Advertisement
VoxPVoxD

Eikichi

Oct 13th, 2016
112
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 23.32 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 5
  12. Wits 5 Dexterity 5 Manipulation 5
  13. Perception 5 Stamina 1 Appearance 5 (7)
  14.  
  15. =========
  16. ABILITIES
  17. =========
  18. [ ] Archery - [ ] 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 * [F] Performance 5
  24. [ ] Dodge - [F] Presence 5 [C] Craft 5 [C] Craft 5 [C] Craft 4
  25. [C] Integrity 5 [ ] Resistance - (Alchemy) (Geomancy) (Writing)
  26. [ ] Investigation - [ ] Ride - [C] Craft 5 [C] Craft 0
  27. [ ] Larceny - [ ] Sail - (Architecture) (Machining)
  28.  
  29. SPECIALTIES
  30. -----------
  31. * Integrity: Promises to Blossom
  32. * Lore: Mathematics
  33. * Medicine: Field Surgery
  34. * Melee: Staves
  35. * Occult: Hell, Sorcery, Wyld
  36. * Presence: Temptation
  37. * Socialize: Excessively Righteous Blossom
  38.  
  39. * Free Lore Specialties: Behemoths, Magical Pacts, Mountain Folk, Realm Defense Matrix,
  40. The Lover Clad in a Raiment of Tears, Research, The Haslanti League,
  41. Esoteric Currency, History of the Primordials, History of Hell,
  42. Demon Cults, Death Cults, Air Dragons
  43.  
  44. ==========
  45. INTIMACIES
  46. ==========
  47. * Defining Principle: Take chances! Make mistakes! *Get messy.*
  48. * Defining Tie: Heaven (vengeful hate)
  49.  
  50. L Major Principle: The Linchpin belongs to me.
  51. L Major Principle: I hate it when my minions surprise me.
  52.  
  53. * Major Principle: Don't tell me to shut up!
  54. * Major Principle: Give us bread, but give us roses.
  55. * Major Principle: I only have the power to be your brother.
  56. * Major Principle: I will not be used.
  57. * Major Principle: I'm bored.
  58. * Major Principle: Strangers are just friends you haven't made yet.
  59. * Major Principle: That's probably my fault.
  60. * Major Tie: Excessively Righteous Blossom (stressful love)
  61. * Major Tie: Frightening Women (distracting attraction)
  62. * Major Tie: Ir, Twice Traitor (anxious admiration)
  63. * Major Tie: Octavian, the Living Tower (scathing contempt)
  64. * Major Tie: Tatsuya, the Golden Hand (best friendship)
  65. * Major Tie: The Imperial City (homesick worry)
  66. * Major Tie: The Solar Exalted (instinctive loyalty)
  67. * Major Tie: Wicked Triumph's Reckoning (agonized regret)
  68.  
  69. * Minor Principle: Anything worth doing is worth doing yourself.
  70. * Minor Principle: Cuteness is justice!
  71. * Minor Principle: Don't let anyone else plan your life for you.
  72. * Minor Principle: I ought to cook more.
  73. * Minor Principle: I want a fan club too!
  74. * Minor Principle: Kindness is worth fighting for.
  75. * Minor Principle: Lying is beneath me.
  76. * Minor Principle: Why walk when you can ride?
  77. * Minor Tie: Ashen Enri (affection)
  78. * Minor Tie: Bergsveinn (awe)
  79. * Minor Tie: Cathak Nerel (hate)
  80. * Minor Tie: Children (adoration)
  81. * Minor Tie: Eikichi Sho (vanity)
  82. * Minor Tie: Fools and dreamers (kinship)
  83. * Minor Tie: Lover Clad in a Raiment of Tears (lust)
  84. * Minor Tie: Misuzu Sho (favoritism)
  85. * Minor Tie: Non-humans (scorn)
  86. * Minor Tie: Saijo Yazawa (grief)
  87. * Minor Tie: Secrets (fixation)
  88. * Minor Tie: The Daytime Court (beguilement) [3wp to notice dangers that might render other influence unacceptable]
  89. * Minor Tie: The River Province, especially Nexus (distaste)
  90. * Minor Tie: The Sho Family (love)
  91. * Minor Tie: The Velvet Room (appreciation)
  92. * Minor Tie: Yarara Yara (pity)
  93.  
