Editing Character:Second Thoughts

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==Social==
 
==Social==
 
*Charisma  2
 
*Charisma  2
*Manipulation  5
+
*Manipulation  4
 
*Appearance  2
 
*Appearance  2
 
 
==Mental==
 
==Mental==
 
*Perception  5
 
*Perception  5
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*Larceny: 5 (+3 Ephemeral Theft)
 
*Larceny: 5 (+3 Ephemeral Theft)
 
*Lore: 5
 
*Lore: 5
*Occult: 3
+
*Occult: 4
 
*Stealth: 4
 
*Stealth: 4
  
 
==Favored==
 
==Favored==
*Awareness 5
+
 
*Bureaucracy 3 (+2 Infiltration)
+
*Craft Fate 5
 
*Dodge 5
 
*Dodge 5
*Melee 5 (+3 Staff)
+
*Martial Arts 5 (+3 Celestial Styles)
*Sail 4
+
*Sail 5
 +
*Socialize 5
 +
Unspecified Dodge Specialty +3 -- help find specialty?
  
 
==Unfavored==
 
==Unfavored==
 +
*Awareness 5
 
*Resistance 3
 
*Resistance 3
 
*Ride 1
 
*Ride 1
 
*Linguistics 2
 
*Linguistics 2
 
*Athletics 3
 
*Athletics 3
*Presence 3 (+3 Persuade)
+
*Melee 4
*Integrity 3
+
*Presence 4 (+3 Persuade)
*Socialize 2
+
*Bureaucracy 2
 +
*Integrity 5
  
 
=Backgrounds=
 
=Backgrounds=
 
==Each Background==
 
==Each Background==
*Backing, Bureau of Secrets, 5
+
*Savant 4
*Backing, Bureau of Journeys, 5
+
*Sifu 2
*Connections, Bronze Faction, 4
+
*Allies 3: Queen of Cats
*Manse 1: Air, Jewel of the Flying Heart - +1 to DV  (+1 to melee if set in edged weapon)
+
*Salery: 2
*Manse 2: Water, Mind Clearing Gem
+
*Manse: 2: Air, Surface Thoughts
**This sea-blue topaz dodecahedron helps its bearer to resist all attempts to dominate or influence his mind. Bearers gain +1 to both their Dodge and Parry MDVs. In addition, if touched to someone who is under any form of unnatural mental influence, the stone gives the target a chance to break free. If the target’s player wins or ties an opposed Willpower roll against the controller, the stone instantly frees her from this mental influence.
+
*'''Backing 5: Bureau of Secrets'''
*Celestial Manse 5: Scrying
+
*Celestial Manse: 3, Divine Observatory
**The bearer of this black stone can see visions of other times and places in its fl at, highly polished sur-face—visions of the past, the present or the potential future. They either illuminate some aspect of what will happen or lend some understanding of the situation that the Exalt does not yet have. While every vision is a literal view of some real or potential event, the visions come without context or explanation: The bearer’s player must roll (Intelligence + Investigation) to decipher the visions; Excellencies can apply. As with the gem of omens, more successes indicate more exten-sive and precise knowledge—but the scrying stone can also provide information such as a view of an enemy’s face or a chance to watch a long-dead sorcerer cast a spell. (Such potent and precise information would require at least five successes, though.)
 
*Salary 2
 
 
*Artifact 2: Discrete Essence Armor, Starmetal
 
*Artifact 2: Discrete Essence Armor, Starmetal
*Artifact 4: Fate's Rebuke, Goremaul, looking like a staff - twisting Starmetal core, worked blue jade.  Speed 5, Acc +2, Dam +19B/4, Def +1, rate 2, attune 5
+
*Artifact 2: Heathstone Bracers, starmetal
**Upon hitting and inflicting at least 1 pt of damage, make a reflexive Manip+Essence roll vs. either Spell Circle +2 or Required Essence +2 difficulty; if succeeds, spell or charm is disrupted.
+
*Artifact 3: War Fans, starmetal, whorls of intricate designs.  +1DV, can illustrate as Second Thoughts speaks via light & lines
 +
 
 +
The Queen of Cats works with Second Thought's goals in Heaven while she can't be there, and shares information through cats in Creation. She is in the Bureau of Secrets, and shares common interests. Very unhappy at the lost of so many hearths in Thorns, and is looking to Second Thoughts and the defense of Lookshy to prevent worse damage. Hearths are where cats sleep (and overhear secrets) - and the undead have no use for hearths or cats. She appears either as a lion-sized Abyssinian cat, or as Bast, humanoid with an Abyssinian cat's head, claws, tail, dignity. Dry humor, and very, very pissed as peaceful hearths as destroyed. (She'll be beside herself when Gem goes, I'm sure.)
  
