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- ===========
- EIKICHI SHO
- ===========
- * Twilight Caste Solar
- ==========
- ATTRIBUTES
- ==========
- MENTAL (prim) PHYSICAL (tert) SOCIAL (sec)
- ------ -------- ------
- Intelligence 5 Strength 1 Charisma 5
- Wits 5 Dexterity 5 Manipulation 5
- Perception 5 Stamina 1 Appearance 5 (7)
- =========
- ABILITIES
- =========
- [ ] Archery - [ ] 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 * [F] Performance 5
- [ ] Dodge - [F] Presence 5 [C] Craft 5 [C] Craft 5 [C] Craft 4
- [C] Integrity 5 [ ] Resistance - (Alchemy) (Geomancy) (Writing)
- [ ] Investigation - [ ] Ride - [C] Craft 5 [C] Craft 0
- [ ] Larceny - [ ] Sail - (Architecture) (Machining)
- SPECIALTIES
- -----------
- * Integrity: Promises to Blossom
- * Lore: Mathematics
- * Medicine: Field Surgery
- * Melee: Staves
- * Occult: Hell, Sorcery, Wyld
- * Presence: Temptation
- * Socialize: Excessively Righteous Blossom
- * Free Lore Specialties: Behemoths, Magical Pacts, Mountain Folk, Realm Defense Matrix,
- The Lover Clad in a Raiment of Tears, Research, The Haslanti League,
- Esoteric Currency, History of the Primordials, History of Hell,
- Demon Cults, Death Cults, Air Dragons
- ==========
- INTIMACIES
- ==========
- * Defining Principle: Take chances! Make mistakes! *Get messy.*
- * Defining Tie: Heaven (vengeful hate)
- L Major Principle: The Linchpin belongs to me.
- L Major Principle: I hate it when my minions surprise me.
- * Major Principle: Don't tell me to shut up!
- * Major Principle: Give us bread, but give us roses.
- * Major Principle: I only have the power to be your brother.
- * Major Principle: I will not be used.
- * Major Principle: I'm bored.
- * Major Principle: Strangers are just friends you haven't made yet.
- * Major Principle: That's probably my fault.
- * Major Tie: Excessively Righteous Blossom (stressful love)
- * Major Tie: Frightening Women (distracting attraction)
- * Major Tie: Ir, Twice Traitor (anxious admiration)
- * Major Tie: Octavian, the Living Tower (scathing contempt)
- * Major Tie: Tatsuya, the Golden Hand (best friendship)
- * Major Tie: The Imperial City (homesick worry)
- * Major Tie: The Solar Exalted (instinctive loyalty)
- * Major Tie: Wicked Triumph's Reckoning (agonized regret)
- * Minor Principle: Anything worth doing is worth doing yourself.
- * Minor Principle: Cuteness is justice!
- * Minor Principle: Don't let anyone else plan your life for you.
- * Minor Principle: I ought to cook more.
- * Minor Principle: I want a fan club too!
- * Minor Principle: Kindness is worth fighting for.
- * Minor Principle: Lying is beneath me.
- * Minor Principle: Why walk when you can ride?
- * Minor Tie: Ashen Enri (affection)
- * Minor Tie: Bergsveinn (awe)
- * Minor Tie: Cathak Nerel (hate)
- * Minor Tie: Children (adoration)
- * Minor Tie: Eikichi Sho (vanity)
- * Minor Tie: Fools and dreamers (kinship)
- * Minor Tie: Lover Clad in a Raiment of Tears (lust)
- * Minor Tie: Misuzu Sho (favoritism)
- * Minor Tie: Non-humans (scorn)
- * Minor Tie: Saijo Yazawa (grief)
- * Minor Tie: Secrets (fixation)
- * Minor Tie: The Daytime Court (beguilement) [3wp to notice dangers that might render other influence unacceptable]
- * Minor Tie: The River Province, especially Nexus (distaste)
- * Minor Tie: The Sho Family (love)
- * Minor Tie: The Velvet Room (appreciation)
- * Minor Tie: Yarara Yara (pity)
- * Limit Trigger: The Solar's emotions lead him into a course of action that he regrets.
