Exalted - Solars JumpChain
Exalted - Solars JumpChain
In a time before time, the titans that made the world of Creation were overthrown by the might of
great heroes known as the Exalted in a war that shook the very foundation of this world.
Standing at the head of this army of heroes were the Solar Exalted, the generals and leaders
who embodied the perfection of the Unconquered Sun, who in turn stood above all other Gods.
But in their dying moments, these titanic Primordials would curse all Exalts to fall into madness
and hubris, a curse that fell on deaf ears and would remain unknown to this very day.
At first, all was well. Once the war had ended, the Solar Exalted were appointed to be the Lords
of Creation and all other Exalts, standing as the visionaries and nobles that would lead the world
into a glorious First Age. However, the Great Curse had long since found its way into the minds
and hearts of all Exalted, and the Solars - the ones who led the charge in the Primordial War -
were afflicted the worst of all. Hubris and madness consumed each and every one, little by little,
until these once-great Heroes succumbed to insanity that would leave wounds on Creation that
last to this very day.
Seeing no other choice, their once-loyal soldiers and retainers the Dragon-Blooded would all
rise up and tear down the Solar Exalted in a great Usurpation, and the vast majority of these
Solar Exaltations that once powered their now-deceased overlords would be locked away in a
Jade Prison.
Now, Creation has been unmade and remade many times in over a thousand years. Only
echoes remain of the First Age, and the few who remember do not recall the time of Solars
fondly. However, in this Age of Sorrows, Creation is being assailed from all sides. The Scarlet
Empress has disappeared and her Dynasty threatens to tear itself apart in a civil war. The
Deathlords seek to drag this world down into Oblivion. Horrors from beyond the Wyld seek to
return the world to formless chaos, and the demonic Yozi seek to take back their Creation from
those who stole it from them all those years ago. Now, more than ever, this world needs its
greatest heroes, and many of them are too busy fighting over past wounds or their own glories.
Years prior, the Jade Prison holding the power of the Solar Exaltation was broken. Now, exactly
one-hundred and fifty are free and creating a new generation of the Chosen of the Sun.
Whether it is met with rejoicing or fear, the world is shaken by the return of its ancient masters.
Will this new generation learn from the mistakes of the First Age and save this ill-fated world? Or
will it just be an old tale told again through the eyes of the new? Whatever the end result will be,
I cannot say.
But now, you count yourself among their number, Jumper. You hold the greatest and most
terrible power this world has to offer, short of the distant glories the Yozi and Neverborn, once
the Primordials, had in that time before time. Though you start from the ground up, you may one
day reach and perhaps even surpass the glories of the First Age at their peak, and perhaps
bring peace back to this frayed world. Or perhaps you’ll simply adventure, or follow your own
ambitions. One thing is certain: Your destiny is your own.
It is the beginning of RY 768. And your story begins here. Take these 1000 Choice Points
Location (Roll 1d8. Alternatively, spend 100cp to choose your starting location from the list.)
1- The Imperial City - The grandest city of the Blessed Isle. Where once the Incarna resided in
the time before the great war, now where the Scarlet Empress’s dynasty rules over all. Simply
put, this is the beating heart of the greatest empire currently in Creation. It’s economy, military,
and even religion designed to enfranchise those Dragonblooded who consider themselves a
member of the dynasty. And this place at the very heart of the world is one that considers all
Solars as Anathema, demons to be destroyed on sight by specially trained warriors. Yet here
you are, for good or for ill. Even though the foundations of this empire may be trembling I would
recommend against revealing your true nature while you reside here, for the consequences may
still be fatal.
2- Great Forks- The city on the rivers, Great Forks is one of the grandest places of the
scavenger lands. Founded by three tribal gods, it has used the fertile soils of the east to fuel a
great empire of narcotics and agriculture with which to bring the opulence of heaven to earth.
Here the gods walk freely amongst man, the names of the most prominent of these gods on the
lips of every citizen as they worship; for religion is one of the core tenants that makes up the
culture of Great Forks. It may not have the amount of raw trade to compete with Nexus, but the
wealth here is spent a lot more freely as each day there is always a few festivals celebrating the
gods of this place.
3- Lookshy - What was once a military camp set up by a coalition of Dragonblooded Damiyos
during the Shogunate has grown and established itself as one of the foremost military powers of
the current age. Everything about this place was built with combat in mind, even its structure
ascends in size towards the centre, with many sets of walls and towers all garrisoned with
soldiers and war machines. The ruins of Deheleshen in which it was built on was a stockpile of
armaments from the first age itself, and so Lookshy has used them to great effect in resisting all
efforts of the Realm to challenge their independence. While not an economic powerhouse like
its peers, the militarization and first age resources offer some very unique opportunities for
those with the skill to find them.
4- Gem - The gemstone bazaar of Gem is the most famous across the south, and for good
reason. Its terraces and structures jut out of a long dead volcano, a clear mark for miles around
as a place to come do business. Through a combination of tradition and intimidation it is the
only place many are willing to sell the stones that makes up a large component of the south’s
mineral wealth. This place has known man for as long as they have ruled Creation, and there
are many who make their living exploring the depths of this place on the hunt for first age
caches with which to make their fortunes.
5- Nexus - The economic titan of Creation, Nexus is a city of incalculable wealth flowing through
its gates each day. Home to the Guild and many other businesses like it, it is truly a nexus for all
the jade and silver in the world. It is well known as a place with few laws, and even rarer still a
city so close to the Realm yet where Anathema can walk freely on its streets. Here only the
edicts of those members of its council, its most famous proclamation that there shall be no
obstruction to trade in this place. Here an entrepreneur can see themself rise into a position of
untold riches, only to lose it all the next day. Take care, for this city’s loyalty is foremost only to
coin.
6- Gethamane - Towards the north lies the great underground city of Gethamane. Its origins to
most are a mystery, ensuring it remains a popular choice for scholars and researchers to come
and explore its mysteries. It was found, rather than founded, by refugees during the time of the
great contagion. They found this place whole and empty, the runes that wind down the walls are
written in no known language and even the gods of this city are not native to this place. Yet this
does not make for a peaceful place as the tunnels that house Gethamane are deeper than any
map will show, and those that risk the depths in search of ancient wealth risk the attentions of
the monsters that dwell below.
7- Palanquin - Along the banks of the dreaming sea, a city held aloft above four statues. This is
the territory known as Palanquin. Its inhabitants are a vibrant and spiritual lot; their closeness to
the sky, and therefore to heaven, unifying them with a deep sense of pride. However this not
totally unfounded as their city is home to what is seen as a long abandoned gate to the heavens
themself. This is a misconception on two fronts, for it is not as defunct as most would believe.
