Campaign:Conquering of Canals/Jubilant Saffron Gale
(italicized text is just a comment, don't keep it in your sheet) originally from [1]
Basics
- Campaign: Conquering the Canals Exalted
- Name: Aria
- Concept: Heavenly Virtuoso
- Caste/Aspect: Zenith
- Motivation: Journey to the West
- Positive intimacies: [Hand-carved Pipe] [Unconquered Sun] [Great Forks]
- Negative intimacies: [Your Face]
- Anima: **coming soon**
- Experience: Unspent: 0/Total: 76
Background
Appearance
Attributes
Strength ●● Charisma ●●●●● Perception ●● Dexterity ●●●●● Manipulation ● Intelligence ●● Stamina ●● Appearance ●●●●● Wits ●●●
Abilities
Archery ●●●●● Integrity ●●● Craft Athletics ●●● Bureaucracy Martial Arts Performance ●●●●● Investigation Awareness ●●● Linguistics ● Melee Presence ●●● Lore ●● Dodge ●●●●● Ride Thrown Resistance ● Medicine Larceny Sail War Survival Occult Stealth Socialize
Favored Abilities: Archery, Dodge, Athletics, Linguistics, Awareness
Caste Abilities: Integrity, Performance, Presence, Resistance, Survival
Specialties
Archery +3 (Firedust Weaponry), Performance +3 (Singing)
Languages: Riverspeak, Low Realm, Firetongue
Merits and Flaws
Enemy - 1 ( Dynast, House Ragara ) Obligation - 2 ( Ahlat )
Backgrounds
Artifact ( Plasma Tongue Repeater ): ●● Artifact ( Folding Servant ): ●● Artifact ( Transformative Armor ): ●● Artifact ( Essence-Scrying Goggles ): ● Resources: ●
Charms
- Excellencies
Second ( Archery ) Excellency
Cost: 2m per suxx Mins: ( Archery ) 1, Essence 1
Type: Reflexive
(Step 1 for Attacker, Step 2 for Defender )
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
1 suxx per 2 mote, max ( Attribute + Ability ).
Infinite( Archery ) Mastery
Cost: 2m+, 1wpMins: ( Archery ) 4, Essence 3
Type: Simple
Keywords: None
Duration: One Scene
Prerequisite Charms: Any ( Archery ) Excellency
The Solar Exalted are infinite wells of talent. Each two motes committed to this Charm reduces the mote cost for the first three (Ability) Excellencies by one, to a minimum of 0. Exalted with Essence 3 can spend up to six motes on this Charm, while Exalted with Essence 4+ can spend as many motes as they like.
Second ( Awareness ) Excellency
Cost: 2m per suxx Mins: ( Archery ) 1, Essence 1
Type: Reflexive
(Step 1 for Attacker, Step 2 for Defender )
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
1 suxx per 2 mote, max ( Attribute + Ability ).
First ( Preformance ) Excellency
Cost: 1m per die Mins: ( Preformance ) 1, Essence 1
Type: Reflexive
(Step 1 for Attacker, Step 2 for Defender )
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
1 die per mote, max ( Attribute + Ability ).
- Archery
There Is No Wind
Cost: 3m or 5mMins: Archery 4, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Archery Excellency
The Solar’s heart knows the arrow’s path. She spends three motes and fires a single flawless shot, regardless of distance, visibility,
weather and other prevailing conditions. This Charm nullifies all penalties, except wound and multiple action penalties, applying to a single Archery-based attack. If the Solar has Essence 3 or higher, she can spend two additional motes and this Charm will increase the Range of her weapon to her maximum visibility range.
Essence Arrow Attack
Cost: 2m Mins: Archery 2, Essence 2
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
Add Essence in damage to Archery attacks. In addition, Dazzling Flare: makes Archery attacks Holy ( Aggravated damage to Creatures of Darkness ), shines brightly enough to be seen for ( Essence x 10 ) miles if fired straight upwards or otherwise unobsctructed. Righteous Judgment Arrow: spend one extra mote for +4 extra dice of damage to the attack.
Phantom Arrow Technique
Cost: (1m per attack) Mins: Archery 3, Essence 2
Type: Permanent
Keywords: Obvious
Prerequisite Charms: Essence Arrow Attack
Make ranged attacks without ammunition. 1 mote per arrow. Unrolled reflexive action, not a Charm activation.
Inexhaustible Bolts of Solar Fire
Cost: 8m, 1wp Mins: Archery 5, Essence 4
Type: Simple
Keywords: Combo-OK,Obvious
Duration: One Scene
Prerequisite Charms: Phantom Arrow Technique
Make ranged attacks without ammunition, including Firedust charges. Ammunition created by this Charm adds one die to it's normal damage and never strikes an unintended target. It will stop in midair for an instant before vanishing rather than hurt someone the Solar wishes spared.
Solar Flare Methodology
Cost: 5m, 1wp Mins: Archery 5, Essence 4
Type: Simple (Speed 5)
Keywords: Obvious
Duration: One Scene
Prerequisite Charms: Inexhaustible Bolts of Solar Fire
Make a Firewand with the following profile; Range 15 yards, Accuracy +(Essence), Damage 16L plus extra suxx, Rate 2.
