Editing
Character:Surely-Refulgent Anshu/Tattoos
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Artifact ••••• ([[Once_more_with_feeling/Custom_Artifacts#Potential-Unlocking_Orichalcum_Tattoos|Potential-Unlocking Orichalcum Tattoos]])=== Fine and delicate lines of shimmering orichalcum adorn Anshu's chest and back, taking the shape of his iconic image - a straight-edged daiklave superimposed on a set of golden scales. Hearthstones may be placed into the daiklave's hilt or the weighing pans of the scale. *Manifest Potential: Anshu gains six specialty dots, one additional dot to six different Abilities or two additional dots to two different Abilities, and one additional dot to six of his Attributes or two dots to two single Attributes. This effect can be completely or partially de-activated and re-activated as a reflexive action. *Universal Respiration: The Tattoos provide the benefits of three Skin-Mount Amulets, though instead of the hearthstones being set into implanted sockets they simply meld and become one with the wearer's body, their crystallized essence diffused throughout his being. *Inviolable Destiny: Anshu's Integrity Protecting Prana is made a permanent effect. In addition for all effects that would suppress, negate or otherwise manipulate his own Charms or spells, or his motes, mote pools, Willpower or Virtue channels the difficulty of any rolls to do so increase by the Lawgiver’s Essence. If an effect molests the Solar’s Charms or temporary resources without a roll, that effect automatically fails (see Inviolable Edicts of the Sun, HFoL p. 9). *The Path to Transcendence: The Lawgiver may transcend the age limitation on raising Permanent Essence, up to two dots beyond what she could usually reach. This means that a Solar who had lived only a mortal life time could raise his Essence to 7, while one only slightly over a century old could attain Essence 8. The character must still train and buy his Essence up with XP normally.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information