The correct magics would once more open its portal, but not to the heavenly gardens of
Yu-Shan; instead leading to the even more ancient world of Zen-Mu, where the primordials
resided before they had even thought to build Creation. Perhaps truly ancient wonders could be
found here, or just abandoned halls and mad gods, for none of creations inhabitants have ever
stepped foot there.
8- Free Pick - It appears that you possess the blessing of the heavens itself, for you may
choose any location within Creation to begin your adventure by rolling this option.
Backgrounds:
It happened in a flash. Your life was unremarkable, even ordinary, and you lived as a mortal in
Creation as so many others did. Perhaps you were among the lowest of peasants, or those
fortunate enough to be born into royalty...but you always stood in the shadow of both the Gods
and the Dragon-Blooded, along with the many horrors that reside in Creation. Somehow, the
call of destiny reached you and you were put into a dangerous, impossible situation: An army
surrounding you, a secret no mortal hands could unearth, or a grim fate you could not hope to
escape. Even so, you pressed on, raising your blade or your wit against this impossible
challenge.
Then in a flash of gold, you changed. The impossible task was no longer impossible, the army
no longer unbeatable, and the way home couldn’t have shone any brighter. You became one of
the Solar Exalted, your life forever changed by this ascension into one of the Chosen many. But
before that, you were...
Drop-In - Just yourself. There was no fanfare, no past life or memories to follow you. You were
just the same person you’ve always been, but now with the light and power of the Unconquered
Sun held within your hands. The only burdens you carry are those you bring with you.
Fighter - Gladiator, pit fighter, soldier...one way or another, you were accustomed to violence
and blood. Whether on the battlefield or the streets of the cities in Creation, your life was
defined by violence and its many uses, enough so that battle was almost a matter of instinct to
you. Now, you can finally use that prowess for a purpose much greater than before, and it will
guide you every step of the way.
Merchant - Trader, diplomat, perhaps even a noble...you were someone more familiar with the
subtler side of Creation. The place where the fates of kingdoms and empires are decided
behind closed doors and with a secretive whisper, or the many economic webs spun by The
Guild in markets and hidden trades. These places dictated by wealth and charisma are what
you’re familiar with and guided growing knowledge, letting you know about where to find friends
high and low...and how to make them dance to your tune. Before, it was just benefitting from the
efforts of the strong or keeping yourself unseen. Now, you will be the hand pulling the strings.
Scholar - Blacksmith, prodigy, seeker of knowledge...your mind was always in the clouds and
your nose was firmly planted in a book or a scroll. Much knowledge of the past has been lost,
burned away by the flames of the Immaculate Order or by the ravages of time. More than that,
Creation’s own future has become uncertain, and so many are bound by ignorance or tradition
to see the doom looming overhead. Whether found in a great discovery or a dogged
determination to find the truth, knowledge is both your sword and your shield, and with it you will
make a new future with your own hands.
Age and gender are irrelevant, and may be chosen freely. Your Exaltation is a fairly recent
event in your chosen background’s life, likely less than a year, as per a typical young Solar
Exalt.
Castes:
Upon Exaltation and the blessing of its great power, you are given a specific ‘Caste’ that
determines what sorts of Charms (abilities) will be easiest and quickest for you to learn. These
Castes tend to be reflective of the skills and desires of the person so Chosen, though there is
nothing stopping a Warrior from being a Twilight Caste, or a Scholar from being a Zenith, or so
forth. As part of your unique nature, you may choose your Caste for yourself.
Dawn - The Bronze Tigers are the peerless warriors, generals, and strategists of the Solar
Exalted. While it is likely all Exalted, Solars being no exception, hold some martial prowess, the
Dawn are the ones who shine brightest on the battlefield. May your blade shine bright and true,
Ascending Sun.
Zenith - The voice of the Unconquered Sun in Creation, the Golden Bulls are the priests and
guardians of this world, able to sway crowds with their spoken word and withstand the weight of
both words and blades with stalwart strength. You are a natural leader in both spiritual and
earthly matters, and the one who leads others towards a brand new day.
Eclipse - The diplomats and negotiators of the Solars are known as the Quicksilver Falcons, and
were tasked with unifying different peoples and factions into a functioning whole, whether with
diplomacy or with trickery. They specialize mostly in social interaction, being able to both blend
in and stand out wherever necessary, and sway the hearts and minds of people to a cause.
Twilight - The Copper Spiders are the investigators and studious members of the Solar Exalted,
crafting great Artifacts of myth and legend or studying the ‘why’ and ‘how’ of Creation. They are
the savants and sorcerers who stand peerless among others, and they are the ones who lay the
building blocks of great wonders in this world.
Night - Finally, as there is day and it’s eventual end, there is Night. The spies, assassins, and
thieves of the Solar Exalted, who understand that a subtle hand or a knife in the dark is
sometimes necessary to preserve the whole of Creation. The Iron Wolves, when they are seen,
is often the last sight a foe will ever see.
The Great Curse:
It is worth noting that for all the might of the Solar Exalted, they suffer the worst from the dying
curse of their ancient enemies. In moments of great stress or repression, they lose control of
their emotions and the Virtue they resonate with the strongest. The compassionate succumb to
righteous fury or weep with great sorrow for those lost, the temperate desperately try to shed
their material possessions to achieve some sort of spiritual rebound, and more. The absolute
worst cases receive a tailor-made flaw that digs into the worst of their personality and brings it
out to the surface for all to see. While your stay in this world won’t be long enough to see the
Great Curse become an ever-present cancer in your mind, you too will suffer from these ‘flaws’
in your Virtue in moments of great stress or upheaval. It will be mercifully brief and occasional,
the worst often lasting no longer than a day, but it is likely to be a hindrance to your journey. As
a mercy, the Great Curse will be cleansed from your Solar Exaltation completely at the end of
this jump, allowing you to enjoy the benefits without the ghastly curse of Primordial titans forever
hanging over your head...just try and survive until then.
Perks:
All perks are discounted for their matching Background and Caste. Discounted 100-point perks
are free.
Drop-In:
100 - Glorious Golden Smug Technique - You are a Solar Exalt, among the Chosen of the Sun
and the mightiest of all the Exalted. Thus, you’re well within your rights to feel secure about your
superiority and the advantage it gives you...but must you be so smug about it? Whether or not
you’ve let this go to your head, you are frighteningly good at rubbing your station in the face of
others - whether it be your Exaltation, your accomplishments, or just the huge gap in
competence between you and those you speak to. Those weaker than you will feel discouraged
and likely sink into despair, while your equals and better are more easily provoked by the desire
to punch your smug face in. Which, as a bonus, you are very good at making such expressions.
You won’t even need words to communicate how smug you are and how much better you know
you are.
