The Journal of Bone and Ebony
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| Monday, November 30th, 2009 | | 12:03 am |
Blood-Soaked Beauty Method (Abyssal Charm) Cost: 4m per two corpses, 1wp; Mins: Lore 5, Essence 4; Type: Simple (Dramatic Action) Keywords: Obvious Duration: Special Prerequisite Charms: Essence-Engorgement Technique Some Abyssals find that, as they grow in power, their very skin begin to necrotise, making them as appear as rotting corpses over time. While a few Abyssals barely notice this change in their own appearance, it causes others a great psychological trauma that they often spend rest of their existence desperately trying to circumvent. Bathing herself in the blood of the newly deceased, an Abyssal with this Charm is able to draw upon the inherent power of freshly spilled human blood. As the warm blood seeps into every pore of the Abyssal’s skin, an obviously magical transformation begins. Soon the Abyssal finds herself looking as beautiful as she did before her death – or possibly more beautiful than she has ever looked. For every two corpses whose fresh blood she stains herself with, the Abyssal may spend four motes of Essence to temporarily raise her Appearance with one. This Charm cannot raise an Abyssal’s Appearance higher than her Essence. This beauty is not lasting. With every sunrise that passes, the Abyssal’s Appearance drops by one until it is back at its normal level. For Abyssals who care about their looks, use of Blood-Soaked Beauty-Method can be quite addictive. Subsequently watching the new-gained beauty fade is not unlike the feelings of withdrawal that a drug abuser might feel after a particularly good drug daze. While it is perfectly acceptable for the deathknight to simply smear her face and body with the blood of a battlefield’s fallen soldiers, some eccentric and vain Abyssals insist on slowly draining their victims’ still warm blood into elaborately ornamented bathtubs made just for this purpose. | | Sunday, November 29th, 2009 | | 1:36 pm |
Library Funereal Pyre (Abyssal Charm) Cost: 5m, 1wp; Mins: Lore 4, Essence 3; Type: Simple (Dramatic Action) Keywords: Obvious Duration: Instant Prerequisite Charms: Any Lore Excellency While burning books and otherwise deliberately destroying knowledge will help to keep an Abyssal’s adversaries in the dark, it can also prove counterproductive to the Abyssal’s own endeavors as she may require the use of the destroyed volumes at a later point. Library Funeral Pyre was designed to work around this problem. Torching a number of written records ranging from a single document to an entire First Age library, an Abyssal may activate Library Funeral Pyre by paying five motes of Essence and one point of Willpower. As she watches the flames consume the volumes of knowledge, the desperate death-cries of every single booklet’s least god can be heard over the crackling of burning paper. A thick, dark smoke circulates violently around the Abyssal as she opens her mind to the burnt knowledge. Every piece of information that the Abyssal destroys through the use of this Charm becomes permanently available to the Abyssal as an internal version of the Library background (see Scroll of Heroes, page 34). The Abyssal does not automatically know everything recorded in the destroyed books, but she may research it by systematically going through her own mental archive as if she was using the Library background. The Abyssal’s internal Library cannot be higher than her Essence. | | 1:07 am |
Relinquished Life Evangelist (Abyssal Charm) Cost: 15m, 2wp; Mins: Linguistics 5, Essence 5; Type: Simple (Dramatic Action) Keywords: Avatar (1), Combo-OK, Compulsion, Emotion, Obvious Duration: Five nights Prerequisite Charms: Any Linguistics Excellency, Soul-Snaring Tract That strange and blasphemous apocrypha prompting its readers to forsake the shackles of life circulate among certain ancestor cults is not exactly a new phenomena. That entire communities have begun committing mass suicide as a response to these texts, on the other hand, is something entirely new and it has become a growing concern to the Bureau of Fate. Sitting down to put the unholy gospel of the Neverborn into words, the Abyssal evangelist stays awake for five consecutive nights writing. During this time her caste mark bleeds and shadows dance around her, lingering and whispering as she scribe her blasphemies for Creation’s mortals to read. The Abyssal’s player rolls (Manipulation + Linguistics) adding her Whispers in automatic successes. Any living mortal who reads the text, or who has the text read aloud to them, and whose MDV the successes exceed is overcome with suicidal despair (an Emotion effect) and an urge to commit suicide (a Compulsion effect). The target must spend three Willpower to shrug off each of the effects. If the target does not spend the Willpower, both effects remain until the target’s death and costs one Willpower per scene to resist. Relinquished Life Evangelist is a specific exception to the default rule that mental influence cannot be used to issue unacceptable orders (see Exalted page 180). | | Saturday, November 28th, 2009 | | 9:01 pm |
