Revised Wildshaping and Brothers

Wyld-Shaping Technique

Keywords: Combo-OK, Mirror (Nightmare-Carving Murmur), Obvious, Shaping

Prerequisite Charms: Chaos-Repelling Pattern

Replace the text of the Charm with the following:

As masters of the Old Realm, the Solar Exalted used the Wyld-Shaping Technique to conquer chaos and expand Creation. They stood at the edge of the world and forced shape into the teeth of the howling storm. This Charm forces a region of the Wyld to take form as the Exalt commands.

Wyld-Shaping Technique is an extended dramatic action. The dice pool used equals (the Solar’s Intelligence + Lore). Each roll requires five hours of effort, and the character pays the Charm’s cost with each roll. This roll has a base difficulty of 1 in regions of Pure Chaos, 3 in the Deep Wyld, 5 in the Middlemarches, and 7 in the Bordermarches of the Wyld.

When the Lawgiver has accumulated a sufficient number of successes, she must spend them all at once, ending the Charm. Unspent successes are wasted. Successes may be spent in the following manner:

Land: The primary purpose of Wyld-Shaping Technique is to expand the borders of Creation. A single use of Wyld-Shaping Technique will restructure one waypoint within the Wyld, creating a new landscape roughly 30 miles in diameter. The quality of the created land depends on the number of successes spent. One success will create a near-worthless land: blasted heath, barren desert, lifeless ocean. Three successes permit the creation of useful land: arable farmland, swampland with some herbal resources, desert with sufficient water to support settlement and some mineral resources, forests stocked with game. Five successes create valuable land: ideal farmland, forests full of valuable wood, hills or mountains thick with rich mineral veins, oceans teeming with fish or rare coral beds.

Five-success landscapes sometimes contain veins of jade. Orichalcum and moonsilver never occur naturally in Wyld-Shaped lands, but gold and silver suitable for refinement into magical materials are a possibility. Wyld-Shaping Technique may not create landscapes containing soulsteel or starmetal.

By adding one additional success, the Solar may prepare a created landscape for basic habitation. Depending on the landscape in question, this may mean a collection of sturdy but humble cottages, a fully-furnished and uninhabited town, or a sprawling farmstead complete with barn, corrals, and tools, ready to begin working the land. More ambitious accommodations require construction and improvement by imported residents.

Landscapes made with Wyld-Shaping Technique must be congruent with their surroundings if created within the Bordermarches, Middlemarches, or Deep Wyld. Within the East, for example, a Solar would need to create heavily wooded or vegetation-rich lands; he could not march deep into the Eastern forests and create thirty miles of sandy desert. This does not preclude the possibility of incongruous landscapes, it simply means that the Solars must use previous iterations of Wyld-Shaping Technique to gradually shift the landscape toward something that will accept his desired topography. For example, young Solars in the First Age often forged high mountains ranges in the North with Wyld-Shaping Technique as a prelude to creating deep, sheltered valleys in which they could shape wondrous and fertile gardens. This restriction vanishes in Pure Chaos, where the Solar may create whatever he likes, but the created land will still be subject to the powerful emanations of the nearby Elemental Pole—unless the Solar possesses other stabilizing measures, he should not expect his arid far-Eastern desert to remain barren for very long.

Wyld-Shaping Technique may not be used to produce shadowlands.

Exotic Wonders: Three to five successes will permit the Solar to create a unique wonder. These items are rarely useful in and of themselves, but are invaluable as components for artifact crafting, and Wyld-Shaping Technique enables Solars to create wonders that could be obtained in no other way. The number of successes required to create a wonder is set at the Storyteller’s discretion, based on the impossibility of the object. Frozen lightning, colorless flame, singing shells and flowers in hues the eye cannot see are all examples of three-success prodigies. Five successes tend to produce the intangible-made-tangible. Five successes will produce happiness captured in a small lacquered box, the scent of sorrow, or a harlot’s lost innocence, all delivered in a form suitable for artifact crafting. This Charm cannot recreate anything the Solar can obtain by any other means, no matter how rare or singular; essentially, some artifacts require ‘a (specific) impossible wonder’ as an exotic component; these things may only be obtained with Wyld-Shaping Technique. If a Solar needs a behemoth’s bones to forge an artifact, he must de-bone a behemoth. If he needs the blood of a Dragon-Blooded general, he must go looking for a Dragon-Blooded general.