200 - Great Radiance - The Solar Exalted were meant to be the kings, generals, and visionaries
of the other Exalts. Whether or not they fit the role accordingly is subject to centuries of debate
and the Usurpation, but there is no denying that you are larger than life. A quirk of your
Exaltation allows you to draw in light around yourself, letting rays of sunlight (or nearby artificial
lights from flame or technology) shine down on you in an angle that wordlessly communicates
your importance, which can intimidate the wicked or reassure your allies. In addition, you are
able to freely toggle the visual intensity of your anima...whether making the brightest light
without spending a single mote of Essence, or making it quietly vanish even after you have
demonstrated your fantastic might. If nothing else, this will greatly frustrate those who were
hoping to track you this way.
400 - The Fog of Legend - It is easy for the Chosen to step into the spotlight of destiny. To
defeat the Darkness and push back their foes, and to let themselves be heard and hailed as the
heroes they are. But, sometimes, it is better to let go. It is better to let those whose lives have
been changed to continue on without you - you are, after all, a wanderer of worlds. Thus, when
you undertake a great accomplishment or complete a heroic quest, you may quietly walk off into
the distance (sunset optional) and allow your accomplishments to fade away as a legend, as a
myth. Your deeds are attributed to the closest possible substitute or a figure that doesn’t quite
match your description, and your reputation quickly fades into obscurity. Though your closest
allies and greatest enemies will remember it was you who made history, you may let yourself
become just another face on the road, and march on to your next quest in peace.
600 - Heart of the Sun - Though your Exaltation is mighty indeed, there is a part of it that sorely
lacks in comparison to its progenitor. The Unconquered Sun was created to represent perfection
in all its forms, including the four virtues of Valor, Temperance, Compassion, and Conviction. As
the First Age all too handily demonstrated, these virtues were either in great excess without
their original meanings, or simply lacking in them where it counted most. But your Exaltation is
very close to its origin, and it breathes new life into both your body and your heart. Your
emotions and the virtues you hold dearest to your heart will burn with bright intensity, never
losing their vibrancy to the woes of time or the stresses of adventure, yet it will also allow you to
exercise wisdom and view the world objectively without being blinded or controlled by your own
passions.
Your Compassion may make you weep for every innocent life lost, but it will not blind or cripple
you with angst or foolishness. Your Valor may bring you stand fearlessly against overwhelming
odds, but you will not need to make a suicidal last stand in an impossible battle. This also
applies to other aspects of life you consider your ‘virtues’, not being limited to the four of this
world. In short, you may invoke or suppress these virtues with no detriment to yourself at will,
from awe-inspiring levels or a simple ‘mortal’ level. Finally, this strength of will is absolute,
allowing you to casually brush away any attempt to manipulate you emotionally or mentally,
whether through mind control or coercion, always able to think clearly and decisively when the
moment calls for it. The only thing that will ever sway you is what you choose to allow. You will,
now and forever, shine as bright as daybreak.
Fighter:
100 - Stuntmaster - The absolute best part of being a skilled warrior as a Solar Exalt? It’s how
your every movement follows with both grace and grandeur, how you become a stuntmaster
that makes combat look almost like dancing. Your attacks become eye-catching and graceful,
and while no more effective, your skills in battle will look visually impressive in addition to your
already-existing effectiveness. This can also be applied to any sort of skill, power or trade you
put effort and enthusiasm into, letting you perform all of your abilities while looking absolutely
fantastic doing so.
200 - Raise Your Swords - The Solar Exalted were forged in an act of rebellion against the
supreme creators of this world, elevating mere mortals into the status of legendary heroes and
bringing the titanic Primordials to heel. Now, echoes of that action resonate in you - those who
are oppressed, whether by a tyrant or a heavenly despot, call to the flames of war at the sound
of your words. You may incite rebellion on a grand scale with little more than an encouraging
speech, and even the absolutely steadfast and loyal will question their masters at the sound of
your words. Obviously, this works best if there is an actual tyrant or sadistic force to overthrow in
the first place...benign or even benevolent rulers will find their people more resistant to this
change, though with time, even they may come to be despised. In addition, when you are
opposing a superior or ‘higher’ force in battle or with words, you will find yourself more
competent, your speech more biting, and your blows just a little stronger.
400 - Fire-Forged Comrades Method - While a single Solar stands as a point of light against the
encroaching darkness that seeks to swallow Creation, a general is nothing without an army.
However, the glory days of the First Age are long gone and the former Lords of Creation are
hunted as demonic Anathema, and thus no retinue may be easily available to them. But even
this can be overcome. You may train effective armies from the ground up in a staggeringly short
amount of time, turning a village into an elite fighting force within a week or two, tops. How
effective this is depends on how far you spread your efforts...training a single individual will
quickly see them become your equal (though obviously without Charms or any other
advantages, unless they already have those or you grant them somehow) in combat and
strategy, training a small village will create a disciplined squad that will put the veterans of
Lookshy to shame, and training an entire country would create a crude but functional army.
Obviously, this can be improved further if you have more time to raise these troops. This can
also be applied in training or delegating any sort of organization or group of people - letting you
raise ‘troops’ for art galleries or dancing as easily as you could battlefields. In addition to this
increase in discipline and competence, they will develop or strengthen a sense of loyalty
towards you - those newly blooded generals will lay their lives down for you, and that village will
be all to ready to fight for you.
600 - Sword of the Sun - To fight against the Primordials in their prime with naught but an army
of mortals...surely, such a feat should have been impossible, no more possible than an ant
slaying a living planet. But it was, and Creation was forever changed by it. Embodying that
power to surpass overwhelming odds, your martial prowess is now defined by overcoming
superior foes. When fighting a foe with a distinct advantage against you - power, size, scale, or
even the amount of soldiers in an army - those advantages become mitigated or even
manageable, letting you fight them on more even ground. An enemy who could slay you with a
wave of their hand will find it difficult to actually focus their will upon you, a giant finds their size
a hindrance instead of a help, while a gigantic army is no more difficult to overcome than a
well-armed squad. Be warned that lacking the means to actually fight such enemies - an army of
your own, Charms, or such - will merely give you the means to survive or stall the bout.
However, should you possess both the means and the will - even the mightiest of legions will
falter against you.
Merchant:
100 - Just A Humble Merchant - Not everyone needs to leap out into the spotlight and declare
‘here I am!’, you know. After all, both mortals and Exalts act differently in the presence of a Lord.
You thus know how to act humbly and in modest ways, knowing how to carefully hide your true
nature and avoid making missteps that reveal your Exalted nature, or other strange abilities you
may possess. In addition, you know how to easily ingratiate yourself with new groups such as
adventuring parties or local businesses, letting you quickly find a way to use your skills and
meet new allies or friends. A god-king could masquerade as a simple assistant for years without
anyone being any wiser, so long as you chose not to reveal yourself.
