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 Anathema: We've started!

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The_Paper_Tiger
Rachel
Diamondback
Admiral Ji
Shade
Ømnivalence
marsh
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Patches
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 3:18 pm

Hey, I'm totally thinking Red Cape should start a cult too. And/or Jac's character.
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Jacokonus -Ash Bringer-
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 3:26 pm

The Cult of Friendly Intentions.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 3:29 pm

Believe me, having people worship you is a pretty sweet deal.
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Admiral Ji
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 4:02 pm

Oh, yes, having people worship me would be helpful. I can use that, to get them to offer prayer to sir Pencil, and Captain Notebook, as well my glorious desk. All of which must be custom made and awoken. Besides offering my a bonus, I might even be able to ask them to offer their blessing in my artifact.

(The pen and pencil thing is, well, for the same "crafting" bonus from the workshop, except to be done while I'm still in the "planning" stages. Just to keep things going smooth.)

But yes, my first task will be to make myself a good workshop, one I can carry around. Or like, a 1 dot artifact, just to see if I can.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 4:19 pm

Actually, once you awaken the desk, depending how much work you wanted to put into it, could possibly (a) contain an incorporated PDA-like device and/or (b) offer you advice/backseat drive. I'd say, for these purposes, the god would actually manifest and talk with you. That's not a particularly normal occurrence, but it seems to be the most sensible thing for it to do, and the coolest, therefore it is what shall happen.

As for asking them to bless your artifact... we'll see. You'd have more leverage with a god of the relevant domain, especially if you're going the craft(genesis) route.

Actually, for that, there's a different artifact you'd want. It's not portable, but it is appropriately specialized. Even an artifact desk wouldn't be appropriate for a craft(genesis) endeavor. Here: wiki.white-wolf.com/exalted/index.php?title=Artifacts:Biogensis_Tank

I think there's also a charm that lets you use yourself as a biogenesis tank, but I need to find it.
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Admiral Ji
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 4:24 pm

Ooooooh, that's niiiiiiiiice.

Well, doing any real biogensis would take a while. I want to get used to making things, first.

It won't open for me, but I understand what that's supposed to be.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 4:27 pm

wiki.white-wolf.com/exalted/index.php?title=Charms:Spawning-Pool_Body


Yessssssss here it is.

Quote :

The Lunar’s guts churn and writhe, as the process of moulding flesh is refined and curdled within her. For the duration of this Charm, the Lunar manifests a supernatural womb-lab somewhere on her body. This may take any form the steward desires, from a mundane-seeming belly, swollen with growing life, to a grotesque tumour hanging from her back. This womb-lab may be used as a fully stocked, mobile master’s Craft (Genesis) lab that supplies all tools within its functions. Exotic ingredients must be ingested for them to be used, routed through the Lunar’s system to the nascent creature (the reproductive material of appropriate powerful individuals is a perfect exotic ingredient for such a project, and results in the birthed creature counting as the donor’s offspring, as well as the Lunar’s). The rolls to develop the project may be made independent of anything else the Lunar is doing (indeed, they need not even be conscious), though they cannot be made while engaged in strenuous activity. The Lunar is treated as having complete existing plans for any creature within her Heart’s Blood library.
This Charm has no restriction on gender; does not Luna herself often appear as a pregnant male? However, a Lunar in a form naturally capable of bearing a child can hide the Obvious nature of the Charm by altering the functions of their natural womb rather than creating a new one – obviously, this is not possible if they are already pregnant. Similarly, there are no restrictions on size, as the womb-lab distends to hold all manner of monstrous children. If the creature within the Lunar would normally be too large for her to bear, it is assumed that it will rapidly grow once birthed, or slough together from a number of component chunks – the womb-lab does not grow large enough that it impedes the Lunar’s movement. The womb-lab may hold only one project at a time, and does not affect the Lunar’s necessary food intake, as the creature growing inside her is nourished by her Essence alone.
Once the project is completed, the creature emerges into the world, tearing itself out of the Lunar’s womb-lab, being expelled through an open pore like the offspring of a surinam toad, or being birthed more conventionally. Regardless of the method of its exit, it causes no harm to the Lunar; even a burst-open chest will seal itself as a cosmetic injury.
Just as with a natural pregnancy, Crippling amputation effects (such as a maiming coup de grace) may be used to target and abort a creature in the womb-lab, reducing it to a messy silver fluid. If the Lunar is carrying more than one creature at once thanks to an upgrade Charm, each Crippling effect only destroys a single creature, chosen by the Lunar herself upon the application of the effect. Ending this Charm before the completion of a project has much the same effects, ending all extant projects prematurely.
A Lunar in a form capable of bearing children naturally may also use this Charm to conceive immaculately, impregnating herself with an otherwise normal baby (pregnancy counts as a project, blocking the use of the womb-lab for its duration). The gestation period for such a child is as normal for the Lunar, and if she wishes she may have the child bear beastman mutations (or be an intelligent animal) appropriate to her spirit-shape. This pregnancy requires no mote commitment, being natural in every way but its beginning.
If the Lunar knows Ichneumon and Cuckoo Method, she may use that Charm to transplant one of her projects (at any stage) into the target. The project develops just as though it were being grown within the Lunar, with rolls made at the usual intervals using her unmodified traits (she may not use Excellencies or other such Charms to enhance crafting rolls for fostered projects).
If the Lunar knows Many-Pockets Meditation (or similar Charms allowing the exploitation of Elsewhere) she may treat her womb-lab as a valid target for that Charm, sending it into Elsewhere and removing its Obvious signs on her body. Its operations continue as normal while it is Elsewhere, though it is no longer a valid target for Crippling amputation effects, for obvious reasons.
At Essence 4+, this Charm automatically upgrades, allowing the Lunar’s alchemical digestive system to act as a complete workshop for thaumaturgical rituals from the Arts of Husbandry and Biothaumaturgy, obviating the need for tools and rituals (the Lunar must still consume the requisite materials, or pay the substitute cost in motes).