  94. * Limit Trigger: The Solar's emotions lead him into a course of action that he regrets.
  95.  
  96. ======
  97. MERITS
  98. ======
  99. * Cult
  100. *** Allies (Grey Nara of the Haslanti League, Governor of Crystal)
  101. **** Artifact (Reck's Raiment, Spidersilk Silken Shirt)
  102. ***** Artifact (Spite's Linchpin, Vitriolic Adamant Wrackstaff)
  103. *** Backing (The Velvet Room)
  104. ** Followers (in Crystal)
  105. ***** Language (High Realm[native], Low Realm, Old Realm, Riverspeak, Skytongue, Rudimentary Niobraran,
  106. * Dragontongue)
  107.  
  108. ======
  109. CHARMS
  110. ======
  111. AWARENESS
  112. ---------
  113.  
  114. CRAFT
  115. -----
  116.  
  117. INTEGRITY
  118. ---------
  119.  
  120.  
  121. LINGUISTICS
  122. -----------
  123. * Strange Tongue Understanding: Ling 3/Ess 1, Reflexive/Instant, 1m
  124. - understand 3 or 4 simple sentences or 1 long complex sentence in an unknown language
  125.  
  126. LORE
  127. ----
  128. * Chaos-Repelling Pattern: Lore 3/Ess 1, Simple/One hour, 10m/1wp
  129. - force an area out to short range to obey the physical laws of Creation; waive wp cost to reactivate each scene
  130. - the Wyld can't transform or madden; does not prevent fae attack or alter fae in radius
  131. * Harmonious Academic Methodology: Lore 3/Ess 1, Permanent/Permanent
  132. - add [Ess] automatic non-Charm successes to any Lore roll involving a Specialty. Gain 1 Lore Specialty every story for free
  133. - when succeeding at a moderate or extreme fact introduction/challenge, may add a relevant Lore Specialty
  134. * Wyld-Dispelling Prana: Lore 2/Ess 1, Reflexive/Varies, 5m/1wp
  135. - sluice away any just-induced Wyld mutations on any object, structure, or character out to medium range
  136. - roll [Int+Lore] with [Essence] non-charm bonus dice, diff 3 to 5 depending on warping
  137. - successes are turns/minutes where the subject is immune to further twisting
  138. - requires multiple uses to protect subjects larger than a horse
  139.  
  140. * Bottomless Wellspring Approach: Lore 4/Ess 2, Permanent/Permanent
  141. - add one automatic success to any Lore roll within Solar's background/Specialties
  142. - double any extra successes generated on such a roll
  143. * Lore-Inducing Concentration: Lore 5/Ess 2, Supplemental/Instant, 3m
  144. - add 1 success and reroll 6s on rolls to establish knowledge
  145. - with Immanent Solar Glory, may always roll to establish knowledge
  146. * Truth-Rendering Gaze: Lore 5/Ess 2, Simple/Instant, Mute, 6m
  147. - [MENTAL+Lore] read intentions action to produce a sudden insight about an object, place, or situation
  148. - may add [Essence] non-charm dice to Survival or War rolls for a scene after studying terrain
  149.  
  150. * Order-Affirming Blow: Lore 5/Ess 3, Simple/Instant, 15m/1wp
  151. - on touch, shatter magic and Wyld alterations, returning target to its natural state
  152. - can touch someone secretly with Larceny vs. Awareness, or via a seduction action
  153. - difficulty 5 gambit in combat; transform fair folk for [Essence] scenes
  154. * Wyld-Shaping Technique: Lore 5/Essence 3, Simple/Instant, 15m/1wp/2gxp per phase
  155. -lmao I'm not writing all this shit up
  156. -p335-337 of the Ex3 corebook
  157.  