200 - Weighing The Scales - A ruler must be able to judge evently fairly and morally, a merchant
with an eye for investments, all with the same keen eye as their creator and God, Sol
Invictus...at least, before he all but disappeared from Creation into the sway of the Games of
Divinity. You can objectively judge how a political or economic decision of yours will affect either
the person you’re working with or the populace at large in both the short and the long term,
along with what factors create these. Bartering with a merchant will let you know how he feels
about a deal you’ve made and the factors influencing his decision (all of which you can likely
manipulate), while making a new law for a city you are in charge of will inform you of the
long-term impact and ways to better shape the factors in yours and your people’s favor.
400 - Tangled Webs - Creation and those within it have a certain love for intrigue. After all, brute
force is plentiful and those who would abuse it are both easily controlled and ripe for
exploitation. The Scarlet Dynasty, the machinations of the Sidereals, even some of the more
clever Yozi are no stranger to clever schemes. And neither are you. You can navigate the webs
of intrigue with grace and infuriating talent, able to manipulate and create ridiculous long-term
schemes that fall into place with amazing accuracy. If that wasn’t enough, you know just how to
unravel schemes that have been building up for hundreds of years, and just how to twist the
results in a way that favor you...you will have to work for it, but that just makes the long game all
the more satisfying, doesn’t it?
600 - Prosperity of the Sun - War and blood does not build a nation, shining wonders do not
create happiness in one’s people, and Exaltation does not make one inherently fit as a ruler.
You are unique in that you have internalized these truths and fully understand what is needed to
create true prosperity in both yourself and your subjects. You understand economics and
politics with complete mastery of both, but you also know how to build a lasting nation or
organization that can sustain itself without you having to constantly reinforce it with Charms or
other abilities. In addition, changes you make in the world...whether building monuments,
kingdoms, or slaying a great menace will have a permanent and lasting effect - your dynasty will
last for thousands of years beyond your own era, your legend is told for many years to come,
and your cities will be full of life even if the world around it should be torn apart. This effect can
be mitigated or ‘turned off’ at your leisure if you prefer subtlety or impermanence.
Scholar:
100 - Pages and Words - There are few things more powerful than knowledge and how to use it.
Creation is full of oddities and hidden lore that can take decades of study to fully understand.
Luckily, you have a bit of help with this - given about a day at most, you can quickly study and
learn all public knowledge about an area you’re in simply through investigation and reading -
everything from cultural norms to where the best shops are. Things that are hidden or secret
must be investigated normally, but when you understand all that is ‘normal’ about somewhere,
all that’s left to do is spot the uncommon. You’re also now an incredible speed-reader, to boot -
you can read a large encyclopedia from front-to-back in minutes. You may instead read a bit
more slowly if you prefer to sit down and enjoy the read, of course.
200 - Logic - A treasured but surprisingly rare ability in all of Creation is the ability to overcome
falsehoods and the words of honey-tongued tyrants through simply pointing out their flaws. After
all, anyone with the ability to do so usually comes with the inherent assumption they’re already
correct or is a peasant who meets the wrong end of a daiklave in retribution for it. But you have
the ability to examine a situation objectively and point out obvious or subtle lies or misdirection,
along with being able to dismantle cultural assumptions through simply pointing out that they’re
wrong. Some may react violently, but only the most delusional or determined can refute you -
and those who were strung along by charisma or Charms will quickly realize what has been
hidden from them. You may be considered the bane of the Immaculate Philosophy and the
scheming of certain Chosen if you use this carefully enough.
400 - Brought to Light - There are many secrets in Creations, and many things kept locked away
in obscurity or conspiracy. And it is the duty of the Sun’s Chosen to bring them all to the light.
You will find that secrets are not easily hidden from you - clues come from the least likely of
places, and you’re skilled enough at investigation to pick up on every little indicator these clues
give you. Unearth a conspiracy in a week. Corner the culprits in two. It’s not guarantee they will
wait for you, but even the most well-hidden of places and secrets can eventually be found by
you if you put effort into it. Even the coldest case can be returned to the sun’s light with your
mind at the ready. More than that, so long as one living person or item containing a fact or
secret still exists in this world, you will without a doubt eventually find it...though it will still take
time and work to locate, it will be within your grasp.
600 - Mind of the Sun - Many speak of the First Age and its lost wonders, forgotten and quietly
waiting for the return of their masters. However, far too many fixate on what was and what could
have been, instead of looking towards the future, and you are not one who has time to waste
rummaging around old ruins for secrets. Your Exaltation holds many of the lost knowledge of
crafting and forging great Artifacts, as well as lost sciences of the First Age such as biogenesis.
You begin with the basic knowledge and fluency in Old Realm, as well as mastery of the various
sciences and ways of crafting from the First Age, able to forge weapons, warstriders, and other
items of legend to add to your own panoply. As a bonus, you know how to substitute magical
materials for such items with their mundane equivalents or metals in other worlds - useful in
worlds without materials such as orichalum.
Caste Perks
Dawn:
200 - Flawless Form Technique - The Solar Exaltation which beats in the heart of each and
every Dawn caste is one of the most powerful military tools ever to exist. No other exalted can
come close to the raw mastery of combat that these individuals can effortlessly obtain. Even the
creators of the universe were in the end destroyed, defeated by those who had been blessed
with the truest potential of the fight. However any of the solars can swing a sword, any of their
number possess the potential to excel at combat. What the Dawns possess, and so shall you, is
an enlightenment on the nature of war. An epiphany that guides them to master all forms of
martial skill, not just a speciality in a sword or bow. They understand that all combat is one, and
their understanding of one discipline can help to guide the others. A master swordsman can use
their knowledge of effective cutting strokes to guide the perfect angle on a loosed arrow, or the
understanding of a dagger mid-flight can inform the movements of entire armies. And the
deeper your understanding of combat, the greater you can expect to see other areas of war
bolstered by.
400 - Panoply of One - A war is a conflict between armies, a clash of thousands of soldiers
pitting themselves against each other. But often, you may find yourself simply fighting on your
own. Artifacts are helpful, yes, but they are also costly in Essence and attuning yourself to a
complete armory is often impractical. No longer will you need any weapon beyond your own
light. You are able to ‘attune’ yourself to a single weapon or armor after a day’s worth of
meditation, even if it is not normally considered an Artifact. So long as the weapon does not
resist or repel you in some fashion, this attunement allows you to forge an exact replica of this
weapon with your own Essence. The cost is higher for weapons that possess inherent magical
abilities or world-shaking powers, while mundane weapons cost you nothing to make a replica
of. These copies possess all the functions and abilities of their original, with bottomless
ammunition for bows or firewand-like weapons, and last up until the battle has passed. In effect,
it functions similarly to the Charm Glorious Solar Saber...but you wield more than a simple
sword or two now, don’t you?
