Slut Life , Exalted DLC/TCM
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Slut Life , Exalted DLC/TCM "SFW" text-only edition You are an average mortal human, simply trying to carve yourself a place in Creation, same as everybody else. Well, you might not be all that average. Could you be a scavenger lord, sifting through the ruins of the First Age for magical Artifacts? Perhaps you’re an adventurer, experiencing as much of the beauty and danger of Creation as you can? Maybe you’re a simple Child of Earth after all, scratching a living from the soil, such as it is, and aspiring to nothing more than a good, simple, life. However exciting, or otherwise, you may be, you find yourself in Interesting times, indeed: Essence courses through your form, tearing apart your body, your mind, your very soul, and remaking you into something… else. You do not have the knowledge to describe what’s happening to you, even scavenger lords seldom know many secrets of the mystical wonders they unearth, but you can feel what the magic is turning you into: A sexual plaything, a living toy. There’s a glimmer of hope for you, though. The magic is powerful, true, but barely controlled. With a surge of willpower you somehow grasp the whipcord tendrils of uncontrolled energy, entering into a contest of wills over control over the spell. You might be able to mitigate the worst of the damage. Alternatively, you could try to claim the loosed magics and make them your own; at the cost of letting it work its way with you mind and body. Below are a series of options, some awarding influence, while others come at a cost. A positive balance of influence implies that somehow, you’ve gained an advantage in the contest of wills: because you’ve distracted your opponent by intentionally opening a gap in your defenses, because you’ve somehow earned the intervention of fate itself, or because of some other means. With magic, anything is possible! However, a negative balance of influence means that you are the one at a disadvantage. Regardless of how such a situation came about, whether you’ve overextended yourself shaping yourself a boon or fate has turned against you for recompense, your opponent will not hesitate to work their wicked way upon you for as long as they can. Needless to say, you won’t be allowed to escape until they have pressed their advantage for everything it was worth. Only with a neutral or better balance do you possess enough influence that, with a surge of willpower, you can rend the weave of the magic and bring it to an end, should you find further power isn’t tempting or isn’t worth the cost. To begin, choose the source of your plight from the list below. Additionally, certain options reward you with more influence to use (denoted with a '+' character). Sub-options (indented/different bullet) require their parent option (costs/bonuses are additive). You can purchase multiple sub-options on the same level unless otherwise stated. Options denoted with a superscript dagger ('†') can be taken multiple times. When instructed to alter the influence cost or gain of a choice, round any fractions toward zero Source The magic affecting you has to come from somewhere. Creation being what it is, there are myriad possibilities for what it might be. Not all Essence wielders are created equal, though: Some have more raw magical power available than others, while others bring influences with them that might change the nature of the contest. Ø Mortal Sorcerer (-10 influence) - There are a few ways to Enlighten one’s own Essence, to perceive the breath of Creation and manipulate free Essence. Most are arduous, and none are entirely without danger. To be Enlightened, thus, is a rare thing in Creation. Even more rare is to possess the willpower, insight, and spiritual fortitude to undergo the Five Ordeals and initiate oneself into the art of sorcery, the means by which the ancient Primordials wrought Creation from the Wyld. Even Exalts pay respect to a Sorcerer amongst their number. A mortal can only initiate herself into the Terrestrial Circle of Emerald, the First Circle of sorcery. Even then, she possesses power that gods themselves might envy. Curious then, than one of such elite company should turn that power upon to this purpose. In fact, such is the potential power of this spell that one would have to be initiated into the Second Circle to harness it. Perhaps multiple, overlapping lesser spells were cast in preparation for the final, unleashing spell, or maybe the Sorcerer acts with the patronage of a greater power. Even then, the spell won’t be as powerful as it would be if cast by a genuine Second Circle Sorcerer. There are simpler methods of molding a perfect sex slave, though. Why