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- ===========
- EIKICHI SHO
- ===========
- * Twilight Caste Solar
- ==========
- ATTRIBUTES
- ==========
- MENTAL (prim) PHYSICAL (tert) SOCIAL (sec)
- ------ -------- ------
- Intelligence 5 Strength 1 Charisma 3
- Wits 5 Dexterity 5 Manipulation 1
- Perception 5 Stamina 1 Appearance 5
- =========
- ABILITIES
- =========
- [ ] Archery - [C] Linguistics 3 [F] Socialize 5
- [ ] Athletics - [C] Lore 5 [ ] Stealth -
- [F] Awareness 5 [C] Medicine 5 [ ] Survival -
- [ ] Bureaucracy - [F] Melee 5 [ ] Thrown -
- [ ] Brawl - [C] Occult 5 [ ] War -
- [C] Craft * [ ] Performance 3
- [ ] Dodge - [F] Presence 5 [C] Craft 5
- [ ] Integrity 1 [ ] Resistance - (Architecture)
- [F] Investigation 5 [ ] Ride - [C] Craft 1
- [ ] Larceny - [ ] Sail - (Geomancy)
- SPECIALTIES
- -----------
- * Lore: Realm History
- * Medicine: Field Surgery
- * Melee: Staves
- * Occult: Sorcery
- * Free Lore Specialties: Behemoths, Magical Pacts, Mountain Folk, Realm Defense Matrix,
- The Lover Clad in a Raiment of Tears, Research, The Haslanti League
- ==========
- INTIMACIES
- ==========
- * Defining Principle: Take chances! Make mistakes! *Get messy.*
- * Defining Tie: The Solar Exalted (instinctive, sincere kinship)
- * Major Principle: I hate it when my minions surprise me. [demonic]
- * Major Principle: Forbidden knowledge is the knowledge most worth knowing.
- * Major Principle: I'm bored.
- * Major Principle: Nobody tells me to shut up.
- * Major Tie: Excessively Righteous Blossom (building crush)
- * Major Tie: Frightening Women (distracting attraction)
- * Major Tie: Tatsuya, the Golden Hand (conflicted admiration)
- * Major Tie: The Imperial City (mournful homesickness)
- * Minor Principle: Anything worth doing is worth doing yourself.
- * Minor Principle: I want to learn to cook.
- * Minor Principle: Lying is beneath me.
- * Minor Principle: Nobody gets what they deserve.
- * Minor Principle: Why read a book when you can experience something firsthand?
- * Minor Tie: Demons (imperious disgust)
- * Minor Tie: Ir (admiration)
- * Minor Tie: Lover Clad in a Raiment of Tears (crush)
- * Minor Tie: Non-Solar Sorcerers (pity)
- * Minor Tie: The River Province (distaste)
- * Minor Tie: The Velvet Room (appreciation)
- * Limit Trigger: The Solar's emotions lead him into a course of action that he regrets.
- ======
- MERITS
- ======
- ***** Artifact (Spite's Linchpin, Vitriolic Adamant Wrackstaff)
- ** Backing (The Velvet Room)
- *** Familiar (Zagadka, Clockwork Sphinx)
- *** Language (High Realm, Old Realm, Skytongue)
- ======
- CHARMS
- ======
- * Watchman's Infallible Eye: Inv 1/Ess 1, Reflexive/Instant
- - ST must say whenever a case scene or profile character action should be used, and vaguely why
- * Strange Tongue Understanding: Lin 3/Ess 1, Reflexive/Instant, 1m
- - understand 3 or 4 simple sentences or 1 long complex sentence in an unknown language
- * Essence-Lending Method: Lor 1/Ess 1, Simple/Instant, 3m
- - move up to [Essx3] motes to target from own mote pool; 1/scene roll [Wits+Lore]; target gains [Successes] additional motes
- * Harmonious Academic Methodology: Lor 3/Ess 1, Permanent/Permanent
- - add [Ess] automatic non-Charm successes to any Lore roll involving a Specialty. Gain 1 Lore Specialty every story for free.