 
=Charms=
 
=Charms=
 
from the Loom 2.0
 
from the Loom 2.0
 
==Excellencies==
 
===4th Excellencies===
 
*Investigation
 
*Larceny
 
*Lore
 
*Stealth
 
*Bureaucracy
 
*Dodge
 
*Melee
 
*Presence
 
*Occult
 
*Awareness
 
 
 
 
==Resistance==
 
==Resistance==
'''Optimistic Security Practice''', pg. 6
+
(Ox Body x3 for Resistance 3, Essence 3+), the Loom 2.0 pg 5
*5m, Simple, 1 scene.  Unnatural Illusion.  Adds (Exalt’s Essence) to bashing and lethal soak. Those with Dodge MDV less than (Exalt’s [Connections or Backing in the Bureau of Journeys] + Resistance + Essence = Dodge MDV 13) that would choose to attack him believe that they can not succeed in their attempts to stop him, automatically failing their attacks. Ignored for an action by paying one Willpower, and after spending three Willpower in this way an attacker ignores the effect for the rest of the scene. An attacker with Compassion less than 3 only needs to spend two total Willpower to ignore the illusion for the scene.
 
 
 
'''Unwavering Well-Being Meditation''', pg. 6
 
*--(2m), permanent improvement to Optimistic Security Practice.  So enhanced, Optimistic Security Practice provides (Essence) additional bashing, lethal and aggravated soak. Those subject to Optimistic Security Practice’s illusion who have Temperance less than 3 must spend a total of five Willpower to ignore the illusion for a scene, instead of three.
 
 
 
 
==Sail==
 
==Sail==
 
'''Salt into Ash Slight''', pg. 9
 
'''Salt into Ash Slight''', pg. 9
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'''Mirror Shattering Method''', pg. 10
 
'''Mirror Shattering Method''', pg. 10
 
*5m, 1wp.  Duration up to 5 days.  Vehicle and all on it drop into Elsewhere and travel at 2x normal speed.  Can't be tracked or found.  Will be dropped someplace safe, like it or not.  Can go to Yu Shan, takes 5 days.  Other Fateful places must be learned to travel there, except if the Sidereal activates Auspicious Prospects, in which case don't have to learn to go there.
 
*5m, 1wp.  Duration up to 5 days.  Vehicle and all on it drop into Elsewhere and travel at 2x normal speed.  Can't be tracked or found.  Will be dropped someplace safe, like it or not.  Can go to Yu Shan, takes 5 days.  Other Fateful places must be learned to travel there, except if the Sidereal activates Auspicious Prospects, in which case don't have to learn to go there.
 +
 +
==Craft Fate==
 +
'''World Shaping Artistic Vision''' (in Underworld), pg. 14
 +
As per Fateful (Abililty) Design; while in the chosen area, the Target Number of rolls is lowered by 1, to min TN of 4 - including damage rolls.  Does not count towards dice limits from Charms.  May change at the end of the story at no cost; may change at any time for 3 exp.
  
 
==Dodge==
 
==Dodge==
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'''Serenity in Blood''', pg. 25-26
 
'''Serenity in Blood''', pg. 25-26
 
*Add 1wp to Impeding the Flow to make it Perfect.
 
*Add 1wp to Impeding the Flow to make it Perfect.
'''Harmony of Blows''', pg. 26
 
*8m, extra-action.  Flurry of three attacks against the same or separate targets, each of which suffers no multiple action penalties and which inflicts only the highest DV penalty of any one attack in the flurry, ignoring the weapon’s Rate.
 
'''Meditation on War''', pg. 26.
 
