Advertisement
Guest User

Untitled

a guest
May 26th, 2016
75
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.00 KB | None | 0 0
  1. ===========
  2. EIKICHI SHO
  3. ===========
  4. * Twilight Caste Solar
  5.  
  6. ==========
  7. ATTRIBUTES
  8. ==========
  9. MENTAL (prim) PHYSICAL (tert) SOCIAL (sec)
  10. ------ -------- ------
  11. Intelligence 5 Strength 1 Charisma 3
  12. Wits 5 Dexterity 5 Manipulation 1
  13. Perception 5 Stamina 1 Appearance 5
  14.  
  15. =========
  16. ABILITIES
  17. =========
  18. [ ] Archery - [C] Linguistics 3 [F] Socialize 5
  19. [ ] Athletics - [C] Lore 5 [ ] Stealth -
  20. [F] Awareness 5 [C] Medicine 5 [ ] Survival -
  21. [ ] Bureaucracy - [F] Melee 5 [ ] Thrown -
  22. [ ] Brawl - [C] Occult 5 [ ] War -
  23. [C] Craft * [ ] Performance 3
  24. [ ] Dodge - [F] Presence 5 [C] Craft 5
  25. [ ] Integrity 1 [ ] Resistance - (Architecture)
  26. [F] Investigation 5 [ ] Ride - [C] Craft 1
  27. [ ] Larceny - [ ] Sail - (Geomancy)
  28.  
  29.  
  30. SPECIALTIES
  31. -----------
  32. * Lore: Realm History
  33. * Medicine: Field Surgery
  34. * Melee: Staves
  35. * Occult: Sorcery
  36.  
  37. * Free Lore Specialties: Behemoths, Magical Pacts, Mountain Folk, Realm Defense Matrix,
  38. The Lover Clad in a Raiment of Tears, Research, The Haslanti League
  39.  
  40. ==========
  41. INTIMACIES
  42. ==========
  43. * Defining Principle: Take chances! Make mistakes! *Get messy.*
  44. * Defining Tie: The Solar Exalted (instinctive, sincere kinship)
  45.  
  46. * Major Principle: I hate it when my minions surprise me. [demonic]
  47.  
  48. * Major Principle: Forbidden knowledge is the knowledge most worth knowing.
  49. * Major Principle: I'm bored.
  50. * Major Principle: Nobody tells me to shut up.
  51. * Major Tie: Excessively Righteous Blossom (building crush)
  52. * Major Tie: Frightening Women (distracting attraction)
  53. * Major Tie: Tatsuya, the Golden Hand (conflicted admiration)
  54. * Major Tie: The Imperial City (mournful homesickness)
  55.  
  56. * Minor Principle: Anything worth doing is worth doing yourself.
  57. * Minor Principle: I want to learn to cook.
  58. * Minor Principle: Lying is beneath me.
  59. * Minor Principle: Nobody gets what they deserve.
  60. * Minor Principle: Why read a book when you can experience something firsthand?
  61. * Minor Tie: Demons (imperious disgust)
  62. * Minor Tie: Ir (admiration)
  63. * Minor Tie: Lover Clad in a Raiment of Tears (crush)
  64. * Minor Tie: Non-Solar Sorcerers (pity)
  65. * Minor Tie: The River Province (distaste)
  66. * Minor Tie: The Velvet Room (appreciation)
  67.  
  68. * Limit Trigger: The Solar's emotions lead him into a course of action that he regrets.
  69.  
  70. ======
  71. MERITS
  72. ======
  73. ***** Artifact (Spite's Linchpin, Vitriolic Adamant Wrackstaff)
  74. ** Backing (The Velvet Room)
  75. *** Familiar (Zagadka, Clockwork Sphinx)
  76. *** Language (High Realm, Old Realm, Skytongue)
  77.  
  78. ======
  79. CHARMS
  80. ======
  81. * Watchman's Infallible Eye: Inv 1/Ess 1, Reflexive/Instant
  82. - ST must say whenever a case scene or profile character action should be used, and vaguely why
  83. * Strange Tongue Understanding: Lin 3/Ess 1, Reflexive/Instant, 1m
  84. - understand 3 or 4 simple sentences or 1 long complex sentence in an unknown language
  85. * Essence-Lending Method: Lor 1/Ess 1, Simple/Instant, 3m
  86. - move up to [Essx3] motes to target from own mote pool; 1/scene roll [Wits+Lore]; target gains [Successes] additional motes
  87. * Harmonious Academic Methodology: Lor 3/Ess 1, Permanent/Permanent
  88. - add [Ess] automatic non-Charm successes to any Lore roll involving a Specialty. Gain 1 Lore Specialty every story for free.