Ploughshares to Swords Approach (Abyssal Charm) Cost: 10m, 1wp; Mins: Craft 5, Essence 4; Type: Simple (Dramatic Action) Keywords: Obvious, Touch Duration: One day Prerequisite Charms: Frenzied Forge Within An Abyssal commander can turn peasants into sociopath crack soldiers, but few wars have been won with hoes, ploughs, and pitchforks, as members of the Daybreak Caste are eager to tell their brothers and sisters of the Dusk Caste. Fortunately, the combination of ingenuity, a desire to kill, and the dark power of the Neverborn goes a long way as this Charm proves. A Might 0 unit of mortals led by a deathknight employing Ploughshares to Swords Approach sweeps over a settlement like a swarm of locusts, grabbing everything that is not bolted down (and sometimes unbolting things that are). Kitchen utilities are smelted down, sheds are torn apart to reinforce wagons, pruning shears are made into spears, horse shoes are bent into knuckle dusters, glass and broken nails become ammunition in impromptu scrap cannons, and any animal that cannot be ridden into combat is reduced to trail rations. To use this Charm, the Abyssal and his unit must pillage a community with the same Magnitude as the army they are equipping (it is most common for the unit to simply pillage its own collective property, leaving behind nothing as it goes to war). Through use of Ploughshares to Swords the Abyssal increases the Might of the unit he is leading by (Abyssal’s Essence/2), but at the same time he reduces the Resources of the pillaged unit by (Abyssal’s Essence/2) to a minimum of zero, as everyone’s property is torn apart and used for military equipment. The Resources background of the pillaged unit serves as cap for the Might increase, as it is difficult to produce weapons of mass destruction from the scattered belongings of a horde of beggars. | | Friday, November 27th, 2009 | | 10:29 pm |
Omniscient Choir of Dead Gods (Abyssal Charm) Cost: 5m, 1ahl; Mins: Investigation 5, Essence 4; Type: Simple Keywords: Avatar (4), Spectral Duration: One miscellaneous action Prerequisite Charms: Corpse Questioning Technique The death of the incomprehensible beings that became the Neverborn created the Underworld and brought about the existence of ghosts. Some scholars cite the fact that without the Neverborn there would be no ghosts as an indication that every single ghost represents an extension of the Neverborns’ power. They point to this Charm as proof of their theory. An Abyssal knowing Omniscient Choir of Dead Gods brings shame to the saying that dead men tell no tales. If a ghost possesses a piece of information, so do the Neverborn and so may the Abyssal. Allowing the whispers of the Neverborn to flood her mind, the Abyssal is overwhelmed by a great mental trauma that manifests physically as blood dripping from her eyes and ears as well as spurting from her mouth and nose. For a moment everything is blurred in a painful cacophony of voices and the deathknight feels as if her skull will explode. Oblivion rips and tears at her soul and was it not for her living, physical body anchoring it down, it would surely be pulled to Oblivion. When the voices go silent and the pain stops, the deathknight has a moment of clarity and peace. If the Charm has worked successfully, the deathknight now has the answer she was looking for. The Abyssal’s player formulates a question to which she would like to know the answer. Paying five motes of Essence and a single level of unsoakable aggravated damage, the Abyssal is able to conjure any one piece of information known by at least one ghost with an Essence equal to or lesser than the Abyssal. Without living, physical bodies to anchor their souls to the pull of Oblivion, the Deathlords have proved unable to use this power. While Abyssal servants knowing this Charm are highly useful to the Deathlords, the risk of a deathknight one day being powerful enough to use it to learn her liege's secrets is not lost on any of them | | Wednesday, November 25th, 2009 | | 7:45 pm |
