Campaign:Betrayal of the Light/Unnamed Zenith Caste

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Basics

Name:
Concept:Crazy religious lady
Caste:Zenith
Motivation: Inspire all beings to exist in accordance with the virtues of the Unconquered Sun.
Intimacies:
Anima Banner:
Anima Effect:
Experience: 2 attribute/virtue xp, 30 essence xp.

Background

Appearance

Attributes

Strength     ●●       
Dexterity    ●●●●●
Stamina      ●●●●●

Charisma     ●●●
Manipulation ●●
Appearance   ●●●●●

Perception   ●●
Intelligence ●●
Wits         ●●●

Abilities

*Archery     ●●●●●
*Martial Arts●●●●● 
Melee        
Thrown       
War          ●●●●●
Integrity    ●●●●●
Performance  ●●●●●
Presence     ●●●●●
Resistance   ●●●●●
Survival 
Craft (Air)  ●●
Investigation
Lore         ●●●●●
*Medicine    ●●●●●
*Occult      ●●●●●
Athletics
Awareness    ●●●●●
*Dodge       ●●●●●
Larceny
Stealth
Bureaucracy  ●
Linguistics
Ride
Sail         ●
Socialize


Backgrounds

Arsenal: ●●●:
Backing: ●●●: In the Solar Deliberative.
Manse: ●●●:' 1 level 3 manse, 1 level 2, 1 level 1.
Sifu: ●●●:' Martial arts teacher that knows Righteous Devil, Silver Nightingale, and one SMA.
Wealth: ●●●:' Equivalent to Resources 5.