- - when succeeding at a moderate or extreme fact introduction/challenge, may add a relevant Lore Specialty
- * Wound-Mending Care Technique: Med 3/Ess 1, Simple/Instant, 5m/1wp
- - [Int+Medicine], double 9s, after surgery or other treatment; [Successes] bashing/lethal damage restored after a day's bedrest
- * Dipping Swallow Defense: Mel 1/Ess 1, Reflexive/Instant, 2m
- - ignore penalties to Parry; successful parry when active grants 1i
- * Excellent Strike: Mel 2/Ess 1, Supplemental/Instant, Uniform, 3m
- - add 1 automatic success to an attack roll, and reroll 1s until 1s fail to appear
- * One Weapon, Two Blows: Mel 2/Ess 1, Reflexive/Instant, 3m
- - make a second attack against an opponent brought from higher init than own to lower init than own by a withering attack
- - second attack may be withering or decisive
- * Peony Blossom Technique: Mel 3/Ess 1, Reflexive/Instant, 1m/1wp/3a
- - when at bonfire, make an additional attack which resets anima to dim
- * Hail-Shattering Practice: Mel 3/Ess 2, Reflexive/Instant, 1m per success
- - may pay 1m per 1 or 2 on an attacker's dice result to remove up to [Essence] successes from it
- * Spirit Detecting Glance: Occ 1/Ess 1, Reflexive/One scene, 3m
- - can see but not touch immaterial spirits
- * Uncanny Perception Technique: Occ 2/Ess 1, Reflexive/Instant
- - sensory trigger to spirit or raksha presence, even when immaterial; adds 3 successes to Awareness actions to notice them
- * Spirit-Cutting Attack: Occ 2/Ess 1, Supplemental/Instant, Uniform, 2m
- - make a single attack against an immaterial entity; at -3 if presently invisible
- * Ancient Tongue Understanding: Occ 3/Ess 1, Reflexive/One scene, 6m
- - knows Old Realm and other ancient/esoteric languages, but no others; get [Ess/2, rounded down, min 1] successes to all Occult rolls and shaping actions
- * Supernal Control Method: Occ 5/Ess 1, Reflexive/Instant
- - free full Occult Excellency 1/scene; reset by raising anima to Iconic and the shedding it back down to Dim
- * Terrestrial Circle Sorcery: Occ 3/Ess 1, Permanent/Permanent
- - may buy Terrestrial Circle spells; gain 1 shaping ritual and 1 free Terrestrial Control Spell
- * All-Encompassing Sorcerer's Sight: Occ 5/Ess 2, Reflexive/Instant, 4m
- - see immaterial spirits, working of spirit energies, shaping actions/Evocations, sorcerous workings, wyld/shadowland borders, entrances to spirit sanctums
- - can make Int+Occult rolls to identify effects at a difficulty of [Effect's Essence Minimum]
- * Listener-Swaying Argument: Pres 3/Ess 1, Supplmental/Instant, 3m
- - add one automatic success and one non-charm bonus die for every two points the target's Resolve is boosted by any means, up to 3 dice
- * Impassioned Discourse Technique: Pres 4/Ess 2, Supplemental/Instant, 3m
- - add one automatic success to a persuade action
- - add 2/3/4 dice when arguing from a held Principle, based on intimacy intensity
- * Mastery of Small Manners: Soc 3/Ess 1, Reflexive/One scene, 5m
- - adapt to host culture, preventing social faux pas and eliminating cultural unfamiliarity penalties
- - anyone with a positive intimacy towards host culture gains minor tie of respect or admiration for the solar
- - anyone with a negative intimacy towards foreigners or outsiders has it temporarily reduced by one level
- ======
- SPELLS
- ======
- Terrestrial Circle
- ..................
- * Demon of the First Circle: Ritual, Instant, 2wp
- - cast at sundown and completed at midnight; [Int+Occult] vs demon's Resolve, binds for year and a day or duration of one task
- - gives inalienable Defining Tie of loyalty and sets Resolve to 0 for further influence; failed binding demands [Wits+Occult] vs Willpower banishing roll
- * Flight of the Brilliant Raptor: Instant, Decisive-Only, 15sm/1wp
- - [Perception+Occult] decisive attack at up to long range; base damage [Init+WP]; at least 3 damage starts a bonfire
- * Infallible Messenger: Until message is delivered, 5sm/1wp
- - deliver a message up to 5min long to a single target, the only person who can see the messenger
- * Stormwind Rider: One hour, 15sm/1wp
- - summon flying mount, use [Wits+Occult] in place of combat movement rolls
- - see other powers in book (p.475)
- * The Eye and the Mouth: Ritual, 10 minutes, 2wp/5m [TERRESTRIAL CONTROL SPELL]
- - summon disembodied golden eye and mouth that can read and recite any language for wp cost
- - may subsequently pay 5m to bring eye and mouth back for one hour; repeatable for rest of day
- ======
- POWERS
- ======
- ANIMA
- -----
- For 1m, can manifest caste mark or know exact time of day.