- ======
- MERITS
- ======
- * Cult
- *** Allies (Grey Nara of the Haslanti League, Governor of Crystal)
- **** Artifact (Reck's Raiment, Spidersilk Silken Shirt)
- ***** Artifact (Spite's Linchpin, Vitriolic Adamant Wrackstaff)
- *** Backing (The Velvet Room)
- ** Followers (in Crystal)
- ***** Language (High Realm[native], Low Realm, Old Realm, Riverspeak, Skytongue, Rudimentary Niobraran,
- * Dragontongue)
- ======
- CHARMS
- ======
- AWARENESS
- ---------
- CRAFT
- -----
- INTEGRITY
- ---------
- LINGUISTICS
- -----------
- * Strange Tongue Understanding: Ling 3/Ess 1, Reflexive/Instant, 1m
- - understand 3 or 4 simple sentences or 1 long complex sentence in an unknown language
- LORE
- ----
- * Chaos-Repelling Pattern: Lore 3/Ess 1, Simple/One hour, 10m/1wp
- - force an area out to short range to obey the physical laws of Creation; waive wp cost to reactivate each scene
- - the Wyld can't transform or madden; does not prevent fae attack or alter fae in radius
- * Harmonious Academic Methodology: Lore 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
- * Wyld-Dispelling Prana: Lore 2/Ess 1, Reflexive/Varies, 5m/1wp
- - sluice away any just-induced Wyld mutations on any object, structure, or character out to medium range
- - roll [Int+Lore] with [Essence] non-charm bonus dice, diff 3 to 5 depending on warping
- - successes are turns/minutes where the subject is immune to further twisting
- - requires multiple uses to protect subjects larger than a horse
- * Bottomless Wellspring Approach: Lore 4/Ess 2, Permanent/Permanent
- - add one automatic success to any Lore roll within Solar's background/Specialties
- - double any extra successes generated on such a roll
- * Lore-Inducing Concentration: Lore 5/Ess 2, Supplemental/Instant, 3m
- - add 1 success and reroll 6s on rolls to establish knowledge
- - with Immanent Solar Glory, may always roll to establish knowledge
- * Truth-Rendering Gaze: Lore 5/Ess 2, Simple/Instant, Mute, 6m
- - [MENTAL+Lore] read intentions action to produce a sudden insight about an object, place, or situation
- - may add [Essence] non-charm dice to Survival or War rolls for a scene after studying terrain
- * Order-Affirming Blow: Lore 5/Ess 3, Simple/Instant, 15m/1wp
- - on touch, shatter magic and Wyld alterations, returning target to its natural state
- - can touch someone secretly with Larceny vs. Awareness, or via a seduction action
- - difficulty 5 gambit in combat; transform fair folk for [Essence] scenes
- * Wyld-Shaping Technique: Lore 5/Essence 3, Simple/Instant, 15m/1wp/2gxp per phase
- -lmao I'm not writing all this shit up
- -p335-337 of the Ex3 corebook
- MEDICINE
- --------
- * Wound-Cleansing Meditation: Med 3/Ess 1, Simple/Instant, 10m
- - spend an hour on treatment to downgrade all agg damage to lethal. Allows reattachment of limbs etc. with Wound-Mending Care Technique
- - does not allow regrowth of lost tissue
- * 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
- MELEE
- -----
- * Bulwark Stance: Mel 3/Ess 1, Reflexive/Until next turn, 5m
- - ignore all penalties to Parry
- - damage rolls lose up to [Essence] dice, one per each 1 on the attack roll
- * Dipping Swallow Defense: Mel 1/Ess 1, Reflexive/Instant, 2m
- - ignore penalties to Parry; successful parry when active grants 1i
- * Fivefold Bulwark Stance: Mel 5/Ess 2, Simple/One scene, 5m/1wp
- - ignore penalties from Parry due to onslaught, wounds, grappling, and non-sensory physical crippling
- - reduce cost of Bulwark Stance by 2m and Dipping Swallow Defense by 1m
- - when using Dipping Swallow Defense, it increases Parry by 1
- * 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
- * Heavenly Guardian Defense: Mel 5/Ess 2, Reflexive/Instant, Perilous/Decisive-only, 4m -or- 4m/1i per success -or- 4m/1wp
- - parry attacks/damage normally deemed impossible to parry (first cost)
- - negate one success on damage roll per 1i spent (second cost)
- - strike away uncountable recurring damage in or out of combat (third cost)
- OCCULT
- ------
- * 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, rd. down, min 1] successes to all Occult rolls and shaping actions
- * Spirit-Cutting Attack: Occ 2/Ess 1, Supplemental/Instant, Uniform, 1m
- - Allows a single attack to strike an immaterial spirit. Attack is made at -3 if spirit is invisible to attacker