Wealth: The Solar may create wealth by expending two successes per Resources dot of treasure desired. This is always created in a non-useful form—cowrie shells, mounds of silver dinars (at a level of purity insufficient for conversion into moonsilver), or heaping mounds of jewels are all examples of wealth that might be produced. This function will not create a jeweled dagger, unless it is of sufficiently poor make to be un suitable for use as a weapon, nor will it ever create jade currency.

Land, exotic wonders, and wealth created with Wyld-Shaping Technique are not quite fully real in and of themselves. Their reality stems from Creation—from the reality of the Lawgivers, the Imperial Mountain, and the Loom of Fate. As long as the created things continue to interact with things of Creation, as through the magical trade networks established in the Old Realm to tame the Wyld, they survive. If something created by this Charm fails to interact extensively with the things of Creation during a story, it begins to lose its reality. Roll its creator’s Essence against either difficulty 1, or, if the Solar’s creation does not interact with reality at all during the story, difficulty 2. After three consecutive failures during which the creation does not interact with things of reality extensively, wonders and wealth cease to exist. Land becomes a Wyld-infected zone of the severity it held before being Wyld-Shaped. Exotic wonders forged into artifacts are always considered to be interacting with reality by virtue of being integrated into an artifact.

Raksha who find themselves within Wyld-Shaped landscape which has not interacted with any Creation-born for one season and which currently contains no Creation-born may launch a Shaping attack against the landscape as though it were a waypoint. Success will cause the landscape to automatically fail its next stability roll. Activating Wyld-Shaping Technique sends enormous ripples out through the local Wyld, automatically alerting all Fair Folk within five journeys that the Charm is being used, and where.

Wyld Cauldron Technology

Keywords: Mirror (Enduring Dead Dreams)

Replace the text of the Charm with the following:

This Charm enhances the character’s Wyld-Shaping Technique, expanding the palette of things he may create:

Demesnes: To forge a demesne, the Solar must first accumulate successes sufficient to create the land it will occupy. He must then spend one success per desired dot rating of the demesne, up to level-3. The fourth and fifth dots of a demesne’s rating cost two successes each. By default, this will create a demesne appropriate to the landscape, always an elemental demesne. Solars may spend an extra success to create a Solar-aspected demesne, but only if the underlying landscape is a five-success landscape. Alternately, two extra successes may be added to produce Sidereal or Lunar-aspected demesnes, but only in landscapes worth three or more successes.

People: The Solar may create useful Essence 1 mortals whole-cloth from the Wyld, generating one individual per success. An additional success renders a created mortal heroic. Created mortals may not possess any mutations—exotic modifications are the province of training Charms or Craft (Genesis). The Solar defines the mortal’s Motivation.

Individuals created with Wyld Cauldron Technology are not subject to withering away when out of contact with things of Creation, but are not fully integrated into Creation’s cycles of life and death, either. Their soul is an artificial thing forged of compressed and calcified chaos, and will attempt to return to that state upon death—they cannot leave behind a ghost or reincarnate unless Heaven takes steps to specifically incorporate the individual into the cycle of reincarnation. Wyld-Shaped heroic individuals are potentially eligible for Exaltation, although the Solars of the Old Realm were never able to confirm or debunk this fact to their satisfaction. Exaltation immediately completes the soul of a Wyld-Shaped hero, ensuring that it will continue on beyond death as normal.

Land/Wealth: The Solar may create real land and wealth with Wyld-Shaping Technique, not subject to withering when out of contact with reality. Doing so doubles the required success cost of the created land or wealth.

