[Moonrise] Terrestrials

Teal

Certifiably Political
Something happened to the Terrestrials on the night of the Usurpation - something the Sidereals did not expect. They began to draw power from their individual exceptionalism - a fact eerily reminiscent of the God Kings they would cast down. As the years went on, and the blood of the Terrestrials weakened, the Sidereals learned to be grateful for this change however - even if they did not predict it. But, now, some in Heaven find themselves cursing this competence the Terrestrials developed - restoring the First Age might not be an easy task.


Dynasty's State: The Empress's vanishment has required a great deal of work to fall on the Deliberative - but the transition, oddly enough, has not been overly divisive. The structures, already established, have shuddered somewhat under the new burdens, but are struggling onward. What is most remarkable is how difficult it is for individual Houses to pursue their own agendas to the exclusion of other Houses in this system - particularly when the sum effect violates precedents set by the Empress. In other words, relatively little has changed since the Empress has vanished - though how long this will remain the case is difficult to estimate.


Dragon's Law: Pending a review of the Compass: Blessed Isle, I would like to tentatively note that the Terrestrial Exalted are not above the law. Different bodies of law do apply to the differing classes in the Scarlet Dynasty, but even the Empress is entirely unconstrained by such systems. These laws do not give mortals rights visa-vie the Terrestrial Exalted per se, though they do enshrine obligations for Terrestrials to mortals, as matter of Noblesse Oblige. To violate them is dangerous to your honor - without which, your life is less secure and certainly less comfortable (one does not promote the dishonorable).


Charms

  • Terrestrials no longer need to pay out-of-Aspect surcharges on Excellencies.
  • The Second Excellency for (Ability+Specialty) treats 1 auto-sux as 1 dice.
  • A variation of As the Wind Turns exists, which provides additional motes to a Terrestrial, based on how large their family is. This is available at Essence 4, Lore 5.


Aspect-Specific Combat Styles: As a general matter, Terrestrial Combat charms (Archery, Brawl, Melee and Thrown) each have 3 alternate purchases, allowing them to apply the normal effects of that charm to a different combat ability. Purchasing one of these alternate charms requires a rating in the Ability the charm is to apply to equal to the Ability prerequisites of the original charm. This does not change the Aspect of the original charm. Other equivalent abilities - like Performance, Presence and Investigation, perhaps - may also gain alternate purchases. Of course, some charms simply may not work for other abilities.

  • eg, An Air Aspect Terrestrial may purchase a charm with a Thrown req. of 5, using their Melee ability instead. The charm remains an Air Aspect charm, but applies to Melee rolls, not Thrown ones. If the charm had other Thrown prerequisite. these must be purchased as Melee charms first. They do not need to purchase the original version of the Thrown charm first.
  • This part was inspired by some of the details the developers of 3e provided.


Anima Flux: Beings which soak Lethal Damage naturally no longer are immune to the Terrestrial's anima flux.


Celestial and Adamant Sorcery: Terrestrials can use spells from the Celestial Circle by working together. Roughly 10 Terrestrials, who have undergone the Trial of Sacrifice twice, must work together in Casting a Celestial Sorcery spell. 100 Terrestrials who have undergone three Trials of Sacrifice are necessary to use Adamant Sorcery. Similar numbers apply to Necromancy. Note, however, that such magic is viewed as "Dark" by the Immaculate Orthodoxy.


Sidereal Martial Arts: In theory, were it possible for Terrestrials to work "together" when practicing Sidereal Martial Arts, they might be able to use them without dying. Most experiments to this effect have proven rather suicidal to date, but attempts to use them begin to be possible at Essence 6 for Terrestrials.


Aspects and Houses: Terrestrials are more likely to inherit the Aspect of their House than not. This is the result of Creation!Genetics - declaring your House Aspected toward a Dragon does, in-fact, alter the Aspects of the children those inside it bear.


Half-Castes: Terrestrial Half-Castes exist under these Houserules, though they are far weaker than the Scroll of Heroes sets out. The gulf between them and their Exalted brothers remains high, but even an unexalted Dynast is a supernatural being.


Dynasty: Terrestrials may learn charms, spells or undergo Thaumatugic rituals to opt-in or opt-out of a particular familial lineage. Most Great Houses have done this, to prevent the Empress from controlling them with her Dynasty magic - as have the majority of Immaculate Monks (who are, generally, not part of any family). By contrast, Outcastes often opt-in to the Empress's House - though this does require the permission of the Empress herself (or the leader of her House).

  • Most Terrestrials can learn charms to extract themselves from their House at any time - but lower versions of it require motes to be committed, and may reduce their Breeding score to 0 while they're active. It isn't until Essence 6 that they may fully extract themselves without penalty, permanently, without outside help or Sorcery.


Limit Break: Terrestrials generally follow Solar Limit-Break rules. Flavor-wise, these should reflect a more personalized version of their canon Element-Virtue Limits.


Terrestrial Half-Castes: Or more casually, Dynasts. Any individual with a Breeding-score over 0 is treated as a Terrestrial Half-Caste. They gain a personal essence pool equal to (Breeding)*(Essence), longevity and a number of additional favored abilities equal to (Breeding). Up to three may be assigned to out-of-Aspect Abilities. Breeding-granted favored abilities should reflect their lineage - talents inherited from their family/household/Great House.

  • Dynasts may only learn the Terrestrial Charms of their element, and these charms must be associated with one of their Favored Abilities. These charms do not come as easy to them as they do to true Terrestrials and they double all training times.
  • Dynasts may also access charms iterations associated with their Great House's aspect, if the Aspect is different from their own, at a -1 penalty to their Breeding.
  • Dynasts can raise their Essence to (Breeding) or 3, whichever is higher. However, they may not learn any Terrestrial Exalted charms with Essence prerequisites in excess of their Breeding.
  • They may also learn any form of magic common to all Essence-users (Supernatural Martial Arts and Sorcery) as mortals would.
 
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