Zenith:
200 - My Prayers Be Heard, My Will Be Done - When they are chosen, irrelevant of their beliefs,
all of the Golden Bulls are priests of the Unconquered Sun. Each of them have a deep and very
personal connection with heaven, unrivaled by all save those chosen of the stars. Each one
gifted with a vision from Ignis Divine himself, to further bolster their faith when they are first
chosen. This perk embodies this divine connection that all of the Zenith caste possess.
Whenever you pray you almost always receive an answer of some sort, the gods know better
than to ignore a priest of the Sun. Your status as a Solar shall give you a good standing when
interacting with the divine, able to talk and deal with them on even footing thanks to your relation
to the highest of holies. In addition, this authority will be recognized in worlds beyond Creation,
spirits treating you as a superior and gods treating you as a peer and equal regardless of your
origins or what worlds know of you.
400 - A Shepherd of Light - The Zeniths are true emissaries of the worship of Sol, they inspire
the masses to faith through their very existence. Every word, every action, and even every
breath serves as a reminder as to the legitimacy of the cause; a natural order to be restored
through you. Thanks to the visions given upon their exaltation, this cause is almost always the
worship of the Unconquered Sun and his chosen. But you are beyond this limitation, as this perk
grants you all these abilities but its direction is yours to decide. The followers and faithful you
gather will increase the might and power of the being they worship, a single prayer being a
small boost to one’s willpower, while an organized cult restores their energies and allowing them
to work their wonders more effectively and more often. This can apply to any being you
choose...including yourself. Finally, if the being in question (yourself included) wasn’t already
considered divine, this worship will allow them to qualify as one for purposes of negotiation or
wielding divine abilities or artifacts. This includes the Spirit Charms of this world, wielding power
as the little Gods and everyday Gods of Yu-Shan do.
Twilight:
200 - My Mind, A Library - Creation is full of many secrets and knowledges that could yet hold
the key to its salvation or its destruction. And one mind can only hold so much of that within
itself, while notes and books can be lost to the ravages of time or enemies. No longer. Your
memory of every little detail, every experience, every moment of your life is sharpened to
perfection, giving you fully eidetic recall along with the ability to ‘tune out’ memories that are
traumatic or irrelevant unless you have need to call on them. Also, regardless of what damage
or interference your mind may encounter, you will always recall - with perfect detail - the
sciences and knowledge you learn from this world and others, along with whatever you build on
top of it. Indeed, your mind can now be searched, organized, and indexed by you like a mental
library...and those who attempt to probe your mind will likely be confused and infuriated by how
it is sorted, denying them what they seek from you.
400 - Brigid’s Legacy - The Twilights are an inquisitive lot. This could be a worrisome trait for a
regular mortal but for the Lawgivers there is nothing to fear from the potential consequences of
misplaced research. This curiosity was well placed during the First Age however as the Copper
Spiders were always on the cutting edge of the sciences and were the undisputed masters of
sorcery. During the Usurpation, Creation bore witness to unfathomable releases of sorcerous
might, as firestorms and titanic golems attempted to strike down the traitorous exalts. This
intimate understanding of the flows of sorcery is represented with this perk, enabling you to
replicate a deep understanding of magics whenever you see them and ensuring that its
mysteries are not held from you for long. You may discover new types of magic in the world
based on its existing principles, or quickly master magic that exists as well as pass it on to any
willing students. As a final benefit this knowledge grants you an innate resistance to hostile
works of magic; your mastery overpowering the efforts of rival spells.
Night:
200 - Improbable Concealment Technique - The Night Caste has no shortage of stealthy
warriors and spies, able to vanish from the mind's eye even if they had just finished talking to
someone out in the open not even a second before. But what of the future, of foes with senses
beyond the five, or someone the Solar happens to bump into on accident? By simply covering
their face with something - anything from a mask, the shade of a hat, or a piece of cabbage will
enhance their stealth prowess. Not only will they much more easily vanish from sight, whether
from mundane ability or Charms, but those with supernatural or enhanced senses...anything
from the ability to see the future, to predict the Solar's movements, tracking or any other indirect
method of detection - simply fails to work until they choose to fight or reveal themselves. This
includes technology beyond this world, such as radar or similar devices.
400 - Seven-Finger Jumper - Once, there was (or never was) a Solar who had snuck past the
Gates of Heaven, past the watchful eyes of Sidereals centuries his senior and stole from the
most sacred Garden within. Then, he left and returned again, disguised as one of those senior
Sidereals, tricking a young Exalt into giving away a powerful artifact he was made to safeguard,
and the theft was not noticed until days later. Most remarkable of all, this Solar had not activated
a single Charm - they used their own wits, cunning, and tenacity to fool those he had spoken to,
and vanish without a trace. This tale has been woven into your own abilities - your prowess in
spying, espionage, theft, larceny, and trickery is second-to-none. You can trick the hearts of
men, Exalts, and even beings vastly beyond yourself, and steal from under the noses of all but
the most paranoid and powerful of foes. All with a laugh on your lips and the wind on your feet.
Eclipse:
200 - Diplomatic Immunity - Ancient oaths sworn by the Fair Folk and the defeated Yozi allow
Solars of the Eclipse Caste to enter as guests of honor on any legitimate business with such
beings, unable to be harmed or attacked unless the Solar themselves chooses to harm them
first. These oaths now echo with you into future jumps and for all beings you encounter from this
point on - on any sort of legitimate or diplomatic business, your foes or clients must treat you
accordingly to their laws of hospitality, and will not attempt to harm or attack the Solar. Though
they may attempt to use trickery or pretend they are under no such obligations, this oath is
sacrosanct and cannot be broken unless under just cause (the Solar has openly stolen from or
harmed the ones entreating them, for instance).
400 - Binding Oaths - It is through the surrender oaths sworn by the defeated Primordials that
allows the many demons of the Yozi to be summoned and bound by the Exalted while trapping
their bodies within a worldly prison, still bound and unable to be broken to this day. You have
harnessed this - whenever an entity willingly and knowingly agrees to it or surrenders to you,
you may bind them with an oath that will compel them to fulfill a certain task or be bound to a
certain set of rules. Once this is made, the deal is absolute and cannot be broken or stolen
away except by exploiting any loophole the Solar themselves may have made. Notably, unless
the Solar adds a time limit, these last forever. This can be anything from a simple agreement
between factions...or an eternal curse of servitude or imprisonment, however the Eclipse sees
fit.