Nightmare-Carving Murmur

Prerequisite Charms: Dream-Slaying Defense

Replace the text of the Charm with the following:

As Lawgivers give form to the chaos of the Wyld, so many Abyssals impose the horrors of their imagination on the Underworld. This Charm is an extended dramatic action using a dice pool of the Abyssal’s (Intelligence + Lore). Each roll requires five hours of work, and the character must pay the Charm’s cost with each roll. The base difficulty is 3 in the Labyrinth and 7 in the Underworld. When the deathknight has accumulated a sufficient number of successes, she must spend them all at once, ending the Charm. Unspent successes are wasted. Successes may be spent in the following manner:

Land: The Exalt alters the Underworld’s geography as desired. The number of successes required depends on the Resoruces value of the new land, as with Wyld-Shaping Technique—ore-rich volcanoes bubbling with the smoldering quicksilver blood of the Neverborn, for example, would cost more successes to create than barren fog-shrouded plains. This Charm may only reshape an area within a radius of the Abyssal spanning up to (Essence) miles. If the changes do not make the area more inherently desolate, inhospitable, frightening or dangerous, then the Abyssal accumulates one point of Resonance.

Exotic Wonders: This function may only be enacted in the Labyrinth, and follows the guidelines of Wyld-Shaping Technique, save that the Abyssal may only create macabre and deathly prodigies—eulogies for a fallen era, never-ending screams, an impenetrable death-shroud wound around hope, and the like.

Wealth: The deathknight cracks open fissures revealing long-forgotten grave goods conforming to his desires. This function works as in Wyld-Shaping Technique.

Objects created with this Charm are not subject to withering as with the unreal objects crafted by Wyld-Shaping Technique. Instead, they crumble into Oblivion upon their destruction and follow the same material state as ghosts if removed from the Underworld. Such items also disintegrate into oily, putrid smoke when touched by the light of Creation’s sun, unless they are incorporated into an artifact containing at least one exotic ingredient not originating in the Underworld.

Any use of this Charm offends the Neverborn, who object to their destroyers creating anything. The Abyssal gains one point of Resonance when he activates this Charm.

Enduring Dead Dreams

Replace the text of the Charm with the following:

With greater depravity and force of will, Abyssals may impose permanent changes to the realms of the dead. This Charm improves its prerequisite with additional capabilities:

Demesnes: The Abyssal drills into the deepest inchoate madness of the Neverborn, allowing their Essence to bleed up from beneath and coagulate into an Abyssal demesne. This works as in Wyld Cauldron Technology, with the following exceptions: The Abyssal must first raise a landscape’s value to five successes before he may construct a demesne atop it; demesnes are of Abyssal aspect by default; it costs one extra success to create a demesne of elemental aspect. No other varieties of demesne may be created.

Corrosion: The Abyssal may use Nightmare-Carving Murmur to infuse Creation with necrotic Essence. Used within an uncapped demesne, this converts the demesne’s aspect to Abyssal, requiring two successes per level of the demesne, at a base difficulty of 7.

Used in a place of death, it may tear open a shadowland. The application is only applicable in a place that has seen traumatic death on a massive scale within the past month. Soldiers slain on the battlefield or peasants wiped out in the sudden green flash of a Total Annihilation are inadequate—the deaths must have been agonizing, protracted, emotional or terrifying. Certain plagues which kill their victims only after hours of muscle-contorting agony would qualify, as would forcing the parents of a village to stand and watch their children executed one by one before their own deaths. Death by torture almost always qualifies. Soldiers dragged down and devoured by the walking dead as they tried to flee the battlefield could count, in sufficient numbers. Ultimately, whether or not an atrocity qualifies is up to the Storyteller’s discretion. The base difficulty of the roll is equal to (10 – Magnitude of the slain). Success creates a shadowland with a diameter spanning (spent successes) in miles, up to a maximum span of the Magnitude of the slain. This use of Nightmare-Carving Murmurs does not carry a Resonance cost.

Using Nightmare-Carving Murmurs to convert a demesne or open a shadowland suffuses Creation with terrible omens within a radius of 25 miles—ominous thunder, flickers of black lightning, blood bubbling up in hot springs, red eyes peering up from shadows. Mortals know something terrible is happening, and intuitively understand approximately where its epicenter is located. The Abyssal’s exact location and the function of the Charm he is enacting become Obvious to Essence-users within this range.

