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Apr 22nd, 2013
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  1. Name: Servant Lancer - Nezha of China
  2. Appearance:
  3. Personality:
  4. Backstory:
  5. Wish:
  6.  
  7. Refresh 1/10
  8. Fate Points 1/1
  9.  
  10. Stress
  11. Physical OOOO
  12. Mental OOOO
  13.  
  14. Consequences
  15. Mild(-2): 0/1+1(physical)
  16. Moderate(-4): 0/1
  17. Severe(-6): 0/1
  18. Extreme(-8): 0/1
  19.  
  20. High Concept: Servant Lancer of the Fire Spear
  21. Summoned in the class of Lancer, Nezha's prowess with the spear is amplified, along with his affinity with the fire element, at the expense of his more mystical attributes, and limiting the extent of his divinity.
  22. Invoke: Spear, Magic Resistance and Battle Continuation related effects. Creating and resisting Fire-based effects. Dematerialization, sensing the presence of Servants, empowering through the Command Spell.
  23. Compel: Spirit vulnerabilities, Prana depletion away from Master, Command Spell vulnerability. The Lancer class's bad luck.
  24.  
  25. Trouble: Foe of the Dragon Court
  26. Having slain a dragon prince and being killed in turn, the Dragon Court bears Nezha no goodwill. All that falls under it's auspices will do him harm if it could.
  27. Invoke: Slaying dragons and royals. Noticing dragons and disasters before they happen.
  28. Compel: To be vulnerable on defense against dragons, to be assailed by vicious weather and weakened by being in the sea. To draw trouble from those in authority.
  29.  
  30. Aspects:
  31. Third Lotus Prince
  32. As a deity, prince and homunculus, Nezha bears the hallmarks of divinity, revivification and protection. Being actively worshipped, however slightly, is of advantage in the region.
  33. Invoke: Resisting attacks which depend on human physiology, gaining an advantage in divinity or noble rank, protecting others. Affinity for places of worship. Affinity for vegetable life. Resistance to water, plant and earth based attacks.
  34. Compel: Vulnerability to anti divinity or anti nobility attacks. Weakness to counter-construct and plant magic. Attracting the attention of spirits,
  35.  
  36. Marshal of the Central Altar
  37. Being a Taoist deity, Nezha has no small proficiency with the mystical arts, in such diverse areas as alchemy, geomancy, weather manipulation and similar magical lore. He can make use of divine mysteries.
  38. Invoke: To perform workings of magic on a greater scale and speed than modern magi. To create magical workings as part of other motions and to sense the channels of spiritual power. To have alchemical or geomantic workings ready. To misrepresent his Class.
  39. Compel: As one of the entities invoked by numerous Taoist magical rituals, Nezha must respond appropriately to requests made through the proper mystic channels.
  40.  
  41. Blazing Wheel of the Heavens
  42. As a hero and demigod, Nezha is a symbol of speed and protection against natural disasters.
  43. Invoke: To move fast, through whatever means. To have access to and proficiency with any form of wheeled or flying vehicle. To deal with speedy opponents. To provoke contests of speed and strength.
  44. Compel: To be noticed while at full speed. To be provoked into contests of speed and strength.
  45.  
  46. Skills:
  47. Superb(+5)
  48. -Physique
  49. Great(+4)
  50. -Fight
  51. -Athletics
  52. Good(+3)
  53. -Lore
  54. -Will
  55. Fair(+2)
  56. -Provoke
  57. -Drive
  58. -Notice
  59. Average(+1)
  60. -Empathy
  61. -Contacts
  62. -Resources
  63.  
  64. Stunts
  65. 11
  66. Battle Continuation(Ex)
  67. -Pressure Free Battle - 1 FP to reset stress for all combatants in exchange for an unfavorable scene aspect.
  68. -Tough as Nails - 1/day, you can reduce the severity of a moderate physical consequence to a mild physical consequence or erase a mild physical consequence at the cost of a fate point.
  69. -Lotus Boy's Sacrifice(N.P. - Third Lotus Prince) - 1/day, you can concede a conflict, regardless of the other side's agreement, and die in the process. This removes your ward from that conflict, and the conflict cannot cause any harm to your ward as long as she does not rejoin the conflict voluntarily. You gain no fate points from this concession, and your Master must build a new body for you with an hour of work and 1 fate point. This ability only works once for any given opponent.
  70.  
  71. Invincible Wind-Fire Wheels
  72. -Sprinter - You move two zones for free in a conflict without rolling,
  73. instead of one, provided there are no situation aspects restricting
  74. movement.
  75. -Wind-Fire Flight(N.P - Blazing Wheel of the Heavens) - You can ignore situation aspects which would restrict movement. This ability can be shared with another character, but doing so prevents the use of the Sprinter stunt.
  76. -Blazing Trail(N.P - Blazing Wheel of the Heavens) - When you succeed with style on an Overcome action on Athletics, you can create a fire or wind related scene aspect instead of a Boost.
  77.  
  78. Fire-Tipped Spear
  79. -Internal Immolation(N.P - Servant Lancer of the Fire Spear) - Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the severity of the consequence that he must take. If you opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
  80. -External Eruption(N.P - Servant Lancer of the Fire Spear) - You can make Fight attacks up to two zones away.
  81.  
  82. Universe Ring
  83. -No Stunts necessary. Nezha uses this as a secondary weapon to bind enemies.
  84.  
  85. Armillary Sash
  86. -Shake the Heavens, Quake the Seas(N.P - Foe of the Dragon Court) - You can use Physique to place a natural disaster related aspect on the entire city with a Create Advantage action. Each use while the previously placed aspect lasts increases the difficulty of the roll by 2. Using the Armillary Sash reveals your location to everyone in the affected area.
  87.  
  88. Taoist Arcanum(C) - You can use Lore for Create Advantage and Overcome actions involving alchemy, weather manipulation and geomancy.
  89.  
  90. Magic Resistance(C)
  91. -Armor 2 vs raw magic attacks
  92.  
  93.  
  94. Notes:
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