Editing Character:Silk

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Athletics 5, Awareness 5, Dodge 5, Larceny 4, Stealth 5 (In Plain Sight +2)
 
Athletics 5, Awareness 5, Dodge 5, Larceny 4, Stealth 5 (In Plain Sight +2)
 
===Favored Abilities===
 
===Favored Abilities===
Martial Arts 5 (Rope +2), Thrown 3, Performance 5 (Dance +2), Resistance 3, Investigation 3
+
Martial Arts 5 (Rope +2), Thrown 3, Performance 5 (Dance +2), Resistance 2, Investigation 3
 
===Unfavored Abilities===
 
===Unfavored Abilities===
Integrity 2, Lore 2, Linguistics 3 (''Firetongue'', Low Realm, Riverspeak, Old Realm), Occult 2
+
Integrity 1, Lore 2, Linguistics 2 (''Firetongue'', Low Realm, Riverspeak), Occult 1
  
 
==Backgrounds==
 
==Backgrounds==
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When his flight from the past brought Silk to Nexus he was astounded by the enormity and attitude of the Riverlands' greatest city. Originally he meant only to stay long enough to fade into the chaos and let the thousands and thousands of people trample over any trails he might have left behind. But then while spying on a merchant of information he caught wind of something greater, something that brought up memories not his own. An item had allegedly surfaced in the inheritance left behind by an old and successful scavenger lord, an item of a material shining like gold but impervious to all harm. Gripped by a previously unknown fascination Silk pursued the artifact's trail from the old grave robber to his heir, sold to a Guild merchant, bought at extraordinary expense by the Immaculate Order seeking to destroy the unholy thing and finally stolen by a Merchant Prince's retainer. In the prince's heavily guarded palace finally he clashed with a strange green-eyed woman who apparently also sought the same item. It quickly became clear that her skill in the arts martial was greater than Silk's but in the end his own mastery of subtlety and shadows won out and he was able to disappear into the night with the much sought-after artifact.<br>
 
When his flight from the past brought Silk to Nexus he was astounded by the enormity and attitude of the Riverlands' greatest city. Originally he meant only to stay long enough to fade into the chaos and let the thousands and thousands of people trample over any trails he might have left behind. But then while spying on a merchant of information he caught wind of something greater, something that brought up memories not his own. An item had allegedly surfaced in the inheritance left behind by an old and successful scavenger lord, an item of a material shining like gold but impervious to all harm. Gripped by a previously unknown fascination Silk pursued the artifact's trail from the old grave robber to his heir, sold to a Guild merchant, bought at extraordinary expense by the Immaculate Order seeking to destroy the unholy thing and finally stolen by a Merchant Prince's retainer. In the prince's heavily guarded palace finally he clashed with a strange green-eyed woman who apparently also sought the same item. It quickly became clear that her skill in the arts martial was greater than Silk's but in the end his own mastery of subtlety and shadows won out and he was able to disappear into the night with the much sought-after artifact.<br>
 
Besides the usual powers of hearthstone bracers this pair has has an immensely useful additional power: It can spin new clothes of every possible sort - be they rags or courtly robes of the most exotic kind - from the Essence of its wielder at the cost of merely 1m. This has benefited Silk greatly as disguising himself has become much easier since he now always has the exactly right clothing for every possible situation and disguise at hand.
 
Besides the usual powers of hearthstone bracers this pair has has an immensely useful additional power: It can spin new clothes of every possible sort - be they rags or courtly robes of the most exotic kind - from the Essence of its wielder at the cost of merely 1m. This has benefited Silk greatly as disguising himself has become much easier since he now always has the exactly right clothing for every possible situation and disguise at hand.
===Resources 4===
+
===Resources 3===
Much of Silk's money stems in part from the coffers of Harama's Dancers and the many hide-away caches prepared for its agents. Upon leaving all of that behind Silk took a good sum of unmarked silver and jewels with him, considering it payment for his long service and arguing that with the cult's destruction his would likely be the best hands the money could fall into. The rest comes from private deals he has made in the last few months. Coming up with capital to work with is easy when there is no burglar and few confidence men to match him. And knowing where to invest is a lot more comfortable as well, when taking a look at a merchant's book takes no more effort than a stroll in the park. All of this together means that there is a wide range of resources at Silk's disposal, from a few overtly in his many names to those impossible to trace.
+
The merchants' payment was a nice bonus but of course that wasn't the reason why Silk participated in the operation against the Barrow King. Even before the recent influx of silver his Guild accounts - of the 'no questions asked' variety - weren't too bad off. His money stems in part from the coffers of Harama's Dancers and the many hide-away caches prepared for its agents. Upon leaving all of that behind Silk took a good sum of unmarked silver and jewels with him, considering it payment for his long service and arguing that with the cult's destruction his would likely be the best hands the money could fall into. The other part comes from private deals and contracts he's made since his flight, sometimes a pittance, sometimes enough to get by for weeks without touching his fallback options. Working as a blade for hire, a mercenary, is something Silk despises but it has been necessary a few times. Now thankfully it will be some time before anything like that will be required again.
 
