Veil Character Sheet: Difference between revisions

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<br/>'''Actual Age:''' 35
<br/>'''Actual Age:''' 35
<br/>'''Caste:''' Twilight Solar
<br/>'''Caste:''' Twilight Solar
<br/>'''Concept:''' Historian and Sorcerous
<br/>'''Concept:''' Historian and Sorceror
<br/>'''Anima:'''  
<br/>'''Anima:''' The calculations of Existence float around her.
<br/>'''Likes:'''  
<br/>'''Likes:''' Esoteric Mysteries, Wine
<br/>'''Dislikes:'''  
<br/>'''Dislikes:'''  
<br/>'''Theme Song:''' 
<br/>''[[The Alabaster-Faced Moon Veiled in Violet Shadows and Crimson Blossoms]]
<br/>''[[The Alabaster-Faced Moon Veiled in Violet Shadows and Crimson Blossoms]]


==Attributes==
==Attributes==
'''Force 4'''
*'''Force 5'''
<br/>'''Finesse 3'''
*'''Finesse 4'''
<br/>'''Fortitude 2'''
*'''Fortitude 2'''


==Skills==
==Skills==
Athletics 2
*Athletics 2
<br/>Awareness 3
*Awareness 4+
<br/>Close Combat
*Close Combat
<br/>Craft
*Craft
<br/>Embassy 4
*Embassy 5+
<br/>Integrity 3
*Integrity 4+
<br/>Navigate 2
*Navigate 2
<br/>Performance
*Performance
<br/>Physique
*Physique
<br/>Presence 3
*Presence 5+
<br/>Ranged Combat 1
*Ranged Combat 1
<br/>Sagacity 5
*Sagacity 5+
<br/>Stealth
*Stealth
<br/>War
*War


==Essence 1==
==Essence 3==
Max Motes 5
*Max Motes 10
<br/>'''Essence Respiration'''
*Recover 1 mote at the end of any combat scene and beginning of any non-combat scene.
*Recover up to half of motes during downtime spent resting. Recover all motes with full night's rest.
*Recover 1 mote at end of character's combat turn.
*Recover 3 motes per hour in Manse or when wearing hearthstone.
<br/>
'''Anima'''
*'''1-2 Dim:''' Caste Mark is visible (Stealth/Hiding is possible)
*'''3-4 Glowing:''' Lit by a soft light (Stealth/Hiding is possible)
*'''5-6 Burning:''' Aura of her anima can light up a room
*'''7-9 Bonfire:''' Aura is visible from long range
*'''10 Iconic:''' Naked essence becomes visible in the area around Veil. (Like being able to see the code in the matrix or individual atoms in real life.)
 
==Combat==
<br/>'''Knife'''  (Melee)
*Accuracy: 5 dice + 2 successes
*Damage: +0
*Defense: +1
*Overwhelming: 1
*Tags: Melee, Concealable
<br/>
'''Knife''' (Ranged)
*Ranged: Medium
*Accuracy: 6 dice + 2 successes
*Damage: +1 success
*Overwhelming: 1
*Tags: Thrown, Concealable
<br/>
'''Hand Crossbow'''
*Ranged: Long
*Accuracy: 6 dice + 3 successes
*Damage: +0
*Overwhelming: 2
*Tags: Ranged (Long), One-Handed, Balanced
<br/>
'''Blazing Solar Bolt''' (1m)
*Ranged: Short
**''Spend 1 anima to increase range from short to medium.''
*Accuracy: 10 (+5) dice + 2 successes
*Damage: +2 successes
**''Spend 1 mote to increase decisive damage by 2.''
*Overwhelming: 3
<br/>
'''Death of Obsidian Butterflies''' (5w)
*Ranged: Long
*Accuracy: 10 (+5) dice + 2 successes
*Damage: +1 success
*Overwhelming: 3
**''Notes: Affects rangeband out to long range, so long as it is in the sorcerer's field of perception. ''
**''Notes: Reduces Heavy cover to Light cover and destroys light cover.''
<br/>
<br/>
<br/>'''Essence Respiration'''
'''Combat Defense'''
<br/> - Recover 1 mote at the end of any combat scene and beginning of any non-combat scene.
*Parry 3
<br/> - Recover up to half of motes during downtime spent resting. Recover all motes with full night's rest.
**''(Force 5 + Close Combat 0)/2''
<br/> - Recover 1 mote at end of character's combat turn.
*Evasion 4 ''
<br/> - Recover 3 motes per hour in Manse or when wearing hearthstone.
**''(Force 5 + Athletics 2)/2''
*Soak 4 ''
**''(Natural 1 + Steel Ribbed Corset 2 + Ox Body 1)''
*Hardness 4 ''
**''(Natural 2 + Essence 2)''
<br/>
'''Health'''
*-0x2
*-1x5
*-2x2
*Inc
 
