Editing Character:Second Thoughts

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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
 
'''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.
+
*--(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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'''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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==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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*Discreet Essence Armor (Artifact 2): Soak: +5L/+5B Hardness: 2L/2B Mobility: -0 Fatigue: 0 Attune:5
 
*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
 
*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
 +
*Salery: 2
 +
*Manse: 2: Air, Surface Thoughts
 +
*Celestial Manse: 3, Divine Observatory
  
 
==Colleges==
 
==Colleges==

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