Feathers of Gold

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A large-scale and therefore likely to be quickly abandoned Exalted hack.<br>
A large-scale and therefore likely to be quickly abandoned Exalted hack.<br>
=History=
=History=
-
what did the Solars do that got Heaven so pissed but the Lunars were fine? well, first, the Lunars had the Mate thing and almost as much power- second, gods are selfish. maybe they seriously fucked with how prayer works and thus quintessence/ambrosia collection.<br>
+
<br>
 +
We all know how most of this goes, but it's tweaked a little. The mechanics-related changes will be repeated someplace else.<br>
 +
[[Feathers of Gold/Primordial War | The Primordial War]] Done.<br>
 +
[[Feathers of Gold/High First Age| The First Age of Man]] Mostly done.<br>
 +
[[Feathers of Gold/Post-Usurpation| The Balorian Crusade (among other problems)]] Not done, obviously.<br>
 +
[[Feathers of Gold/Second Age| The Lunar Deliberative]] This will go up to when the Solars are first released.<br>
 +
[[Feathers of Gold/Post-Release| Dawning of the Third Age]] We probably won't be playing with this timeline, at least not for the first game.<br>
 +
<br>
<br>
<br>
=Setting=
=Setting=
-
Fluff.<br>
+
<br>
==Creation==
==Creation==
-
not exactly like Second Age perhaps, Balorian Crusade ended differently. Blessed Isle home of Deliberative, owned by Silver Pact. maybe Luna's gone as hands-off as the Sun usually is. several base cultures ~= types of Lunar, some Threshold places of course Lunar-affected.<br>
 
<br>
<br>
-
what would a place run by infinitely adaptable perfectionists look like? also plus Cold War thing, probably the place changes a lot, have to keep up. otoh, Isle is core of stability, keeping First Age stuff.<br>
+
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.<br>
 +
<br>
 +
===Blessed Isle===
 +
[[Feathers of Gold/IslePeoples | Nations and Peoples]]<br>
 +
[[Feathers of Gold/IsleGeography | Geography and Supernatural Elements]]<br>
 +
<br>
 +
===The East===
 +
[[Feathers of Gold/EastPeoples | Nations and Peoples]]<br>
 +
[[Feathers of Gold/EastGeography | Geography and Supernatural Elements]]<br>
 +
<br>
 +
===The South===
 +
[[Feathers of Gold/SouthPeoples | Nations and Peoples]]<br>
 +
[[Feathers of Gold/SouthGeography | Geography and Supernatural Elements]]<br>
 +
<br>
 +
===The West===
 +
[[Feathers of Gold/WestPeoples | Nations and Peoples]]<br>
 +
[[Feathers of Gold/WestGeography | Geography and Supernatural Elements]]<br>
 +
<br>
 +
===The North===
 +
[[Feathers of Gold/NorthPeoples | Nations and Peoples]]<br>
 +
[[Feathers of Gold/NorthGeography | Geography and Supernatural Elements]]<br>
<br>
<br>
-
the Threshold. with the Lunars around, history's probably revised but not in the same way, people wouldn't consider the tech so "lost", and with cultures more based around integration with mortals (partly because the Breed More Or Die kicks in, and no Immaculates), magitech and yellow jade and augmentation stuff becomes important! breeding level less important, more consistent, rather than diminishing, also helps. some places likely about as segregationist as the Realm, others, way less.<br>
 