===Contacts 3===
 
===Contacts 3===
 
His old networks of informants don't reach into the East, but Silk has been well trained and despite his otherwise poor social graces he has a knack for finding the right people for the right job. Whether it is someone familiar with the games of the high and mighty or just someone who knows the street and will talk in exchange for a free drink, whether it is an honest moneylender, a corrupt guard, a learned scholar or just a few guys who will bash in anyone's head for a few pieces of silver - Silk knows them or at least where to look for them.
 
His old networks of informants don't reach into the East, but Silk has been well trained and despite his otherwise poor social graces he has a knack for finding the right people for the right job. Whether it is someone familiar with the games of the high and mighty or just someone who knows the street and will talk in exchange for a free drink, whether it is an honest moneylender, a corrupt guard, a learned scholar or just a few guys who will bash in anyone's head for a few pieces of silver - Silk knows them or at least where to look for them.
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Invisible Statue Spirit ''(5m, defy all perception except touch as long as he stays perfectly still)''<br>
 
Invisible Statue Spirit ''(5m, defy all perception except touch as long as he stays perfectly still)''<br>
 
Hidden Sun Prana ''(5m, 1wp, extends ISS, perfect stealth for one scene unless attacking)''<br>
 
Hidden Sun Prana ''(5m, 1wp, extends ISS, perfect stealth for one scene unless attacking)''<br>
Concealing Mind Shadow ''(4m, impose (Ess) as external penalty on Awareness rolls or add (Ess) sux to Stealth. +1wp to extend the penalty to attacks, invalid target to ranged attacks)''<br>
+
*Soon: Stepping Between Sunbeams Approach ''('''UNDER CONSTRUCTION''')''
Vanishing from Mind's Eye Technique ''(10m, 1wp, roll Wits+Stealth +(Ess) sux, vanish from all memory unless someone gets more sux than that on Wits+Lore, one roll per day)''<br>
 
Memory Prism Method ''(--, spend 2m to allow a person partial memories or even exclude them from VfMET entirely)''
 
  
 
===Athletics===
 
===Athletics===
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3rd Awareness Excellency<br>
 
3rd Awareness Excellency<br>
 
Keen Hearing and Touch Technique ''(3m, add two automatic sux to Awareness rolls, reduce penalties for blindness or darkness)''<br>
 
Keen Hearing and Touch Technique ''(3m, add two automatic sux to Awareness rolls, reduce penalties for blindness or darkness)''<br>
Unsurpassed Hearing and Touch Discipline ''(2m, double successes on Awareness rolls)''<br>
+
*Soon: Capturing the World's Song ''(5m, conditionally 1wp, perceive the imperceptible, negate penalties to Awareness, add Ess in sux against perfect effects)''<br>
Surprise Anticipation Method ''(1m, notice unexpected attacks or other dangers)''<br>
+
Surprise Anticipation Method ''(1m, notice unexpected attacks or other dangers)''
Observer-Unveiling Meditation ''(1m, become aware of all observers, spies or sorcerers trying to watch or learn something about you)''
 
  
 
===Performance===
 
===Performance===
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Phantom-Conjuring Performance ''(--, allows the creation of ghostly images, ethereal music and strange sensory effects)''<br>
 
Phantom-Conjuring Performance ''(--, allows the creation of ghostly images, ethereal music and strange sensory effects)''<br>
 
Memory-Reweaving Discipline ''(10m, 1wp, create a specific belief up to the overwriting of memories, UMI, instant magical intimacy takes 1wp/scene to erode)''
 
Memory-Reweaving Discipline ''(10m, 1wp, create a specific belief up to the overwriting of memories, UMI, instant magical intimacy takes 1wp/scene to erode)''
 
===Resistance===
 
Tireless Sentinel Technique ''(3m, go without sleep for up to 5 days or until a set task is accomplished)''
 
  
 
===Martial Arts===
 
===Martial Arts===
 
Crimson Dance of Shadows Style
 
Crimson Dance of Shadows Style
 
*Shadow Dancing Concentration ''(2m, add 4d to shadow dance, 2d to actions requiring physical contortions)''
 
*Shadow Dancing Concentration ''(2m, add 4d to shadow dance, 2d to actions requiring physical contortions)''
*Flowing Darkness Counterpoint ''(3m, Reestablish Surprise as a reflexive action, can be used no more than Ess times per action)''
+
 
 
==Combos==
 
==Combos==
 
===World-Shaping Song===
 
===World-Shaping Song===
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===Ineffable Symphony of Shadows===
 
===Ineffable Symphony of Shadows===
''All lights dim and reality becomes fluid around Silk, allowing him to easily evade all attacks. His every motion is part of a beauteous dance, of a transcendent composition that no merely human mind can grasp, and shapes the malleable nature of that which is only half seen into the sequence of events desired by the architect of the ineffable masterpiece.'' (Surprise-Anticipation Method+Shadow Over Water+Seven Shadow Evasion+Flowing Darkness Counterpoint)
+
''Description here.'' (Surprise-Anticipation Method+Shadow Over Water+Seven Shadow Evasion)
  
 
==Thaumaturgy==
 
==Thaumaturgy==
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==Essence==
 
==Essence==
 
Essence: 3<br>
 
Essence: 3<br>
Peripheral: 37/47 (43+20)<br>
+
Peripheral: 22/30 (42)<br>
 
Personal: 18/18<br>
 
Personal: 18/18<br>
Committed to Charms: 10 peripheral (Perfect Impenetrable Disguise, Tireless Sentinel Technique)<br>
+
Committed to Charms: 8 peripheral (Perfect Impenetrable Disguise)<br>
Committed to Artifacts: 8 peripheral (Nameless Weapon), 8 peripheral (Harness of Infinite Utility)<br>
+
Committed to Artifacts: 8 peripheral (Nameless Weapon), 4 peripheral (Hearthstone Bracers)<br>
 
Anima Status: None
 
Anima Status: None
  
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Conviction: 5 - <i>For a worthy cause, one I can truly believe in, I will accept the deaths of millions or even my own.</i><br>
 
Conviction: 5 - <i>For a worthy cause, one I can truly believe in, I will accept the deaths of millions or even my own.</i><br>
 
Temperance: 4 - <i>To those who walk the path of the assassin absolute discipline is ever the harshest mistress.</i><br>
 
Temperance: 4 - <i>To those who walk the path of the assassin absolute discipline is ever the harshest mistress.</i><br>
Valor: 2 - <i>You may call me a coward, I know that I'm the smart one. Meeting a stronger opponent in a straight-up fight, that I call suicidal.</i><br>
+
Valor: 1 - <i>You call me a coward, I know that I'm the smart one. Meeting a stronger opponent in a straight-up fight, that I call suicidal.</i><br>
(Virtue channels used: None)
+
(Virtue channels used: 1 Temperance)
  
 
===Limit Break===
 
===Limit Break===
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Limit: <b>XX</b>
 
Limit: <b>XX</b>
  
==Equipment & Combat==
+
==Equipment==
Soak: 1L/2B (+7L/+5B for 1m/attack from Essence Weave, +1L/+2B for 2m, up to +5L/+10B, Hardness 5, from Sheathing the Material Form) 
+
Perronele: Up to 5L/10B Soak, 5L/5B Hardness when materialized
  
 
Hand: Spd 5, Acc 11, Dmg 4B, PDV 6, rate 3<br>
 
Hand: Spd 5, Acc 11, Dmg 4B, PDV 6, rate 3<br>
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Clinch: Spd 6, Acc 10, Dmg 4B (P), rate 1
 
Clinch: Spd 6, Acc 10, Dmg 4B (P), rate 1
  
Knife of Lightness: Spd 4, Acc 13, Dmg 7L, PDV 5, rate 3<br>
+
Knife of Lightness Spd 4, Acc 13, Dmg 7L, PDV 5, rate 3<br>
Throwing Knife of Lightness: Spd 4, Acc 9, Dmg 7L, rate 2
+
Throwing Knife of Lightness Spd 4, Acc 9, Dmg 7L, rate 2
 
 
Nameless Weapon: Spd 4, Acc 17, Dmg 12L, PDV 5, rate 4 (including Starmetal bonus)
 
 
 
Coral Snake Venom: Dmg 6L/1 tick, Tox 3, -5 internal penalty<br>
 
Arrow Frog Venom: Dmg 8L/1 tick, Tox 4, -4 internal penalty<br>
 
Ghost Serpent Venom: Dmg5L/1 tick, Tox 4, -3 internal penalty, can affect immaterial beings
 
 
 
Other equipment:<br>
 
Perfect lockpicking tools of Fluidity (+4 dice)<br>
 
A number of chimes, spikes and tripwires<br>
 
Ritual implements for the Art of the Dead<br>
 
Cold Iron amulet (2)<br>
 
Cold Iron knife
 
  
Miscellaneous possessions of note:<br>
+
Nameless Weapon Spd 4, Acc 17, Dmg 12L, PDV 5, rate 4 (including Starmetal bonus)
1 Yasal Crystal (Max Ess 3, filled with Perronele)<br>
 
1 Yasal Crystal (Max Ess 3, empty)<br>
 
1st key fragment (cloudy orb)<br>
 
2nd key fragment (golden rod)<br>
 
  
 +
Coral Snake Venom: Dmg 6L/1 tick, Tox 3, -5 internal penalty
 
==History==
 
==History==
 
''"Sort of man they're like to send believes hard. Kills, and never asks why."'' -- Shepherd Book, "Serenity"
 
''"Sort of man they're like to send believes hard. Kills, and never asks why."'' -- Shepherd Book, "Serenity"
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'Gavane' is the name by which Silk is known to the merchants of Nexus and Northeast Spoke. The associated appearance is that of a young man of south-eastern origin with brown black hair, clad in green and blue clothes of simple cut but good material.
 
'Gavane' is the name by which Silk is known to the merchants of Nexus and Northeast Spoke. The associated appearance is that of a young man of south-eastern origin with brown black hair, clad in green and blue clothes of simple cut but good material.
 
===Lei Zu===
 
===Lei Zu===
The identity of 'Lei Zu' was adopted by Silk after his previously used name became known to the Wyld Hunt. It is the one known to the highest officials of Lanterntown as an agent of the Lawgiver Society. Lei Zu is a Realm-born man with green eyes and long black hair tied back into an orderly braid. He wears expensive silk robes in a shade of blue so dark it is almost black.  
+
The identity of 'Lei Zu' was adopted by Silk after his previously used name became known to the Wyld Hunt. While in the guise of Lei Zu he is a Realm-born man with green eyes and long black hair tied back into an orderly braid. He wears expensive silk robes in a shade of blue so dark it is almost black.  
 
===The White Reaper===
 
===The White Reaper===
 
The White Reaper is a fictional persona that Silk has invented and invested some effort seeding rumors about. According to those rumors the White Reaper is a terrifying incarnation of death, dispensing brutal lessons to those opposing the Guild, the Council of Entities, the Harborhead Mercantile Association, or the High Houses of the Realm, depending on who is asked. The White Reaper wears robes of white that accentuate his inhumanly pale skin and smooth black hair. His twisted attractiveness is only marred by snake-like yellow eyes that speak of endless cruelty.
 
The White Reaper is a fictional persona that Silk has invented and invested some effort seeding rumors about. According to those rumors the White Reaper is a terrifying incarnation of death, dispensing brutal lessons to those opposing the Guild, the Council of Entities, the Harborhead Mercantile Association, or the High Houses of the Realm, depending on who is asked. The White Reaper wears robes of white that accentuate his inhumanly pale skin and smooth black hair. His twisted attractiveness is only marred by snake-like yellow eyes that speak of endless cruelty.
===Alraune===
 
For his return to Nexus Silk has assumed the appearance of a small, elderly man wearing an embroidered jacket over a severely cut white shirt and black pants. Behind silver-rimmed glasses gray eyes examine the world with dispassionate intelligence. All in all he looks more like a successful mortal accountant or a lawyer than like a powerful Solar Exalt.
 
===Griid===
 
After having his Alraune-persona exposed to the Abyssals Silk has become Griid, a tall, well-muscled northern woman of noble bearing.
 
 
==XP==
 
==XP==
XP gained: 232<br>
+
XP gained: 155<br>
XP spent: 220 (Compassion 2: 3 XP, Thrown 2, Resistance 2, Investigation 2: 3 XP, Foe-Vaulting Style: 8 XP, Invisible Statue Spirit: 8 XP, Essence 3: 16 XP, Hidden Sun Prana: 8 XP, 3rd Awareness Excellency: 8 XP, Thrown 3: 3 XP, Investigation 3: 3 XP, Keen Hearing and Touch Technique: 8 XP, Lore 2: 2 XP, Occult 1: 3 XP, 4 Procedures: 4 XP, Performance 4: 5 XP, 1st Performance Excellency: 8 XP, Heart-Compelling Method: 8 XP, Phantom-Conjuring Performance: 8XP, Performance 5: 7 XP, Memory-Reweaving Discipline: 8 XP, World-Shaping Song (Memory-Reweaving Discipline+1st Performance Excellency): 6 XP, Ineffable Symphony of Shadows (Surprise-Anticipation Method+Seven Shadow Evasion+Shadow Over Water): 12XP, Valor 2: 3XP, Integrity 2: 2XP, Occult 2: 2XP, Unsurpassed Hearing and Touch Discipline: 8 XP, Observer-Unveiling Meditation: 8 XP, Concealing Mind Shadow: 8 XP, Flowing Darkness Counterpoint: 8 XP, Add FDC to Combo: 3 XP, Linguistics 3: 4 XP, Vanishing from Mind's Eye Technique: 8 XP, Artifact 3->4: 3 XP, Resistance 3: 3 XP, Tireless Sentinel Technique +1 submodule: 10 XP, Memory Prism Method: 8 XP, Resources 3->4: 3 XP)<br>
+
XP spent: 139 (Compassion 2: 3 XP, Thrown 2, Resistance 2, Investigation 2: 3 XP, Foe-Vaulting Style: 8 XP, Invisible Statue Spirit: 8 XP, Essence 3: 16 XP, Hidden Sun Prana: 8 XP, 3rd Awareness Excellency: 8 XP, Thrown 3: 3 XP, Investigation 3: 3 XP, Keen Hearing and Touch Technique: 8 XP, Lore 2: 2 XP, Occult 1: 3 XP, 4 Procedures: 4 XP, Performance 4: 5 XP, 1st Performance Excellency: 8 XP, Heart-Compelling Method: 8 XP, Phantom-Conjuring Performance: 8XP, Performance 5: 7 XP, Memory-Reweaving Discipline: 8 XP, World-Shaping Song (Memory-Reweaving Discipline+1st Performance Excellency): 6 XP, Ineffable Symphony of Shadows (Surprise-Anticipation Method+Seven Shadow Evasion+Shadow Over Water): 12XP)<br>
XP unspent: 12
+
XP unspent: 16
  
XP spending plans: Hypnotic Shadow Seal (8 XP), Add HSS to Combo (3 XP), Crimson Dance of Shadows Form (8 XP), Soaring Crane Leap (8 XP), Essence 4 (24 XP), Stepping Between Sunbeams Approach (8 XP), Blinding the All-Seeing Eye (Combo: Observer-Unveiling Meditation+Stepping Between Sunbeams Approach: 9 XP), Performance Essence Flow (8 XP), Unseen Army Method (8 XP), Dodge (Unarmored +1) (3 XP), Martial Arts (Rope +1) (3 XP), 3rd Martial Arts Excellency (8 XP), Supernal Hearing and Touch Understanding (8 XP), Spirit-Detecting Glance (10 XP), Feather Foot Technique (8 XP), Capturing the World's Song (8 XP), Perfect Poise Stance (8 XP), Integrity 4 (10 XP), 3rd Integrity Excellency (10 XP), Epic Zeal of Conviction (10 XP), Avatar of the Night (8 XP), 1st Investigation Excellency (8 XP), Judge's Ear Method (8 XP), Occult 5 (18 XP), All-Encompassing Sorcerer's Sight (10 XP), Larceny 5 (7 XP), Perfect Mirror (8 XP), Vile Anathema Shroud (8 XP), 1st Stealth Excellency (8 XP), Stealth Essence Flow (8 XP)
+
XP spending plans: Stepping Between Sunbeams Approach: 8 XP, Capturing the World's Song: 8 XP, Valor 2: 3XP, Integrity 2: 2XP, Occult 2: 2XP, Unseen Army Method (8 XP), Dodge (Unarmored +1) (3 XP), Unsurpassed Hearing and Touch Discipline (8 XP), Linguistics (Impersonation +1) (3 XP), Feather Foot Technique (8 XP)
  
 
BP used: Abilities 11 + specialties 3 + virtues 6 = 20 (15 +5)
 
BP used: Abilities 11 + specialties 3 + virtues 6 = 20 (15 +5)
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One benefit of this peculiar modus operandi to those engaging in subtle operations is that the wounds left by it can point to any kind of weapon its wielder can imagine. It can even kill without leaving any mark at all. Who would suspect foul play when there are no signs of a violent death and who would halt the man carrying a rope when a murder victim was obviously cut by a heavy blade? The greatest power of the Nameless Weapon however, one that isn't immediately obvious yet particularly dangerous, is that those slain by it are destroyed entirely, just as if the Ghost-Eating Technique had been used on them (though with none of the other benefits of that Charm). <br>
 
One benefit of this peculiar modus operandi to those engaging in subtle operations is that the wounds left by it can point to any kind of weapon its wielder can imagine. It can even kill without leaving any mark at all. Who would suspect foul play when there are no signs of a violent death and who would halt the man carrying a rope when a murder victim was obviously cut by a heavy blade? The greatest power of the Nameless Weapon however, one that isn't immediately obvious yet particularly dangerous, is that those slain by it are destroyed entirely, just as if the Ghost-Eating Technique had been used on them (though with none of the other benefits of that Charm). <br>
 
Finally it can also be used in the way its appearance suggests, in which case it follows the intent of its user almost as if alive, changing its length seemingly without limit and even moving on its own, granting its wielder three automatic successes on every non-combat action for which a rope is of use.
 
Finally it can also be used in the way its appearance suggests, in which case it follows the intent of its user almost as if alive, changing its length seemingly without limit and even moving on its own, granting its wielder three automatic successes on every non-combat action for which a rope is of use.
===Harness of Infinite Utility (Artifact 4)===
+
===Custom Charms===
''Attunement: 8m (for Solars), Repair: 1''<br>
+
'''Hidden Sun Prana'''<br>
While many in the First Age had the resources to keep and maintain an Armor of the Unseen Assassin, not every Night Caste was so inclined. There is something to be said for subtlety and flexibility over the sheer power of a full magitech powersuit. In its complete form the Harness of Infinite Utility looks like a harness of black cloth inscribed with orichalkum designs and bracers of similar design. Worn under the right clothes it is hardly noticeable. The Harness' features are as follows:<br>
+
'''Cost:''' --(1wp); '''Mins:''' Stealth 5, Ess 3; '''Type:''' Permanent<br>
'''Hearthstone Bracers:''' Incorporated into the overall design are a pair of bracers, each with a hearthstone slot. This provides the usual benefits of the common orichalkum version, a +3 dice bonus to Dodge and +2 to damage.<br>
+
'''Keywords:''' --<br>
'''Essence Weave*:''' With but a thought the Exalt can weave any sort of clothing he can imagine from ambient Essence, from rags to royal robes, from waterproof suits to the most exotic of camouflage clothing. The magical properties of this weave increases the bonus to Stealth or Larceny to +4 (instead of the usual +2 for perfect equipment). By temporarily increasing the output of the Harness' Essence projectors the Exalt can strengthen the weave to provide a +7L/5B soak against a single attack by reflexively spending 1m.<br>
+
'''Duration:''' Permanent<br>
'''Elsewhere Access Points*:''' Virtual pockets into elsewhere provide sufficient storage space to carry up to a ton of assorted items safely out of reach of the world provided the objects could actually fit through a pocket opening no larger than a foot across. These pockets are available only to the attuned bearer of the Harness. Retrieving an object from Elsewhere is a Miscellaneous (Speed 5, DV -1) action.<br>
+
'''Prerequisites:''' Invisible Statue Spirit, Mental Invisibility Technique<br>
'''Perceptual Augmentation*:''' Bands of pure black cloth without adornment can be worn over the eyes or around the ears to shift the Exalt's perception into the spectra of pure Essence, allowing him to see or hear through darkness, fog and light obstructions without penalty and perceive immaterial phenomena like dematerialized spirits and Charm effects (similar to All-Encompassing Sorcerer's Sight).<br>
+
As Sol hides his face during the night so are the Lawgivers never seen by the wicked. This Charm permanently improves Invisible Statue Spirit in the following way: If the Lawgiver spends an additional point of Willpower activating Invisible Statue Spirit he may take Move, Miscellaneous and Guard (but not Dash, Jump or Attack) actions and use his Dodge DV without ending his imperceptibility. This functions as Perfect Stealth. Against Charms contesting this effect he gains his Essence in automatic successes.<br>
'''Upkeep:''' Maintenance is required every 100 hours of use; every 50 missed hours randomly disables one of the powers marked with an asterisk.
+
Once engaged in battle the Lawgiver needs to reestablish surprise by other means before he can activate this Charm again.
 +
 
 +
'''Stepping Between Sunbeams Approach'''<br>
 +
'''Cost:''' 6m; '''Mins:''' Stealth 5, Ess 3; '''Type:''' Simple<br>
 +
'''Keywords:''' Combo-OK<br>
 +
'''Duration:''' One day<br>
 +
'''Prerequisites:''' Invisible Statue Spirit<br>
 +
None have the authority to spy on the Lawgivers. The Exalt is automatically and without fail aware of any attempt at observing him or gaining information about him via mediated perception while this Charm is active. Upon being notified the Lawgiver has the option of resisting the intrusion of his privacy by reflexively spending 2m to force an opposed roll between his Wits+Stealth and his opponent's relevant attribute plus relevant ability. He gains his Essence in automatic successes on this roll.<br>
 +
If the Lawgiver succeeds, the effect fails just as it would if he didn't exist at all. In the case of a tie the effect still fails, but the Exalt's opponent knows that his attempt was actively resisted. In both cases the perception effect cannot be used again for (Essence) hours. If his opponent wins, the perception effect works normally, but the Lawgiver is still aware that he is being observed.
 +
 
 +
*Sidebar '''Perception''': All perception can be divided into three types: Immediate perception, mediated perception and natural consequence. Stealth Charms (and Hidden Sun Prana in particular) work against both immediate and mediated perception for their duration; they negate natural consequence according to the logic of the correspondence in question. Stepping Between Sunbeams Approach is unique in that it prevents only mediated perception, but prevents neither immediate perception from sentient beings nor natural consequence.
 +
**Immediate perception encompasses the different ways in which sentient beings observe their surroundings through their natural and unnatural senses. It requires an appropriate sense and an uninterrupted line-of-sense (line-of-sight or the path taken by sounds/scents or ...) and can be augmented by Charms enhancing this sense or artifacts such as a telescope that maintains a line-of-sight.<br>
 +
**Mediated perception means that information is captured by some sort of non-sentient mechanism (a Charm, a Spell such as Coin of Distant Vision, a ward, an artifact such as a flying drone, or any other mechanism) and transmitted by it to the perceiving being, which itself does not have a line-of-sense to the event observed.
 +
**Natural consequence is not a mode of perception for actual living or sentient entities, it means the direct correspondence between cause and effect such as the mechanical pull of a tripped tripwire. The Loom of Fate works by natural consequence because every thread in the tapestry in a very real sense actually IS the object or being represented.
 +
 
 +
'''Unseen Army Method'''<br>
 +
'''Cost:''' --(3m,1wp); '''Mins:''' Stealth 5, Ess 3; '''Type:''' Permanent<br>
 +
'''Keywords:''' --<br>
 +
'''Duration:''' Permanent<br>
 +
'''Prerequisites:''' Hidden Sun Prana<br>
 +
Under the command of the Sun's Chosen even whole armies can move unseen. By spending an additional 3m and one point of Willpower the Exalt can extend the effect of any Stealth Charm he possesses to a unit with a Magnitude of his (Ess-1) under his command. Those affected gain an instinctive sense of how to move according to the Lawgiver's instructions and recognize any action that would cause their concealment to be undone (such as attacking, using Jump or Dash actions, Anima Flare).<br>
 +
For Charms that have a duration longer than one day the cost for both the base Charm and Unseen Army Method has to be reflexively paid again for every new day that begins.
 +
 
 +
'''Avatar of the Night'''<br>
 +
'''Cost:''' 4m; '''Mins:''' Stealth 5, Ess 3; '''Type:''' Simple<br>
 +
'''Keywords:''' Combo-OK, Mirror (Unseen Wisp Method)<br>
 +
'''Duration:''' One Scene<br>
 +
'''Prerequisites:''' Mental Invisibility Technique<br>
 +
What the Night Caste Anima can provide by instinct a skilled Exalt can learn and even surpass by training, blinding the world to their presence. This Charm imposes the Lawgiver's (Essence) as an external penalty on any attempts to notice, track or attack him. In an opposed roll this penalty adds (Essence) successes to his Stealth roll instead of adding to the difficulty of his opponent's roll. Ranged attacks against him become impossible (he is not a valid target) without the aid of magic or a stunt. In addition while under the influence of this Charm the character is a faceless, colorless phantom (or if he so chooses a humanoid shadow surrounded by intimidating darkness), whose identity is impossible to determine except by employing passwords or similar measures. Against effects contesting this power of identity concealment add the character's (Ess) in automatic successes.
 +
 
 +
'''Eternal Silence Invocation'''<br>
 +
'''Cost:''' --; '''Mins:''' Stealth 5, Ess 4; '''Type:''' Permanent<br>
 +
'''Keywords:''' --<br>
 +
'''Duration:''' Permanent<br>
 +
'''Prerequisites:''' Stepping Between Sunbeams Approach<br>
 +
As there is no end to the night unless Sol Invictus wills it so it is with the concealing powers of his Chosen. This Charm permanently enhances all Stealth Charms with a Duration of one scene or more in the following ways: First, their Duration becomes Indefinite. Second, the Exalt can suppress their effect without ending the Charms themselves and later allow them to reassert themselves, both as a reflexive non-charm action. Only explicit ending conditions (such as executing an attack in the case of Hidden Sun Prana, or Anima Flare at the 8-10m level) break the Stealth Charms such affected.  
 +
 
 +
'''Transcendent Realization of Existence in Nonexistence'''<br>
 +
'''Cost:''' --; '''Mins:''' Stealth 5, Ess 5; '''Type:''' Permanent<br>
 +
'''Keywords:''' --<br>
 +
'''Duration:''' Permanent<br>
 +
'''Prerequisites:''' Hidden Sun Prana, Stepping Between Sunbeams Approach<br>
 +
Not even the all-penetrating eyes of the Demon Princes or the Neverborn can perceive the Lawgiver when he bodily overcomes the fundamental contradiction between existence and nonexistence. He takes on the aspect of Nirguna, the Heart, nonexistent yet defining the world around them through their actions. This Charm permanently enhances Hidden Sun Prana in the following way: No sense, natural or unnatural is capable of detecting the Exalt (HSP's vulnerability to touch is explicitly negated) and his non-presence leaves no traces behind (he opposes Tracking rolls with Stealth, including Stealth Charms) except where he wills it. His passage disturbs no air, no grass, no water, not even the most subtle flows of Essence. Against perfect Awareness contesting this effect the Lawgiver doubles his Stealth successes after all other modifications.<br>
 +
At Essence 6 the Exalt surrenders Namadiksha, the gift of names, and becomes nameless and unnameable.<br>
 +
At Essence 7 the Exalt takes on the final aspect of Nirguna and becomes non-existant in truth. He is no more than a floating cloud of thought and awareness, utterly immune to any attack or damaging effect except those of Social Attacks.
 +
 
 +
 
 +
'''Capturing the World's Song'''<br>
 +
'''Cost:''' 5m, (1wp); '''Mins:''' Awareness 4, Ess 3; '''Type:''' Reflexive<br>
 +
'''Keywords:''' Combo-OK<br>
 +
'''Duration:''' One scene<br>
 +
'''Prerequisites:''' Keen Hearing and Touch Method<br>
 +
The Solar Exalted don't need eyes to see: They can apprehend the fundamental song of Creation's reality directly and feel the essence flows comprising all of existence on their skin. All penalties to Awareness rolls or due to darkness, mundane invisibility, the substitution of one sense for another or other circumstances are negated. The character can 'see' or 'smell' by hearing or touch, and he is capable of being totally aware of anything happening around him, for example following a dozen conversations at once while identifying by heartbeat a group of assassins closing in on him and picking out an Abyssal who is observing him by looking through several walls from a hundred meters away. There can be no invalid targets for Awareness rolls within the normal range of the Lawgiver's senses except for immaterial beings. The Solar sees perfectly through any effect that denies the Solar's player any roll whatsoever to notice or detect something, including targets so perfectly invisible, scentless or silent that there is no chance for an Awareness roll. Add the Lawgiver's (Essence) in automatic successes when another effect contests the working of this Charm. Against targets that the character ''could'' notice, even if the possibility is slight, this Charm provides no additional successes. <br>
 +
By spending an additional point of Willpower when using this Charm the character may also activate Keen Hearing and Touch Method and/or Unsurpassed Hearing and Touch Discipline without needing a Combo. Spirit-Detecting Glance upgrades this Charm to automatically include immaterial targets as well.
  
===Custom Charms===
 
[[User:Dakkareth/Custom_Charms|List of all custom Charms]]
 
  
===Things To Do===
+
'''Insubstantial Phantom Style''' -- ''needs rewriting!''<br>
 +
'''Cost:''' -- '''Mins:''' Larceny 5, Ess 4; '''Type:''' Permanent<br>
 +
'''Keywords:''' --<br>
 +
'''Duration:''' Permanent<br>
 +
'''Prerequisites:''' Door-Evading Technique<br>
 +
The Inspectors of the Night are like ghosts, never seen, never felt, yet always watching. Through the use of this Charm the Lawgiver transforms his material body into an immaterial one, utterly invisible to anyone without the ability to perceive dematerialized spirits. In this state he himself can see but not interact with the material world while being able to both see and affect immaterial creatures and objects. Being without physical substance also allows him to move through any wall or barrier not constructed of one of the Five Magical Materials or warded against spirits. This takes some effort and time in proportion to the thickness and density of the barrier.<br>
 +
Ending this Charm before the end of its duration costs an additional point of Willpower.
  
*Gather the five fragments of the Key to Shebeth
+
'''King of Thieves Practice'''<br>
**Learn more about the Abyssal faction searching for Shebeth. Deflect, evade or eliminate.
+
'''Cost:''' 10m, 2wp; '''Mins:''' Larceny 5, Ess 3; '''Type:''' Simple (Dramatic Action)<br>
***Connection to Caran's capture? Mask of Winters? Source of knowledge about Shebeth? Ask Alyssa about (Rose Blossom).
+
'''Keywords:''' Obvious, Touch, Training<br>
***Counterstrike against (Rose Blossom)'s Tepet connection? Use Desane and Neset, reveal Rose Blossom as Anathema?
+
'''Duration:''' One week<br>
**Find out more information about the Sidereals who watch over Meru, control the Immaculate Order and have their HQ in Yu-Shan
+
'''Prerequisites:''' ???, any Larceny Excellency<br>
**Make preparations for Yu-Shan: Get-away plan, ...?
+
At the height of the First Age, the Lawgivers of the Night Caste commanded invisible police networks that spanned the entirety of creation. This Charm is one of the resources they used to develop such networks. It requires a dramatic action to train an organization of spies, thieves, scouts, secret police, or other such clandestine force. Five or more hours each week must be spent
**Find Yu-Shan fragment
+
on training for the Charm to take effect. Each week the Solar trains his force, he picks one trait: Conviction, Dexterity, Perception, Wits, Athletics, Awareness, Investigation, Larceny or Stealth. The Charm increases that trait for each member of the unit being trained by one dot, to a maximum of 4. The Solar can train with the group or as a solo character, increasing his own traits. He cannot increase others’ traits past his own.
**Find Meru fragment
 
**Find Speremin fragment
 
**Take back Kaneko's fragment
 
  
*Begin work on the foundations of the Lawgiver Protectorate
+
'''Legendary Agent Curriculum'''<br>
**Find a good person to become the new Emissary of Nexus
+
'''Cost:''' --; '''Mins:''' Larceny 5, Ess 4; '''Type:''' Permanent<br>
**Add Nexus to the Protectorate
+
'''Keywords:''' --<br>
**Add Northeast Spoke
+
'''Duration:''' Permanent<br>
**Commerce: Alyssa will know what to do
+
'''Prerequisites:''' King of Thieves Practice<br>
**Reconnaissance: Work on Contacts, informants, convert to Spies?
+
The Solar spymaster has a special mastery of training techniques. This Charm enhances the Exalt’s ability to train others. This Charm allows him to use King of Thieves Practice to train others in any of the following:
***Funding: Nexus merchants who hate the Bull, Lanterntown taxes, NEXUS!
+
*Potentially useful Abilities he possesses at 4 or more. In addition to the Abilities already available through King of Thieves Practice, appropriate Abilities include: Bureaucracy, Dodge, Integrity, Linguistics, Presence, Socialize, and any combat ability.
***Train my own operatives, build spy network with hubs in Lanterntown, Northeast Spoke, Nexus, Lookshy, ...
+
*Attributes. The Exalt can train others’ Charisma, Intelligence and Manipulation to a maximum of 4. He can even train Appearance with an appropriate rationale.
**Military: Find an able general to build and lead our forces. Allied Celestial or indoctrinated Dragonblooded.
+
*Virtues. The Exalt can train others’ Temperance and Valor up to a maximum of 4.
**General support: Find and make contact with Cult of the Illuminated
+
*Willpower. The Exalt can train Willpower to a maximum of 6.
 +
*Specialties. The Exalt can train others in specialties for any Ability he can train.
  
*Arrange for Leah's education
+
===Crimson Dance of Shadows Style===
**Ask Son about entrance requirements for his academy - done, Son
+
This little known sister style to the Ebon Shadow Style takes a similar approach in its emphasis on stealth and misdirection and indeed shares many techniques with it. It is not known, whether this style is the result of a different Exalt's deal with Five Days Darkness, an attempted improvement, plagiarism or perhaps a precursor to the much better known Ebon Shadow Style. Below will be noted only those techniques that are markedly different from their equivalents.<br>
 +
Form Weapons for the Crimson Dance of Shadows Style are the lowly knife as well as fighting chains including bladed ropes, a weapon which few outside the practitioners of this style employ.
  
===Exceptions from Vanishing from Mind's Eye Technique===
+
'''Shadow Dancing Concentration'''<br>
*Leah (full)
+
'''Cost:''' 2m ; '''Mins:''' Martial Arts 2, Performance 2, Ess 2; '''Type:''' Reflexive <br>
*Leah's foster family (full)
+
'''Keywords:''' Combo-OK, Obvious<br>
*Alyssa (full)
+
'''Duration:''' One Scene<br>
*Son of the Metal Flame (full)
+
Initiates of the Crimson Dance of Shadows Style begin by learning a special form of dance, one that is performed not by them but by the shadows they cast against a wall. The extreme flexibility and body control this requires make the art of the Shadow Dance a valued instrument in the training of assassins even in this day when few remember the greater arts that it is a part of. A true initiate has learned to contort and control his limbs to a degree that is nearly superhuman, but more impressive still is his ability to guide and shape his shadow even in ways that seem contrary to nature, making them the true masters of this dance.
*Nyara Sunswept (full)
+
An initate invoking the Shadow Dancing Concentration gains 2 additional dice to actions that require bodily flexibility (like slipping out of handcuffs or through a tight space) and 4 additional dice to Performance (Shadow Dance).
*Contacts and informations (partial: Guise, instructions, positive memories)
 
  
 
===The Little Black Book===
 
===The Little Black Book===

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