- * Sorcerer's Mantle: Reflexive, 5m
- - gain 5 Hardness for 1 turn. free and automatic at bonfire. doesn't stack, but can be used in Crash
- * Discorporate: Simple, One round, 10m/1wp
- - disappear, to reappear at a place of power within 10 miles at next sunset
- * Master of Monsters: Simple, 10m
- - touch an Ess 1-3 elemental or first circle demon, bind it as familiar; may have [Ess] such familiars
- - spend 3m to summon familiar to your side reflexively; banish it reflexively for free
- SORCERY
- -------
- Five Days to Freedom (Initiation + Terrestrial Shaping Ritual)
- ....................
- * "Chain the Lesser Souls" 1sm per success on an [Int+Occult] demon binding roll.
- Motes last until next successful summoning or first order that defies demon's nature.
- DEMONS
- ------
- * "Usagi", Heranhal
- * Two Unnamed Blood Apes [Anima Familiars]
- FAMILIAR
- --------
- * "Zagadka", Clockwork Sphinx
- ======
- TRAITS
- ======
- * Essence: 2
- Personal Pool: 13/16
- Peripheral Pool: 0/35(40) (5m committed to Spite's Linchpin)
- * Health: [ ] -0
- [ ] [ ] -1
- [ ] [ ] -2
- [ ] -4
- [ ] Incapacitated
- * Limit: 4/10
- * Virtue Flaws:
- * Willpower: 10/10
- * Base Initiative: 3
- * Natural Soak: 1
- DERIVED VALUES
- --------------
- Join Battle: 10 Dice + 3 Successes
- Withering Attack: 14 Dice (Spite's Linchpin)
- Withering Base Damage: 13 Dice (Spite's Linchpin)
- Withering Min Damage: 3
- Decisive Attack: 11 Dice (Staves)
- Combat Movement: 5 Dice
- Disengage: 5 Dice
- Resist Poison/Disease: 1 Die
- Parry: 7 (Spite's Linchpin)
- Evasion: 3
- Total Soak: 4 Dice
- Case Scene: 10 Dice
- Profile: 10 Dice
- Read Intentions: 10 Dice
- Guile: 3
- Resolve: 3
- =========
- INVENTORY
- =========
- * Spite's Linchpin (Vitriolic Adamant Wrackstaff)
- Medium Artifact Weapon (A+3/D+12/P+1/O 3) (Bashing, Melee, Reaching, Shield)
- * Buff Jacket
- Light Armor (S+3/H+0)
- ============
- EXPENDITURES (UNSPENT: 0)
- ============
- Chargen
- -------
- Awareness 3->5 2bp
- Craft: Geoman 0->1 1bp
- Investigation 3->5 2bp
- Lore 3->5 2bp
- Medicine 3->5 2bp
- Melee 3->5 2bp
- Occult 3->5 2bp
- Presence 3->4 1bp
- Socialize 3->4 1bp
- 15bp spent chargen
- Post-Chargen
- ------------
- Willpower 5->10 10bp
- Perception 1->5 16bp
- Presence 4->5 1bp
- Socialize 4->5 1bp
- Excellent Strike 4bp
- One W. Two Bl. 4bp
- Peony Bloss. Tech. 4bp
- ----ESSENCE 2 ----
- List. Sway. Argum. 4bp
- Mast. of Sm. Mann. 4bp
- All-E. Sorc. Sight 4bp
- Hail Shattering P. 4bp
- Imp. Disc. Tech. 4bp
- Craft: Arch 1->5 4bp
- Integrity 0->1 1bp
- Performance 0->3 3bp
- 68bp spent post-chargen
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