Undiscounted:
Free/200/400 - Power and Majesty - It is unbecoming of the true rulers of Creation to not look
the part. As a small bonus to your Exaltation, your physical appearance becomes more
aesthetically pleasing to look at - muscles are pronounced, curves become eye-catching,
blemishes disappear and scars fade or remain in a way that fits your new appearance. Though
this is free, you may spend 200 points to become much more radiant than before, and you will
find both mortal and even some Exalted suitors will not be small in number if you go looking for
them. For 400 instead, you truly capture a piece of the golden essence of the Unconquered
Sun, your appearance well and truly perfect...and whether your idea of perfection is looking
handsome, beautiful, cute, or just absolutely desirable, you will embody all of it and more.
300 - The Three Circles of Sorcery - Sorcery is an esoteric and rare art in Creation, especially
the long-lost Solar Circle sorcery that disappeared from the world with the fall of the First Age. In
time, you may eventually recover and learn this art for yourself...but why wait? This will unlock
all three circles of Sorcery to you, and your spells from this world and others can be bolstered to
have additional power and stronger effects by pouring more Essence into them. Should the Five
Trials weigh in your mind or should you fear Sacrifice, consider the points spent here the
‘sacrifice’, and may you rest easier.
400 - Unconquered - The ultimate truth of the Sun is that it will always rise again in the morning,
and set again in night, then rise again. It is the eternal Daystar, the flame that brings light to all
of Creation and banishes the darkness. The Solar Exalted embody this, being able to take any
skill and wield it with the light of perfection. Your Exaltation burns bright with this truth, and you
now possess a shard of the absolute light belonging to its progenitor that allows it to manifest -
your spiritual energies, Essence included, will quickly grow and replenish at a quickened rate,
letting you keep up even as other Exalts would have exhausted their resources. Just as well,
your light banishes all attempts to erase or deny your existence and that of the area around you
- the only things that will alter your body or being, or shape your immediate environment is what
you permit, though you and what is around you may still be wounded by force or destruction.
+Heart of the Sun - The light of your Virtues cannot be extinguished by any Shadow, whether
from doubt or a very real Darkness. Your presence alone, should you wish it, banishes or
terrifies Creatures of Darkness or the ‘unholy’, and any ability you use to combat them will
greatly damage them regardless of its origins. In addition, your virtues can manifest as a very
real light that can cover the area around you, banishing the effects of mind control and coercion
as well as effects that ‘shape’ the reality around you and returning all things around you to their
original form, as though you were sharing your Heart with your allies and the land around you.
This will also cause those who look upon you - even those who absolutely despise you - to
recognize you as ‘pure’ or a ‘hero’, creating a sense of righteousness and credibility to your
cause that none can deny.
+Sword of the Sun - Your battles against overwhelming odds has taught you something: there is
no such thing as an unbeatable opponent, no such thing as an unstoppable attack. You can
then eclipse the light of other absolutes with your own - an ‘unblockable’ attack becomes merely
difficult to defend against, an ‘undodgeable’ attack is harrowing but possible to avoid, and an
‘instant kill’ blow against yourself is instead just significant damage. This also allows you to find
flaws in the defenses of an enemy with your keen gaze upon them, letting you exploit or
overcome the enemy with weaknesses they likely didn’t know they had. And if they truly had
none? Much like the Primordial King’s crisis leading to his ultimate defeat, you may ‘create’ a
weakness for the foe you battle - symbolically based off of a single element or aspect of their
personality that becomes a physical weakness for you to exploit, so long as you have a way to
capitalize on or utilize it. While victory may not come easily or absolutely, it will always be in
your ability to reach.
+Prosperity of the Sun - Sol Invictus does not need to walk among mortals to fill them with faith,
nor does the Daystar need to personally greet every mortal on Creation to give it light. Just like
bright light of high noon, you guide those under your gaze. Your subjects and people not only
find good reason to be loyal to you by merit alone, but they will feel an encouragement to
improve themselves and grow as individuals in a way that fits your ideals, as well as becoming
more skilled in their own trades and roles. Should you so wish it, your own skills that you can
teach or pass on to others will flow from you to your people without having to speak a word of
knowledge to them, and they will steadily become competent in these and use them in ways you
would approve of. As the months and years roll by, those who live under your administration will
gradually improve their quality of life, as well as corruption and other decaying influences quietly
disappearing entirely from society. A kingdom that you rule for a decade will hold some of the
best and brightest the whole world has to offer, and while they may still be mortal, your subjects
will walk with you in the light.
+Mind of the Sun - Contrary to what some of the Solars of the First Age may have believed, the
world is not improved by being painted in gold or forged in orichalum. The world is made whole
by the sum of its parts, not merely the brightest piece of it. This realization comes with twofold
benefits - you are able to attune yourself to any sort of supernatural metal: soulsteel, jade,
moonsilver, or even things in other worlds - as though it were orichalum. Just as well, you can
easily forge Artifacts with these different metals as well. But this is not all your teachings have
discovered - you now understand the necessary principles to build tools and methods that can
interact with the higher piece of the soul, even excising a piece of it without killing the subject. In
time, you may even find ways to bolster, empower, or strip away elements attached to it, though
generating means and power is up to you. If this sounds underwhelming, take note of this -
Lytek would likely kill to know what you will eventually set the groundwork for.
Companions:
Heroes of my Own [Free] - You need not walk alone, Jumper. While Solars may be the most
radiant and powerful of entities in this world, there are heroes who walk in mortal shoes as well.
You may create or import a retinue of eight mortal heroes as companions, who receive a free
background and a stipend of 100 points to spend - but nothing else. They do not benefit from
anything else, nor do they have a Caste.
The Circle [100/300/600] - The allies of the Solar Exalted in this Time of Tumult are few and far
inbetween, and those who are willing to negotiate often have agenda of their own. In the end, all
you can reliably count on are you own peers, similarly lost and seeking to carve their own place
in this world. For 100 points, you may import a previous companion or receive a new Solar
companion with 600 CP to spend freely, as well as a background and Caste for free. For 300
points, you may instead receive or import four...perhaps forming a ‘perfect circle’. For 600
points, this can instead be a full roster of eight.
Lunar Mate [100] - There are 300 Lunar Exaltations in this world, each one tied to a specific
Solar with a significant emotional bond - whether it is love, hate or friendship, these bonded
Lunars are drawn to said Solar, often becoming people of significance in each other’s lives.
Indeed, it was common in the First Age for such Lunars to be companions and even lovers to
such Solars...but it was also Lunars who often suffered the worst from the maddened excesses
of the First Age.
It is unlikely you will meet your Lunar mate in a place as large as Creation, nor will fate
guarantee their bond will contain any fondness for you. But as luck would have it, this allows
you to meet them not long after your arrival, and their personality and disposition will be
agreeable to your own goals, enough so that convincing them to join you is a simple matter. You
may then take them as a companion on the sole condition they agree to come along - though
how you choose to win their loyalty is ultimately up to you.