'''Dramatic Injuries'''
*Force:
*Finesse:
*Fortitude:
*Manse:
 
==Social==
*Resolve 4
** ''(Integrity 0 = 2) (Integrity 1 = 3) (Integrity 3 = 4)''
** ''Virtues and Intimacies: Major +- 3, Minor +-2, Min 1
 
==Powers==
<br/>
'''Advantages'''
*'''First Among Equals:''' Solars always win ties.
*'''Supremacy of Ability:''' No cost to activate excellencies.
*'''Divine Resonance:''' Solars are resonant with all magical materials.
<br/>
'''Anima Effects'''
*'''Joyous Pursuit''' (Passive): Reduce difficulty to overcome obstacles while working on a venture (p. XX) involving investigation, research, or planning by the Twilight’s Essence, to a minimum of one.
*'''Indefatigable Genius''' (Active - 5): Add the Solar’s Essence in automatic successes to Craft and Sagacity rolls, including Build Power and Focus Will actions.
*'''Summoner's Call''' (Iconic - 10): Spend 5 anima. The Twilight may summon a minor elemental or first circle demon of her choice, instantly calling it to her side. It remains bound to her for the rest of the scene.
<br/>
'''Excellencies'''
*Awareness
*Sagacity
*Embassy
*Presence
*Integrity
<br/>
'''Athletics Charms'''
*'''Flickering Shadow Evasion:''' Spend 2 motes on Step 2. On Step 4, roll your choice of Attribute + Athletics, and add your successes to your Defense against the attack.
*'''Mongoose And Cobra Escape:''' Spend 1 mote on Step 4 after successfully defending against an attack to move one range band as a reflexive action.
**'''Sunlight Glinting on Steel (Solar):''' A Solar shines brightly, stunning onlookers and adding her Essence to her Defense until the start of her next action.
<br/>
'''Awareness Charms'''
*'''Spirit-Cutting Glance:''' Commit 1 mote for the scene. the Exalt can see  dematerialized spirits that are present in the scene. The Exalt may attack dematerialized spirits as if materialized.
**'''Uncanny Perception Technique (Solar):''' Whenever a spirit enters within medium range of the Exalt, she experiences a warning sensation that may prompt her to activate this Charm. Spirits using concealing magic must contest against the Exalt’s Force + Awareness.
*'''All-Encompassing Sorcerer’s Sight:''' Commit 1 mote for the scene. The Exalt perceives the presence of Essence, including dematerialized spirits and borders between worlds such as the Wyld or shadowlands as gauzy distortions. Attuned artifacts appear as though lit from within, and hearthstones burn like embers. Whenever a character uses Essence to power Charms or any other effects, these are always visible to the user as though the character had an active anima. They may make Sagacity rolls to try to understand spirit magics, sorcerous workings, and other strange phenomena like those produced by demesnes, the Wyld, and the Underworld or to identify the use of a Charm. Such effects may have variable difficulty — typically 2 + the creator’s Essence or a difficulty modified by the effect’s nature and complexity.
**'''Eye of the Unconquered Sun (Solar):''' The Exalt may see through illusions, magical disguises, and shapeshifting effects that conceal her enemies, adding her Essence in bonus successes to the roll to pierce the deception. Unless stated otherwise, seeing through magical deceptions is a difficulty 5 feat.
*'''Sagacious Reading of Intent:''' Commit 1 mote for the scene. After spending a dramatic scene reviewing a written text, the Exalt automatically discerns if any of the writer’s Intimacies inform the work and reveals one Intimacy that is most relevant to the work’s subject matter. The absence of Intimacies may indicate that the work is a forgery, a copy or that the author did not believe what they were writing. If the writer sought to conceal their feelings, contest with Attribute + Awareness or Sagacity, based on whichever Ability this Charm was purchased under.
**'''Discerning Savant’s Eye (Solar):''' This action automatically succeeds unless contested by magic.
<br/>
'''Embassy Charms'''
*'''Deft Official's Way:''' Spend 1 mote while navigating a bureaucracy. The Exalt chooses one of the following effects to apply to a leadership or bureaucratic venture. She chooses this when she spends the mote: 1) Once per session, make a second roll on the venture during an interval, regardless of the time scale involved. 2) Reduce the difficulty of a venture roll by one to a minimum of one. 3) Ignore the results of cutting corners once per scene.