  158. MEDICINE
  159. --------
  160. * Wound-Cleansing Meditation: Med 3/Ess 1, Simple/Instant, 10m
  161. - spend an hour on treatment to downgrade all agg damage to lethal. Allows reattachment of limbs etc. with Wound-Mending Care Technique
  162. - does not allow regrowth of lost tissue
  163. * Wound-Mending Care Technique: Med 3/Ess 1, Simple/Instant, 5m/1wp
  164. - [Int+Medicine], double 9s, after surgery or other treatment; [Successes] bashing/lethal damage restored after a day's bedrest
  165.  
  166. MELEE
  167. -----
  168. * Bulwark Stance: Mel 3/Ess 1, Reflexive/Until next turn, 5m
  169. - ignore all penalties to Parry
  170. - damage rolls lose up to [Essence] dice, one per each 1 on the attack roll
  171. * Dipping Swallow Defense: Mel 1/Ess 1, Reflexive/Instant, 2m
  172. - ignore penalties to Parry; successful parry when active grants 1i
  173.  
  174. * Fivefold Bulwark Stance: Mel 5/Ess 2, Simple/One scene, 5m/1wp
  175. - ignore penalties from Parry due to onslaught, wounds, grappling, and non-sensory physical crippling
  176. - reduce cost of Bulwark Stance by 2m and Dipping Swallow Defense by 1m
  177. - when using Dipping Swallow Defense, it increases Parry by 1
  178. * Hail-Shattering Practice: Mel 3/Ess 2, Reflexive/Instant, 1m per success
  179. - may pay 1m per 1 or 2 on an attacker's dice result to remove up to [Essence] successes from it
  180. * Heavenly Guardian Defense: Mel 5/Ess 2, Reflexive/Instant, Perilous/Decisive-only, 4m -or- 4m/1i per success -or- 4m/1wp
  181. - parry attacks/damage normally deemed impossible to parry (first cost)
  182. - negate one success on damage roll per 1i spent (second cost)
  183. - strike away uncountable recurring damage in or out of combat (third cost)
  184.  
  185. OCCULT
  186. ------
  187. * Ancient Tongue Understanding: Occ 3/Ess 1, Reflexive/One scene, 6m
  188. - knows Old Realm and other ancient/esoteric languages, but no others
  189. - get [Ess/2, rd. down, min 1] successes to all Occult rolls and shaping actions
  190. * Spirit-Cutting Attack: Occ 2/Ess 1, Supplemental/Instant, Uniform, 1m
  191. - Allows a single attack to strike an immaterial spirit. Attack is made at -3 if spirit is invisible to attacker
  192. * Spirit-Detecting Glance: Occ 1/Ess 1, Reflexive/One scene, 3m
  193. - can see but not touch immaterial spirits
  194. * Supernal Control Method: Occ 5/Ess 1, Reflexive/Instant
  195. - free full Occult Excellency 1/scene; reset by raising anima to Iconic and the shedding it back down to Dim
  196. * Terrestrial Circle Sorcery: Occ 3/Ess 1, Permanent/Permanent
  197. - may buy Terrestrial Circle spells; gain 1 shaping ritual and 1 free Terrestrial Control Spell
  198. * Uncanny Perception Technique: Occ 2/Ess 1, Reflexive/Instant
  199. - experience unusual sensory trigger when a spirit or fae creature is nearby, even when they're immaterial
  200. - add [Occult/2, rd. up] successes to Awareness rolls to notice them; may activate Spirit-Detecting Glance as needed
  201. * Uncanny Shroud Defense: Occ 3, Ess 1, Reflexive/Instant, 6m
  202. - prevent any damage that would fill final health level; may not be used if only final health level is uninjured
  203.  
  204. * All-Encompassing Sorcerer's Sight: Occ 5/Ess 2, Reflexive/Instant, 4m
  205. - see immaterial spirits, working of spirit energies, shaping actions/workings/Evocations, wyld/shadowland/sanctum boundaries
  206. - can make Int+Occult rolls to identify effects at a difficulty of [Effect's Essence Minimum]
  207. * Six Eternities' Travail: Occ 5/Ess 2, Permanent/Permanent, --(1wp)
  208. - roll dice for up to [Essence] 10s on rolls modified by Ancient Tongue Understanding if an extra wp is spent activating it
  209. - those dice reroll 10s
  210.  