A...unique offer is that you may instead import a companion into this role to make them a Lunar
Exalt bonded to you, giving them all the benefits therein. Regardless, this option can only be
purchased once, whether as an import or a new companion. Similarly, should import or
purchase additional Chosen of the Sun as companions, they may all purchase their Mates to
enjoy their company as well...though, mind the fact they still take up one of your companion
slots, each.
200:
400:
Raptor's Grace [Dawn] - Solars are known for their abilities that far outstrip the ordinary, yet they
are unique amongst the Celestial Exalted in that they are grounded in the mundane. They may
never manipulate the threads of fate nor transform into terrible and powerful beasts like their
peers. As a result, a suitably athletic Solar may leap many miles in a single bound or be able to
balance upon the clouds, yet may never taste true flight. However "never" is such a strong word
to the Sun's Chosen, especially the Copper Spiders, and so in time wonders of artifice such as
this were created. Taking the form of a long ornate cape, with just a thought it transforms into a
pair of graceful pinions with which to allow their wearer to soar the skies. As they are tied to
their users essence, they always remain a competitive form of travel as well as providing
responsive maneuverability. One of its more unique features however is the ability for its
feathers to become razor sharp and to use the wings as a tool to attack and slice its wearers
enemies, an extra included by its original dawn caste commissioner.
Shield of the Righteous [Zenith]
While the great curse acted in insidious ways, there was one who remained resolute even unto
the end. One whose actions were never made to harm, yet was struck down all the same. Such
was the case of Stalwart Lion , a Solar born into an existence of war and chaos during the time
of cascading years, when Solar fought Solar. His sole drive was to protect those unable to
protect themselves, one that was nearly impossible to corrupt. Yet despite his noble actions he
too fell to the claws of the dragons, torn down in bloody defense of the people he swore to
protect; his body no longer able to support his impossible resolve. This shield is all that remains
of his efforts, forged anew out of respect by the starborn who was forced to take his life.
Composed of a disk pressed of purest orichalcum, such an artifact functions at its most basic as
an unbreakable shield. Yet this is not the extent of its powers as it can process the essence of
its wielder to project a barrier of solar energy far in extent of its size depending on the amount of
motes given to it. Thanks to the blessings wrought upon it by a Chosen of Mercury, its user may
find fate itself bending and twisting to help them get where they need to be before they would be
too late, the final remnants of its first bearer.
Where was I? Ah, yes. My great talents allow me to perfectly memorize every spell known by an
individual who willingly touches me, allowing me to immediately re-distribute that knowledge to
the minds of those who request it. Incidentally, this also applies to academic knowledge and
sciences, mmyes. Though if they cannot use sorcery in the first place, it’s mostly just book
knowledge. I may also ‘absorb’ such knowledge from books or notes, no sentience or meatbag
required. I can even filter out things like insanity-inducing truths or curses for safe redistribution
later. My mental capacity is also bottomless, allowing you to store all of Creation’s knowledge
and more should you get your hands on it. Truly, I would be a valuable addition to your cause if
you wish to take students. Also, I won’t exist unless you buy me, so I would greatly appreciate it
if you did so. Don’t think about it too hard, that’s my job. Or it will be. Might be. Please purchase
me so I can stop not existing.”~
Snakeskin Mantle [Night]
The Solars take inspiration from all places in Creation. The animal kingdom is no stranger to
this, and many unique and impressive artifacts have resulted from the interest these great
individuals have placed onto the natural world. This artifact in particular originated from a Night
caste who spent an age studying the many kinds of serpents across the known world alongside
their Lunar partner, whom shared an affinity with these reptiles. The traits of snakes mixed with
the essence of one who spent centuries as an assassin made for a rather potent combination.
This artifact appears as a simple shawl, with long fabric strands resting along the wearers arms
and it possesses a surface texture reminiscent of snakeskin. However this is no aesthetic
choice, as it was hand woven from living shadow and green jade, as well as receiving the
personal blessing of the God of Snakes herself. Just wearing this piece grants many significant
advantages, foremost being towards stealth and camouflage. This mantle ensures that any who
wear it can move in total silence as well as making them harder to spot in areas of low visibility.
While useful this is not its primary draw, for its affinity towards snakes extends to the toxins that
they use. Those fabric strands, when essence is channeled through them, allow the wielder to
synthesise all manner of poisons and venoms and to deliver them to an unsuspecting recipient.
Thanks to its first owners encyclopedic knowledge of snake venoms this was considered a
highly potent tool, who knows how powerful it may become in your hands.
Hope [Dawn]
Like many weapons invented by the Solar Host this is at its core a simple one, yet holding a
unique distinction among its peers. For this is the First. The first weapon to fell one of the
creators of this world. The first to announce the rebellion in a way that the Primordials could
truly understand. While other weapons before and after may have borne more overt
enchantments and abilities this pistol carries with it the strength of its legacy, for when it's first
wielder was struck down by the Black Boar That Twists The Skies it was recovered and wrought
through it an unthinkable act. A masterful twilight craftsman used it to etch a single word into the
Shinma, that which dictates the fundamental concepts of reality. Every Primordial, every
Raksha, and each of the Incarna all shuddered and felt as the world had a single concept
immutably burned into existence. A single word forever more an inextinguishable force within
Creation and beyond. Hope.
While its design has changed several times over the years Hope always takes the shape of
some kind of pistol, forged from white gold and orichalcum and faintly inscribed with the names
of every single being ever to carry it into battle, including that of Ignis Divine himself. While at its
first forging it did not hold much magical puissance this has not remained so as its legacy has
burned into itself as surely as successive generations of master twilights, all honored to improve
upon this legendary weapon. When a solar holds it aloft in battle they find their essence
transforming into casings of sanctified gold in which to use as ammunition. But this is a side
effect of its main ability. It transmutes the innate magics, emotions, and even physical strengths
of its bearer into the fuel it uses to fire its shots. As such the more powerful the user is, the more
strength they can receive out of this weapon. But no matter how brightly it may shine due to the
personal skills of its wielder, the flames of emotion burn even hotter. When a lone man stood
against one of the creators of the world, he held aloft not just his own heart but the hopes of
every man, woman, god, and child. And they took a legendary shot.
Amaterasu is one of the finest crafts ever produced within creation or beyond, well renowned for
both extreme speeds and impossible handling when in the hands of a Solar master. Its unique
engines process the essence provided by its captain into extra power to engines or repair
systems, a system pioneered by its revolutionary creator. While the pilot likely will not possess
an infinite wellspring of essence to fuel its systems, the benefits it can gain allow Amaterasu to
far outmaneuver its peers in the sea and sky. Thanks to its unique essence fueling systems, it is
well serviced with an array of powered implosion bows ensuring it can punch well above its
weight. As well as all its abilities Amaterasu was still built as the magnum opus of an
experienced first age twilight, meaning it contains all the comforts and amenities expected of
such a vessel.