Core Charms

  • Integrity-Protecting Prana: p199
  • Reflex Sidestep Technique: p227
  • First Archery Excellency:
  • Infinite Mastery of Archery:
  • First Integrity Excellency: 1m for 1 die, reflexive.
  • First Performance Excellency: 1m for 1 die, reflexive.
  • Flashing Draw Mastery: Permanent. When challenged, the breathtaking speed with which a Lawgiver calls blade to hand is often the last miracle her opponent witnesses. This Charm represents the unhesitating, blinding speed of a Solar’s genius hands, honed by a lifetime of practice. Add one success to the character’s Join Battle rolls. In addition to this benefit, the character may also reflexively draw or ready an Archery, Martial Arts or Thrown weapon upon rolling Join Battle, without the need for a miscellaneous action. Finally, all Archery, Martial Arts or Thrown attacks made during the first tick on which the character acts after rolling Join Battle have a Speed of three.
  • Swarm-Culling Instinct: Permanent. Sometimes outgunned, rarely outdrawn, a Lawgiver answers the call of battle with a swarm of deadly steel. This Charm permanently enhances the Lawgiver’s ability to manage greater numbers of opponents. Upon rolling Join Battle for the first time in a scene, the character may make a reflexive Thrown attack against any opponent whose Join Battle result is less than her own. Additionally, where others would grow desperate at the sight of enemy reinforcements, the Lawgiver is invigorated. For the duration of combat, the character may make a Thrown attack against all opponents who roll Join Battle after the initial Join Battle roll that began the fight, unless that character is doing so because they have cast a spell (generally representing new characters appearing and entering the fray). This Charm will only allow the Solar to make attacks against opponents whose engagement range she is within. Martial-ready: Archery, Martial Arts, Melee
  • Shrike-Saving Discretion: A Lawgiver may grow to become an old hand at killing. When greatly outnumbered, it may not do to break his cover at the first opportunity. This Charm permanently enhances its prerequisite. The Solar may opt to withhold free reflexive attacks accrued against opponents as outlined by the rules of Swarm-Culling Instinct, choosing instead to stock these attacks until a tactical opportunity presents itself. Free reflexive attacks stocked in this fashion vanish at the end of the scene. Until then, the Solar may unleash as many attacks as he has stocked on targets of his choice. For example, a character with five stocked attacks may choose to unleash five attacks on one target, or he may launch a single attack against five different targets, or he may attack one target three times and withdraw, retaining two free reflexive attacks until the scene ends. A Solar may stock up to (Dexterity + 3) attacks in this fashion.
  • Cover-Shrouding Movement: 3m or 3m1wp, reflexive, one action. During the Primordial War, Solar generals often found themselves marching armies against foes whose very shoulders buffeted the skies. From such a vantage, all manner of horrors might be hurled on the heads of the Lawgivers’ forces. Only the peerless tactics of the Solar Exalted saved the Celestial Host from such a fate. By paying three motes and activating this Charm, the Solar becomes impossible to target for all opponents outside of his engagement range. Alternately, the Solar may pay an additional one Willpower when activating this Charm to protect a complementary unit he leads. This Charm is accomplished by use of terrain; the character uses brilliant combat maneuvers to position himself in a locus of absolute tactical advantage. For one action, the Solar may continue to move himself and his army toward or away from his foe without reprisal. However, any opponent in combat who moves into the Solar’s engagement range may target and attack the Exalt. Cover-Shrouding Movement may not be used if the Storyteller determines that there is no possible cover for the Solar to employ. Note, however, that possible does not necessarily mean reasonable—a famous Solar general hid his army in the shadow of Mardukth as he moved his forces in for the kill.
  • Vanishing March Maneuver: 5m or 5m1wp, reflexive, one tick. The Solars used this Charm to sow confusion amongst enemy forces and control the tenor of battle. Upon paying five motes to activate this Charm, the Solar makes a critical combat maneuver which completely obscures him to all opponents in combat, rendering him impossible to target. By paying an additional point of Willpower, the Lawgiver may extend this benefit to a complementary unit he leads. The effect of this maneuver is perfect: it does not require cover. At the beginning of the next tick, when the Solar emerges from cover, all opponents within (Essence x 20) yards are considered to have made a Join Battle roll. Vanishing March Maneuver may not be activated if there are any opponents within 30 yards of the Solar, nor may it be re-used after activation until the character’s DV has refreshed five times.
  • Righteous Avenger's Aspect: 5m, reflexive, overdrive. For a Solar, defeat is only a marker in the chapters of existence, rather than the end of the book. Upon learning this Charm, the Exalt gains an Overdrive pool with a capacity of ten motes. Initially empty, he may fill it when confronting an opponent who has defeated the Solar in his present incarnation or any of his past lives. Defeat in this context means physical combat; defeating the Solar in social combat does not qualify, nor does beating him at Gateway or other contests. This Charm does not grant the Exalt special knowledge of defeats that occurred in past lives—the Solar must come by this information by any valid means of doing so. The Lawgiver gains (Essence + 2) offensive motes upon activation, and one additional mote each time his DV refreshes for the rest of the scene. The Solar may only activate this Charm once per scene, and only in battle against one who has defeated him. If the fight concludes with the Exalt’s victory, he has avenged himself, and can no longer activate this Charm against his vanquished opponent. Otherwise, the Solar may continue to assume Righteous Avenger’s Aspect until he has avenged himself. At Essence 3+, the Solar may activate this Charm on behalf of a person or group of people he has a positive Intimacy toward. In this case, the Solar needs only evidence of physical harm to activate this Charm. Seeing a man strike his wife would be sufficient to channel the Lawgiver’s wrath into Overdrive, as would watching his personally-trained horsemen scathed by a hail of arrows from a deathknight’s bow. This Charm requires that the Solar is aware he faces an opponent who has defeated him or wronged the subject of one of his positive Intimacies. The Solar’s opponent must actually have done so—the Charm will not function if the Lawgiver is mistaken, or if he is not aware of what his opponent has done.