  89. - when succeeding at a moderate or extreme fact introduction/challenge, may add a relevant Lore Specialty
  90. * Wound-Mending Care Technique: Med 3/Ess 1, Simple/Instant, 5m/1wp
  91. - [Int+Medicine], double 9s, after surgery or other treatment; [Successes] bashing/lethal damage restored after a day's bedrest
  92. * Dipping Swallow Defense: Mel 1/Ess 1, Reflexive/Instant, 2m
  93. - ignore penalties to Parry; successful parry when active grants 1i
  94. * Excellent Strike: Mel 2/Ess 1, Supplemental/Instant, Uniform, 3m
  95. - add 1 automatic success to an attack roll, and reroll 1s until 1s fail to appear
  96. * One Weapon, Two Blows: Mel 2/Ess 1, Reflexive/Instant, 3m
  97. - make a second attack against an opponent brought from higher init than own to lower init than own by a withering attack
  98. - second attack may be withering or decisive
  99. * Peony Blossom Technique: Mel 3/Ess 1, Reflexive/Instant, 1m/1wp/3a
  100. - when at bonfire, make an additional attack which resets anima to dim
  101. * Hail-Shattering Practice: Mel 3/Ess 2, Reflexive/Instant, 1m per success
  102. - may pay 1m per 1 or 2 on an attacker's dice result to remove up to [Essence] successes from it
  103. * Spirit Detecting Glance: Occ 1/Ess 1, Reflexive/One scene, 3m
  104. - can see but not touch immaterial spirits
  105. * Uncanny Perception Technique: Occ 2/Ess 1, Reflexive/Instant
  106. - sensory trigger to spirit or raksha presence, even when immaterial; adds 3 successes to Awareness actions to notice them
  107. * Spirit-Cutting Attack: Occ 2/Ess 1, Supplemental/Instant, Uniform, 2m
  108. - make a single attack against an immaterial entity; at -3 if presently invisible
  109. * Ancient Tongue Understanding: Occ 3/Ess 1, Reflexive/One scene, 6m
  110. - 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
  111. * Supernal Control Method: Occ 5/Ess 1, Reflexive/Instant
  112. - free full Occult Excellency 1/scene; reset by raising anima to Iconic and the shedding it back down to Dim
  113. * Terrestrial Circle Sorcery: Occ 3/Ess 1, Permanent/Permanent
  114. - may buy Terrestrial Circle spells; gain 1 shaping ritual and 1 free Terrestrial Control Spell
  115. * All-Encompassing Sorcerer's Sight: Occ 5/Ess 2, Reflexive/Instant, 4m
  116. - see immaterial spirits, working of spirit energies, shaping actions/Evocations, sorcerous workings, wyld/shadowland borders, entrances to spirit sanctums
  117. - can make Int+Occult rolls to identify effects at a difficulty of [Effect's Essence Minimum]
  118. * Listener-Swaying Argument: Pres 3/Ess 1, Supplmental/Instant, 3m
  119. - 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
  120. * Impassioned Discourse Technique: Pres 4/Ess 2, Supplemental/Instant, 3m
  121. - add one automatic success to a persuade action
  122. - add 2/3/4 dice when arguing from a held Principle, based on intimacy intensity
  123. * Mastery of Small Manners: Soc 3/Ess 1, Reflexive/One scene, 5m
  124. - adapt to host culture, preventing social faux pas and eliminating cultural unfamiliarity penalties
  125. - anyone with a positive intimacy towards host culture gains minor tie of respect or admiration for the solar
  126. - anyone with a negative intimacy towards foreigners or outsiders has it temporarily reduced by one level
  127.  
  128. ======
  129. SPELLS
  130. ======
  131. Terrestrial Circle
  132. ..................
  133. * Demon of the First Circle: Ritual, Instant, 2wp
  134. - cast at sundown and completed at midnight; [Int+Occult] vs demon's Resolve, binds for year and a day or duration of one task
  135. - gives inalienable Defining Tie of loyalty and sets Resolve to 0 for further influence; failed binding demands [Wits+Occult] vs Willpower banishing roll
  136. * Flight of the Brilliant Raptor: Instant, Decisive-Only, 15sm/1wp
  137. - [Perception+Occult] decisive attack at up to long range; base damage [Init+WP]; at least 3 damage starts a bonfire
  138. * Infallible Messenger: Until message is delivered, 5sm/1wp
  139. - deliver a message up to 5min long to a single target, the only person who can see the messenger
  140. * Stormwind Rider: One hour, 15sm/1wp
  141. - summon flying mount, use [Wits+Occult] in place of combat movement rolls
  142. - see other powers in book (p.475)
  143. * The Eye and the Mouth: Ritual, 10 minutes, 2wp/5m [TERRESTRIAL CONTROL SPELL]
  144. - summon disembodied golden eye and mouth that can read and recite any language for wp cost
  145. - may subsequently pay 5m to bring eye and mouth back for one hour; repeatable for rest of day
  146.  
