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*Larceny: 5 (+3 Ephemeral Theft)
 
*Larceny: 5 (+3 Ephemeral Theft)
 
*Lore: 5
 
*Lore: 5
*Occult: 3
+
*Occult: 0
 
*Stealth: 4
 
*Stealth: 4
  
 
==Favored==
 
==Favored==
 
*Awareness 5
 
*Awareness 5
*Bureaucracy 3 (+2 Infiltration)
+
*Bureaucracy 3
 
*Dodge 5
 
*Dodge 5
 
*Melee 5 (+3 Staff)
 
*Melee 5 (+3 Staff)
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*Backing, Bureau of Journeys, 5
 
*Backing, Bureau of Journeys, 5
 
*Connections, Bronze Faction, 4
 
*Connections, Bronze Faction, 4
*Manse 1: Air, Jewel of the Flying Heart - +1 to DV  (+1 to melee if set in edged weapon)
+
*Manse 1: Air, Jewel of the Flying Heart
 
*Manse 2: Water, Mind Clearing Gem
 
*Manse 2: Water, Mind Clearing Gem
**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.
 
 
*Celestial Manse 5: Scrying
 
*Celestial Manse 5: Scrying
**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
 
*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 4: Fate's Rebuke, Goremaul, looking like a staff - twisting Starmetal core, worked blue jade.
**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.
 
  
 
=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
 
'''Optimistic Security Practice''', pg. 6
*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.
+
*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.
  
'''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==
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*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.
 
*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.
 
'''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.
+
*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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'''Icy Hand''', pg. 41-42.
 
'''Icy Hand''', pg. 41-42.
*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.
+
*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.
  
 
'''Underling Invisibility Practice''', pg. 42
 
'''Underling Invisibility Practice''', pg. 42
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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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