Grey
Dialectical Hermeticist
Exalted
Broken
The creation of life is almost a triviality to powerful Exalts. And to those who master it, can be not just their means to an end, but the end in and of itself. For all the Lunars creating species to thrive in Creation and fend for themselves, there is the mildly unhinged No-Moon who believes crocodiles should be poisonous. For every Solar who ever elected to breed Tomb Guardians, there was, inevitably, one who demanded something with new and prolific genitalia.
This is the story of six little monsters in the Age of Sorrows. The lone and broken products of Exalted meddling, they band together to survive in a world that rejects their existence.
Inspired by Crasical's cactus-girl, I have decided on a game of artificially created characters. That they be notably inhuman is the only real requirement, but we'll see how the applications look. I suggest starting with a Heroic Mortal and then applying mutations until you have what you're looking for.
Crucible
Magic & Mayhem
The year is speculated to be 103 Foundation (700 years after The Fall, and 100 years of seemingly stable society), and the land is split into dozens of city-states. Each city is a magical marvel, a bastion of safety in a world gone mad, a utopia fueled by Sorceror-Kings.
But this is a lie, to prevent... defection. Each ruling Magus has near godlike power, and a personality to match. They enforce their philosophies and magic on the cities that they rule. From the Iron City of Helene Clocksmith, where the people are more machine than mortal, to the Trifene Hive where Heartwright Trifena has mind-scrubbed her subjects into a single entity, few city-states can be described as sane or safe.
To make matters worse, Magi do not get along together terribly well, and the cities war constantly.
As if this was not enough, the lone or outcast Magi of the world have loosed - accidentally or deliberately - a host of terrors on the world, from magically created monsters to thinking golems to hungry wraiths.
Not this concerns you, of course - you're a Magus, too. You are a law unto yourself, a nascent god, a fearsome and mighty conduit of magical energy.
Or you will be, one day. For now you can reliably conjure a fireball without scorching your eyebrows off.
The PCs are a collection of Magi, all Weavers, who by some as-yet undetermined mechanism are cast into a relatively peaceful and uninhabited region of Imeria to forge their destiny. I am quite happy for this to turn into a game of competing magical cities, if party coherency breaks down, or of rip-roaring magipulp adventure.
To The Waters And The Wild
From a moment of powerful emotion. From a century as a favoured sword. From a lifetime of venerated practice. You have clawed and fought and fed your way from such humble beginnings to real sentience. From a simple parasite on mankind's psyche to a more refined predator of the soul. You are denied passage through the Ivory Gate by the Nobles, but know that for the strong, the cunning, and the ruthless, there are places to be filled in the pantheon. Mortals find new beliefs every day, afterall.
Can your Troupe raise themselves from Sprites to Gods, and carve out Dominions in the Overworld?
A test game of Fair Folk! The rules for this are... complicated. I won't go into too much detail until I know if anyone wants to play.
Broken
The creation of life is almost a triviality to powerful Exalts. And to those who master it, can be not just their means to an end, but the end in and of itself. For all the Lunars creating species to thrive in Creation and fend for themselves, there is the mildly unhinged No-Moon who believes crocodiles should be poisonous. For every Solar who ever elected to breed Tomb Guardians, there was, inevitably, one who demanded something with new and prolific genitalia.
This is the story of six little monsters in the Age of Sorrows. The lone and broken products of Exalted meddling, they band together to survive in a world that rejects their existence.
Inspired by Crasical's cactus-girl, I have decided on a game of artificially created characters. That they be notably inhuman is the only real requirement, but we'll see how the applications look. I suggest starting with a Heroic Mortal and then applying mutations until you have what you're looking for.
Crucible
Magic & Mayhem
The year is speculated to be 103 Foundation (700 years after The Fall, and 100 years of seemingly stable society), and the land is split into dozens of city-states. Each city is a magical marvel, a bastion of safety in a world gone mad, a utopia fueled by Sorceror-Kings.
But this is a lie, to prevent... defection. Each ruling Magus has near godlike power, and a personality to match. They enforce their philosophies and magic on the cities that they rule. From the Iron City of Helene Clocksmith, where the people are more machine than mortal, to the Trifene Hive where Heartwright Trifena has mind-scrubbed her subjects into a single entity, few city-states can be described as sane or safe.
To make matters worse, Magi do not get along together terribly well, and the cities war constantly.
As if this was not enough, the lone or outcast Magi of the world have loosed - accidentally or deliberately - a host of terrors on the world, from magically created monsters to thinking golems to hungry wraiths.
Not this concerns you, of course - you're a Magus, too. You are a law unto yourself, a nascent god, a fearsome and mighty conduit of magical energy.
Or you will be, one day. For now you can reliably conjure a fireball without scorching your eyebrows off.
The PCs are a collection of Magi, all Weavers, who by some as-yet undetermined mechanism are cast into a relatively peaceful and uninhabited region of Imeria to forge their destiny. I am quite happy for this to turn into a game of competing magical cities, if party coherency breaks down, or of rip-roaring magipulp adventure.
To The Waters And The Wild
From a moment of powerful emotion. From a century as a favoured sword. From a lifetime of venerated practice. You have clawed and fought and fed your way from such humble beginnings to real sentience. From a simple parasite on mankind's psyche to a more refined predator of the soul. You are denied passage through the Ivory Gate by the Nobles, but know that for the strong, the cunning, and the ruthless, there are places to be filled in the pantheon. Mortals find new beliefs every day, afterall.
Can your Troupe raise themselves from Sprites to Gods, and carve out Dominions in the Overworld?
A test game of Fair Folk! The rules for this are... complicated. I won't go into too much detail until I know if anyone wants to play.