- * Spirit-Detecting Glance: Occ 1/Ess 1, Reflexive/One scene, 3m
- - can see but not touch immaterial spirits
- * 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
- * Uncanny Perception Technique: Occ 2/Ess 1, Reflexive/Instant
- - experience unusual sensory trigger when a spirit or fae creature is nearby, even when they're immaterial
- - add [Occult/2, rd. up] successes to Awareness rolls to notice them; may activate Spirit-Detecting Glance as needed
- * Uncanny Shroud Defense: Occ 3, Ess 1, Reflexive/Instant, 6m
- - prevent any damage that would fill final health level; may not be used if only final health level is uninjured
- * All-Encompassing Sorcerer's Sight: Occ 5/Ess 2, Reflexive/Instant, 4m
- - see immaterial spirits, working of spirit energies, shaping actions/workings/Evocations, wyld/shadowland/sanctum boundaries
- - can make Int+Occult rolls to identify effects at a difficulty of [Effect's Essence Minimum]
- * Six Eternities' Travail: Occ 5/Ess 2, Permanent/Permanent, --(1wp)
- - roll dice for up to [Essence] 10s on rolls modified by Ancient Tongue Understanding if an extra wp is spent activating it
- - those dice reroll 10s
- * Burning Eye of the Deliverer: Occ 5/Ess 3, Permanent/Permanent
- - All-Encompassing Sorcerer's Sight can now pierce magical disguises, shapeshifting, etc.
- - add [Essence] successes to Awareness rolls to pierce such deception; treat difficulty as 5 unless otherwise stated
- * Celestial Circle Sorcery: Occ 4/Ess 3, Permanent/Permanent
- - may buy Celestial Circle spells; gain 1 shaping ritual and 1 free Celestial Control Spell
- PERFORMANCE
- -----------
- * Masterful Performance Exercise: Perf 3/Ess 1, Supplemental/Instant, Mute, 2m
- - add 1 automatic success to a Performance action, and reroll 1s until 1s fail to appear
- * Thousand Courtesan Ways: Perf 3/Ess 1, Reflexive/Indefinite, 5m
- - increase Appearance by 1 for rest of scene, even past 5, and may attempt seduction actions without targeting an intimacy
- - may make two simultaneous social actions off of one roll, as long as one of those actions is seduction
- PRESENCE
- --------
- * Harmonious Presence Meditation: Pres 2/Ess 1, Reflexive/One scene or Indefinite, 5m or 7m
- - three bonus dice to all forms of social influence from all abilities except Stealth
- - while active, the cost of all other social influence charms is reduced by 1m, minimum 1m
- - mote cost dictates duration, see above
- * Listener-Swaying Argument: Pres 3/Ess 1, Supplemental/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
- * Poised Lion Attitude: Pres 4/Ess 1, Reflexive/Instant, 3m
- - may make a Presence or Socialize-based influence action on own turn in combat without using a flurry
- * Awakened Carnal Demiurge: Pres 5/Ess 2, Simple/Indefinite, 5m/1wp
- - make a simple dramatic action lasting 5 minutes, raise Appearance by 1, even above cap
- - when seducing, treat target's base Resolve as 1 lower
- * 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
- * Threefold Magnetic Ardor: Pres 4/Ess 2, Supplemental/Instant, 4m
- - convert non-charm bonus dice from having Appearance>Resolve into charm successes
- - applies to Presence, Performance, Socialize, and if Hideous also supplements threaten actions
- SOCIALIZE
- ---------
- ======
- SPELLS
- ======
- TERRESTRIAL CIRCLE
- ------------------
- * Death of Obsidian Butterflies: Instant, Decisive-only/Perilous, 15sm/1wp
- - [Perception+Occult] decisive attack in a line against enemies out to medium range, one range band wide
- - [Essence+Threshold Successes] raw damage, does not reset to base Initiative
- - battle groups take -2 Defense against attack, and take [Essence+Occult+Threshold Successes] raw damage
- - for barefoot characters, area of effect becomes 2L hazardous difficult terrain, Difficulty 2 Dex+Ath to traverse
- * 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 entire 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/2wp
- - 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, ***TERRESTRIAL CONTROL SPELL***
- - summon flying mount, use [Wits+Occult] in place of combat movement rolls
- - may leap as per Monkey Leap Technique for free at will as a combat action
- - may reduce rider to a small flat disk, fitting only caster and removing cover effect; may switch at start of own turn.