  211. * Burning Eye of the Deliverer: Occ 5/Ess 3, Permanent/Permanent
  212. - All-Encompassing Sorcerer's Sight can now pierce magical disguises, shapeshifting, etc.
  213. - add [Essence] successes to Awareness rolls to pierce such deception; treat difficulty as 5 unless otherwise stated
  214. * Celestial Circle Sorcery: Occ 4/Ess 3, Permanent/Permanent
  215. - may buy Celestial Circle spells; gain 1 shaping ritual and 1 free Celestial Control Spell
  216.  
  217. PERFORMANCE
  218. -----------
  219. * Masterful Performance Exercise: Perf 3/Ess 1, Supplemental/Instant, Mute, 2m
  220. - add 1 automatic success to a Performance action, and reroll 1s until 1s fail to appear
  221. * Thousand Courtesan Ways: Perf 3/Ess 1, Reflexive/Indefinite, 5m
  222. - increase Appearance by 1 for rest of scene, even past 5, and may attempt seduction actions without targeting an intimacy
  223. - may make two simultaneous social actions off of one roll, as long as one of those actions is seduction
  224.  
  225. PRESENCE
  226. --------
  227. * Harmonious Presence Meditation: Pres 2/Ess 1, Reflexive/One scene or Indefinite, 5m or 7m
  228. - three bonus dice to all forms of social influence from all abilities except Stealth
  229. - while active, the cost of all other social influence charms is reduced by 1m, minimum 1m
  230. - mote cost dictates duration, see above
  231. * Listener-Swaying Argument: Pres 3/Ess 1, Supplemental/Instant, 3m
  232. - 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
  233. * Poised Lion Attitude: Pres 4/Ess 1, Reflexive/Instant, 3m
  234. - may make a Presence or Socialize-based influence action on own turn in combat without using a flurry
  235.  
  236. * Awakened Carnal Demiurge: Pres 5/Ess 2, Simple/Indefinite, 5m/1wp
  237. - make a simple dramatic action lasting 5 minutes, raise Appearance by 1, even above cap
  238. - when seducing, treat target's base Resolve as 1 lower
  239. * Impassioned Discourse Technique: Pres 4/Ess 2, Supplemental/Instant, 3m
  240. - add one automatic success to a persuade action
  241. - add 2/3/4 dice when arguing from a held Principle, based on intimacy intensity
  242. * Threefold Magnetic Ardor: Pres 4/Ess 2, Supplemental/Instant, 4m
  243. - convert non-charm bonus dice from having Appearance>Resolve into charm successes
  244. - applies to Presence, Performance, Socialize, and if Hideous also supplements threaten actions
  245.  
  246. SOCIALIZE
  247. ---------
  248.  
  249. ======
  250. SPELLS
  251. ======
  252. TERRESTRIAL CIRCLE
  253. ------------------
  254. * Death of Obsidian Butterflies: Instant, Decisive-only/Perilous, 15sm/1wp
  255. - [Perception+Occult] decisive attack in a line against enemies out to medium range, one range band wide
  256. - [Essence+Threshold Successes] raw damage, does not reset to base Initiative
  257. - battle groups take -2 Defense against attack, and take [Essence+Occult+Threshold Successes] raw damage
  258. - for barefoot characters, area of effect becomes 2L hazardous difficult terrain, Difficulty 2 Dex+Ath to traverse
  259. * Demon of the First Circle: Ritual, Instant, 2wp
  260. - cast at sundown and completed at midnight
  261. - [Int+Occult] vs demon's Resolve binds for year and a day or entire duration of one task
  262. - gives inalienable Defining Tie of loyalty and sets Resolve to 0 for further influence
  263. - failed binding demands [Wits+Occult] vs Willpower banishing roll
  264. * Flight of the Brilliant Raptor: Instant, Decisive-only, 15sm/1wp
  265. - [Perception+Occult] decisive attack at up to long range; base damage [Init+WP]; at least 3 damage starts a bonfire
  266. * Infallible Messenger: Until message is delivered, 5sm/2wp
  267. - deliver a message up to 5min long to a single target, the only person who can see the messenger
  268. * Stormwind Rider: One hour, 15sm/1wp, ***TERRESTRIAL CONTROL SPELL***
  269. - summon flying mount, use [Wits+Occult] in place of combat movement rolls
  270. - may leap as per Monkey Leap Technique for free at will as a combat action
  271. - may reduce rider to a small flat disk, fitting only caster and removing cover effect; may switch at start of own turn.