By Darkness Rearmed (Abyssal Charm) Cost: 15m, 1wp; Mins: Resistance 5, Essence 4; Type: Reflexive Keywords: Avatar (2), Combo-OK, Obvious Duration: Until the night ends Prerequisite Charms: Injury-Absorbing Discipline, Shedding the Mortal Coil A broken sword will never be as effective a weapon as a non-broken sword, and neither will an Abyssal lacking one or more limbs be as effective at shrouding the living world in darkness as a fully-able deathknight. The Neverborn know this and thus they allow their servants to rearm themselves if necessary. To use this Charm, the character must spend an entire night screaming in physical and mental pain of a new limb growing slowly and agonizing from his body, underscored by the mad whispers of the Neverborn. By dawn, the lost limb has been replaced (effectively removing any Crippling effects affecting the limb in question), but the character is unrested and neither health levels nor Willpower have been recovered. While regenerating limbs can be argued to be on par with re-forging a broken weapon, the Neverborn are still loath to do it. Every use of this Charm gives the deathknight a point of Resonance. At Essence 6+ the duration changes to Instant, allowing the Abyssal to immediately and spontaneously sprout new limbs to replace lost ones at any given time rather than having to spend an entire night doing so. | | 7:43 pm |
Spiteful Wayward Husk (Abyssal Charm) Cost: 3m; Mins: Resistance 3, Essence 3; Type: Reflexive Keywords: None Duration: Indefinite Prerequisite Charms: Shedding the Mortal Coil Physically severing an Abyssal’s extremities from the rest of the body is not always enough to stop those extremities from doing harm. Pouring his spite and malice into a limb at the exact moment it is severed from his body, a deathknight with this Charm may reflexively commit three motes of Essence to animate the lost member. The severed limb has Essence 1 and Dexterity 1 as well as the same Strength, Stamina and unarmored soak as the Abyssal had at the point he was dismembered (if the deathknight’s Strength was raised to 7 by way of Corpse Might Surge, for example, the severed limb also retains Strength 7). It has Athletics 2, Dodge 1, Martial Arts 1 with a +1 specialty in either grappling (for severed arms and hands) or kicking (for severed legs and feet), and finally Stealth 2 (unexpected attacks +3). It has no other abilities. Finally, the severed limb has a number of -0 health levels equal to (Abyssal’s Essence). If the limb loses these health levels, or if the Abyssal breaks his Essence commitment, the limb seizes to function and is by all means dead. | | 7:42 pm |
Shedding the Mortal Coil (Abyssal Charm) Cost: - (1m); Mins: Resistance 1, Essence 1; Type: Permanent Keywords: Crippling Duration: Permanent Prerequisite Charms: None Having died once, many Abyssals realize the fragile nature of their deathless husks and grow emotionally detached from their own flesh. As they rationalize, their meat and bones are but frail and often limiting tools, and there is no doubt that in the eyes of the Neverborn and their struggle to kill Creation, the mortal coil is ultimately disposable. By reflexively expending one mote of Essence, an Abyssal with this Charm may shed one of her extremities, effectively crippling herself in the process. This does not count as a Charm use. Through use of this Charm, a character can give up attachment to her legs, allowing her to crawl away from the tyrant lizard currently chewing on them; she may give up a thumb to get out of a pair of manacles, or she may leave behind a crippled arm that was serving as nothing but dead weight anyway. Records of Abyssals who, having been disarmed, tear off their own arms and beat their enemies to a shameful death with the severed limb also stem from use of this Charm. Storytellers are encouraged to allow a character who employs this Charm in conjunction with an appropriate stunt to automatically escape a clinch. What is more, if used in response to an attack that would amputate or otherwise Cripple one of the Abyssal's limbs, the use of this Charm completely negates the damage the attack would have caused. While she suffers no damage, the limb is still lost. Abyssals without access to prosthetics or regenerative abilities will soon find that overuse of this power will cause them to run out of limbs. | | Wednesday, September 2nd, 2009 | | 8:23 pm |
Riptide-Rider Board (Artifact •)
This sleek, sexy, hydrodynamic board is six foot nine in length and has three black jade fins at the end. It is laminated with a layer of finely spun gossamer-glass strands covering a core consisting of a lightweight alloy of gossamer, crystallized style, and one of the five magical materials. Standing on top of the board, an attuned character may use the violent currents to his advantage and ride on top of waves that would give experienced sailors nightmares. This artifact is a favorite among daredevil Exalts who want to challenge the elements and come out on top as sexy, stylish, god-kings of the beach. The original Riptide-Rider Board was designed during the First Age by a member of the Eclipse Caste who sought the thrill of riding the waves alongside his dolphin-totem Lunar mate. In the Second Age the most wide-spread use of Riptide-Rider Boards is seen among the Lintha, but every type of Exalt has been known to use the boards at one point. No matter whether the owner uses his board to ride a gnarly tidal wave, to try and seduce