Campaign:Betrayal of the Light/Five-Pointed-Eye
Basics
Name: Five-Pointed-Eye
Concept: Incredible Magitechie
Caste: Twilight
Motivation: Construct the world's largest warstrider manse
Intimacies: Magitech, AD-9, Glacier's Erinyes
Anima Banner: An eye which kaleidoscopes into four more eyes
Anima Effect: By spending 5m, roll a number of dice equal to Essence. Each success negates a level of damage from an incoming attack in step 10. At 11m+ level of display, automatic -1 HL from attacks instead. Can be waived to get the earlier effect instead.
Experience: 280/154/140/83/1025
Background
Five-Pointed-Eye has always been an industrious fellow. A prodigy at building things (especially magitechnical things) since an early age, he created a small scale warstrider during his adolescent years, which was what caused his previous incarnation's Lunar mate to notice he had returned. Since then, he has been under her tutelage, eventually groomed for rulership of Aquarius District-9, his previous incarnation's city state. Most notable, Five was one of the primary magitech engineers during Operation Wyldhand, having designed a great deal of the static defenses that were tested during the exercise. He is reputed to have had a nonplussed reaction to the loss of mortal lives during the event, though his few personal friends believe otherwise. Of course, he is also rumored to place his secret projects above the lives of mortals as well...
Appearance
Five-Pointed-Eye is not a man of elegant tastes, his style of dress being no exception to this rule. His attire consists of a technician's many-pocketted pants, a sturdy pair of metal-toed boots, a simple royal blue shirt, and of course a belt of tools and other trappings of his favorite profession. He keeps his brown hair short and neatly trimmed, and bears a pale complexion due to being extremely introverted.
Attributes
Strength ●● Charisma ●● Perception ●●●●●● Dexterity ●●●●●● Manipulation ●● Intelligence ●●●●●● Stamina ●● Appearance ●● Wits ●
Abilities
Archery Integrity ●●●●●● Craft(A/E/F/G/M/Wa/Wo) ●●●●●● Athletics Bureaucracy Martial Arts ●●● Performance Investigation Awareness Linguistics Melee Presence ● Lore ●●●●●● Dodge Ride Thrown Resistance ●●●●●● Medicine Larceny Sail ● War ●●●●●● Survival Occult ●●●●●● Stealth Socialize
Specialties
Backgrounds
Allies: Glacier's Erinyes, legendary Lunar ●●●●●
Henchmen: 3 DB bodyguards ●●●
Retainers: 2 DB non-coms ●●●
Savant: +3 to History, Science, Magic checks ●●●
Wealth: May run one city-state, has equivalent to Resources 5.
Charms
(Craft) Second Craft Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to a craft roll for every 2 motes spent.
(Craft) Object-Strengthening Touch: 5m, Simple (Speed 5), One Scene. Increases number of successes needed to damage an object by the Solar's Essence, in addition to successes needed to break object with a feat of strength.
(Craft) Fault-Finding Scrutiny: 2m, Supplemental, Instant. Enhances one attack to ignore soak of non-magical objects or gain piercing against magical ones. If used on an attack that already inflicts piercing, the armor only provides a quarter of its protection value instead.
(Craft) Durability-Enhancing Technique: 3m, Simple (Speed 6, long ticks), Instant. Permanently increases successes needed to damage an object by 1, including successes needed to break object with a feat of strength.
(Craft) Crack-Mending Technique: 10m, 1wp, Supplemental, Instant. Accomplish Essence x 3 hours of repair work per hour invested.
(Craft) Craftsman Needs No Tools: 7m, 1wp, Supplemental, Instant. Removes need for tools in a crafting task, can enhance craft action to build something, accomplishing Essence x 3 (15 or 18) hours of work for each hour invested in the task.
(Craft) Wonder-Forging Genius (x2): -, Permanent, Permanent. Reduces minimum Craft, Lore, Medicine, and Occult requirements for any ability required for the task by one, or two if bought twice.
(Craft) Frenzied Forge Within: 10m, 1wp, Supplemental, Varies. As Craftsman Needs No Tools, but Essence x 5 (25 or 30) hours of work for each hour invested, and only for destructive items.
(Craft) Peerless Paragon of Magitech: -, Permanent, Permanent. +3 automatic successes to all crafting rolls involving magitech.
(Craft) Design Beyond Limit: -, Permanent, Permanent. The Solar may cap a demense with a manse rated 1 dot higher than the demense. He needs only obtain successes for an artifact rated one dot lower than the actual artifact he is constructing.
(Craft) Holistic Miracle Understanding: -, Permanent, Permanent. The Solar instantly knows how to construct any item he makes use of.
(Integrity) Second Integrity Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to an integrity roll for every 2 motes spent.
(Integrity) Integrity-Protecting Prana: 5m, 1wp, Reflexive, One Day. Exalt is protected from shaping attacks that would affect his mind, body, spirit, or traits, even if undodgeable or unblockable.
(Integrity) Phoenix Renewal Tactic: -, Permanent, Instant. Whenever the Solar would otherwise recover one or more willpower points from stunts or natural recovery, he can instead recover one point point (channel) of Conviction instead.