*4m 1wp, or 12m 1wp, simple, scene.  Charm for 4m 1wp, the Exalt chooses one of Archery, Martial Arts, Melee, Thrown or War. For the rest of the scene the target number of physical attack actions or Miscellaneous actions made with those Abilities is reduced by one, to a minimum of 4. In addition, the Sidereal may use Supplemental and Reflexive Charms for the chosen Ability in mass combat without a stunt, recovering motes and Willpower for successful stunts in mass combat normally. Finally, the Exalt may use Harmony of Blows to perform artillery attacks or in mass combat as the leader of a complementary unit. Sidereals with Essence 4+ may use this Charm to lower target numbers on social attacks or Miscellaneous actions in social combat using one of the Abilities chosen from Performance, Presence, Investigation or Socialize. When used in this way, the Ability in question may also be used to make a flurry of social attacks (if amongst the former three) using Harmony of Blows.  For 12m 1wp, in Mandate of Heaven a Sidereal sorcerer may activate this Charm for twelve motes and one Willpower (representing a combined activation of Meditation on War and Harmony of Blows) on behalf of her dominion. This allows the dominion to perform an extra action during the turn, but only if that action is Military-based. If the Sidereal is Essence 4+ the dominion’s extra action may be any Self-Destructive, Conquest or Diplomatic action.
 
  
 
==Presence==
 
==Presence==
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'''Creation Smuggling Procedures''', pg. 32
 
'''Creation Smuggling Procedures''', pg. 32
 
*5m, 1wp, Simple, duration 1 day.  !0 yard radius around Exalt is forced to follow basic laws of Creation; Shaping effect targets the environment and must be contested as such.   
 
*5m, 1wp, Simple, duration 1 day.  !0 yard radius around Exalt is forced to follow basic laws of Creation; Shaping effect targets the environment and must be contested as such.   
'''Sidereal Shell Games''', pg. 32
+
'''Siderial Shell Games''', pg. 32
 
*1m +2m per die/point stolen, 1wp.  Simple, 1 scene.  Within Essence yards of target, Wits + Larceny against target's Dodge MDV.  Extra successes translate into point of natural soak or dice in a specific attribute + Ability pool that the Sidereal gains as Charm bonus to own pool.  May steal up to Essence of any one value, but may use multiple times on same or different targets to steal any number of separate bonuses.  Target's pool can't be reduced below 0.  Any excess Sidereal could have stolen isn't availble to Target.
 
*1m +2m per die/point stolen, 1wp.  Simple, 1 scene.  Within Essence yards of target, Wits + Larceny against target's Dodge MDV.  Extra successes translate into point of natural soak or dice in a specific attribute + Ability pool that the Sidereal gains as Charm bonus to own pool.  May steal up to Essence of any one value, but may use multiple times on same or different targets to steal any number of separate bonuses.  Target's pool can't be reduced below 0.  Any excess Sidereal could have stolen isn't availble to Target.
  
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'''Avoiding the Truth''', pg. 35.
 
'''Avoiding the Truth''', pg. 35.
 
*3m, reflexive.  Illusion.  Makes listener disbelieve the Sidereal's statement.  Any listener with Dodge MDV less than Exalt's (connections or backing in Bureau of Secrets) + Lore + Essence believes this is statement is false.  3 wp to ignore, or 1wp if compelling evidence, and if incontrovertable evidence, then breaks automatically.
 
*3m, reflexive.  Illusion.  Makes listener disbelieve the Sidereal's statement.  Any listener with Dodge MDV less than Exalt's (connections or backing in Bureau of Secrets) + Lore + Essence believes this is statement is false.  3 wp to ignore, or 1wp if compelling evidence, and if incontrovertable evidence, then breaks automatically.
 
'''Systematic Understanding of Everything''', pg. 33.
 
*2m 1wp, reflexive.  Lasts until Sidereal next sleeps.  The Exalt sleeps and receives a vision of the world as it must be according to the plans of the Bureau of Secrets. Upon waking, she walks in a world that is filled with portents, the emerald threads of destiny draping everything in their own secrets. This Charm can only be activated when the Sidereal goes to sleep, and it can not be deactivated voluntarily or by any effect until the Exalt next goes to sleep. While it is active the Exalt’s non-reflexive rolls to find or recall information lower their target number by one, to a minimum of four. This includes reading someone’s motivation (Exalted, p. 131), diagnosing a patient (Exalted, p. 137) and most thaumaturgical rituals of the Art of Astrology (Exalted, p. 138). This reduction applies only to actions whose purpose in whole or in greater part is to find or recall information; it would not apply to rolls to create an artifact or build a manse, even though research is a vital part of those actions.
 