  • Essence-Gathering Temper: Permanent, overdrive. The more terrible the enemies and adversities they face, the greater the power of a Solar’s spirit. This Charm grants the character an additional ten-mote peripheral Essence pool in accordance with the Overdrive Keyword. Whenever the Lawgiver is injured, she gains motes which are used to refill this pool: one mote for being struck by an attack without taking damage, two motes per point of bashing damage, or three motes per point of lethal or aggravated damage suffered. Essence-Gathering Temper will only provide motes when the Solar is injured against her will; she may no more order a bound demon to assault her in order to obtain motes than she may gain them from stabbing herself. Health lost in order to pay the activation cost of a Charm likewise never produces motes. At Essence 3+ the Solar may also refill her Overdrive pool when she perceives her allies being injured, at the same rate as though she were taking damage herself. In order to gain motes in this fashion, the Solar must directly perceive the character being injured at the moment the injury occurs, and must have a positive Intimacy toward that individual (the character’s Lunar mate also always qualifies). Finally, the injuries may not be self-inflicted, as outlined above, and may not be inflicted by the Solar herself.
  • Soul Fire Resurgence: Permanent. Once per action, the player of a character with this Charm may pay one Willpower to roll (Valor) dice, healing a number of health levels equal to the successes on the roll.
  • There Is No Wind:
  • Accuracy Without Distance:
  • Trance of Unhesitating Speed:
  • Arrow Storm Technique:
  • Flashing Vengeance Draw: supplemental, 3m, adds Essence to Join Battle.
  • Invincible Ego Shield: 5m1wp, one scene, reflexive. Upon activating Invincible Ego Shield, the character substitutes his Dodge MDV for his Dodge DV to defend against a physical attack (meaning his maximum DV bonus recalculates from his Willpower and Integrity ratings). All current bonuses and penalties that apply to either his Dodge DV or Dodge MDV apply to the DV generated by this Charm. If the Solar dodges the attack, he appears to have exerted no effort to do so as if the attacker just missed.
  • Durability of Oak Meditation: Ignore this.
  • Iron Skin Concentration: 2m reflexive, activate before damage is rolled. Roll Stamina+Resist against a difficulty of the attacker's essence, max 6. On a success, prevents all damage from the attack; on a failure, still adds +4A/+8L/+8B soak.
  • Majestic Radiant Presence: 7m, reflexive, one scene. The Solar burns with the incandescent radiance of the Unconquered Sun. This Charm intimidates others, negating any physical or social attack made against the Solar unless the attacker's player succeeds on a reflexive resistance roll. The Solar's player chooses when purchasing this charm whether a difficulty 1 Valor roll or a difficulty 2 Willpower roll is the appropriate form of resistance. The attacker need only succeed only once per action, no matter how many attacks she makes during a flurry. This Charm's effects are a form of unnatural mental influence, and characters can spend 3 Willpower to resist the effects of Majestic Radiant Presence for a scene.
  • Husband-Seducing Demon Dance: 10m1wp, Simple (speed 6 in long ticks). Give a performance, rolling Charisma or Manipulation + Performance and adding her Appearance in bonus dice. This Charm exerts unnatural mental influence on all who witness it. Characters with Mental DV less than the Solar's successes must spend two Willpower or fall instantly in love either with the Solar or something the Solar represents. This effect does not depend on gender or sexual preference. Targets incapable of sexual attraction to the Solar suffer starry-eyed infatuation or dedication to the Solar's cause rather than romantic desire. This love is a form of commitment (see core, p.201). Targets can break the commitment naturally but they must spend one Willpower per scene where they deliberately attempt to shake it off.
  • Respect Commanding Attitude: 5m, simple (speed 4 in long ticks), one scene. Others listen when the Lawgivers speak. In ancient days, they commanded the attention of Primordials, beasts and gods. This Charm involves a performance or oration, and the Solar's player rolls (an appropriate Social Attribute + Performance) when invoking Respect Commanding Attitude. This charm exerts unnatural mental influence on everyone who can see or hear the character. If the extra successes exceed a given target's MDV, that target suffers a compulsion to stay in the Exalt's company and respectfully observe the performance. Resisting this compulsion for five minutes costs one Willpower, up to a maximum of three Willpower per scene, and such resistance allows the target to leave, heckle, or even forcibly silence the character.
  • Phantom-Conjuring Performance: Permanent. Essence enhances the Solar's arts. This Charm allows the Solar to create ghostly images, Essence flares, ethereal music and strange sensory effects when using a Performance Excellency or Presence Excellency. These effects do not seem entirely real, they remain within (Essence x10) yards of the solar, and they cannot be used to confuse or deceive others without a stunt. This Charm has no cost, but the Solar need not use the effects.
  • Heart-Compelling Method: 6m, supplemental, one scene. This Charm supplements a Performance-based roll to rouse emotion in others. It exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for a scene. Resisting the influence costs two Willpower.
  • Face the Light: 5m1wp, reflexive, one scene. Upon activating this Charm, the Exalt's player rolls (Charisma + Performance), adding the character's Essence in bonus successes. For the rest of the scene, everyone with a Dodge MDV lower than the successes rolled suffers an unnatural compulsion to remain whenever they attempt to leave or avoid any combat, mass combat or social combat in which the lawgiver visibly participates. Falling back to make ranged attacks is not retreating. Resisting this compulsion for the rest of the scene costs three Willpower. Like moths to the flame, afflicted Fair Folk cannot resist. Conversely, afflicted individuals compelled to flee by a botched Morale check or some other fear-based effect must spend Willpower to escape if they have it available, but otherwise collapse in helpless terror for the duration of the effect.
  • Horizon-to-Horizon Performance Method: 15m 1wp, reflexive, one action. By the authority of the Unconquered Sun, his Chosen may command the very heavens to become a vessel for their glory. This Charm may be activated only under the open sky, during the day. The clouds above shuffle themselves into the precise likeness of the Law giver, lit by the sun's that they glow from within. The Solar’s words boom out over the countryside, inescapable. For the duration of the Charm, any Performance-based social attacks (or simple informative declarations) made by the Solar are transmitted to everyone within (Essence x 20) miles in every direction. Because the Solar cannot see or hear through his heavenly manifestation, social counterattacks that require the target to actually be present may not be invoked in response to this Charm.