*'''Vacant Station Scheme:''' Roll Finesse + Embassy as part of a dramatic action to create temporary laws or phantom employees in the target organization. Spend one mote to buy a point of fraudulent Backing in the organization for every margin of success. This does not gain the Sanctity of Merits.
*'''Strange Tongue Understanding:''' Commit 1 mote for the scene. The Exalt may understand basic sentences communicated in a language they do not know. Their understanding is not sophisticated, however. They get by with minimal reading and speech in a foreign tongue without needing to roll, but complex discussion or literature requires an Embassy roll at default difficulty. The difficulty of being influenced in the translated language is increased by two.
**'''Mingled Tongue Technique:''' Both the Exalt and their conversation partner automatically understand one another as though they share a common language.
*'''Motive-Discerning Technique:''' Invoke this Charm while interacting with another character. During this scene, you may spend 1 mote to ask one of the following questions. The Storyteller will answer truthfully. Additional questions cost 1 mote each. (Does the character feel positively, negatively, or neutrally about me? Do the character and I share a Virtue? Do the character and I share an Intimacy? What haven’t I noticed about the character? How could I get the character to do what I want?)
**'''Wise-Eyed Courtier Method:''' Can access to the following questions: (Who’s really in authority here? What do I have that someone here wants? What would constitute a grievous faux pas in this circle? What grudge is being hidden? Who doesn’t belong here?)
<br/>
'''Presence Charms'''
*'''Glorious Presence Technique:''' Even the least of the Exalted are overwhelming to look upon. The Exalt doubles 9s on a roll to instill respect, awe, or obedience. If her anima is at the Iconic level, she doubles 8s.
**'''Authority-Radiating Stance (Solar):''' Until the end of the scene, characters successfully influenced gain a two-dice bonus to resist fear while acting on the Solar’s orders.
*'''Dread Tiger's Symmetry:''' Commit 1 mote for the scene. The Exalt adds her Essence in bonus dice and gains double 9s on any threatening influence actions. If a character has a Tie of Fear towards the Exalt, add bonus dice equal to its intensity. The bonus dice from Ties do not count towards the limit. Mundane animals and Extras flee from the Exalt outright, unless compelled to remain through training or magic.
*'''Worshipful Lackey Acquisition:''' Spend 1 mote. The Exalt gathers a group of hangers-on to aid her, creating a temporary Tertiary Followers Merit. The Exalt may specify what sort of lackeys she wants (spies, socialites, mercenaries, etc.). All lackeys behave as if their Minor Virtue was Loyalty for the Exalt unless she does something to betray them or otherwise casts them off. If the lackeys are of a type suited to fighting, the Exalt may lead them into combat, where they function as tertiary Command. At Essence 3, this Charm creates Secondary Followers. If used to create a battle group, this may Command appropriate to her Essence rating (p. XX).
<br/>
'''Performance'''
*'''Phantom-Conjuring Performance:''' Using a Performance or Presence Charm creates phantom displays from ambient essence, supplementing the Solar’s actions. Anyone who works the phantoms into a stunt description gains an additional stunt die and may restore a spent mote or gain an additional Anima once a scene.
<br/>
'''Ranged Attack Charms'''
*'''Blazing Solar Bolt:''' Spend 1 mote. Make a ranged essence attack at short range using Sagacity or Ranged Combat. Treat as a heavy ranged weapons with short range and the Artifact tags. Spend 1 anima to increase range to medium. May be used to clash. Spend 1 additional mote to add two bonus successes to damage on a decisive attack.