a beach nymph, or simply to smack someone in the face with it, the effect of the crystallized style within the board does that he looks cool while doing it. Whenever the character uses a Riptide-Rider Board as part of a stunt, he gains an extra die in addition to any stunt dice awarded. This extra die is specifically not a stunt die and provides none of the Essence or Willpower recovery bonuses of a regular stunt die. The Riptide-Rider Board is not designed to hit people with, but it happens a lot more often than one would think. In combat, the board counts as an improvised weapon and it is compatible with Melee Charms as well as Martial Arts Charms that allow improvised weapons (such as, for example, Solar Hero Style, see Exalted pages 242-244). Riptide-Rider BoardSpeed 5, Accuracy -4, Damage +8B, Defense +2, Rate 1, Minimum Strength ••, Attune 4, Tags 2 Riptide-Rider Boards have been made with each of the five magical materials as part of core alloy, and the weapon statistics above are increased by the bonus for the relevant magical material when attuned to. Speed: Depends on the waves, sometimes up to 50 mph Maneuverability: +4R (Ride 1 + 1 specialty) Endurance: Rider’s Resistance plus dependency on waves Crew: 1/1 Cargo: None Armor: 5L/7B Health Levels: Ux3/Mx2/C/I/D Weapons: None | | Saturday, July 4th, 2009 | | 11:11 pm |
Hidden Geisha Orbs (Artifact •)
This pair of marble-sized balls is made of one of the five magical materials and is connected with a short chain. Each of the two balls is hollow and contains a small weight that rolls around. A character who inserts the Hidden Geisha Orbs into her vagina or anus and commits one mote of Essence to the artifact experiences a subtle, teasing stimulation that helps her block out and ignore other people’s opinions. She gains a +2 bonus on Integrity, effectively adding a +1 bonus to her Dodge MDV. This bonus is specifically not applicable against seduction attempts made on the character. | | 5:44 pm |
Birthing the Inner Devil (Abyssal Charm) Cost: 10m, 1wp; Mins: Occult 4, Essence 4; Type: Simple Keywords: Avatar (3), Combo-OK, Shaping, Touch Duration: Instant Prerequisite Charms: Salting the Earth, Spirit-Sensing Meditation Every human being bears within them an angry and hate-filled lower soul, their po. Usually a po will remain passive until the body dies and most often will only manifest if the body suffered a violent death. As an Abyssal with this Charm touches another human, the screamings of the Neverborn within her head may awaken the dormant po of her target. As the deathknight touches her target, the Abyssal's player rolls (Manipulation + Occult + Whispers) against the target's Dodge MDV. On a failure, the Abyssal is not able to stir the torpid po from its sleep. If the roll succeeds, the lower soul of the target rouses. The effect is best described as the target becoming pregnant, his own lower soul growing within him until it is ready to burst out. Normally it will grow for roughly nine months, like a regular baby, but every threshold success on the (Manipulation + Occult + Whispers) roll reduces the growing period by one month. Once the po is due to be born, it will leave the body of the target. Unless a skilled surgeon is at hand to prevent it, any male targets will be killed outright as the hungry ghost tears itself free from his stomach region. While it is possible for female targets to survive the birth of their lower soul, there is always a risk that a hungry ghost will turn on its "parent" immediately. Should the target survive the birth, he will soon begin to feel the loss of his lower soul. Every day the target continues to live on without his lower soul, he will lose one point of permanent Willpower until he is rendered comatose. | | Friday, July 3rd, 2009 | | 9:45 pm |
Salting the Earth (Abyssal Charm) Cost: 10m, 1wp; Mins: Medicine 5, Essence 4; Type: Supplemental Keywords: Combo-OK, Crippling, Mirror (Planting the Golden Seed), Taint, Touch Duration: Instant Prerequisite Charms: Pitiless Triage Judgment Instead of simply spreading death, an Abyssal with this Charm may prevent the creation of new life. The deathknight touches his target briefly and infuses his target with the necrotic energy of the Void, killing any potential for life within the target’s body. The Abyssal’s player rolls (Intelligence + Medicine) against a difficulty equal to the target’s Essence. If the roll fails, the target’s life force is too strong for the Abyssal to overcome and nothing happens. Should the roll succeed, the target is left barren. If the target is pregnant when affected by this Charm, she will miscarry. The Taint drawback is simply the Charm's effect as everyone the Abyssal touches risks turning sterile. The Taint costs four bonus points or eight experience points. This Charm is explicitly permitted to supplement barehanded (no form weapons) Martial Arts attacks as well as be part of combos with Martial Arts Charms. | | 9:43 pm |