EDIT: Any real artifice will take a while. I'm just saying that you may want to get a good idea of what exactly you'll be using your first project for. Or build something out of the book, either way.
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Admiral Ji
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 4:33 pm

Yeah, that charm might be a good idea. If mildly creepy for some applications.

True, true. (Though a level one only takes 10 rolls, I could do that... right? Right?) So what's my level of craft in anyway? Like what type of crafting?

Also apperantly there's a charm that lets me make people have my children, with but an attack, and I meet all the requirements. And it helps me use one of those... hm... might have to take that one too.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 4:50 pm

You pretty much have two dots in any of the five elemental crafts right now, and you can learn whatever you can pay for in XP and find someone to teach you later.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 4:56 pm

Alright. I'll think of something that sounds low level, and is like, lightning related.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 5:00 pm

lightning-related, you say? How about a lightning box? I don't remember what the artifact rating is, but that would seem to make sense.

What will you use the lightning-related thing for?
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Admiral Ji
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 5:03 pm

More of a test of my prowess, it can just be something simple and useless like one of those balls that you put a finger agianst and the lightning follows your finger. Just a useless measure of my ability. Or, to like, shoot lightning, if that's within my present capablities. I've already decided one of the random level 5 components for my N/A is going to have to be a Silver coil. It's like a Tesla coil, but I invented it.

What's a lightning box do?
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Rachel
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 5:34 pm

AlaskanWyvern wrote:
Hey, I'm totally thinking Red Cape should start a cult too. And/or Jac's character.

Haha, yeah... As long as the cult is profitable, I can see Red Cape playing that part.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 6:39 pm

Arch: If you ever make it up to heaven, prayers are literally cash. In Creation, you regain willpower based on how much Cult you have. You can also use them as justification for more Resources.

Ji: They're artifact 2. They're blue jade d20's that you put outside during a lightning storm, during which point they attract a lightning bolt to strike. You can spend a diceless, miscellaneous action to spend a mote and touch the device, at which point you regain 31 motes and suffer an armor-bypassing 15B damage as the box zaps you.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 6:48 pm

But let's be honest, Red Cape is going straight to hell. Oh well... A cult does sound nice though. Hmm. I'll have to figure out how to implement that...
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:05 pm

You could either just pay the XP and we'll assume you pick one up from a specified place you've been, or you can roleplay it and pay half XP for it. You could also roleplay it and pay nothing for it, but then I reserve the right to take it back away if plot requires it/it isn't kept up.

Same goes for crafting. General rule of thumb is, if you pay for it, I won't steal it (although if for some reason I do, I'll ask you first, and you'll get a full refund if you agree). If you don't pay for it, there's no guarantee that it will be around forever.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:10 pm

Guess who! Hello all. I'm excited for this. I also have some basic ideas for my character's motivation if your interested Wyvern.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:13 pm

Shoot.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:15 pm

He wants to free every slave. Not limited to but especially by force.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:17 pm

Likely not achievable within our game, but that's not really a problem for this group. That would work.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:19 pm

Sweet!
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:47 pm

Can I do the "roleplay it, you're free to revoke it"? I like that option. And I have no qualms about the plot destroying all my hard crafted things.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:48 pm

Hey, it's your stuff. Or my stuff...
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:51 pm

Look, if the plot demands my things get taken away, they get taken away, that's just what happens.
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PostSubject: Re: Anathema: We've started!    Anathema: We've started!  - Page 11 I_icon_minitimeWed 05 Oct 2011, 7:59 pm

Alrighty. So have you made a working decision on which direction you're going to go as far as crafting? I know you rolled a die and came up with genesis, but I've also heard artifice.
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