*'''Dazzling Flare:''' Spend 1 mote on Step 5 to add a four-dice bonus to the damage of a decisive ranged attack. If the Solar’s ammunition is magically created by a Charm or artifact, also ignore one point of the enemy’s soak. At Essence 3, this bonus increases to five dice, and at Essence 5, it increases to seven dice. Every two dice that would exceed the dice limit become automatic successes. This may be used during a clash. Gain an additional Anima.
<br/>
'''Sagacity Charms'''
*'''Sorcerous Initiation:''' Gain the ability to learn and cast First Circle Spells. Repurchase for higher circles. Each purchase comes with a shaping ritual and spell for free.
*'''Truth-Rendering Gaze:''' Spend 1 mote. The Exalt may automatically divine the purpose and function of a mundane object, a structure, or even the geomancy and advantages of natural terrain. For Artifacts, First Age Artifice and other magical objects and technologies, make a Force + Sagacity roll against difficulty 5 to achieve the same effect. Success may reveal details like the name of an Artifact, its history and previous wielders or momentous events it may have been involved in. If applicable, add their Essence in dice to a single relevant Craft, Navigate or War rolls based on information gleaned from this Charm.
**'''Wake the Sleeper (Solar):'''The Solar draws out an Artifact’s power with her touch. Once per story, as a simple action, success on a roll to learn about an Artifact awakens the first Evocation for the Exalt at no cost.
*'''Spirit-Slaying Stance:''' Spend 1 mote on Step 3 on a decisive attack to inflict aggravated damage against a spirit (god, demon, or ghost). If the Exalt slays a spirit with this Charm, it is unable to reform for a number of months of downtime equal to the Exalt’s Essence rating or until the end of the story.
**'''Ghost-Eating Technique (Solar):''' Destroy motes in the spirit’s pool equal to its total health lost. Destroyed motes are considered spent. If slain by this Charm, the spirit is permanently destroyed.
*'''Wyld-Shaping Technique:''' With access to chaotic Wyld essence — usually by immersing herself in it — the Solar may use a Magical Working venture (p. XX) to create personal-scale and large-scale mundane items, with a time scale in scenes. When selecting advantages, the Solar may choose from the lists under Magical Working, Craft Personal-Scale and Large-Scale Mundane Item. She potentially faces additional, more exotic obstacles, such as Wyld Tides (difficulty 3) or Fair Folk Sabotage (opposed). Items created this way must interact with Creation daily, or risk dissipating into chaotic essence. Gain 1 anima every time the Solar rolls on this venture.
<br/>
'''Sorcery - Shaping Rituals'''
*'''Theanoan Method:''' Bank 1 extra Will per Focus Will action if you can take a reflexive action to inscribe as part of the casting. Up to three times per session.
<br/>
'''Terrestrial Circle Sorcery'''
*'''Infallible Messenger:''' Spend 2 will. Send a small messenger spirit with a message up to 5 minutes long that can convey social influence but cant benefit from charms. The spirit flies at immense speed, capable of crossing hundreds of miles in seconds and all of Creation in less than a day. Only the boundaries between realms of existence will stop it from delivering their missive.
*'''Death of Obsidian Butterflies:'''Spend 5 Will. Make an attack as a medium ranged weapon that affects every ranged band up to long range, so long as it is within the character’s field of perception. This attack reduces Heavy cover to Light and destroys Light cover. The player may optionally treat the character’s remaining Will as though it were Power for the purposes of making a decisive attack. The butterflies remain after the spell is cast, creating difficult terrain.
**'''Flight of the Brilliant Raptor (Sorcerous Mode):''' The sorcerer conjures an eagle-sized bird of diamond and ruby flame that possesses the Flame tag. The bird explodes when it reaches a target within long range, making an attack against everything in the target’s close range and creating an environmental hazard equivalent to a burning building that persists for three rounds.
*'''Theft of Memory:''' Spend 3 Will. Make a Finesse + Sagacity or Stealth roll to steal the character’s memories of an event or a character in up to the previous year. The standard difficulty is 5, but stealing especially important events or characters increases the difficulty by one, or two if the target has Essence 5 or higher. The target cannot recover the memory until the crystal is destroyed. Once the gem contains a memory, any creature may clasp the gem to its forehead and concentrate to relive the memory. During this time, the creature can perform no other action and is unaware of sights and sounds around it, though physical contact can break the experience.