 
'''Of the Shape of the World''', pg. 35.
 
*2m per -1 TN & 1wp, supplemental.  This Charm can enhance any roll during the creation of a Sidereal astrology, reducing the target number of the rolls it is used to enhance by one, to a minimum of four. It may be used to enhance the Effect roll.
 
 
'''Of Horrors Best Unknown''', pg. 35.
 
*10m 1wp, or 10m 5wp 1hl, simple.  Shaping.  A Sidereal can make an unblockable Dexterity + Lore attack with these threads at a cost of 10 motes and one Willpower, binding the target in the bad luck of the target’s unwantedness. If it hits the Exalt names a circumstance with the same scope and purpose as World-Shaping Artistic Vision (see p. 14). Within the next year and a day for the rest of the scene in which that situation comes up, the target number of others to attack or oppose the actions of the victim are reduced by one, to a minimum of four. A single Exalt may not stack this effect on a target, but multiple Exalts may affect the same target at the same time. This Charm can target anything less powerful than a titan (Primordial, Yozi, etc.), including Deathlords and Third Circle demons. Instead of its usual activation cost a Sidereal may pay ten motes and five Willpower to make this Charm’s attack both unblockable and undodgeable, and to extend the lifetime of the binding indefinitely.
 
  
 
==Stealth==
 
==Stealth==
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*5m, 1wp.  Simple, Indefinite.  Becomes a being outside of Fate; Dodge MDV less than Exalt's (Backing in Bureau of Secrets) + Stealth + Essence can not sense the Sidereal.  Beings outside Fate get +3 MDV.  Not an influence, but increases to Dodge MDV apply.  Perception + Awareness roll when actions directly affect target; even on success, -2 to external penalty on actions directed at Sidereal, and ranged attacks impossible.  Bonuses provided by hightened senses do not apply.  Survival rolls to tract start at 0 dice before charms.  No astrology affects Exalt, no use of Resplendencies, charm lapses immediately if anima banner flares too high.  Social attacks auto fail against those who can't perceive, physical actions at -2 external penalty.
 
*5m, 1wp.  Simple, Indefinite.  Becomes a being outside of Fate; Dodge MDV less than Exalt's (Backing in Bureau of Secrets) + Stealth + Essence can not sense the Sidereal.  Beings outside Fate get +3 MDV.  Not an influence, but increases to Dodge MDV apply.  Perception + Awareness roll when actions directly affect target; even on success, -2 to external penalty on actions directed at Sidereal, and ranged attacks impossible.  Bonuses provided by hightened senses do not apply.  Survival rolls to tract start at 0 dice before charms.  No astrology affects Exalt, no use of Resplendencies, charm lapses immediately if anima banner flares too high.  Social attacks auto fail against those who can't perceive, physical actions at -2 external penalty.
  
==Bureaucracy==
+
==Martial Arts==
'''Slick Essence Replenishment''', pg.  41
+
===Crane Style===
*Permanent.  Patience draws strength from itself, nourished by its own steady purpose and reasoned conclusions. Any time the Exalt succeeds on a Bureaucracy roll that implements or furthers a plan, Policy or action of a group with Magnitude 3+ and that action is related to the Sidereal’s Motivation or Intimacies, or when the action is part of her official duties in the Celestial Bureaucracy regardless of Intimacy or Motivation, or whenever the Exalt channels Temperance on a successful roll, the Sidereal regains (Temperance x 2) motes of Essence. An Exalt can not regain more than 20 motes in a single action with any combination of Charms including this one, nor can these motes exceed her normal maximum.
+
Glories Most High, The Maidens, pg 21-24
 