<br>
<br>
==Yu-Shan==
==Yu-Shan==
-
Yu-Shan is basically blocked off. Sids still have to come down to do work, of course, but rather than mostly on the Isle, mostly in Threshold- and rather than gates, either Sorcery idea above or, hey, the Maidens would give (a) Charm(s) if it were THAT important. Arcane Fate replaced with something similar, less specific.<br>
+
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.<br>
 +
[[Feathers of Gold/HeavenlyPeople | Departments and People]]<br>
 +
[[Feathers of Gold/HeavenlyGeography | Geography]]<br>
<br>
<br>
==The Wyld==
==The Wyld==
Flyff! Should work differently maybe.<br>
Flyff! Should work differently maybe.<br>
 +
===Major Courts===
 +
<br>
 +
===Bordermarches===
 +
<br>
==Other==
==Other==
-
Mostly unchanged.<br>
+
Mostly unchanged, though the Underworld has a different kind of punch since they don't have Abyssals.<br>
 +
<br>
 +
===The Underworld===
 +
<br>
 +
===Malfeas===
 +
<br>
=Splats=
=Splats=
going to have to revamp large portions of system anyway, so.<br>
going to have to revamp large portions of system anyway, so.<br>
<br>
<br>
-
make Solar Charms dependent on Virtues- thematic to both UCS and Fae? revamp virtue system. give Wyld Charms, Shaping Charms to Solars, give Lunars more anti-Wyld stuff maybe, playing up Luna's defense stuff.<br>
+
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.<br>
<br>
<br>
-
Solar - Virtue (Core Virtue+Willpower?)<br>
+
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.<br>
-
which would fit with Rakshas being the same.<br>
+
-
Lunar - Attribute<br>
+
-
DB - Ability<br>
+
-
Sid - still Essence? maybe also tweak their Charms thus or something.<br>
+
<br>
<br>
-
anima banners as an internal effect/addition; how to distinguish from DBT? something more than unchangeable/not just animal? resonate with Caste/core virtue at least. well, if it's anima, it flares automatically sometimes. perhaps also comes with downsides other than being obvious.<br>
+
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.<br>
<br>
<br>
-
revamping Castes maybe also. maybe more like tweak. Dawn-Sword Zenith-Heart Twilight-Cup Night-Staff Eclipse-Ring. Caste/Core Virtue? still need to spread out a bit more. maybe Charms that define Virtues further?<br>
+
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.<br>
 +
<br>
 +
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.<br>
 +
<br>
 +
The Virtue system is definitely getting redone, but that requires mechanical knowledge...<br>
 +
<br>
 +
[[Feathers of Gold/Mortals | General info]] - Mortal chargen, general info, and *-blooded templates.<br>
 +
[[Feathers of Gold/MortalNPCS | Notable mortals and *-blooded]]<br>
 +
[[Feathers of Gold/OtherNPCS | Other interesting people]] - Gods, monsters, and other beings of Creation and Yu-Shan.<br>
<br>
<br>
-
maybe toss Sorcery over to Sids, make MA something else or just drop? Sid Charms pure Essence deals, that sort of thing? hmm. would have to revamp Sorcery, but hey. maybe stick Sorcery/Astrology together as fucking with the basic Essence of Creation. have to deal with the Wizard Power Level Thing... or maybe not as much.<br>
 
==Solars==
==Solars==
-
Fluff. Yay!<br>
+
The Solars are still essentially creatures of the Sun, but their powers have changed- the metaphorical has become literal and vice versa.<br>
 +
<br>
 +
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.<br>
 +
<br>
 +
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.<br>
 +
<br>
 +
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.<br>
 +
<br>
 +
in general terms, I want:<br>
 +
<br>
 +
-these Solars to be distinctly different from First Age Solars, but still recognizable as Chosen of the Sun<br>
 +
-a player to be able to justify the idea of a human being getting these powers<br>
 +
-less continuity between First and this Age<br>
 +
-the Wyld-taint as a flaw that can be overcome in multiple ways<br>
 +
<br>
 +
Att/Ability/wtfever:<br>
 +
same as before, outside of making Str useful and Emp for App<br>
 +
<br>
 +
Virtues:<br>
 +
I would still like to completely rewrite this. for one thing having five would make my life sodamnmucheasier. maybe take a page from Scion and you get Virtues based on your god? or even give *that* to Caste?<br>
 +
<br>
 +
how many virtues would you need to define to have unique setups for 5x4 Castes in sets of either 4 or 5? I wish I remembered these equations.<br>
 +
<br>
 +
Graces:<br>
 +
these will work like FF in that they're obviously Virtue-tied. they need to be both distinct from Artifact and not make Artifact useless, though they *can* make them *less useful* for Solars.<br>
 +
<br>
 +
give Solars the usual number of Graces; rating is dependent on something like Virtue rating; Grace/Virtue is a keyword(s), meaning (required) or (can use).<br>
 +
<br>
 +
*could* do something like, if Virtues are Caste-tied, make Graces tied to those unique virtues, thereby making it harder for Solars to go out-of-Caste (locking into "roles"); could do tweaking with which Virtues overlap, or just with who gets how many Keyword. this is gonna be hard to balance, especially with customs.<br>
 +
<br>
 +
primary-virtue-tied get extra benefits. probably, mostly, cannot be stolen or vexed etc..<br>
 +
<br>
 +
Charms:<br>
 +
ftlog, define how one makes a Charm somehow kinda.<br>
 +
<br>
 +
as far as I know about the same, except for tweaking flavor a bit. make some new ones, take away the old, add Shaping Charms.<br>
 +
<br>
 +
other:<br>
 +
Solars have a set number of Wyld mutations gained upon chargen; for a character who already has those, these may replace or modify a certain amount old ones. anima flare adds more/increases them, which are also set.<br>
 +
<br>
 +
this does trigger the "too Wyld to live outside" thing at some point, especially at lower Essence, and speeds towards some sort of chimerism-equivalent if not careful. the problem with Solars isn't having your identity and mind go all sloppy, it's being forced into a 2d critter and, essentially, taking on a raksha caste.<br>
 +
<br>
 +
[[Feathers of Gold/Solars | General info]] - Solar template and chargen info.<br>
 +
[[Feathers of Gold/SolarNPCS | Notable Solars]]<br>
 +
[[Feathers of Gold/Mutations | Wyld Mutations]] as well as whatever else you'd like to use it for.<br>
 +
<br>
 +
 