*'''Cirrus Skiff:''' Spend 4 Will. The cirrus skiff can carry up to 1,000 pounds of cargo and passengers, and travels as fast as a horse. It can fly up to a mile off the ground, and disappears if the caster travels underground, falls asleep, or is rendered unconscious. When used as part of a travel venture (p. XX), it reduces the number of obstacles by one.
*'''Unbreakable Bones of Stone:''' Spend 4 Will. The sorcerer’s eyes become granite, her skin becomes ashen and cold, and her weight dramatically increases as her bones turn to stone. Reduce all dice penalties associated with wounds by one (to a minimum of zero); the sorcerer adds two to her soak and her dice pools for feats of strength, and she does not take damage from falling regardless of height.
*'''Sculpted Seaform Eidolon:''' The sorcerer shapes foam and aqueous reflections into a simulacrum of reality. From nothing, she may create a lifelike, convincing water-replica of a person, an animal up to the size of a horse, or an object up to the size of a wagon. She rolls (Manipulation + Occult) to determine the quality of the illusion. The illusion performs lifelike motions, is capable of simple speech, and has scent, body heat, and other sensory qualia, though it’s not capable of taking actions that require rolls. While the sorcerer is present, she may direct the illusion’s behavior; if she goes further than long range from it, it reverts to a default pattern of behavior that is realistic but uncomplicated. A character within short range can roll (Perception + Awareness) opposing the sorcerer’s initial roll to realize its illusory nature. Touching the eidolon’s water-sculpted surface grants three bonus dice on this roll. A character who speaks with the eidolon may realize it’s illusory by reading its intentions, opposing the sorcerer’s initial roll.
*'''Virtuous Guardian of Flame:''' Spend 4 Will. The sorcerer draws a flaming sword from her own heart, shaping a fiery sentinel to keep vigil over her. As she completes the spell, the burning blade collapses into a will-o’-the-wisp no larger than a torchlight — the sorcerer may conceal the Virtuous Guardian of Flame by commanding it to rest within an existing lit lantern or torch she carries. Should she be attacked, the wisp flares back into sword shape to fend off her enemy, protecting her as per the defend other action with a Parry of ([higher of Essence or Intelligence] + 1). The virtuous guardian can even notice threats of which the sorcerer is unaware, rolling (Essence + Perception + Occult) to detect hidden enemies. Wooden projectiles or weapons successfully blocked by the guardian are burnt to ashes. If it parries an unarmed attack or other natural attack, the attacker suffers one die of lethal damage, ignoring Hardness. Even when its parries fail, its flames blunt the force of attacks against the sorcerer, adding (Essence) natural soak against all but unblockable attacks. The guardian has soak (Essence + 5), Hardness (Essence), and (Essence + Intelligence) −0 health levels. When the sorcerer Joins Battle, it gains Initiative equal to hers. It cannot take any actions of its own; instead, this Initiative is used solely as a buffer against withering attacks. If the guardian is crashed, it dissipates for a scene, unable to protect the sorcerer, but reforms after that. If its health track is filled with damage, it’s utterly destroyed, and the sorcerer cannot resummon it until its full duration has elapsed.
<br/>
'''Sorcerous Means'''
*'''The Academy of Athena'Ra:''' Sorcerous Infrastructure
*'''Bones of a Wendigo:''' X4 Exotic Component
*'''Dire Boar Tusk:''' Exotic Component
*'''Yozi Venom:''' Exotic Component
 
