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rydi
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E: Rev-Immaculate Celestial Concordance of Elemental Essence

Post by rydi »

well, before this was all deleted, i had more written, but this will do. these are the basics of your brotherhood. the effect is not currently replicable, due to the wierd merging of an unaccounted for sidereal, Myrrun's thing, and the calibration.

your Oathbond is set at 10. This cannot be modified except as stated below.

Basic Features:
"• Familiarity: Members of a sworn brotherhood are aware of each
others’ location. As long as a member of the brotherhood is within
(Oathbond x 10) yards of another member, she knows exactly where
he is. Beyond this range, a member’s player can make an Essence rollas a diceless action for the Exalt to get an idea of the direction and
range to any other member. One success gives the sister a general
idea of distance and direction, three is suffi cient to get an accurate
read on range and bearing, and fi ve successes tell the sister exactly
where her brother is.
• Devotion: Each member of the sworn brotherhood gains a Devotion
dice pool, equal to their Oathbond rating, which refreshes
once per story. These dice can be used—in any amount—on actions
undertaken with the deliberate purpose of aiding another member
of the brotherhood.
• Loyalty: A character must score successes equal to his Oathbond
on an extended Conviction roll to take any action that he knows
will harm—mentally, xxxxxx, or physically—another member
of his brotherhood. Each time this action is taken, it reduces his
Oathbond rating by one. If this reduces the Oathbond to 0, the
character is no longer part of the brotherhood—in any magical
way, at least.
Brotherhoods with Oathbond ratings higher than 10 are extremely
uncommon and considered unnerving by others, as the bonds
between the members begin to permeate all aspects of their lives.
Extremely strong brotherhoods begin to act in disturbingly similar
fashion. They do not lose their individual personalities, but unconscious
habits, mannerisms, preferences and other traits blend and
merge, giving the members an eerie sameness to their behavior."
~exerpt from dragonblooded book


Advanced features:
>essence gain time requirements reduced (actual requirements not yet determined)
>Xp cost for out of element charms (that are not already from a favored skill) are reduced by -1xp (as are all immaculate style charms whether favored or not)
>Form type charms don't require activation roll (mainly b/c it is a stupid rule anyway, as it is almost a gauranteed success, and is most definitely a gauranteed waste of time).
>Begging the dragon extra mote cost no longer applies.
>terrestrial MA charms are reduced in cost by -2xp if a character has already mastered an immaculate art of the same element.
>Enlightenment charms aren't required to buy Immaculate styles, and after one has mastered an immaculate style, enlightenment charms are not required to buy any other celestial styles.
>characters may incorporate other aspects into their essence. the mechanics of this will be disclosed at a later time.
>Death of a member reduces the oathbond rank by 1, and has other effects as well.

there may be other stuff, but i think this was all the big stuff. if you remember anything else, post it.
Last edited by rydi on Fri Aug 14, 2009 9:18 pm, edited 6 times in total.
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Post by rydi »

:(

i don't want to retype this.

in answer to your ?, it means that they can learn immaculate styles without the extra charms, but not solar hero, or whatever. but after they master an immaculate style, they can. woohoo. dark messiah immaculate earth beatdown.
Last edited by rydi on Tue Jul 29, 2008 6:00 pm, edited 1 time in total.
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Post by Avilister »

Do you not have it saved somewhere else?
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Post by Avilister »

I'm going to dig through the raw database to see if it is saved in there anywhere.
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Post by rydi »

no.
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Post by rydi »

if you like. i'll post something in the meantime.

and yes, i would like that charm description.
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Post by Avilister »

The database does not keep old copies, it seems. I'm double checking, but I found the text of the post itself, and there's no other version of it.
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Post by rydi »

life goes on.

feel free to edit it, including explanations and fluff, but the system mechanics are all there i think.
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Post by Avilister »

That charm text is in your PM inbox. I didn't want to copy it to the public since I wrote it out word-for-word :P
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Post by rydi »

yeah. i'll go put quote marks on mine.
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Post by rydi »

i almost deleted one of jason's posts trying to quote it. lol.
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Post by Liquidprism »

So what I'm getting from this, is situations like what happened last session are going to require die rolls... lots of die rolls. Steven, Thael, and Adam, would need to make die rolls to even attempt to attack the anathema, since they know it causes some of us distress, and I would have to make rolls to take up arms on the anathema's behalf.
Yay die rolls. :D
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Post by Avilister »

It would not have been dramatically appropriate to force die rolls on us for that.

In short, fuck the dice.

Also, most of us probably didn't know that there was going to be such a huge problem over this. Certainly my character wouldn't have known that. To top that part of it off, you weren't personally harmed. You were outraged, perhaps, but that's different.
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Post by Thael »

while I agree that we would not have known how much this could affect the non aggressors in this meeting it should apply in the future unless we resolve it some how... the one chick that was in shock was anticipated but that is how combat is the first few times for most anyone...
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Post by rydi »

much like rl laws, there needs to be a distinction between physical and emotional harm.

there would have been a roll to manhandle josh perhaps, but it probably wouldn't have been at full difficulty b/c it wasn't actually intended to harm, just drag off. amari would have had to roll, but she was also focusing for a while and conviction is here high stat.

and yes, you can still hit each other in practice. and beat breeding into one another.
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