Feathers of Gold
From Greenthings
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==Sidereals== | ==Sidereals== | ||
Loss and gain. More of them. Less ability to do as they like in Creation. No Arcane Fate, but something different. Possible Astrology hack. If I go with the MA as universal or Solars idea, they get Sorcery... which means I have to hack Sorcery. Great.<br> | Loss and gain. More of them. Less ability to do as they like in Creation. No Arcane Fate, but something different. Possible Astrology hack. If I go with the MA as universal or Solars idea, they get Sorcery... which means I have to hack Sorcery. Great.<br> | ||
- | == | + | ==Entropics== |
- | Rakshabyssals | + | Rakshabyssals.<br> |
==Dragon-Blooded== | ==Dragon-Blooded== | ||
Get kind of a kick. More able to do things to and with mortals, and while they don't have hegemony everywhere, they do have shiny artifact and magitech flavoring.<br> | Get kind of a kick. More able to do things to and with mortals, and while they don't have hegemony everywhere, they do have shiny artifact and magitech flavoring.<br> | ||
=Other Things= | =Other Things= | ||
????<br> | ????<br> |
Revision as of 05:07, 26 June 2009
Contents |
Feathers of Gold - Introduction
The Usurpation was delayed, and tragedy unified Heaven. The Jade Prison was tossed into the Wyld. The Lunars held position and wage cold war from the Blessed Isle, while the Thousand Kingdoms of the Terrestrials are left to defend the Threshold with the technology of their former superiors.
Planning for the Second Balorian Crusade has released the Solar Exaltations, no less great, but irrevocably changed. The new Age is coming; who will tell your story?
A large-scale and therefore likely to be quickly abandoned Exalted hack.
History
We all know how most of this goes, but it's tweaked a little. The mechanics-related changes will be repeated someplace else.
The Primordial War Done.
The First Age of Man Mostly done.
The Balorian Crusade (among other problems) Not done, obviously.
The Lunar Deliberative This will go up to when the Solars are first released.
Dawning of the Third Age We probably won't be playing with this timeline, at least not for the first game.
Setting
Creation
Bigger than it is in canon and rather lopsided, but still much smaller than it was in the First Age. The Lunar Deliberative has its hands on the Isle, the East is partly run by another Lunar offshoot, and the Tribes of the Dragons share the rest of the land with mortals and stranger folk. The Immaculate faith exists in a modified form and for different reasons.
Yu-Shan
Yu-Shan is basically blocked off. Sids still have to come down to do work, of course... but it's much more dangerous. Thankfully, there are also a lot more of them, so there's not so much of a staffing crisis, just, er, more of a space issue.
The Wyld
Flyff! Should work differently maybe.
Other
Mostly unchanged, though the Underworld has a different kind of punch since they don't have Abyssals.
Splats
going to have to revamp large portions of system anyway, so.
The Curse is a malfunction of Essence, and tied thus to Caste/Aspect for all critters. The more Peripheral spent, the more Anima flares, the more chance you have to break/more often you have to roll until you've regained all that. Run completely out of Peripheral and you break automatically- though this is, of course, not that hard to avoid in most circumstances.
On the other hand, Anima flares are less dangerous and more useful other than that- the natural anima stuff, but more than that. also, f'ex Lunars can still shift however they like when in that state.
The concept of Breeding... I had an idea for that that I forget. possibly to do with Half-Castes. There are definitely Half-Castes, because I like them.
I believe I will make MA as Hero styles = splat-only powers, everything else = alternate trees? Might make *those* also not always tied to the MA ability. maybe steal some things from DBs learning CMA crunch/fluff.
Appearance is replaced by Empathy, I think. I don't want to gank composure or countenance just because nWoD works when perception and integrity exist, and empathy (as in ability to appreciate other people) doesn't have a precise analogue- soc and inv can do some, compassion does some... but none quite.
The Virtue system is definitely getting redone, but that requires mechanical knowledge...
Solars
The Solars are still essentially creatures of the Sun, but their powers have changed- the metaphorical has become literal and vice versa.
Anima, iconic expressions of self/Exaltation = making the Chosen more like the Sun, more archetypal over time. the Anima banner now expresses itself as mutations which never entirely go away, but get stronger as more Per. is spent to become iconic, as well as more Permanent Essence is gotten. Like that Glorious Hero Form thing, or Assumption Charms. Possibly still need to hack this.
As the Lawgivers, though tainted by the Wyld, they are champions of Creation. they are capable of imposing their will on whatever field they please- plenty of Shaping Charms. also partially explains the Just Hit It Harder And It Works thing a bit nicer.
Perhaps: Charms are still Ability Charms, but like the other folks, they now have an additional specialty. I kinda want to do something with Virtues and Graces.
Lunars
Mostly fluff. Some Charmhacking to reflect slight change in purpose.
Sidereals
Loss and gain. More of them. Less ability to do as they like in Creation. No Arcane Fate, but something different. Possible Astrology hack. If I go with the MA as universal or Solars idea, they get Sorcery... which means I have to hack Sorcery. Great.
Entropics
Rakshabyssals.
Dragon-Blooded
Get kind of a kick. More able to do things to and with mortals, and while they don't have hegemony everywhere, they do have shiny artifact and magitech flavoring.
Other Things
????