==Advancement==
<br/>
'''Major Milestones''' - ''Spent: 3 - Earned: 3''
*Gaining: A Major Milestone furthers the narrative progression, like completing a story arc. The end of a story.
*Using: Increase an attribute by 1. Gain or increase a merit.
*'''Force 5'''
*'''Tertiary Contacts - Criminal Elements'''
*'''Finesse 4'''
<br/>
'''Minor Milestones''' - ''Spent: 15 - Earned: 16''
*Gaining: Completing a single adventure or story chapter. Significant story beat. Roughly every other session.
*Using: Increase ability by 1 or gain a new charm.
*'''Spirit-Cutting Glance'''
*'''All-Encompassing Sorcerer's Sight'''
*'''Spirit-Slaying Stance'''
*'''Theft of Memory'''
*'''Cirrus Skiff'''
*'''Unbreakable Bones of Stone'''
*'''Sculpted Seafoam Eidolon'''
*'''Presence 4'''
*'''Awareness 4'''
*'''Embassy 5'''
*'''Sagacious Reading of Intent'''
*'''Integrity 4'''
*'''Presence 5'''
*'''Virtuous Guardian of Flame'''
*'''Second Circle Sorcery - Travel Without Distance'''
<br/>
'''Exalt Milestones''' - ''Spent: 12 - Earned: 12''
*Gaining: Gain an Exalt Milestone if they used their knowledge to help a significant ally.
*Using: Benefit of either a personal or minor milestone, but it must be used for Exalt-specific things.
*'''Vacant Station Scheme'''
*'''Dazzling Flare'''
*'''Truth-Rending Gaze'''
*'''Phantom-Conjuring Performance'''
*'''Flickering Shadow Evasion'''
*'''Glorious Presence Technique'''
*'''Dread Tiger's Symmetry'''
*'''Wyld-Shaping Technique'''
*'''Worshipful Lackey Acquisition'''
*'''Strange Tongue Understanding'''
*'''Motive-Discerning Technique'''
*'''Mongoose and Cobra Escape'''
<br/>
<br/>
<br/>'''Anima'''
'''Personal Milestones''' - ''Spent: 7 - Earned: 7''
<br/>'''1-2 Dim:''' Caste Mark is visible (Stealth/Hiding it possible)
*Gaining: Accomplishing a personal goal, doing something extraordinary, solving a mystery, defeating a rival, describing an amazing stunt, or showing up and contributing.
<br/>'''3-4 Glowing:''' Lit by a soft light (Stealth/Hiding it possible)
*Using: Acquire a new mode or repurchase a charm. May also, gain, intensify, or change an intimacy if the story supports it. Heal a dramatic injury.
<br/>'''5-6 Burning:''' Aura of her anima can light up a room
*'''Awareness Excellency'''
<br/>'''7-9 Bonfire:''' Aura is visible from long range
*'''Embassy Excellency'''
<br/>'''10 Iconic:''' Naked essence becomes visible in the area around Veil. (Like being able to see the code in the matrix or individual atoms in real life.)
*'''Presence Excellency'''
*'''Ox-Body Technique'''
*'''Integrity Excellency'''
*'''Tertiary Ally - Aanya Asadhi - Budding Friendship'''
*'''Ally -> Secondary:''' Aayna Asadhi