(Integrity) Glory to the Most High: 0m, Reflexive, One Day. Gain the ability to buy Essence up one additional dot higher than age would normally allow, treated as real, permanent Essence for all standard purposes. When charm is active, anima banner fully flares. Gain 10 motes of Essence (+3 Personal, +7 Peripheral), but when charm ends, roll Essence or primary virtue, gain Limit equal to successes.
(Lore) Second Lore Excellency: 2m/success (1m/success with Lore Essence Flow), Reflexive, Instant. Adds 1 autosuccess to a lore roll for every 2 motes spent (or 1 with Lore Essence Flow). (Upgraded by Supreme Perfection of Lore)
(Lore) Third Lore Excellency: 4m (3m with Lore Essence Flow), Reflexive, Instant. This charm allows the Exalt to reroll and take the better result if he prefers it. (Upgraded by Supreme Perfection of Lore)
(Lore) Wyld-Shaping Technique: 20m+1wp, Simple (Dramatic Action), Instant. This charm allows an exalt to create many things out of the Wyld, with costs and time depending on the thing being created.
(Lore) Wyld Cauldron Technology: -, Permanent, Instant. This charm greatly enhances Wyld-Shaping Technique, making anything it creates permanent and real. Some of the rules and benefits of creating certain things are changed and/or improved.
(Lore) Divine Transcendence of Lore: -, Permanent, Permanent. Reduce Essence and Lore requirements of Lore charms by 1.
(Lore Lore Essence Flow: -, Permanent, Instant. May use Lore excellencies in combos without needing to include them.
(Lore) Supreme Perfection of Lore: -, Permanent, Permanent. Upgrades Lore excellencies when used with Lore Essence Flow.
(Lore) Shinmaic Communion: 30m, Simple, Instant. Alter universal principles using pure force of will in order to alter a created landscape according to Nirupadhika, Dharma, Nirvishesha, Nishkriya, or Nirvikalpa.
(Lore) Shinmaic Calibration: 20m, 1xp, Simple, Instant. Must be activated in a region altered by Shinmaic Communion. Cause a miracle to affect altered landscape according to Nirupadhika, Dharma, Nirvishesha, Nishkriya, or Nirvikalpa.
(Occult) Terrestrial Circle Sorcery: -, Permanent, Instant. May take Terrestrial Sorcery actions.
(Occult) Second Occult Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to an occult roll for every 2 motes spent.
(Occult) Occult Essence Flow: -, Permanent, Instant. May use Occult excellencies in combos without needing to include them.
(Occult) Black Mirror Revelation: -, Permanent, Permanent. May learn Abyssal charms as if an Eclipse caste.
Combos
An Industry Within One Man: Second Craft Excellency, Craftsman Needs No Tools, Frenzied Forge Within
Spells
Essence
Essence: ●●●●●● (●●●●●●● with Glory to the Most High)
Regeneration: 8/hour if maxing and relaxing, 4/hour if just relaxing
Personal Essence Pool: 23(23)/23(23)
Peripheral Essence Pool: 56(56)/56(56)
Committed Essence: 0
Willpower
Willpower: ●●●●●●
Temporary: □□□□□□
Virtues
Virtues:
- Compassion ●●
- Conviction ●●●
- Temperance ●●
- Valor ●●
Virtue Flaw: Heart of Flint
Limit Break: □□□□□ □□□□□
Inventory
Manses and Hearthstones
Combat
Dodge DV:
Dodge MDV:
Soak: B: L: A:
Hardness: B: L: A:
Attacks
Health
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
Advancement
Spent 8 XP to purchase the charm Glory to the Most High.
Spent 40 XP to purchase Essence 6.
Spent 20 XP to purchase Intelligence 6.
Spent 20 XP to purchase Perception 6.
Spent 20 XP to purchase Dexterity 6.
Spent 9 XP to purchase Lore 6.
Spent 9 XP to purchase War 6.
Spent 9 XP to purchase Occult 6.
Spent 9 XP to purchase Integrity 6.
Spent 36 XP to purchase Craft 6 (Air, Earth, Fire, Magitech).
Spent 8 XP to purchase the charm Shinmaic Communion.
Spent 8 XP to purchase the charm Shinmaic Calibration.
Spent 8 XP to purchase the charm Terrestrial Circle Sorcery.
Spent 8 XP to purchase the charm Second Occult Excellency.
Spent 8 XP to purchase the charm Occult Essence Flow.
Spent 8 XP to purchase the charm Black Mirror Revelation.
Spent 16 XP to purchase the charm Fault-Finding Scrutiny.
Spent 16 XP to purchase the charm Frenzied Forge Within.
Spent 8 XP to purchase the charm Lore Essence Flow.
Spent 8 XP to purchase the charm Crack-Mending Technique.
Spent 16 XP to purchase the charm Wonder-Forging Genius twice.
Spent 10 XP to purchase the combo "An Industry Within One Man".
Spent 56 XP to purchase Craft (Water, Wood) 6.
Spent 8 XP to retroactively purchase the charm Chaos-Repelling Pattern. (Whoops!)
Spent 28 XP to purchase Craft (Genesis) 6.
Spent 28 XP to purchase Resistance 6.
Spent 60 XP to purchase Willpower 10.
Totals: Charms/Combos 136, Abilities/Specialties 184, Attributes 60, Essence 90, Discretionary 12