- - see other powers in book (p.475)
- CELESTIAL CIRCLE
- ----------------
- * Travel Without Distance: Instant, Perilous, 25sm/2wp ***CELESTIAL CONTROL SPELL***
- - Teleport with up to [Essence+1] willing allies to any location within [Essencex10] miles as long as seen it before
- - All who teleport suffer a -2 fatigue penalty on all actions for [6-Stamina] hours
- - Can't recast the spell until the fatigue expires
- * Demon of the Second Circle: Ritual, Instant, 3wp
- - cast at sundown and completed at midnight on night of new moon once per lunar cycle
- - [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; failure by 3 or more successes prevents banishing attempt
- ==========
- EVOCATIONS
- ==========
- Spite's Linchpin
- ----------------
- * Devil Draws No Lines: Ess 1, Reflexive, 5m/1wp -or- 10m/2wp -or- 15m/3wp
- - activated when a demon dies in Linchpin's presence; cost scales with demon's Circle
- - demon dematerializes into Linchpin's Elsewhere until the next time it could've been summoned
- - roll to bind as normal when the normal summoning time comes; can only bind demons of circles you can summon
- - reduce cost by 5m/1wp if demon is killed by the character attuned to the Linchpin
- * Multitudes of the Architect: Ess 1, Supplemental, 6m
- - may make project rolls with conjured tools and inorganic components made of glass
- - counts as Craftsman Needs No Tools for purpose of buying Solar Craft Charms
- * Hand of Glory: Ess 2, Simple, 10m
- - begin drawing stable constructs of vitriolic adamant from nothing with the Linchpin
- - costs 10m for the first turn, 2m for each subsequent consecutive turn
- - after 1hr adamant decays into plain green glass, after 1 day dissolves into vitriolic sludge
- - may shed 1L worth of blood to preserve 20m worth of glass construction indefinitely
- * Houses of the Holy: Ess 2, Simple, 20m/2wp
- - imbue a place or object with your anima to mark it as a place of power
- - may maintain up to [Essence] places of power
- - when using the Twilight anima power, may pay 2wp to guarantee returning to a place so created
- - above recall only works within [100xEssence] miles of a place of power
- * Augery: Ess 3, Simple, 8m/1wp
- - roll [Perception+Occult] against target's Resolve; on success, rip a fact from the target's mind
- - target benefits from phantom intimacy based on severity of task required to divulge secret normally
- - target loses 1wp; in combat, target loses 3 initiative which goes to character attuned to Linchpin
- - at [Resolve] and [2xResolve] threshold successes, power procs again for more detail, wp, and init
- * Theses of the Overlord: Ess 3, Reflexive, 1wp
- - while shaping, form a glowing stationary cycling mandala beneath feet, radius 10', for [Essence] turns
- - if you end the round inside the mandala, divide respiration between sorcerous and regular motes as desired
- - sorcerous motes don't degrade inside mandala if a shape action isn't taken
- - distortion and countermagic of spells cast within mandala always acts as if the spell is unfamiliar
- - spells cast within the mandala are indelibly identifiable as casted by the caster
- ======
- 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
- SHAPING RITUALS
- ---------------
- * "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.
- * "Bonfire's Vanity" Spend 2-3 hours on morning beauty routine requiring a silver mirror at least 3' square.
- For rest of day, 1/scene roll [Appearance+Occult] simple action and gain [Successes]sm to spend in that scene.
- Disrupt regimen w/a Gambit at Difficulty [Essence]. Must perform long ritual again on success.
- SORCEROUS WORKINGS
- ------------------
- * "Golden Emas" A golden emas that can run across any terrain including sheer cliffs and deep water as if it were open plain.
- * "Palette Cleansing" May alter hair and eye color at-will.
- * "Sssh!" Eikichi's cabin on the Heavensward is soundproof.
- * "Inside Worlds Without" Tatsuya's room redecorates itself to match the aesthetic of whichever persona he currently occupies.