Wealth: Unearthed grave goods may be given full solidity and immunity to sunlight by feeding slain beings into a fissure before disturbing its treasures. Such sacrifices conform to the Resources equivalent for prayer offerings as defined on page 132 of Exalted and must have a value equal to or greater than the value of the goods the Abyssal wishes to take into Creation.

Vision: If the Abyssal has Whispers 1+, he may shape areas of the Labyrinth at difficulty 1 whenever he alters it in fulfillment of the revealed will of the Neverborn shown to him in a Whispers vision. This mitigates all Resonance costs for using Nightmare-Carving Murmur.

ERRATA TEAM PRIME ONLY CARES ABOUT INFERNALS:

Constructive Convergence of Principles

Replace the text of the Charm with the following:

The Primordials built Creation from the chaos of the Wyld. Tapping into this legacy, an Infernal with Constructive Convergence of Principles may give form to the inchoate, exercising her primal prerogative as the Yozis are no longer free to do. Constructive Convergence of Principles duplicates the Solar Charm Wyld-Shaping Technique (see Exalted, p. 216), with the following exceptions:

Land: Any demesnes later created on land forged through Constructive Convergence of Principles will naturally assume some manner of infernal aspect—most commonly aspected either toward vitriol, She Who Lives in Her Name, or the Infernal’s Caste or Favored Yozi. Such demesnes may be shifted toward a different aspect through the usual methods, if desired. Lands created with this Charm show the aesthetics of Hell in some way—whether this manifestation is subtle or overt is up to the Infernal.

Exotic Wonders: This Charm may only create unique wonders suitable for use constructing infernal relics or hellforged wonders. It is speculated that She Who Lives in Her Name may have once enjoyed the same range of creative potential as that of the Solar Exalted, but that this Charm was irreversibly damaged when she shattered three of her spheres to spite the gods.

Wealth: Infernals may not generate wealth with this Charm; the concept is not included within the design matrix of She Who Lives in Her Name, being of little use or relevance to her.

Perfected Principle of Worlds

Cost: —; Mins: Essence 4; Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: Constructive Convergence of Principles

She Who Lives in Her Name will not tolerate impermanence or imperfection in the works of her genius. This Charm permanently upgrades its prerequisite in the following manner:

Demesnes: As with Wyld-Cauldron Technology, save that the Infernal must create an Infernally-aspected demesne—by default, one aspected to vitriol, She Who Lives In Her Name, or the Infernal’s Caste or Favored Yozi. Two additional successes may be spent to aspect the demesne to a different Yozi.

People: As per Wyld Cauldron Technology, save that all people created with this Charm are creatures of darkness and natives of Malfeas. Alternately, the Infernal may create an unbound heroic member of a First Circle race by spending successes equal to its Essence rating. Such demons come into existence with an Intimacy of loyalty toward the Infernal.

Land: As per Wyld Cauldron Technology.

Sovereign Harmony of the Spheres

Cost: —; Mins: Essence 5; Type: Permanent

Keywords: Blasphemy

Duration: Permanent

Prerequisite Charms: Perfected Principle of Worlds

The Infernal reclaims some sliver of the Yozis’ lost authority over the world they made. This Charm permanently upgrades Constructive Convergence of Principles with the following capabilities:

Land: The Infernal may reshape lands within Creation’s boundaries which are heavily infused with Yozi Essence, such as demesnes of Infernal aspect, areas marked by the Cecelyne Charm Holy Land Infliction, regions clarified with Chirality Prohibition Index, or regions originally created with Constructive Convergence of Principles. Such reshaping efforts affect a region with a radius of up to (Essence) miles. Infernally tainted lands are treated as Bordermarches for the purpose of this Charm.

Demesnes: Bleeding Primordial Essence into the world in enormous quantities, the Infernal may convert an uncapped demesne to a demesne of infernal aspect. Used within an uncapped demesne, this converts the demesne’s aspect to an infernal one of the Exalt’s choosing, requiring two successes per level of the demesne, at a base difficulty of 7, plus one additional success if the desired aspect is not vitriol, She Who Lives In Her Name, or the Infernal’s Caste or Favored Yozi.

Using Sovereign Harmony of the Spheres to convert a demesne or reshape Creation is a Blasphemy effect.

Revised Wildshaping and Brothers

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