+
Fluttering Cry of Warning
'''Icy Hand''', pg. 41-42.
+
Empowering Justice Redirection
*1m or 5m 1wp, supplemental, 5 days.  With the sterile honor of those responsible for maintaining the world, the Exalt touches and binds others to their proper tasks. By touching a target, which may require a Martial Arts attack, and activating this Charm at a cost of one mote the Exalt inflicts no damage but rolls Charisma + Bureaucracy against the target’s Dodge MDV. Success inflicts a compulsion to fulfill any and all duties the target has associated with their position in an office, place of authority or other formal job. Such actions are completed faithfully and without corruption, either active or passive. Duties for those without the Backing Background usually entail whatever they do for a living even if it affords no firm rules for conduct; those with Backing can at times ironically exercise more freedom, as their organization will have enumerated the rules of their comportment.  A target may ignore this unnatural influence for a scene by paying one Willpower, and after paying (Sidereal’s Essence) Willpower the Charm lapses. Alternately, the target may spend (Exalt’s Essence, maximum five) Willpower immediately upon coming under the effects of this Charm to throw it off entirely, but once it is in place it must be resisted per scene.  In the Mandate of Heaven a Sidereal sorcerer may enhance his dominion’s Tiger Confounds Bear Legislation with Icy Hand to improve the efficiency of the government. This adds extra successes to the action equal to the Exalt’s Essence, and for the action’s duration the Government-based difficulties of the dominion’s Constructive actions are reduced by two.
+
Crane Form
 +
Humbling Enlightenment Commentary
 +
Crossed Wings Denial
 +
Feather-Stirred Arrow Deflection
 +
Kindly Sifu's Quill
 +
Beak Spears Frog
 +
Wings Spread to Sky
 +
Wisdom of the Celestial Crane
  
'''Underling Invisibility Practice''', pg. 42
 
*4m, simple, indefinite.  Those who believe themselves above fate are doomed to see naught until it ends them. This Charm is a Stealth effect that completely conceals the physical presence of the Sidereal from those who think they are qualitatively superior to the Exalt. Those fooled by this Charm need not know the true nature of the Exalt, but they must know of the character who uses this Charm and be capable of making the judgment that they are inferior. This constraint is not necessary for those blinded enough by arrogance that they truly believe they are superior to absolutely everyone. Characters who are members of the same organization but have higher Backing than the Sidereal do not necessarily believe that they are qualitatively superior, but such enlightenment is rare. This Charm does nothing to hide one from other Sidereal Exalted.  Characters benefiting from this Charm are treated as being completely undetectable by those affected, and are not valid targets for the actions of those it fools. However, those who can not detect the Sidereal’s physical presence are subject to vague feelings pertaining to the caste of the Exalt. Journeys exude a feeling that one must travel or change locations, Serenity give off a sense of contentment, Chosen of Battles tinge the air with a sense of impending conflict, Secrets a sense of déjà vu and Endings a feeling that danger is afoot. This feeling overcomes those who should perceive the Exalt; in the event the Sidereal actually hides himself, those affected by Underling Invisibility Practice would feel nothing unless someone else pointed out the Exalt in such a way that, if not for this Charm, a character should make a valid Awareness roll to detect the Exalt. Those affected by this Charm can not even acknowledge or act on others’ actions that indicate the existence of the Exalt, though they may become aware that those around them are acting on something that the affected character is somehow missing. If there is no evidence for a character to go on, they may overcome the unnatural illusion that forces them to ignore the Sidereal by spending two Willpower. If there is overwhelming evidence indicating the Sidereal’s presence, the cost drops to one Willpower, and if the Exalt’s actions directly target a character they immediately ignore the illusion at no cost. Even when ignoring the inflicted illusion, another illusion targets the Sidereal himself to keep him concealed, rendering him wholly invisible (Exalted, p. 135).
 
  
 +
Charms for that Ability/Attribute (include short description and page #)
 
=Essence=
 
=Essence=
 
*Essence: 5
 
*Essence: 5
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==Physical==
 
==Physical==
 
*Join Battle: 8
 
*Join Battle: 8
*Dodge DV: 9 (+1 from hearth stone)
+
*Dodge DV: 8 or 10 with fans (+1 DV from fans)
*Parry DV: 6
+
*Parry DV: 10 (+1 DV from fans, +1 DV from form charm & prayer charm sleeves)
 
*Soak: 6/7/5, Hardness: 3L/3B, reduce attacking roll by 1 dice
 
*Soak: 6/7/5, Hardness: 3L/3B, reduce attacking roll by 1 dice
**When soak charms up, +10B/10L/5A and those with less than DMDV 13 must spend 1 wp to attack, up to 3 times.  Compassion less than 3 spend up to 2.  Temperance less than 3 must spend a total of five Willpower to ignore the illusion for a scene, instead of three.
 