A second purchase of this Charm at Performance 7+, Essence 7+ expands its range to (Essence x 50) miles. A third and final purchase at Performance 9+, Essence 9+ expands the range to (Essence x 100) miles.


Charms Coming Soon

  • Demon-Wracking Glory: Variable +1 wp. This Charm expands Phantom Conjuring Performance. The maximum radius for evoking unnatural effects extends to (Essence

x 100) yards, or (Essence – 5) miles if the Solar has Essence 6+. More importantly, the Exalt may use these effects to cause physical injury to creatures of darkness within (Essence x 10) yards. The Charm causes harm through blatantly supernatural and suitably Solar effects. Attacks take the form of bright fires, scorching beams of sunlight, phantom executioners and the like.
Demon-Wracking Glory inflicts harm in three ways. The Solar chooses between them each time she uses the Charm. Two methods last as long as the Abyssal continues to sing, play, orate or the like, and spends Essence each action to maintain the Charm. The third is an instant attack. For each form, however, the Solar’s player must roll (Charisma + Performance) to initiate the attack. A character can use only one attack form at a time. Activating the Charm costs Willpower. Continuing it merely costs Essence (for the two continuing effects).

Area, Continuing: The Solar inflicts one level of aggravated damage per two motes spent each action, to a maximum of (Essence) damage. Targets can soak this damage only with Stamina or soak-enhancing Charms. The Solar’s aggravating performance affects every creature of darkness whose Dodge MDV is less than the number of successes from the attack roll. Continuing the attack counts as the character’s Charm use for each action.
Single Target, Continuing: The Solar’s chosen victim suffers one level of unsoakable aggravated damage per action that the Solar continues the Charm. This effect costs three motes per action. The initial attack roll must exceed the victim’s Dodge MDV. Continuing the attack counts as the character’s Charm use for each action.
Single Target, Instant: The Solar spends up to her (Stamina + Essence) in motes and inflicts that many dice of aggravated damage, plus extra successes from the attack roll. The target can resist this damage only with Stamina or soak-enhancing Charms. The attack cannot be parried without a Charm or stunt, but it can be dodged like a normal ranged attack.

  • Enemy-Castigating Solar Judgment: 2m supplemental. The Solar ignites her spirit with the Essence of the Unconquered Sun. This can enhance a physical attack, making it Holy and causing it to inflict aggravated damage against creatures of darkness. This Charm can also enhance social attacks that create shame, guilt, or fear, making the attack Holy, and causing them to treat it as unnatural mental influence that costs 1 WP to resist. This halves the creature's base MDVs against the attack.

Essence

Essence: ●●●●●
Regeneration: 5(10 when resting)/hour
Personal Essence Pool: 24
Peripheral Essence Pool: 47
Committed Essence: 0

Willpower

Willpower: ●●●●●●●●●
Temporary: □□□□□□□□□

Virtues

Virtues:

  • Compassion ●●
  • Conviction ●●●●●
  • Temperance ●●
  • Valor ●●●

Primary Virtue:Conviction
Limit Break:Heart of Flint
Limit: □□□□□ □□□□□

Combat

Dodge DV:11
Dodge MDV:11
Soak: 19B/18L/17A
Pierced: 11B/10L/10A
Hardness: 12B/12L/12A

Attacks