- MINIONS
- -------
- * "Usagi", Heranhal
- * Unnamed Avasharam
- * Sondok, Who Stands In Doorways
- * Gatamello, the Voice Atramentous
- CRAFTING
- --------
- * Project Slots: Major: 0/3
- * Crafting Experience: Silver: 24
- Gold: 7
- White: 0
- * Dice Tricks In Brief:
- ======
- TRAITS
- ======
- * Essence: 3
- Personal Pool: 19/19
- Peripheral Pool: 31/31 (47) (9m committed to Artifact attunement)
- Sorcerous Motes: 1 (7m committed to Harmonious Presence Meditation)
- /*(4m committed to Thousand Courtesan Ways)
- /*(4m committed to Awakened Carnal Demiurge)
- * Health: [ ] -0
- [ ] [ ] -1
- [ ] [ ] -2
- [ ] -4
- [ ] Incapacitated
- * Limit: 10/10
- * Virtue Flaws: None
- * Willpower: 8/10
- * 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 Dice (Spite's Linchpin)
- 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: 6
- Hardness: 4
- Case Scene: 5 Dice
- Read Intentions: 10 Dice (11 w/r/t Excessively Righteous Blossom)
- Guile: 5 (6 w/r/t Excessively Righteous Blossom)
- Resolve: 5 (6 w/r/t Promises to Blossom)
- =========
- INVENTORY
- =========
- * Spite's Linchpin (Vitriolic Adamant Wrackstaff)
- Medium Artifact Weapon (A+3/D+12/P+1/O 3) (Bashing, Melee, Reaching, Shield)
- * Reck's Raiment (Spidersilk Shirt)
- Artifact Light Armor (S+5/H+4)
- ============
- EXPENDITURES (UNSPENT: 0)
- ============
- Chargen
- -------
- Awareness 3->5 2bp
- Integrity 3->5 2bp
- Lore 3->5 2bp
- Medicine 3->5 2bp
- Melee 3->5 2bp
- Occult 3->5 2bp
- Perform. 3->5 2bp
- Presence 3->4 1bp
- 15bp spent chargen
- Post-Chargen
- ------------
- Willpower 5->10 10bp
- Perception 1->5 16bp
- Manipulation 1->3 8bp
- Presence 4->5 1bp
- Socialize 3->5 2bp
- Linguistics 0->3 3bp
- -----ESSENCE 2-----
- Manipulation 3->4 4bp
- Geomancy 0->5 5bp
- Architecture 0->5 5bp
- Alchemy 0->5 5bp
- Socialize: ERB 1bp
- Occult: Hell 1bp
- Presence: Tempt. 1bp
- Integrity: ERB 1bp
- Strange Tong. Und 5bp
- Fivefold Bulwark 4bp
- Hail Shattering P. 4bp
- Heaven. Guard. D. 4bp
- Spirit-Detect. G. 4bp
- All-E. Sorc's S. 4bp
- Spirit-Cutting 4bp
- Seven Eternities T 4bp
- Uncanny Shroud Def 4bp
- -----ESSENCE 3-----
- Death of Ob. Butt. 4bp
- Infallible Messen. 4bp
- Hand of Glory 4bp
- Cel. Circ. Sorcery 4bp (Control: Travel Without Distance; Shaping: Bonfire's Vanity)
- Demon of 2d Circle 4bp
- Charisma 3->5 8bp
- Manipulation 4->5 4bp
- Truth-Render. Gaze 4bp
- Wyld-Dispel. Prana 4bp
- Chaos-Rep. Pattern 4bp
- Order-Affirm. Blow 4bp
- Wyld-Shaping Tech. 4bp
- C: Writing 0->3 3bp
- Occult: Wyld 1bp
- Augery 4bp
- Devil Draw No Line 4bp
- Mult of the Arch. 4bp
- Houses of the Holy 4bp
- (172bp spent post-chargen)
- Essence Vacation Charms (E1 or E2) [6/6 selected]
- -----------------------
- Bottomless Wellspring Approach
- Impassioned Discourse Technique
- Threefold Magnetic Ardor
- Awakened Carnal Demiurge
- Harmonious Presence Meditation
- Uncanny Perception Technique
- Apology Charms (E1-E3) [4/4 selected]
- ----------------------
- Poised Lion Attitude
- Burning Eye of the Deliverer
- Lore-Inducing Concentration
- Theses of the Overlord
- BP Costs
- --------
- Primary/Secondary Attribute: 4 per dot
- Tertiary Attribute: 3 per dot
- Caste/Favored Ability: 1 per dot
- Other Ability, 1-3: 1 per dot
- Other Ability, 4-5: 2 per dot
- Specialty: 1
- Merits: 1 per dot
- Caste/Favored Charm: 4
- Other Charm: 5
- Caste/Favored Spell: 4
- Other Spell: 5
- Evocation: 4
- Willpower: 2 per dot
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