go through such trouble to do it in this fashion? Enlightenment section choices cost twice normal influence, and grant only half normal influence Ø Terrestrial Exalt (-15 influence) - Sometimes called the Dragon-blooded, Terrestrials are not granted their power individually, but inherit it from their ancestors. Crossbreeding with mortals since the creation of the first 10,000 by the Five Great Elemental Dragons millennia ago has diluted their power, but perhaps doing so was necessary given their high mortality rate. Today perhaps only 20,000 exist in all of Creation despite the intervening centuries. The Scarlet Dynasty, a group of Dragon-Blooded clans descending from the long-lived Scarlet Empress, currently rule the Blessed Isle in the center of Creation, and the Scarlet Empire rules many territories in the East, North, West, and South. A Dragon-blood typically has access to the not-inconsiderable monetary and magical resources of his family and can initiated into the First Circle of Sorcery, but no higher. Being the de facto Princes of the Earth, the Terrestrials have become indolent and decadent in their ascendancy. Creating something as common as a sex slave with such potent magics is exactly something a self-important and wasteful scion of a Dragon-Blooded family might do. Choices with an Elemental theme, such as an [Element] fill-in box, cost half and grant double influence. Ø Sidereal Exalt (-20 influence) - The Five Maidens of Destiny share stewardship over Fate. The Bureau of Destiny in Yu-Shan, the City of Heaven, includes the various gods of Destiny, the Pattern Spiders, and the Sidereal Exalted, Chosen of the Maidens. The gods determine the course of Fate, the Pattern Spiders weave it into the Loom of Fate, and the Sidereals resolve any complications that arise in Creation. The Five-Score Fellowship, being the Chosen of Destiny, does have a certain amount of pull in the Bureau, but they do not have free reign to determine the course of Fate at a whim. Politicking in the Bureau in fierce, and high-ranking deities will not hesitate to audit an overreaching Sidereal within an inch of his life, burying him in paperwork on top of his normal duties. For serious breaches, Heaven is not above applying the death penalty for obstructing Fate. In the case of a single mortal, such as your unhappy self, Heaven might be willing to look the other way. Siderals are afflicted with a condition called Arcane Fate, which causes most beings to forget them rapidly. On top of that, Siderals weave false destinies with which to enact the will of Heaven. With much effort, a Sidereal can cultivate lasting relationships amongst mortals, but their Arcane Fates interfere, and work often calls them back to Yu-Shan, or to the other side of Creation. A centuries-old Chosen of the Maidens thus has a very small social circle, mostly consisting of other Sidereals and those gods he works with frequently. A Sidereal, grown strange in social isolation and starved for real contact with humans, may take desperate action. Their nearly unfettered access to Destiny records allows them to select a person Heaven cares little about, and their skill in weaving new Destinies allows them to bind one to their own. You will not forget your new master’s face in his absence, once your thread of destiny is entwined with his own. Choices from Warped Destiny cost half normal influence, and grant normal influence. Choices from Form Sculpting cost double normal influence and grant half normal influence. Ø Solar Exalt (-50 influence) - The Unconquered Sun, Celestial Incarne of the Sun, greatest of the gods, exists in an endless self-perpetuating loop of steadily increasing perfection. His Chosen internalize that attribute and apply it to all they do, making them the greatest of the Exalted. In some respects, they even surpass the infinite power of their patron, for they may initiate themselves in to the Solar Circle of Adamant, the Third Circle of Sorcery, a feat that very few others can emulate. More than just Sorcery, their understanding of the magic that drives the world allowed them to build the Age of Dreams, the First Age of Man, and achieve a near utopia. The Deliberative’s reach stretched all the way to the borders of Creation, and even beyond, wresting new territory from the Wyld and making it into stable lands. And then, the Usurpation. As their power and glory grew, so too did the Solar’s hubris and madness, and the Unconquered Sun turned his back on his children. The Terrestrial Exalted rose up, secretly advised by the Sidereal Exalted, and threw down the maddened god-kings, sealing their Exaltations within the Jade Prison and dropping it to the bottom of the ocean. Now, the Solars are back.