  272. - see other powers in book (p.475)
  273.  
  274. CELESTIAL CIRCLE
  275. ----------------
  276. * Travel Without Distance: Instant, Perilous, 25sm/2wp ***CELESTIAL CONTROL SPELL***
  277. - Teleport with up to [Essence+1] willing allies to any location within [Essencex10] miles as long as seen it before
  278. - All who teleport suffer a -2 fatigue penalty on all actions for [6-Stamina] hours
  279. - Can't recast the spell until the fatigue expires
  280. * Demon of the Second Circle: Ritual, Instant, 3wp
  281. - cast at sundown and completed at midnight on night of new moon once per lunar cycle
  282. - [Int+Occult] vs demon's Resolve, binds for year and a day or duration of one task
  283. - gives inalienable Defining Tie of loyalty and sets Resolve to 0 for further influence
  284. - failed binding demands [Wits+Occult] vs Willpower banishing roll; failure by 3 or more successes prevents banishing attempt
  285.  
  286. ==========
  287. EVOCATIONS
  288. ==========
  289. Spite's Linchpin
  290. ----------------
  291. * Devil Draws No Lines: Ess 1, Reflexive, 5m/1wp -or- 10m/2wp -or- 15m/3wp
  292. - activated when a demon dies in Linchpin's presence; cost scales with demon's Circle
  293. - demon dematerializes into Linchpin's Elsewhere until the next time it could've been summoned
  294. - roll to bind as normal when the normal summoning time comes; can only bind demons of circles you can summon
  295. - reduce cost by 5m/1wp if demon is killed by the character attuned to the Linchpin
  296. * Multitudes of the Architect: Ess 1, Supplemental, 6m
  297. - may make project rolls with conjured tools and inorganic components made of glass
  298. - counts as Craftsman Needs No Tools for purpose of buying Solar Craft Charms
  299.  
  300. * Hand of Glory: Ess 2, Simple, 10m
  301. - begin drawing stable constructs of vitriolic adamant from nothing with the Linchpin
  302. - costs 10m for the first turn, 2m for each subsequent consecutive turn
  303. - after 1hr adamant decays into plain green glass, after 1 day dissolves into vitriolic sludge
  304. - may shed 1L worth of blood to preserve 20m worth of glass construction indefinitely
  305. * Houses of the Holy: Ess 2, Simple, 20m/2wp
  306. - imbue a place or object with your anima to mark it as a place of power
  307. - may maintain up to [Essence] places of power
  308. - when using the Twilight anima power, may pay 2wp to guarantee returning to a place so created
  309. - above recall only works within [100xEssence] miles of a place of power
  310.  
  311. * Augery: Ess 3, Simple, 8m/1wp
  312. - roll [Perception+Occult] against target's Resolve; on success, rip a fact from the target's mind
  313. - target benefits from phantom intimacy based on severity of task required to divulge secret normally
  314. - target loses 1wp; in combat, target loses 3 initiative which goes to character attuned to Linchpin
  315. - at [Resolve] and [2xResolve] threshold successes, power procs again for more detail, wp, and init
  316. * Theses of the Overlord: Ess 3, Reflexive, 1wp
  317. - while shaping, form a glowing stationary cycling mandala beneath feet, radius 10', for [Essence] turns
  318. - if you end the round inside the mandala, divide respiration between sorcerous and regular motes as desired
  319. - sorcerous motes don't degrade inside mandala if a shape action isn't taken
  320. - distortion and countermagic of spells cast within mandala always acts as if the spell is unfamiliar
  321. - spells cast within the mandala are indelibly identifiable as casted by the caster
  322.  