Planting the Golden Seed (Solar Charm) Cost: 15m, 1wp; Mins: Medicine 5, Essence 4; Type: Supplemental Keywords: Combo-OK, Touch Duration: Instant Prerequisite Charms: Flawless Diagnosis Technique Siring or bearing Golden Children involved some prestige for Solars of the First Age, but the time required to do so was time that many Lawgiver felt they could spend in more entertaining arenas. To compensate for this, Planting the Golden Seed was developed. A Solar with this Charm is so virile that he can impregnate with a simple touch. If the target chooses to resist, she rolls (Stamina + Resistance) at a difficulty equal to the Solar’s Essence. On a success, she resists and nothing happens. If the roll fails, the target is impregnated by the Solar, bearing his child. This Charm specifically allows a female Solar to impregnate other females. If the Solar has Essence 5+, he may use this Charm to impregnate human targets not normally capable of conceiving children (such as males and prepubescent females). This Charm is explicitly permitted to supplement barehanded (no form weapons) Martial Arts attacks as well as be part of combos with Martial Arts Charms. | | 2:57 pm |
Myriad of Genitalia (Abomination)
This abomination is equivalent to taking the Extra Genitalia deficiency four times. The mutant’s body is covered with pulsing reproductive organs. A total of no less than sixteen penises and vaginas are spread across the mutant’s body. While some mutants with this abomination are strictly male or female, it is more common to have a combination of penises and vaginas (such as vaginas around the skull, but with ten penises for fingers). It is said that after the Primordial War the Solars exterminated entire races of creatures with this abomination, only to begin experimenting with creating similar races for their own pleasure centuries later. The mutant has a -8 penalty on Social roll except for in the most exceptional of circumstances. | | 2:57 pm |
Aggregation of Genitalia (Deformity)
This deformity is equivalent of taking the Extra Genitalia deficiency three times. The mutant’s body is the home of eight penises or vaginas or any combination thereof. Should the mutant be unable to hide that, say, her stomach area and lower back are covered with vaginas, she takes a -6 penalty on Social rolls if the Storyteller does not rule otherwise. | | 2:57 pm |
Profusion of Genitalia (Debility)
This debility is equivalent of taking the Extra Genitalia deficiency twice. The mutant has a total of four sets of functional genitalia placed around her body. If the mutant is unable to hide these extra genitalia (e.g. if he has to keep up a conversation and his tongue ends in a penis), he has a -4 penalty on Social rolls unless the Storyteller rules otherwise. | | 2:57 pm |
Extra Genitalia (Deficiency)
The mutant has an extra set of genitalia in addition to the one she was born with. It may be either a penis or a vagina, and while it is most often found in the vicinity of the mutant’s original genitalia, it has been known to manifest stranger places. If the mutant is unable to hide it, it may cause a -2 penalty on Social rolls at the Storyteller’s discretion. | | Thursday, July 2nd, 2009 | | 10:14 pm |
Oceans Cannot Quell the Fire (Terrestrial Circle Spell) Cost: 15m Target: One creature As the sorcerer’s anima flares up and she crosses her arms defiantly, looking directly at her target, she repeats, in Old Realm, the phrase that the Unconquered Sun (or Hesiesh, according to Immaculate scripture) spoke as he sealed Kimberry within the prison-body of Malfeas: Oceans Cannot Quell the Fire. The target’s player must immediately roll (Intelligence + Linguistics) against a difficulty equal to the sorcerer’s Essence. On a success, the target may shrug off the spell as if nothing has happened. On a failure, the powerful metaphor creeps into the very nervous system of the target, disabling his ability to feel sexual pleasure. His sexual desire, on the other hand, remains unchanged. The target will still feel lust, but no matter how hard he tries he will not be able to reach sexual fulfillment. Whether the target speaks Old Realm or not is of no consequence; the power of metaphor defies language barriers. Targets with low Temperance will be affected the worst, but there is a reason that even Immaculate Monks are given the explicit right to masturbate by their Order: Tension tends to build up. A target who goes (Temperance weeks) without having the curse lifted will develop the derangement Sexual Addiction (see Manual of Exalted Power: The Lunars page 210) at the deficiency level. After the second period of (Temperance weeks) it increases to the debility level, and after the third (Temperance weeks) period it settles at the deformity level. The spell remains in effect until the sorcerer cancels it or it is targeted by Emerald Countermagic. Once the target learns that he is once again able to experience sexual climax, any derangements that he may have acquired while under the spell will fade away. Sidereal lecturers at Department 137 often reference this spell when explaining a very fundamental, and at the same time very abstract, fact of magic, namely the importance of metaphor. While the sorcerer invokes the idea of the Sea That Marched Against the Flame’s defeat, the spell itself affects neither fire nor water in any literal sense. | | 5:14 pm |