==Lunars==
==Lunars==
-
Mostly fluff.<br>
+
Mostly fluff. Some Charmhacking to reflect slight change in purpose.<br>
 +
[[Feathers of Gold/Lunars | General info]] - Lunar template and chargen info.<br>
 +
[[Feathers of Gold/LunarNPCS | Notable Lunars]]<br>
 +
[[Feathers of Gold/Critters | Totem creation system]] - Can also be used for familiar and beast creation.<br>
==Sidereals==
==Sidereals==
-
Loss and gain.<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>
-
==Need name that does not sound like Sonic team==
+
[[Feathers of Gold/Sidereals | General info]] - Sidereal template and chargen info.<br>
 +
[[Feathers of Gold/SidNPCS | Notable Sidereals]]<br>
 +
[[Feathers of Gold/Sorceryhack | Modified Sorcery]]<br>
 +
==Entropics==
Rakshabyssals.<br>
Rakshabyssals.<br>
 +
[[Feathers of Gold/Entropics | General info]] - Entropic Exalted template and chargen info.<br>
 +
[[Feathers of Gold/EntropicNPCS | Notable Entropics]]<br>
==Dragon-Blooded==
==Dragon-Blooded==
-
Get kind of a kick.<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>
 +
[[Feathers of Gold/Dragon-Blooded | General info]] - DB template and chargen info.<br>
 +
[[Feathers of Gold/DragonNPCS | Notable Chosen of the Dragons]]<br>
=Other Things=
=Other Things=
????<br>
????<br>

Current revision as of 02:56, 5 August 2009

Contents

[edit] 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.

[edit] 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.


[edit] Setting


[edit] 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.

[edit] Blessed Isle

Nations and Peoples
Geography and Supernatural Elements

[edit] The East

Nations and Peoples
Geography and Supernatural Elements

[edit] The South

Nations and Peoples
Geography and Supernatural Elements

[edit] The West

Nations and Peoples
Geography and Supernatural Elements

[edit] The North

Nations and Peoples
Geography and Supernatural Elements


[edit] 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.
Departments and People
Geography

[edit] The Wyld

Flyff! Should work differently maybe.

[edit] Major Courts


[edit] Bordermarches


[edit] Other

Mostly unchanged, though the Underworld has a different kind of punch since they don't have Abyssals.

[edit] The Underworld


[edit] Malfeas


[edit] 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...

General info - Mortal chargen, general info, and *-blooded templates.
Notable mortals and *-blooded
Other interesting people - Gods, monsters, and other beings of Creation and Yu-Shan.

[edit] 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.

in general terms, I want:

-these Solars to be distinctly different from First Age Solars, but still recognizable as Chosen of the Sun
-a player to be able to justify the idea of a human being getting these powers
-less continuity between First and this Age
-the Wyld-taint as a flaw that can be overcome in multiple ways

Att/Ability/wtfever:
same as before, outside of making Str useful and Emp for App

Virtues:
I would still like to completely rewrite this. for one thing having five would make my life sodamnmucheasier. maybe take a page from Scion and you get Virtues based on your god? or even give *that* to Caste?

how many virtues would you need to define to have unique setups for 5x4 Castes in sets of either 4 or 5? I wish I remembered these equations.

Graces:
these will work like FF in that they're obviously Virtue-tied. they need to be both distinct from Artifact and not make Artifact useless, though they *can* make them *less useful* for Solars.

give Solars the usual number of Graces; rating is dependent on something like Virtue rating; Grace/Virtue is a keyword(s), meaning (required) or (can use).

  • could* do something like, if Virtues are Caste-tied, make Graces tied to those unique virtues, thereby making it harder for Solars to go out-of-Caste (locking into "roles"); could do tweaking with which Virtues overlap, or just with who gets how many Keyword. this is gonna be hard to balance, especially with customs.


primary-virtue-tied get extra benefits. probably, mostly, cannot be stolen or vexed etc..

Charms:
ftlog, define how one makes a Charm somehow kinda.

as far as I know about the same, except for tweaking flavor a bit. make some new ones, take away the old, add Shaping Charms.

other:
Solars have a set number of Wyld mutations gained upon chargen; for a character who already has those, these may replace or modify a certain amount old ones. anima flare adds more/increases them, which are also set.

this does trigger the "too Wyld to live outside" thing at some point, especially at lower Essence, and speeds towards some sort of chimerism-equivalent if not careful. the problem with Solars isn't having your identity and mind go all sloppy, it's being forced into a 2d critter and, essentially, taking on a raksha caste.

General info - Solar template and chargen info.
Notable Solars
Wyld Mutations as well as whatever else you'd like to use it for.

[edit] Lunars

Mostly fluff. Some Charmhacking to reflect slight change in purpose.
General info - Lunar template and chargen info.
Notable Lunars
Totem creation system - Can also be used for familiar and beast creation.

[edit] 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.
General info - Sidereal template and chargen info.
Notable Sidereals
Modified Sorcery

[edit] Entropics

Rakshabyssals.
General info - Entropic Exalted template and chargen info.
Notable Entropics

[edit] 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.
General info - DB template and chargen info.
Notable Chosen of the Dragons

[edit] Other Things

????

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