 
 
===Movement===
 
===Movement===
 
*Move: 5
 
*Move: 5
 
*Dash: 11
 
*Dash: 11
 
 
==Social==
 
==Social==
*Join Debate: 8
+
*Join Debate:  
*Dodge MDV: 10 (+1 from hearthstone)
+
*Dodge MDV: 9
*Parry MDV: 6 (+1 from hearthstone)
+
*Parry MDV:  
 
 
 
==Health Levels==
 
==Health Levels==
 
*-0, -0, -0, -0, -0, -0, -1, -1, -2, -2, -4, Incapacitated
 
*-0, -0, -0, -0, -0, -0, -1, -1, -2, -2, -4, Incapacitated
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=Equipment=
 
=Equipment=
*Discreet Essence Armor (Artifact 2): Soak: +5L/+5B Hardness: 2L/2B Mobility: -0 Fatigue: 0 Attune:5
+
Starmetal War Fans: Speed 4, Acc +2, Damage +6L, Defense +3, Rate 3, attune 2m
*Starmetal adds 1 to lethal and bash hardness and reduces attacker's damage rolls by -1 external penalty
+
Discreet Essence Armor (Artifact 2): Soak: +5L/+5B Hardness: 2L/2B Mobility: -0 Fatigue: 0 Attune:5
 +
Starmetal adds 1 to lethal and bash hardness and reduces attacker's damage rolls by -1 external penalty
 +
Artifact 2: Heathstone Bracers, starmetal, +1 to Acc & Dam
 +
Savant 4
 +
Sifu 2
 +
Allies 3: Queen of Cats
 +
Salery: 2
 +
Manse: 2: Air, Surface Thoughts
 +
Celestial Manse: 3, Divine Observatory
  
 
==Colleges==
 
==Colleges==
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*Sorcerer: 3
 
*Sorcerer: 3
 
*Treasure Trove: 3
 
*Treasure Trove: 3
 +
  
 
=History=
 
=History=
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==Each Circlemate==
 
==Each Circlemate==
 
=XP=
 
=XP=
*Earned: 50xp, 10 background
+
*Earned: 236 (last updated 9/18/10) -> +88 from hiatus = 324 on (12/19/10) -> +48 (1/29/11)
*Spent: 6 xp on Bureau specialty, 3 bg on Dart class ship, 1 on Connections: Silver, 1 Connections: Gold, 7 xp on Occult to 3, 16xp on charms (Resplendent Mark or whatever, and Tell-Tale Symphony), 8xp for Occult 4th Exc, 8xp for Awareness 4th
+
*Spent: 140 on Wits 2->3, Essence 3->4, 10 MA charms, Stern Essence Replenishment, Trouble Reduction Strategy, Neighborhood Relocation Technique, 32 exp on Essence 4 -> 5, 5 exp on Stealth 3 -> 4, 3exp on Backing: Bureau of Secrets 1, 8 exp on Walking Outside of Fate, 8 exp on Auspicious Prospects for Secrets, 12exp on Backing: BoS 1 -> 5. 3xp on Combo: At a Glance (Marvelous Inclusion + Investigation 4th Exc), 6exp on Presence 3->4.
*Unspent: 5 exp, 5 background
+
*Unspent: 159 exp
 +
 
 +
 
 +
*Charms & things under consideration*
 +
 
 +
Journeys: Resistance: Optimistic Security Practice, Unwavering Well-Being Meditation
 +
 
 +
Raising Resistance (would get more Ox Bodies)
 +
 
 +
Serenity: Craft: Mending Warped Designs
 +
 
 +
Secrets: Lore: Systematic Understanding of Everything, Of the Shape of the World, Of Horrors Best Unknown
 +
 
 +
 
 +
 
 +
Occult: Mark of Exaltation, Incite Decorum, Innocuous Maneuver, Unweaving Method

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