Starfall [Night]
The Solar Exaltation is a device of perfection and efficiency, able to express its users skills to a
zenith far above mere mortals. Yet they only have themselves as a frame of reference, so when
Solars cooperate and share their understandings it paves the way for disciplines to mingle and
greater enlightenment to be realized. Such is the origins of the greatsword known as Starfall, a
construct of purest orichalcum and starmetal banding by a pair of luminaries during the
primordial war. Combining the reckless bravado and confidence of one of the most well known
Bronze Tigers with the ruthless drive to efficiency and destruction found in some of the Copper
Spiders allowed this monstrous weapon to be invented. A simple weapon, as most of the most
exemplary works often are, Starfall grants its user the power of unassisted flight. However this
only acts to facilitate its true nature in which it vastly amplifies the potential energy of its falling
wielder. To such extremes this blade takes its ability even simple blows strike with the force of
an avalanche, yet its first bearer developed a strategy of performing drops from extreme heights
unto unsuspecting foes. When he fell upon a reinforced city of primordial supporters, even
bolstered by the fell magics of the deva commanding it, the shockwave of his impact was
enough to render it nothing more than a scorched crater. And now his power passes to its next
bearer, for good or for ill.
There is no cap for drawbacks. Bear as much of a burden as you wish, Jumper. You will need
the strength given to you in this world to overcome them.
(+0) The Age of Jumper - Have you walked in Creation before? Have you tread the path of the
Mighty, or even the Mortal? Then you may walk within that same world once again. Your
previous Exalted jumps are now considered ‘canon’ and your start time and location is instead
where your latest jump in this world left off. Be warned, for Creation is a ticking timebomb - and
leaving unresolved crises in the past may yet come back to haunt you.
(+100) The Maidens’ Ire - History abhors a paradox, and a Solar with powers and knowledge
from beyond the scope of Creation is something that destiny holds a particular distaste for. Luck
will almost never be on your side - you will regularly run afoul of your enemies, create bad first
impressions, and suffer from dramatic setbacks from a turn of bad luck without warning. While
this will never kill you or trap you in an inescapable doom, your conflicts will be met with both
annoyance and danger.
(+100) A New Dawn - The Exaltation is a transcendent event, where a human bathes in the
power of the sun’s light and emerges stronger than ever before. The precise nature will often
depend on how the blessing of Ignis Divine was earned, not always do exaltations occur in the
thick of battle. The workshop of a master artisan, a shelter found deep in a wasteland, or the
safehouse of a notorious cat burglar are all feasible to see a new member of the Solar host
come into their role. However your arrival was not a thing of subtlety, an explosion of gold and
light painting the sky with a corona of your excellence. As such while few may know your true
nature, news travels fast and almost all you meet will know of you as anathema. Interacting with
those who believe in the Immaculate teachings will be difficult to say the least, and you should
expect the Wyld Hunt to be actively moving against you from the very start of your journey here.
(+200) Yozi-Friend
The weakest of the Yozi-spawn, those demons of the first circle of hell, are by many considered
weak and feeble in comparison to their progenitors of the higher circles. But they bear one
distinct advantage as they are the ones most able to slip through the cracks binding Malfeas
and enter back into creation. The chains of the Yozi’s surrender oaths bind tightly those closest
to them, the devas of the Third Circle, but are much less powerful on those further removed in
power and standing. It appears however that your presence, that of a being outside of this
reality, has further broken the wall between the Demon City and Creation. This means you will
find your footsteps in this world hounded by unbound First Circle demons, intent on causing
disruption and mayhem in your wake. Worse still, once or twice in your journey these cracks will
allow for the passage of a demon of the Second Circle, a being of remarkable pussiance who
even experienced Exalts treat with a certain degree of respect. All of these demons will be a
nuisance at best and a danger to your journey at worst, and it won’t earn you very many friends
in Creation when they learn what your presence is doing.
(+200) The Virtue of Compassion
The Sun’s Chosen were, and still are, intended to beacons of his virtuous nature. Drawing upon
his essence helping to craft driven individuals who would better creation with their deeds. In
truth it was only the Great Curse that warped this message, sending his Chosen into extremes
which he was forced to turn his back against. But as they return, that loathsome curse has yet to
assert itself unto their souls and the virtues still shine in Creation once more. For you,
compassion is what drives you above all others. Upon entering this jump you find yourself
building strong emotional ties to a group of people. For a fighter this may be the soldiers they
lead, a scholar might become attached to their students, or a drop-in could encounter a small
village that resonates in their heart or a small group of runaway slaves on the road. No matter
the target it shall be your responsibility during your time here to ensure that they remain safe,
and ideally to see them prosper even through the upheavals of this current era. While there is
likely no supernatural force out for their destruction specifically, the very nature of the essence
you hold is likely to bring attention to your newfound family unless you act with utmost care.
As though you had been alive and in decadence for hundreds of years, the flaws in your Virtue
have absolutely consumed you into a permanent state of madness that no Charm can cure and
no power can undo. The compassionate show their affections in twisted and horrifying ways, or
simply cannot bear any of Creation’s suffering without collapsing into mindless angst, the
Valorous become short-tempered and slay friend and foe alike, and those with Conviction
become utter sociopaths obsessed only with seeing their insane goals to the end, while the
Temperate shun all desires and contact with the world or seek to rid it of its ‘imperfections’.
While you have just enough sense of mind to not get yourself or your companions killed, no one
else will be shown any sort of mercy.
Ending:
If you manage to survive ten years in Creation, then you are given the choice of what to do next
with your chain.
The Rising Sun - You choose to return home? Very well. This is the only option available to you
if you were slain within this jump.
High Noon - To remain in Creation, perhaps in a world you have helped save or doom...so be it.
I hope life is fulfilling to you here, Jumper. As a consolation prize, you are given the ability to
remove the Great Curse from others, if you lacked such a power in the first place. May the Age
you create be a bright one, Jumper.
Off Into The Sunset - To the next world? Very well. We’re not quite done yet, after all, are we?
Notes:
The capstone boosted Mind of the Sun lays the groundwork for eventually making Exaltations or
similar of your own, or at least intricate ways of empowering or splitting the soul, though it will
take centuries or even millennia to fully master without ways to shorten that time. If you’re in a
hurry, find their original creator and try to copy their notes, otherwise you will be working largely
from scratch.
The Great Curse’s removal post-jump also applies to companions, whether bought or podded.
Post-jump, creatures that are objectively considered ‘unholy’ or ‘demonic’ qualify as Creatures
of Darkness for Charm purposes. If you learn the Charm Catching the Sun’s Glance, you may
personally designate the species or group that falls under this umbrella.