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Mandate of the Demon Wizard
The following section of the wiki houses ingame rules and rulings as stated by the Demon Wizard in Discord discussions. They are final until otherwise stated. May contain source material references for future use.
The Solar/Abyssal Charm (Ability) Essence Flow does NOT have any Errata on it. The Errata on that Charm is stupid and so I have decided to ignore it. The Charm will continue to allow you to use the First, Second, or Third (Ability) Excellencies as "Innate Powers", meaning as Not-A-Charm. It remains incompatible with the Infinite (Ability) Mastery [pay up front, don't pay as much/anything at all per-use of the 1st, 2nd, 3rd], and of course the 1st/2nd remain incompatible with the 3rd for any given roll.
Festivals of the Moon
On the New Moon of each Ascending Month, the first Quarter of each Resplendent Month, and the Full Moon of each Descending Month there is a larger Festival Day to Luna
On the First Day of Each Month is Sol's Festival
On the Last Day of each Month of Air is Mercury's Day, Last Day of each month of Water is Venus's Day, Last Day of each month of Earth is Mar's Day, Last Day of each Month of Wood is Jupiter's Day, Last Day of each Month of Fire is Saturn's day (with an especial festival on the last day of Descending Fire marking the end of the year).
Background
Crafter's Aide
- 0-You are on your own.
- 1-A team of Mortals that can provide aid in a single mundane craft, Craft: (Element) at 3.
- 2-A larger group of Mortals who can assist in mundane and artifact creation for one of them, Craft: (three Elements), Lore, and Occult 3.
- 3-A group of beings who can assist in any mundane Craft and one Esoteric Craft. Craft: (all Elements) 5, Craft: (one Esoteric Craft) 3, Lore 5, Occult 5.
- 4-A collection of Essence manipulating beings, of roughly equal Essence to the character. Craft: (all Elements) 5 + Specialties , Craft: (two Esoteric Crafts) 5, Lore 5 + Specialties, Occult 5 + Specialties/Thaumaturgies.
- 5-Your workshops now include aides of great power than yourself, capable of Essence manipulation and Charm use. Essence (character + 1), All Crafts Mundane and Esoteric 5 + Specialties, Lore 5 + Specialties, Occult 5 + Specialties, Crafting Charms available.
Charm
Mighty Training of the Sun's Legion Cost (+3m, 1wp); Mins: War 5, Essence 5; Type: Permanent Keyword: Merged: Scholarly Training of the Sun's Legion Duration: Permanent Prerequisite Charms: Legendary Warrior Curriculum
The Lawgiver's legion must be both mighty of body and mind, and be so in short order. After spending a month using Tiger Warrior Training Technique on the same target, the Solar may evoke this charm to give the targeted group a bonus dot in any valid statistic from Tiger Warrior Training Technique. If the Solar has been training the legion for the entire season and used Mighty Training Legion for all three months, the target of the training also receives a number of bonus dots equal to (the Lawgiver's permanent Essence/2) if the Lawgiver spends an additional 10m and 1wp at the end of the training. The targeted group must train for a minimum of 2 periods of 5 hours per week instead of the normal requirement.
This Charm is Merged with Scholarly Training of the Sun's Legion.
Scholarly Training of the Sun's Legion Cost (+3m, 1wp); Mins: Lore 5, Essence 5; Type: Permanent Keyword: Merged: Mighty Training of the Sun's Legion Duration: Permanent Prerequisite Charms: Legendary Scholar Curriculum
As Mighty Training of the Sun's Legion, except improves Harmonious Academic Methodology instead.
Cadaverous Torpor Technique- Remove the Stackable keyword from this charm
Knacks
Silver Moon Changes Tides: Prereqs: Terrifying Beastman Alteration, Perfected Hybrid Interaction, Devastating Ogre Enhancement Essence 5/ Int5
Like the Moon pulls the tides and changes the shore so too does it have a pull to change upon the Guardians. Lunars that acquire this knack can shift the mutation points of their Deadly Beastman Transfermation Once during the Lunar Year. They may not reallocate these points again until after Calibration has been completed. Lunars that use this knack's ability while in the Wyld may do so once per season. This Knack may be required at 7 Ess/ 7 Sta which allows the ability to be used once a month outside the Wyld and at will within.
Misc additions
Breastpumps are a thing non-artifact items Resource 1 Resource 2 for ex quality.
The Nature of Beastmen and their creation in Creation:
Beastmen created through Lunar non-Wyld charms, have what is termed as "internal mutations" and therefore can never be "Too Wyld for creation." However, this is not carte blanche to go crazy with their designs either. Any newly created Beastmen, again by using Lunar non-Wyld charms or effects, will have to use Heroic Mortal Character creation rules and must spend bonus points to purchase their Mutations. The Inheritance Background would apply, and the First Generation offspring would apply their Background as follows:
Celestial E3 Parent-Inheritance 2
Celestial E4 or E5 Parent- Inheritance 3
Celestial E6-8 Parent - Inheritance 4
Celestial E9+ - Inheritance 5
The Offspring Does Not get a choice, they have a rating of inheritance, paying standard costs in either base Background Point or Bonus Points
For every three generations separated from their Celestial ancestor reduce the Inheritance by 1, but never below 1.
The essence of the higher essence parent prevails always!
Half castes offspring may occur by Cult background or conception in demesne.
Detecting high essence beings
Okay, so rundown of "Being Spotted as a Being of High Essence". And this applies to ANY being of high enough Essence, not just Exalts.
The observer rolls their Perception + Occult vs a difficulty of [X = (6 - Observed Being's Essence)], MINIMUM 1. For every X successes they achieve above the base difficulty the more they are able to intuit about the observed being. Basic success gives "Essence User", 2x gives "Type (Solar, Lunar, DB, Awakened Mortal, whatever)", 3x or more gives Caste and additional details as the GM decides Just by looking at you.
This is distinct from the Wits/Int + Occult to recognize details about "type" and Caste, that's just "recognizing the signs" and "knowing the differences".
As an example, anyone observing Lady Keas Kaizoku who gets 4 successes on their roll will know she's a Solar. They will then roll Wits OR Int + Occult to "remember" details about what that means (number of successes required will vary on their background), and MAY actually realize that she's a Dawn based on the Wits/Int + Occult based on context clues.
If she was E5 though, the fact that she is so in tune with Creation shines through to anyone observant enough. It's not like Anima Flare, it's just the way she moves, the way she acts, the way she carries herself exudes such a level of competency that basically anyone who observes it realizes the fact that she's not "normal".
Some of this is subject to change, especially the baseline difficulty, but (6 - Essence) feels about right. Even a baseline Exalt is detectable as such by someone who knows what they are looking for, but not easily. The truly powerful are obvious to anyone who witnesses them. Think Goku in Dragonball, and then Goku in the World Tournament in Z. Even when he wasn't in full fighting form people could just TELL he was strong.