  323. ======
  324. POWERS
  325. ======
  326. ANIMA
  327. -----
  328. * For 1m, can manifest caste mark or know exact time of day.
  329.  
  330. * Sorcerer's Mantle: Reflexive, 5m
  331. - gain 5 Hardness for 1 turn. free and automatic at bonfire. doesn't stack, but can be used in Crash
  332. * Discorporate: Simple, One round, 10m/1wp
  333. - disappear, to reappear at a place of power within 10 miles at next sunset
  334. * Master of Monsters: Simple, 10m
  335. - touch an Ess 1-3 elemental or first circle demon, bind it as familiar; may have [Ess] such familiars
  336. - spend 3m to summon familiar to your side reflexively; banish it reflexively for free
  337.  
  338. SHAPING RITUALS
  339. ---------------
  340. * "Chain the Lesser Souls" 1sm per success on an [Int+Occult] demon binding roll.
  341. Motes last until next successful summoning or first order that defies demon's nature.
  342.  
  343.  
  344. * "Bonfire's Vanity" Spend 2-3 hours on morning beauty routine requiring a silver mirror at least 3' square.
  345. For rest of day, 1/scene roll [Appearance+Occult] simple action and gain [Successes]sm to spend in that scene.
  346. Disrupt regimen w/a Gambit at Difficulty [Essence]. Must perform long ritual again on success.
  347.  
  348. SORCEROUS WORKINGS
  349. ------------------
  350. * "Golden Emas" A golden emas that can run across any terrain including sheer cliffs and deep water as if it were open plain.
  351. * "Palette Cleansing" May alter hair and eye color at-will.
  352. * "Sssh!" Eikichi's cabin on the Heavensward is soundproof.
  353. * "Inside Worlds Without" Tatsuya's room redecorates itself to match the aesthetic of whichever persona he currently occupies.
  354.  
  355. MINIONS
  356. -------
  357. * "Usagi", Heranhal
  358. * Unnamed Avasharam
  359. * Sondok, Who Stands In Doorways
  360. * Gatamello, the Voice Atramentous
  361.  
  362. CRAFTING
  363. --------
  364. * Project Slots: Major: 0/3
  365.  
  366. * Crafting Experience: Silver: 24
  367. Gold: 7
  368. White: 0
  369.  
  370. * Dice Tricks In Brief:
  371.  
  372. ======
  373. TRAITS
  374. ======
  375. * Essence: 3
  376. Personal Pool: 19/19
  377. Peripheral Pool: 31/31 (47) (9m committed to Artifact attunement)
  378. Sorcerous Motes: 1 (7m committed to Harmonious Presence Meditation)
  379. /*(4m committed to Thousand Courtesan Ways)
  380. /*(4m committed to Awakened Carnal Demiurge)
  381. * Health: [ ] -0
  382. [ ] [ ] -1
  383. [ ] [ ] -2
  384. [ ] -4
  385. [ ] Incapacitated
  386.  
  387. * Limit: 10/10
  388. * Virtue Flaws: None
  389.  
  390. * Willpower: 8/10
  391. * Base Initiative: 3
  392. * Natural Soak: 1
  393.  
  394. DERIVED VALUES
  395. --------------
  396. Join Battle: 10 Dice + 3 Successes
  397.  
  398. Withering Attack: 14 Dice (Spite's Linchpin)
  399. Withering Base Damage: 13 Dice (Spite's Linchpin)
  400. Withering Min Damage: 3 Dice (Spite's Linchpin)
  401. Decisive Attack: 11 Dice (Staves)
  402.  
  403. Combat Movement: 5 Dice
  404. Disengage: 5 Dice
  405. Resist Poison/Disease: 1 Die
  406.  
  407. Parry: 7 (Spite's Linchpin)
  408. Evasion: 3
  409. Total Soak: 6
  410. Hardness: 4
  411.  
  412. Case Scene: 5 Dice
  413. Read Intentions: 10 Dice (11 w/r/t Excessively Righteous Blossom)
  414.  
  415. Guile: 5 (6 w/r/t Excessively Righteous Blossom)
  416. Resolve: 5 (6 w/r/t Promises to Blossom)
  417.  