- Performance
Heart-Compelling Method
Cost: 6m Mins: Performance 4, Essence 2
Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: One Scene
Prerequisite Charms: Any Performance Excellency
Supplements Performance based roll, exerts unnatural mental influence. If ( targets ) MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for a scene. Resisting the influence costs 2 Willpower.
Husband-Seducing Demon Dance
Cost: 10m 1wpMins: Performance 5, Essence 3
Type: Simple ( Speed 6 in long ticks )
Keywords: Combo-OK, Emotion, Obvious, Social
Duration: Instant
Prerequisite Charms: Heart-Compelling Method
The Solar gives a performance, rolls ( Charisma or Manipulation ) + Performance + Appearance in bonus dice. Exerts unnatural mental influence on all who witness the performance. Characters with a MDV less than the Solar's successes must spend 2 Willpower or fall instantly in love with either the Solar or something she represents. This effect does not depend on gender or sexual preference. Th This love is a form of commitment ( see p.201 ). Targets can break the commitment but must spend one Willpower each scene where they deliberately attempt to shake it off.
Respect Commanding Attitude
Cost: 6m Mins: Performance 3, Essence 2
Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: One Scene
Prerequisite Charms: None
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.
- Athletics
Graceful Crane Stance
Cost: 3m Mins: Athletics 1, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
Auto succeed on any athletics roll to maintain balance. Allows the Exalt to keep his balance on any surface as strong and wide as human hair. He treats it as a 3-foot wedge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions he can take and what penalties to them might apply.
- Awareness
Keen (Sight) Technique
Cost: 3m Mins: Athletics 1, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
Essence enhances the Solar’s senses. Keen (Sense) Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste. This Charm gives two bonus successes on Awareness actions that use the relevant senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow.
Sight. The character can make out the detail on a commander’s epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and with a legendary success, he can make out the motion of the mites that live on others’ eyebrows.
Combos
It's Showtime 1wp, 6m + 1m per
( First Performance Excellency + Heart-Compelling Method )
Essence
Essence: ●●●●
Personal Essence Pool: Current 20/Maximum 20 /
Peripheral Essence Pool: Current 37/Maximum 47 /
Committed Essence: 10
Willpower
Willpower: ●●●●●●●●
Temporary: 8/8
Virtues
Virtues:
Compassion ●●●● Conviction ●● Temperance ●●● Valor ●●
Virtue flaw: Overindulgence
Limit: □□□□□ □□□□□
Limit Break Condition: Seeing flamebait.
Inventory
PLASMA TONGUE REPEATER (ARTIFACT ••)
Pg. 75, WotLA.
FOLDING SERVANT (ARTIFACT ••)
Pg. 98, WotLA.
ESSENCE-SCRYING GOGGLES (ARTIFACT •)
Pg. 25, SoFR
TRANSFORMATIVE CLOTHING AND ARMOR (ARTIFACT ••)
Pg. 26, SoFR
Manses and Hearthstones
(write what hearthstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)
Combat
Dodge DV: 7 (dex+dodge+Ess)/2 round up
Dodge MDV:7 (will+integ+Ess)/2 round down
Soak: 0A/7L/6B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/1L/2B (add half from armor and full from stamina)
Hardness: 0A/2L/2B (armor only)
Attacks
Plasma Tongue Repeater (Speed 5, Accuracy 15, Damage 10L, Rate 5, Range 20, Ammo 5, Tags F)
Summoned Firewand (Speed 5, Accuracy 17, Damage 16L + extra suxx, Rate 1, Range 15, Ammo 1, Tags 2, F, S)
Health
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
□ Dying
□ Dying
one Dying level per dot of Stamina
Advancement
XP
16 - Essence 3
5 - Combo ( 1st Performance Excellency + Heart-Compelling Method )
1 - Essence Arrow Attack ( extra effect )
24 - Essence 4
8 - Inexhaustible Bolts of Solar Fire
8 - Solar Flare Methodology
8 - Infinite Archery Mastery
8 - There Is No Wind
BP
2 - Archery
2 - Performance
2 - Dodge
3 - Specialty ( Archery, Performance )
3 - Temperance
3 - Compassion
2 - Willpower
1 - Resources
Shopping list
Charms
Monkey Leap Technique
Cost: 3m Mins: Athletics 1, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
For the rest of the scene, the character can jump with a movement action instead of a miscellaneous action, and she doubles the length of all jumps.
Shadow Over Water
Cost: 1m Mins: Dodge 3, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Ignore all penalties to that apply to her Dodge DV when resolving that attack. Her Dodge DV is still 0 against an undodgeable attack, but she takes no further penalties.
Seven Shadow Evasion
Cost: 3m Mins: Dodge 4, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shadow Over Water
Perfectly dodges an attack, even if it is undodgeable. Compassion flaw (pg. 194).
Ox-Body Technique
Cost: - Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
One -1 health level and two -2 health levels.