  147. ======
  148. POWERS
  149. ======
  150. ANIMA
  151. -----
  152. For 1m, can manifest caste mark or know exact time of day.
  153.  
  154. * Sorcerer's Mantle: Reflexive, 5m
  155. - gain 5 Hardness for 1 turn. free and automatic at bonfire. doesn't stack, but can be used in Crash
  156. * Discorporate: Simple, One round, 10m/1wp
  157. - disappear, to reappear at a place of power within 10 miles at next sunset
  158. * Master of Monsters: Simple, 10m
  159. - touch an Ess 1-3 elemental or first circle demon, bind it as familiar; may have [Ess] such familiars
  160. - spend 3m to summon familiar to your side reflexively; banish it reflexively for free
  161.  
  162. SORCERY
  163. -------
  164. Five Days to Freedom (Initiation + Terrestrial Shaping Ritual)
  165. ....................
  166. * "Chain the Lesser Souls" 1sm per success on an [Int+Occult] demon binding roll.
  167. Motes last until next successful summoning or first order that defies demon's nature.
  168.  
  169. DEMONS
  170. ------
  171. * "Usagi", Heranhal
  172. * Two Unnamed Blood Apes [Anima Familiars]
  173.  
  174. FAMILIAR
  175. --------
  176. * "Zagadka", Clockwork Sphinx
  177.  
  178. ======
  179. TRAITS
  180. ======
  181. * Essence: 2
  182. Personal Pool: 13/16
  183. Peripheral Pool: 0/35(40) (5m committed to Spite's Linchpin)
  184.  
  185. * Health: [ ] -0
  186. [ ] [ ] -1
  187. [ ] [ ] -2
  188. [ ] -4
  189. [ ] Incapacitated
  190.  
  191. * Limit: 4/10
  192. * Virtue Flaws:
  193.  
  194. * Willpower: 10/10
  195. * Base Initiative: 3
  196. * Natural Soak: 1
  197.  
  198. DERIVED VALUES
  199. --------------
  200. Join Battle: 10 Dice + 3 Successes
  201.  
  202. Withering Attack: 14 Dice (Spite's Linchpin)
  203. Withering Base Damage: 13 Dice (Spite's Linchpin)
  204. Withering Min Damage: 3
  205. Decisive Attack: 11 Dice (Staves)
  206.  
  207. Combat Movement: 5 Dice
  208. Disengage: 5 Dice
  209. Resist Poison/Disease: 1 Die
  210.  
  211. Parry: 7 (Spite's Linchpin)
  212. Evasion: 3
  213. Total Soak: 4 Dice
  214. Case Scene: 10 Dice
  215. Profile: 10 Dice
  216. Read Intentions: 10 Dice
  217.  
  218. Guile: 3
  219. Resolve: 3
  220.  
  221. =========
  222. INVENTORY
  223. =========
  224. * Spite's Linchpin (Vitriolic Adamant Wrackstaff)
  225. Medium Artifact Weapon (A+3/D+12/P+1/O 3) (Bashing, Melee, Reaching, Shield)
  226. * Buff Jacket
  227. Light Armor (S+3/H+0)
  228.  
  229. ============
  230. EXPENDITURES (UNSPENT: 0)
  231. ============
  232. Chargen
  233. -------
  234. Awareness 3->5 2bp
  235. Craft: Geoman 0->1 1bp
  236. Investigation 3->5 2bp
  237. Lore 3->5 2bp
  238. Medicine 3->5 2bp
  239. Melee 3->5 2bp
  240. Occult 3->5 2bp
  241. Presence 3->4 1bp
  242. Socialize 3->4 1bp
  243. 15bp spent chargen
  244.  
  245. Post-Chargen
  246. ------------
  247. Willpower 5->10 10bp
  248. Perception 1->5 16bp
  249. Presence 4->5 1bp
  250. Socialize 4->5 1bp
  251. Excellent Strike 4bp
  252. One W. Two Bl. 4bp
  253. Peony Bloss. Tech. 4bp
  254. ----ESSENCE 2 ----
  255. List. Sway. Argum. 4bp
  256. Mast. of Sm. Mann. 4bp
  257. All-E. Sorc. Sight 4bp
  258. Hail Shattering P. 4bp
  259. Imp. Disc. Tech. 4bp
  260. Craft: Arch 1->5 4bp
  261. Integrity 0->1 1bp
  262. Performance 0->3 3bp
  263. 68bp spent post-chargen
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement