Difference between revisions of "Character:Silk"

From RPGnet
Jump to: navigation, search
m
m
 
(39 intermediate revisions by the same user not shown)
Line 22: Line 22:
 
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 2, Investigation 3
+
Martial Arts 5 (Rope +2), Thrown 3, Performance 5 (Dance +2), Resistance 3, Investigation 3
 
===Unfavored Abilities===
 
===Unfavored Abilities===
Integrity 2, Lore 2, Linguistics 2 (''Firetongue'', Low Realm, Riverspeak), Occult 2
+
Integrity 2, Lore 2, Linguistics 3 (''Firetongue'', Low Realm, Riverspeak, Old Realm), Occult 2
  
 
==Backgrounds==
 
==Backgrounds==
Line 31: Line 31:
 
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 3===
+
===Resources 4===
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.
+
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.
 
===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.
Line 42: Line 42:
 
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>
*Soon: Stepping Between Sunbeams Approach ''('''UNDER CONSTRUCTION''')''
+
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>
 +
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===
Line 60: Line 62:
 
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>
*Soon: Capturing the World's Song ''(5m, conditionally 1wp, perceive the imperceptible, negate penalties to Awareness, add Ess in sux against perfect effects)''<br>
+
Unsurpassed Hearing and Touch Discipline ''(2m, double successes on Awareness rolls)''<br>
Surprise Anticipation Method ''(1m, notice unexpected attacks or other dangers)''
+
Surprise Anticipation Method ''(1m, notice unexpected attacks or other dangers)''<br>
 +
Observer-Unveiling Meditation ''(1m, become aware of all observers, spies or sorcerers trying to watch or learn something about you)''
  
 
===Performance===
 
===Performance===
Line 68: Line 71:
 
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===
Line 78: Line 84:
  
 
===Ineffable Symphony of Shadows===
 
===Ineffable Symphony of Shadows===
''Description here.'' (Surprise-Anticipation Method+Shadow Over Water+Seven Shadow Evasion)
+
''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)
  
 
==Thaumaturgy==
 
==Thaumaturgy==
Line 89: Line 95:
 
==Essence==
 
==Essence==
 
Essence: 3<br>
 
Essence: 3<br>
Peripheral: 23/31 (43)<br>
+
Peripheral: 37/47 (43+20)<br>
 
Personal: 18/18<br>
 
Personal: 18/18<br>
Committed to Charms: 8 peripheral (Perfect Impenetrable Disguise)<br>
+
Committed to Charms: 10 peripheral (Perfect Impenetrable Disguise, Tireless Sentinel Technique)<br>
Committed to Artifacts: 8 peripheral (Nameless Weapon), 4 peripheral (Hearthstone Bracers)<br>
+
Committed to Artifacts: 8 peripheral (Nameless Weapon), 8 peripheral (Harness of Infinite Utility)<br>
 
Anima Status: None
 
Anima Status: None
  
Line 107: Line 113:
 
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: 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>
(Virtue channels used: 1 Temperance)
+
(Virtue channels used: None)
  
 
===Limit Break===
 
===Limit Break===
Line 116: Line 122:
 
Limit: <b>XX</b>
 
Limit: <b>XX</b>
  
==Equipment==
+
==Equipment & Combat==
Perronele: Up to 5L/10B Soak, 5L/5B Hardness when materialized
+
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) 
  
 
Hand: Spd 5, Acc 11, Dmg 4B, PDV 6, rate 3<br>
 
Hand: Spd 5, Acc 11, Dmg 4B, PDV 6, rate 3<br>
Line 123: Line 129:
 
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
  
Nameless Weapon Spd 4, Acc 17, Dmg 12L, PDV 5, rate 4 (including Starmetal bonus)
+
Miscellaneous possessions of note:<br>
 +
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"
Line 168: Line 190:
 
'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. 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 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 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: 155<br>
+
XP gained: 232<br>
XP spent: 146 (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)<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 unspent: 9
+
XP unspent: 12
  
XP spending plans: Stepping Between Sunbeams Approach: 8 XP, Capturing the World's Song: 8 XP, 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)
+
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)
  
 
BP used: Abilities 11 + specialties 3 + virtues 6 = 20 (15 +5)
 
BP used: Abilities 11 + specialties 3 + virtues 6 = 20 (15 +5)
Line 187: Line 213:
 
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)===
 +
''Attunement: 8m (for Solars), Repair: 1''<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>
 +
'''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>
 +
'''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>
 +
'''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>
 +
'''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>
 +
'''Upkeep:''' Maintenance is required every 100 hours of use; every 50 missed hours randomly disables one of the powers marked with an asterisk.
 +
 
===Custom Charms===
 
===Custom Charms===
'''Hidden Sun Prana'''<br>
+
[[User:Dakkareth/Custom_Charms|List of all custom Charms]]
'''Cost:''' --(1wp); '''Mins:''' Stealth 5, Ess 3; '''Type:''' Permanent<br>
 
'''Keywords:''' --<br>
 
'''Duration:''' Permanent<br>
 
'''Prerequisites:''' Invisible Statue Spirit, Mental Invisibility Technique<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>
 
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 immediate or mediated perception while this Charm is active. In the case of mediated perception the Lawgiver has upon being notified 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, not 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.
 
 
 
  
'''Insubstantial Phantom Style''' -- ''needs rewriting!''<br>
+
===Things To Do===
'''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.
 
  
'''King of Thieves Practice'''<br>
+
*Gather the five fragments of the Key to Shebeth
'''Cost:''' 10m, 2wp; '''Mins:''' Larceny 5, Ess 3; '''Type:''' Simple (Dramatic Action)<br>
+
**Learn more about the Abyssal faction searching for Shebeth. Deflect, evade or eliminate.
'''Keywords:''' Obvious, Touch, Training<br>
+
***Connection to Caran's capture? Mask of Winters? Source of knowledge about Shebeth? Ask Alyssa about (Rose Blossom).
'''Duration:''' One week<br>
+
***Counterstrike against (Rose Blossom)'s Tepet connection? Use Desane and Neset, reveal Rose Blossom as Anathema?
'''Prerequisites:''' ???, any Larceny Excellency<br>
+
**Find out more information about the Sidereals who watch over Meru, control the Immaculate Order and have their HQ in Yu-Shan
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
+
**Make preparations for Yu-Shan: Get-away plan, ...?
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 Yu-Shan fragment
 +
**Find Meru fragment
 +
**Find Speremin fragment
 +
**Take back Kaneko's fragment
  
'''Legendary Agent Curriculum'''<br>
+
*Begin work on the foundations of the Lawgiver Protectorate
'''Cost:''' --; '''Mins:''' Larceny 5, Ess 4; '''Type:''' Permanent<br>
+
**Find a good person to become the new Emissary of Nexus
'''Keywords:''' --<br>
+
**Add Nexus to the Protectorate
'''Duration:''' Permanent<br>
+
**Add Northeast Spoke
'''Prerequisites:''' King of Thieves Practice<br>
+
**Commerce: Alyssa will know what to do
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:
+
**Reconnaissance: Work on Contacts, informants, convert to Spies?
*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.
+
***Funding: Nexus merchants who hate the Bull, Lanterntown taxes, NEXUS!
*Attributes. The Exalt can train others’ Charisma, Intelligence and Manipulation to a maximum of 4. He can even train Appearance with an appropriate rationale.
+
***Train my own operatives, build spy network with hubs in Lanterntown, Northeast Spoke, Nexus, Lookshy, ...
*Virtues. The Exalt can train others’ Temperance and Valor up to a maximum of 4.
+
**Military: Find an able general to build and lead our forces. Allied Celestial or indoctrinated Dragonblooded.
*Willpower. The Exalt can train Willpower to a maximum of 6.
+
**General support: Find and make contact with Cult of the Illuminated
*Specialties. The Exalt can train others in specialties for any Ability he can train.
 
  
===Crimson Dance of Shadows Style===
+
*Arrange for Leah's education
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>
+
**Ask Son about entrance requirements for his academy - done, Son
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.
 
  
'''Shadow Dancing Concentration'''<br>
+
===Exceptions from Vanishing from Mind's Eye Technique===
'''Cost:''' 2m ; '''Mins:''' Martial Arts 2, Performance 2, Ess 2; '''Type:''' Reflexive <br>
+
*Leah (full)
'''Keywords:''' Combo-OK, Obvious<br>
+
*Leah's foster family (full)
'''Duration:''' One Scene<br>
+
*Alyssa (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.
+
*Son of the Metal Flame (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).
+
*Nyara Sunswept (full)
 +
*Contacts and informations (partial: Guise, instructions, positive memories)
  
 
===The Little Black Book===
 
===The Little Black Book===

Latest revision as of 14:45, 20 September 2009

Silk a.k.a. Gavane a.k.a. Lei Zu a.k.a. The White Reaper
Night Caste (former) assassin in RttToFC

A man of wiry build with the tanned skin and dark eyes of the south. Short black hair and a finely trimmed beard frame the agelessly youthful face of an Exalt; only the hardness and hidden pain in his eyes betray his true age. In his clothes he prefers silk and fine leathers in tones of gray, cut so as to allow the maximum range of movement and conceal a multitude of weapons. Thin leather gloves, moccasins and a cloak of rough, gray cloth complete his appearance. He speaks softly and his demeanor is mild, that of a man who has nothing to prove. When he drops the pretense of normalcy his movements are extraordinarily graceful and almost completely silent.

Motivation[edit]

To help usher in a new and better world order.

Intimacies[edit]

All I have left in this world is my daughter. She shouldn't have to suffer for my inadequacies. (5/5)
This Circle, these allies and friends may represent the best chance of creating a new and better world order. (5/5)

Anima[edit]

The colors of Silk's anima are a pale mix of white and gold contrasted by strange shadows of gray and purple flickering all around him. On the rare occasion that he is forced to reveal his totemic anima the shadows flow together to form the displays of a beautiful but dangerous looking bird with six powerful black wings in the air above him. Being aware of his status as one of the Wretched Silk is darkly amused by this imagery, which in popular tales is reserved for messengers of the celestial gods.

Attributes[edit]

PHYSICAL: Strength 2, Dexterity 5, Stamina 2
SOCIAL: Charisma 2, Manipulation 3, Appearance 2
MENTAL: Perception 4, Intelligence 3, Wits 4


Abilities[edit]

Caste Abilities[edit]

Athletics 5, Awareness 5, Dodge 5, Larceny 4, Stealth 5 (In Plain Sight +2)

Favored Abilities[edit]

Martial Arts 5 (Rope +2), Thrown 3, Performance 5 (Dance +2), Resistance 3, Investigation 3

Unfavored Abilities[edit]

Integrity 2, Lore 2, Linguistics 3 (Firetongue, Low Realm, Riverspeak, Old Realm), Occult 2

Backgrounds[edit]

Artifact 3[edit]

Orichalkum Hearthstone Bracers & Infinite Wardrobe
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.
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[edit]

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.

Contacts 3[edit]

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.

Charms[edit]

Stealth[edit]

Easily Overlooked Presence Method (3m, remain perfectly unnoticed unless drawing attention to yourself)
Mental Invisibility Technique (5m, 1wp, roll Dex+Stealth, add Ess sux, everyone with lower MDV needs to spend 4wp to perceive you)
Invisible Statue Spirit (5m, defy all perception except touch as long as he stays perfectly still)
Hidden Sun Prana (5m, 1wp, extends ISS, perfect stealth for one scene unless attacking)
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)
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)
Memory Prism Method (--, spend 2m to allow a person partial memories or even exclude them from VfMET entirely)

Athletics[edit]

Graceful Crane Stance (3m, perfect balance)
Monkey Leap Technique (3m, jump as move action and double jumping distance)
Foe-Vaulting Style (1m, add Athletics in dice to reestablish surprise actions for one scene)

Dodge[edit]

Shadow Over Water (1m, dodge at full DV)
Seven Shadow Evasion (3m, perfect dodge unless it goes against his Motivation)

Larceny[edit]

1st Larceny Excellency
Perfect Impenetrable Disguise (7m, perfect illusionary disguise)

Awareness[edit]

3rd Awareness Excellency
Keen Hearing and Touch Technique (3m, add two automatic sux to Awareness rolls, reduce penalties for blindness or darkness)
Unsurpassed Hearing and Touch Discipline (2m, double successes on Awareness rolls)
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[edit]

1st Performance Excellency
Heart-Compelling Method (6m, arouse powerful emotions in others, UMI, 2WP to resist)
Phantom-Conjuring Performance (--, allows the creation of ghostly images, ethereal music and strange sensory effects)
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[edit]

Tireless Sentinel Technique (3m, go without sleep for up to 5 days or until a set task is accomplished)

Martial Arts[edit]

Crimson Dance of Shadows Style

  • 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[edit]

World-Shaping Song[edit]

A crystalline clarity comes over the world as Silk speaks. No sight is impeded by fog or shadow, no sound dampened or obscured by noise, every smell separate and yet one. His words have shimmering silver edges to them, a sweet pain to his listeners as they cut through all uncertainty, and his every motion divides perfect, shining truth from dark ignorance. None who let him touch their hearts are ever the same again. (Memory-Reweaving Discipline+1st Performance Excellency)

Ineffable Symphony of Shadows[edit]

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)

Thaumaturgy[edit]

Art of the Dead[edit]

Summon Ghost (Charisma, Diff 2, 15 minutes, summon a ghost by offering blood and grave goods)
Pierce Shadowland (Wits, Diff 2, 1 minute +1/additional person, pass through Shadowland border into Creation or Underworld at will)
Alarm Ward Against Ghosts (Perception, Diff 1, 1 hour, 20 feet radius alarm ward, range of alarm: sux in miles, duration: 1 day)
Deathsight (Perception, Diff 3, 5 minutes, perceive ghosts for one scene)

Essence[edit]

Essence: 3
Peripheral: 37/47 (43+20)
Personal: 18/18
Committed to Charms: 10 peripheral (Perfect Impenetrable Disguise, Tireless Sentinel Technique)
Committed to Artifacts: 8 peripheral (Nameless Weapon), 8 peripheral (Harness of Infinite Utility)
Anima Status: None

Dodge DV: 8
Health Levels: -0, -1, -1, -2, -2, -4, Incapacitated
(wounds are designated as bashing, lethal or aggravated)

Willpower[edit]

OOOOO OOOO (Willpower 9/9)

Virtues[edit]

Compassion: 2 - I'm not a monster, you know? But the math is simple: Better you die than one of my own.
Conviction: 5 - For a worthy cause, one I can truly believe in, I will accept the deaths of millions or even my own.
Temperance: 4 - To those who walk the path of the assassin absolute discipline is ever the harshest mistress.
Valor: 2 - 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.
(Virtue channels used: None)

Limit Break[edit]

Relentless Drive
While in Limit Break Silk will ignore everything but his driving motivation and accept no compromise. He will betray even what few principles and attachments he has in favor of achieving his goal. No instrument is too vile, no alliance to unsavory, no sacrifice too high as long as it brings him closer to what he wants.

Limit Condition: Being forced to compromise in the pursuit of his ambitions.
Limit: XX

Equipment & Combat[edit]

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)

Hand: Spd 5, Acc 11, Dmg 4B, PDV 6, rate 3
Kick: Spd 5, Acc 10, Dmg 7B, PDV 3, 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
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
Arrow Frog Venom: Dmg 8L/1 tick, Tox 4, -4 internal penalty
Ghost Serpent Venom: Dmg5L/1 tick, Tox 4, -3 internal penalty, can affect immaterial beings

Other equipment:
Perfect lockpicking tools of Fluidity (+4 dice)
A number of chimes, spikes and tripwires
Ritual implements for the Art of the Dead
Cold Iron amulet (2)
Cold Iron knife

Miscellaneous possessions of note:
1 Yasal Crystal (Max Ess 3, filled with Perronele)
1 Yasal Crystal (Max Ess 3, empty)
1st key fragment (cloudy orb)
2nd key fragment (golden rod)

History[edit]

"Sort of man they're like to send believes hard. Kills, and never asks why." -- Shepherd Book, "Serenity"

Silk was born in Chu, one of the desert kingdoms south-east of the Varang City States. His memories of his parents and of living with his family are unaccountably blurry and disjointed. Clear memories of his childhood begin only with being part of a group of seven children aged four like himself and sitting through long and boring hours of teaching broken up by much more interesting periods of physical exercise. An aura of sadness and an undercurrent of fear flavors those memories - he'd learned quickly, that the Cult of Harama's Dancers didn't look kindly on their young initiates crying or even mentioning his family and that following their every instruction was the easiest way to escape punishment. Forgetting about his parents who had sold him to the cult was probably the easiest way to cope with his situation. In any case the endless lessons and competitive games under the constant supervision of hard-eyed adults comprised much of Silk's - who at that point had not yet earned any name - childhood and adolescence. In time the subjects shifted from cult indoctrination to actual learning and exercise became training in truth. He learned the name and teachings of Harama, the Southern Goddess of Assassination, and of the things she demanded of her cult in return, he learned the lay of the human body and its vulnerabilities, he learned the dance of shadows and how to use them to his advantage, he learned to keep body and mind to strict discipline and how to use that body to kill with efficiency. With 16, now called by the name of 'Silk', he began to take part in the duties of these hard men and women that had taught him. The cold gleam of fanaticism in his eyes he was ready to do anything in the name of the cult and the kingdom of Chu that sheltered it.

And Chu's king as well as the masters of the cult made good use of their investment: Spying on the kingdom's more powerful nobles and later on foreign powers, delivering secret messages or intercepting them, blackmail, threats, and of course the highest of the disciplines, assassination. Initially he kept count of successful operations but as he grew in experience he abandoned the practice, consigning himself entirely to the pursuit of efficiency. Carried by singular determination his skill improved greatly and he rose quickly in the ranks of the cult, becoming a solo operative and then with only 24 a cell leader. It was only then that he began to notice things around him, became aware the precepts he'd been taught weren't always put to use. And where an off-duty life of decadent luxury might be excusable the discovery of factions in mutual conflict existing within the organization stood entirely against the singularity of purpose demanded of its members. After numerous attempts and finding him unable to do anything about it without being drawn into the conflict himself Silk reluctantly had to accept the state of affairs as reality and that particular principle as only theory. This was the first blow against his faith and it wouldn't be the last. Even harder hit him the desertion of Sari One-Hand, one of his mentors and - as far as that was possible within the cult - his friend, a few months later. Silk volunteered for the team to go after him, most to hear from Sari himself why in the world he'd do something like this, but the older man wasn't a master for nothing and the trail went cold quickly and he was left with only questions and no answers.

It was in this confused state of mind on a mission to the neighboring kingdom that Silk met Teja, a healer's apprentice living in Ilá's capital city. Where at first confusion reigned quickly fascination followed, then love blossomed between the unlikely couple. When Silk was recalled a month later he was conflicted but in the end indoctrination won out. He returned to Chu both happier and more sad than before, but also for the first time in his life with a secret he kept from the cult. Over the next few years Silk used every opportunity to get assigned to Ilá and be with Teja as long as his missions allowed. By the time his daughter Leah was born he had already stopped thinking about the split loyalties inherent to his situation, aided by the lucky circumstance that the two absolutes never met in outright conflict. In any case, the days he could spend with Teja and Leah were his happiest, an entirely new dimension added to the life of efficiency, the only joy of which was in an assignment well done. This state of affairs could have continued for a long time if Silk's superiors hadn't become - perhaps inevitably - suspicious of the all the time their star pupil was spending abroad. Convinced after covertly investigating the situation that he'd become ensnared by their opposite agency's trap they send a full cell to 'resolve' the matter.

And so when Silk returned to Teja's house one evening he found her lying dead in her bed, the shadows full of cold, judging eyes and Leah simply gone. From the moment of realization to his former colleagues' attack it was barely a second, but in that second his world burned to the ground and shattered into pieces along with all the faith in the cult he had left. His silent cry of pain vow of retribution for this injustice might have been enough to make Harama frown, but is wasn't she who heard it. Instead Silk was heard by Sol Invictus himself who smiled his perfect smile and in an instant derailed destiny's carefully laid plans. The cell assigned to Silk's liquidation died within seconds of the eruption of shadowed golden light, within a week much of the cults command structure was annihilated and Leah was the first child in decades to be freed from their clutches. Silk might even have gone after Harama herself, hat he known how to find her. After ten days only scattered cells of the once mighty cult remained and the kingdom of Chu had lost its most potent weapon against the now invading armies of Ilá, in whose wake traveled a Wyld Hunt. Now beyond caring for such things Silk along with his daughter left the falling kingdom behind and began his flight, choosing the East as his destination just as Sari One-Hand had done years before.

Several months ago, just after leaving Nexus behind him, Silk realized to his horror that among the things he'd tried to teach to Leah were not only some of the basic lessons that he himself had received from the instructors of the cult but also part of their indoctrination. His motives had been entirely noble, namely to help her remain beneath notice and keep up the disguise hiding the two of them from possible pursuers. But hidden among the simple techniques had been the roots of mental shapings that were the very reason he had fought to keep her away from the cult. Concluding that his own upbringing and one-sided education made him ill-equipped to be a good father without help from others and in fact even dangerous to be around too much - especially if he was indeed still pursued or if he started implementing his more ambitious plans - he searched long and hard for a good foster family for Leah. Finally he found a family in the city of Northeast Spoke that had already taken in one foster child to raise among their own children and appeared (in background checks and shameless spying) both compassionate and just. Although he visits her often it was a painful move for both of them, but Silk is certain that it will be for the best.

Personality[edit]

Seven positive words: Controlled, patient, determined, cautious, worldly wise, clement, hopeful.
Three negative words: Mistrustful, egoistic, a murderer.

Goals and Motivations[edit]

In order of scope from smallest to largest:
1. "For my daughter I want a better life than the one I've had. I will look out for her."
2. "I didn't ask to become one of the Wretched but it certainly has proven useful. Until I can be sure that I can trust this power however, I will have to investigate its nature and origins. No demonic force will claim mastery over me."
3. "Wherever you look the people in charge are cruel bastards that delight in fighting wars over nothing. Sometimes even the gods themselves who really should know better play at being kings, crushing mortals underfoot. This has to stop. Now I see two possible solutions to this mess: Either we find a good and sensible ruler for every throne or we find one just man with the right ideas and sit him down on all of those thrones. One way or another we shall have peace."

Quotes[edit]

"An assassin lives efficiency, he kneels before necessity and his credo is discipline."

"In this whole world I trust only one person fully but that doesn't mean I can't like you or even call you 'friend'."

"Given the state the world is in, do we have reason to believe that the Sun is better than all the other figures of power in Creation?"

"If you're fighting a war it is a very seductive thought to shape the souls of your soldiers to be what you need, not what they want to be. One day we might be able to ask Sol about that directly, yes. But would we know, if he lied to us?"

Names and Disguises[edit]

There is great power in names, the people of Chu have always known that. Only someone who knows their own true name can become all he can be. A secret name revealed is leaves a person vulnerable. A secret name known gives power over the one to whom it belongs. Among ordinary men being careful with names is merely prudent, but to an assassin it is vital. Birth names are abandoned upon becoming one of Harama's Dancers and the true names the goddess gives to the youths upon becoming adults are guarded jealously. Those ascending to the higher ranks commonly devise schemes against and plot the deaths of those, who learned their true name in moments of youthful weakness.
That is, why beside the true and secret name everyone is given a personal name by which to refer to them. These first order names are usually derived from some quirk, habit or embarrassing event and can be given to trustworthy friends and allies without fear of surrendering power. Beyond those there are second order names, identities to be assumed in a certain context and often associated with a specific disguise. The least of all names are third order names, mere aliases to be given and discarded at a second's notice as the circumstances demand it.

Silk[edit]

This is the first order name, the one that is the truest name anyone other than himself will ever learn. Silk avoids lying while being himself and never uses this name while in disguise.

Gavane[edit]

'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[edit]

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 White Reaper[edit]

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[edit]

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[edit]

After having his Alraune-persona exposed to the Abyssals Silk has become Griid, a tall, well-muscled northern woman of noble bearing.

XP[edit]

XP gained: 232
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)
XP unspent: 12

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)

BP used: Abilities 11 + specialties 3 + virtues 6 = 20 (15 +5)

Miscellaneous[edit]

The Nameless Weapon (Artifact 3)[edit]

Starmetal bladed rope, Spd 4, Acc +5, Dmg +8L, Def -2, rate 4 (including Starmetal bonus)
As clinch enhancer: Spd 5, Acc +4, Dmg +5L (P), Def -3, rate 1 -- 8m to attune for non Sidereals
There are no great legends attached to this unassuming weapon, no histories recorded even in the endless libraries of Yu-Shan. It is in fact not even much to look at - a simple piece of blackened rope of varying length without any hint of its magical nature or the threat it poses. And indeed only an Exalted master of the arts martial can coax more from it, awaken the subtle threads of Starmetal woven into its design. In the hands of such a master despite its humble appearance it becomes a weapon no less dangerous than a daiklave. This is accomplished by taking on the respective destinies of other kinds of weapons at the moment of impact - a hammer to deliver blunt trauma despite it's lightness, the destiny of a blade to cut without an edge or that of a spear to pierce armor without a point. It is a strange sight indeed seeing this weapon employed.
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).
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)[edit]

Attunement: 8m (for Solars), Repair: 1
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:
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.
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.
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.
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).
Upkeep: Maintenance is required every 100 hours of use; every 50 missed hours randomly disables one of the powers marked with an asterisk.

Custom Charms[edit]

List of all custom Charms

Things To Do[edit]

  • Gather the five fragments of the Key to Shebeth
    • Learn more about the Abyssal faction searching for Shebeth. Deflect, evade or eliminate.
      • Connection to Caran's capture? Mask of Winters? Source of knowledge about Shebeth? Ask Alyssa about (Rose Blossom).
      • Counterstrike against (Rose Blossom)'s Tepet connection? Use Desane and Neset, reveal Rose Blossom as Anathema?
    • Find out more information about the Sidereals who watch over Meru, control the Immaculate Order and have their HQ in Yu-Shan
    • Make preparations for Yu-Shan: Get-away plan, ...?
    • Find Yu-Shan fragment
    • Find Meru fragment
    • Find Speremin fragment
    • Take back Kaneko's fragment
  • Begin work on the foundations of the Lawgiver Protectorate
    • Find a good person to become the new Emissary of Nexus
    • Add Nexus to the Protectorate
    • Add Northeast Spoke
    • Commerce: Alyssa will know what to do
    • Reconnaissance: Work on Contacts, informants, convert to Spies?
      • Funding: Nexus merchants who hate the Bull, Lanterntown taxes, NEXUS!
      • Train my own operatives, build spy network with hubs in Lanterntown, Northeast Spoke, Nexus, Lookshy, ...
    • Military: Find an able general to build and lead our forces. Allied Celestial or indoctrinated Dragonblooded.
    • General support: Find and make contact with Cult of the Illuminated
  • Arrange for Leah's education
    • Ask Son about entrance requirements for his academy - done, Son

Exceptions from Vanishing from Mind's Eye Technique[edit]

  • Leah (full)
  • Leah's foster family (full)
  • Alyssa (full)
  • Son of the Metal Flame (full)
  • Nyara Sunswept (full)
  • Contacts and informations (partial: Guise, instructions, positive memories)

The Little Black Book[edit]

A small, thin book bound in black leather which Silk always carries with him. Within written in encrypted Firetongue is a list of names and facts ...

  • (drawing of a long haired man with a large hat) -- Most likely Night Caste Solar by the name of 'Sammorath', allied with the Bull of the North
  • (drawing of a large man with blonde hair) -- The Bull of the North, who is looking to claim the First Age city of Shebeth for himself
  • (drawin of a woman) -- Xera, the female Twilight who sent the DBs to steal from Son and tried to attack him with a trapped memory crystal.
  • (no picture) -- The stranger dressed in silver and black, who gave the necromantic orb to the Order of the Silver Chair and took Caran with him into the Underworld
  • (picture of a masked woman) -- The silver-masked horsewoman in Soulsteel armor who killed three of the Bull's DBs.
  • (drawing of an older man) -- Water Aspect Immaculate, probably in command of this Wyld Hunt, jade Tiger Claws
  • (drawing of two younger men) -- Fire Aspect and Dragonblooded of unknown aspect, both with the Wyld Hunt
  • (no picture] -- The Mask of Winters, Tyrant of Thorns
  • (drawing of a woman with black hair and a Twilight Castemark) -- The demon that stole the body of Son's previous incarnation
  • (no picture) -- Sidereals, Celestial Exalted living and working in Yu-Shan, don't like Solars coming there
  • (no picture) -- Harama, Southern Goddess of Assassination
  • (no picture) -- Ahlat, Southern God of War
  • (drawings of three men) -- Kainon (Fire), Cheyasa (Earth) and Issaga (Water), Dragonblooded allegedly in service to the Bull of the North. Stole from Son's academy and possibly manipulated a Tepet force to attack us.
  • (drawings of two men) -- The Tepet commanders, both Air Aspects, of the force that tried to occupy Son's manse. Memories of Thelaos's anima taken away, released.
  • (no picture) -- The Order of the Silver Chair, a secret society (allegedly less than a dozen members) nearly a hundred years old. Originally founded by the head of the Immaculate Temple of Lanterntown. Possibly connected to the disappearance of the city god, possible connection to a find among the First Age ruins. Great local power over mortal government and spirits. One of their number, likely the leader, a man called 'Wick' has displayed knowledge and powers of the Air Dragon Style.
  • (no picture) -- The Necromancer in Red, a man in a red robe hiding his face behind a piece of cloth, he used a screaming silver orb to raise the dead - most likely a member of the Order of the Silver Chair, see above
  • (no picture) -- The (reborn?) Barrow King