  418. =========
  419. INVENTORY
  420. =========
  421. * Spite's Linchpin (Vitriolic Adamant Wrackstaff)
  422. Medium Artifact Weapon (A+3/D+12/P+1/O 3) (Bashing, Melee, Reaching, Shield)
  423. * Reck's Raiment (Spidersilk Shirt)
  424. Artifact Light Armor (S+5/H+4)
  425.  
  426. ============
  427. EXPENDITURES (UNSPENT: 0)
  428. ============
  429. Chargen
  430. -------
  431. Awareness 3->5 2bp
  432. Integrity 3->5 2bp
  433. Lore 3->5 2bp
  434. Medicine 3->5 2bp
  435. Melee 3->5 2bp
  436. Occult 3->5 2bp
  437. Perform. 3->5 2bp
  438. Presence 3->4 1bp
  439. 15bp spent chargen
  440.  
  441. Post-Chargen
  442. ------------
  443. Willpower 5->10 10bp
  444. Perception 1->5 16bp
  445. Manipulation 1->3 8bp
  446. Presence 4->5 1bp
  447. Socialize 3->5 2bp
  448. Linguistics 0->3 3bp
  449. -----ESSENCE 2-----
  450. Manipulation 3->4 4bp
  451. Geomancy 0->5 5bp
  452. Architecture 0->5 5bp
  453. Alchemy 0->5 5bp
  454. Socialize: ERB 1bp
  455. Occult: Hell 1bp
  456. Presence: Tempt. 1bp
  457. Integrity: ERB 1bp
  458. Strange Tong. Und 5bp
  459. Fivefold Bulwark 4bp
  460. Hail Shattering P. 4bp
  461. Heaven. Guard. D. 4bp
  462. Spirit-Detect. G. 4bp
  463. All-E. Sorc's S. 4bp
  464. Spirit-Cutting 4bp
  465. Seven Eternities T 4bp
  466. Uncanny Shroud Def 4bp
  467. -----ESSENCE 3-----
  468. Death of Ob. Butt. 4bp
  469. Infallible Messen. 4bp
  470. Hand of Glory 4bp
  471. Cel. Circ. Sorcery 4bp (Control: Travel Without Distance; Shaping: Bonfire's Vanity)
  472. Demon of 2d Circle 4bp
  473. Charisma 3->5 8bp
  474. Manipulation 4->5 4bp
  475. Truth-Render. Gaze 4bp
  476. Wyld-Dispel. Prana 4bp
  477. Chaos-Rep. Pattern 4bp
  478. Order-Affirm. Blow 4bp
  479. Wyld-Shaping Tech. 4bp
  480. C: Writing 0->3 3bp
  481. Occult: Wyld 1bp
  482. Augery 4bp
  483. Devil Draw No Line 4bp
  484. Mult of the Arch. 4bp
  485. Houses of the Holy 4bp
  486. (172bp spent post-chargen)
  487.  
  488. Essence Vacation Charms (E1 or E2) [6/6 selected]
  489. -----------------------
  490. Bottomless Wellspring Approach
  491. Impassioned Discourse Technique
  492. Threefold Magnetic Ardor
  493. Awakened Carnal Demiurge
  494. Harmonious Presence Meditation
  495. Uncanny Perception Technique
  496.  
  497. Apology Charms (E1-E3) [4/4 selected]
  498. ----------------------
  499. Poised Lion Attitude
  500. Burning Eye of the Deliverer
  501. Lore-Inducing Concentration
  502. Theses of the Overlord
  503.  
  504. BP Costs
  505. --------
  506. Primary/Secondary Attribute: 4 per dot
  507. Tertiary Attribute: 3 per dot
  508. Caste/Favored Ability: 1 per dot
  509. Other Ability, 1-3: 1 per dot
  510. Other Ability, 4-5: 2 per dot
  511. Specialty: 1
  512. Merits: 1 per dot
  513. Caste/Favored Charm: 4
  514. Other Charm: 5
  515. Caste/Favored Spell: 4
  516. Other Spell: 5
  517. Evocation: 4
  518. Willpower: 2 per dot
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement