mac... Or get an emulator for the rest. So I'm comparing macs now... looking for a laptop.. anyone have any suggestions...?
Also, this is Anais' fault, for infecting me with the Mac bug. DAMN YOU ANAIS!!! ^_^
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Ashtear
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Ashtear's Corner of Reality
Hmm, blogged myself.. WHy hadn't I thunked of that before??
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The Engadget Interview: Bill Gates, Part 1 - Engadget - www.engadget.com /
Now This is a nice read...
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Newgrounds Presents: Neurotically Yours
FOAMY!!!!!!!!!!!!!!!!!!!!!1
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lifaros experimental flash gallery
Nice little effects.
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I ripped this fullscale from a post at the White Wolf forums. If someone objects to this, please let me know, and I'll remove it. I just wanted to show others exactly the things that mess up a roleplaying game, plus the things players can come up with.. ^_^
-----------------------------------------------------------------------------
Okay, this is a bitch topic so if you don't wanna here someone
bitching, go somewhere else.
You guys might remember my earlier post about "Fred". He was the power
gamer who was trying to use Incomparable Sentinal Stance to turn
himself invisible for an hour. Well, after reading your posts, the ST
went ahead and told Fred he couldn't do that anymore. Fred pouted for
a bit and then intentionally killed his character because, "The ST
ruined my character concept." So, he decided to make a new one. I
wasn't there when he was making his new character, and I highly regret
that now.
I get there to the game and find that Fred is playing an Eclipse caste
Solar. "Whoa?! A social character?" I'm thinking, "Awesome..." I peek
at his stats and see they're all in physical attributes. "Oh well..."
This game session as we were travelling through the Wyld, we came
across this ancient infernal site that we were looking for to get an
artifact. We ended up battling this massive demon/wyld-mutated
mammoth-spirit. Now, before the battle starts the ST grins. "Okay
guys... I'm just gonna warn you now, this will be a pretty difficult
fight, so I apologize in advance if anyone gets smacked. This will
prolly be one of the hardest fights you've ever been in."
Anyway, Fred activates Strength Increasing Exercise adding 4 points to
his strength (he's got 4 permanent essence of course). Everyone else
activates their defensive charms... then we roll initiative.
Fred's character busts out a grand dakliave and then he says, "Okay,
I'm spending the 6 motes to transform my weapon."
Huh?
As it turns out, Fred has a 5 dot artifact that can, for 5 motes,
transform from a normal Grand Daklaive into a Warstrider Grand
Daklaive.
"Hold it!" I say, pausing the game. "You realize that you need a
strength of FOURTEEN to wield it? Maybe if you were playing a Lunar or
something..."
He just smiles.
"Wait up... you have a 14 strength?"
He explains:
He's got 6 points in strength (thanks to the Legendary Attribute
merit), plus an additional two from the Wyld-Affliction "Tough" for a
total of 8. Then, it turns out that somehow the ST let him start with
some Spirit charms, including Largess (why the heck the ST okayed this
crap is beyond me), which let him add an extra 2 points to his
strength for a total of 10. Then Strength Increasing Prana gives him 4
more for a total of 14.
I stare blankly, but what can I say? It's legit... so I kind of stop
paying attention to what's going on.
We roll initiative and, of course, he goes first (thanks to that +18
on initiative from his weapon).
He busts some combo and swings his sword at the monster. The ST just
smiles and I'm thinking, "Awesome, he's got something planned."
ST says "Go ahead.. it doesn't dodge. It's got a decent soak of 40 and
a ton of health levels. Like I said, this will be the hardest battle
you guys have ever been in."
So, Fred rolls the attack. "11 successes." ST smiles again. "Okay, do
damage.. remember, 40 soak."
Fred grabs a handful of dice and rolls them... then he grabs another
handful and rolls those... and then another...
I gotta speak up. "Hold up! What the hell? How are you doing so much damage?"
Thats when I find out his new trick. He had decided to take the
Terrestrial style martial art form Five Dragon Style to grab the
Five-Dragon-Blows charm. He had comboed this with Leaping Tiger
Attack.
Five-Dragon-Force-Blow doubles the base damage of his weapon (which is
19). So that becomes 38 + 14 strength + 10 for extra successes = 62
damage. Minus 40 from soak still leaves 22 damage, which Leaping Tiger
doubles to 44!
By the time he's done rolling damage he's managed to score 31
successes and killed the damn demon/wyld-mammoth in one hit!
He gives me a little smirk because he's got this little trick down
totally legit and I can't come whining to the message boards >_<
I know it's more the ST's fault for not telling this guy, "Hell no!"
but... sheesh...
Anyway, just thought I'd let you know what's going down with Mr.
Munchkin Power Gamer now... we're not sure if it's better to kill this
character or let him come up with something new Razz
AnubisXy
_________________
Knowledge Is Power
Power Corrupts
Study Hard, Be Evil!
Scribbled Here by
Ashtear
at
02:58
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Don't tell me why
I'm so near to commit a crime
When I stay alone here in front of you
I'm here
Illusion falls when you're not honest about the way you feel
I know I need only your voice
Saving all my words only for you
Forgive me
(Forgive me, forgive me)
Saving all my words only for you
Forgive me
(Forgive me, forgive me)
I don't know why
There's a limit to defy
With the vision of the future at my feet
I'm here
The night embrace me while
This picture simply blows me away
I feel I'll need only your voice
And I'm lonely here inside of me
Deep inside of me
Reveal the light in me
And I'm lonely here inside of me
Deep inside of me
Reveal the light in me
Saving all my words only for you
Forgive me
(Forgive me, forgive me)
Saving all my words only for you
Forgive me
(Forgive me, forgive me)
Don't tell me why
I'm so near to commit a crime
When I stay alone here in front of you
I'm here
Illusion falls when you're not honest about the way I feel
I know I need only your voice
And I'm lonely here inside of me
Deep inside of me
Believe in light in me
And I'm lonely here inside of me
Deep inside of me
Reveal the light in me
And I'm lonely here inside of me
Deep inside of me
I've never
Never felt myself this way before
I don't want to leave you with my tears
If you'll disappear
Believe in the light in me
Saving all my words only for you
Forgive me
(Forgive me, forgive me)
Saving all my words only for you
Forgive me
(Forgive me, forgive me)
Falling on my knees only for you
Forgive me
(Forgive me, forgive me)
Saving all my words only for you
Forgive me
(Forgive me, forgive me)
Scribbled Here by
Ashtear
at
02:43
1 comments
JavaScript - W3C DOM - Introduction
Exactly what I needed. Let's see if I can play with my site template a bit with this....
Scribbled Here by
Ashtear
at
01:56
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The Big Red Juicer
Human inventiveness at it's best.
Scribbled Here by
Ashtear
at
01:42
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So it doesn't take a genius to see the last posts and realize I went browsing DeviantART. I was looking mainly for female pics, 3D models or anime drawings, as concept ideas for a group I'm designing for my Exalted chronicle. In short, I'll be browsing DeviantART more often.. ^_^
Scribbled Here by
Ashtear
at
04:02
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Kajitani-Eizan's Patch Site
Now, this are the kinds of things that water my eyes... I wish I could play this sort of games. But NOOOOOO, they have to know better and someone KNOW that people won't like these games stateside... I WANT THESE GAMES, DAMNIT!!!!
Scribbled Here by
Ashtear
at
01:09
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Scribbled Here by
Ashtear
at
04:49
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Scribbled Here by
Ashtear
at
04:29
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deviantART: bleedman
The artist behind the PowerPuff Girls Doujinshi.
Scribbled Here by
Ashtear
at
03:17
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PowerPuff Girls Doujinshi Updated Sundays
Weird... but very nice art!!
Scribbled Here by
Ashtear
at
02:16
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Paradox Lost "Simple Things"
Another Interesting One....
Scribbled Here by
Ashtear
at
01:44
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Seraphic - our comic has feathers.
Interesting WebComic...
Scribbled Here by
Ashtear
at
00:50
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