Silver Nectar Release (Lunar Charm) Cost: 5m; Mins: Stamina 5, Essence 5; Type: Reflexive Keywords: Combo-OK, Poison Duration: Instant Prerequisite Charms: Scorpion and Toad Mastery During the First Age the Lawgivers ruled by way of their overwhelming superiority, but some Stewards found ways to leash in their more powerful Solar mates through dependency. Subtly manipulating the Essence running through her body, the Lunar transforms her sexual fluids to an ambrosial and redolent nectar that is worthy of the gods and as addictive as it is rapturous. Letting a target taste her sacrosanct fluids, the Lunar instills a craving in her target that only she can sate. For the Lunar to spend the motes to activate Silver Nectar Release, her target must be in a position to taste her sexual fluids as they are released from her body. Any being whose Essence is lower than the Lunar, is instantly addicted to the fluids. Beings whose Essence are equal to or higher than the Lunar’s must roll (Stamina + Resistance) against a difficulty equal to the Lunar’s Essence. On a success, the target suffers no ill effects. If the roll fails, the target submits to addiction. Once addicted to the taste of Lunar’s sexual fluids, the target will start to suffer withdrawal if he is denied it. Every day that he goes without tasting the Lunar’s sexual fluids the target suffers a cumulative -1 penalty on all actions (the penalty caps at -5). The target can resist the effects of withdrawal for one scene by paying a point of Willpower. The target kicks the addiction once he has spent a total of (Lunar’s Essence x 5) points of Willpower to resist the effects of withdrawal. | | Wednesday, July 1st, 2009 | | 1:18 am |
Scintillating Sun Rod Harness (Artifact •••)
Only one Scintillating Sun Rod Harness is known to have been made during the First Age, and in the Second Age not much is known about its origin, except that it was supposedly crafted by a young Solar princess of the Night Caste roughly a century before the Usurpation. The artifact is made up of a large orichalcum shaft attached to a harness, and it appears at first sight to be an instrument made for recreational use only. The massive, one-foot long orichalcum shaft is slightly curved upwards and ends in an enlarged head, like a penis. Inlaid in the non-tapered shaft are what is best described as veins of blue jade, making the artifact seem vibrant and throbbing when illuminated by a flaring Solar caste mark. The orichalcum shaft is strapped on to the wearer with a four-strap harness woven in gossamer with threads of orichalcum. One strap extends around the wearer’s waist, one goes around each thigh connecting with the first strap in the front, and finally the fourth strap goes between the wearer’s legs connecting with the waist strap at the lower back. The harness is specifically intended for an unclothed female wearer, but refitting it to fit a male wearer is possible for a skilled artificer with a relative minimum of time and resources. When in the glow of a shimmering Solar caste mark, the Scintillating Sun Rod Harness imposes a one-die penalty on all Valor rolls made by creatures of darkness in the artifact’s presence. What is more, if the Solar wearing the Scintillating Sun Rod Harness successfully controls a clinch, she may force the orichalcum shaft into one of her target’s orifices, ripping through any clothing not made of one of the Five Magical Materials, without a flurry. Pegging (i.e. forcing herself on her target anally) is the most common approach for a Solar wearing the Scintillating Sun Rod Harness, but irrumatio (i.e. forcibly thrusting the shaft down the target’s throat) also qualifies. Each time the Solar manages to control the clinch and force the orichalcum shaft on her target, the target loses one point of temporary Willpower. If reduced to zero temporary Willpower by having the orichalcum shaft forced upon him, the target is put under a Servitude effect and will serve the Solar for a period of (Solar’s Essence) weeks. This breaks any Abscissic binding in effect for affected elementals or demons. If the target is a non-Exalt creature of darkness, the Servitude effect extends to a year and a day. The Scintillating Sun Rod Harness costs 8 motes to attune to. |
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