Latest revision as of 02:08, 27 September 2024


Basic Information

Name: Veil
Title: The Alabaster-Faced Moon Veiled in Violet Shadows and Crimson Blossoms
Player: Dan K
Apparent Age: 30
Actual Age: 35
Caste: Twilight Solar
Concept: Historian and Sorceror
Anima: The calculations of Existence float around her.
Likes: Esoteric Mysteries, Wine
Dislikes:
The Alabaster-Faced Moon Veiled in Violet Shadows and Crimson Blossoms

Attributes

  • Force 5
  • Finesse 4
  • Fortitude 2

Skills

  • Athletics 2
  • Awareness 4+
  • Close Combat
  • Craft
  • Embassy 5+
  • Integrity 4+
  • Navigate 2
  • Performance
  • Physique
  • Presence 5+
  • Ranged Combat 1
  • Sagacity 5+
  • Stealth
  • War

Essence 3

  • Max Motes 10


Essence Respiration

  • Recover 1 mote at the end of any combat scene and beginning of any non-combat scene.
  • Recover up to half of motes during downtime spent resting. Recover all motes with full night's rest.
  • Recover 1 mote at end of character's combat turn.
  • Recover 3 motes per hour in Manse or when wearing hearthstone.


Anima

  • 1-2 Dim: Caste Mark is visible (Stealth/Hiding is possible)
  • 3-4 Glowing: Lit by a soft light (Stealth/Hiding is possible)
  • 5-6 Burning: Aura of her anima can light up a room
  • 7-9 Bonfire: Aura is visible from long range
  • 10 Iconic: Naked essence becomes visible in the area around Veil. (Like being able to see the code in the matrix or individual atoms in real life.)

Combat


Knife (Melee)

  • Accuracy: 5 dice + 2 successes
  • Damage: +0
  • Defense: +1
  • Overwhelming: 1
  • Tags: Melee, Concealable


Knife (Ranged)

  • Ranged: Medium
  • Accuracy: 6 dice + 2 successes
  • Damage: +1 success
  • Overwhelming: 1
  • Tags: Thrown, Concealable


Hand Crossbow

  • Ranged: Long
  • Accuracy: 6 dice + 3 successes
  • Damage: +0
  • Overwhelming: 2
  • Tags: Ranged (Long), One-Handed, Balanced


Blazing Solar Bolt (1m)

  • Ranged: Short
    • Spend 1 anima to increase range from short to medium.
  • Accuracy: 10 (+5) dice + 2 successes
  • Damage: +2 successes
    • Spend 1 mote to increase decisive damage by 2.
  • Overwhelming: 3


Death of Obsidian Butterflies (5w)

  • Ranged: Long
  • Accuracy: 10 (+5) dice + 2 successes
  • Damage: +1 success
  • Overwhelming: 3
    • Notes: Affects rangeband out to long range, so long as it is in the sorcerer's field of perception.
    • Notes: Reduces Heavy cover to Light cover and destroys light cover.


Combat Defense

  • Parry 3
    • (Force 5 + Close Combat 0)/2
  • Evasion 4
    • (Force 5 + Athletics 2)/2
  • Soak 4
    • (Natural 1 + Steel Ribbed Corset 2 + Ox Body 1)
  • Hardness 4
    • (Natural 2 + Essence 2)


Health

  • -0x2
  • -1x5
  • -2x2
  • Inc

Dramatic Injuries

  • Force:
  • Finesse:
  • Fortitude:
  • Manse:

Social

  • Resolve 4
    • (Integrity 0 = 2) (Integrity 1 = 3) (Integrity 3 = 4)
    • Virtues and Intimacies: Major +- 3, Minor +-2, Min 1

Powers


Advantages

  • First Among Equals: Solars always win ties.
  • Supremacy of Ability: No cost to activate excellencies.
  • Divine Resonance: Solars are resonant with all magical materials.


Anima Effects

  • Joyous Pursuit (Passive): Reduce difficulty to overcome obstacles while working on a venture (p. XX) involving investigation, research, or planning by the Twilight’s Essence, to a minimum of one.
  • Indefatigable Genius (Active - 5): Add the Solar’s Essence in automatic successes to Craft and Sagacity rolls, including Build Power and Focus Will actions.
  • Summoner's Call (Iconic - 10): Spend 5 anima. The Twilight may summon a minor elemental or first circle demon of her choice, instantly calling it to her side. It remains bound to her for the rest of the scene.


Excellencies

  • Awareness
  • Sagacity
  • Embassy
  • Presence
  • Integrity


Athletics Charms

  • Flickering Shadow Evasion: Spend 2 motes on Step 2. On Step 4, roll your choice of Attribute + Athletics, and add your successes to your Defense against the attack.
  • Mongoose And Cobra Escape: Spend 1 mote on Step 4 after successfully defending against an attack to move one range band as a reflexive action.
    • Sunlight Glinting on Steel (Solar): A Solar shines brightly, stunning onlookers and adding her Essence to her Defense until the start of her next action.


Awareness Charms

  • Spirit-Cutting Glance: Commit 1 mote for the scene. the Exalt can see dematerialized spirits that are present in the scene. The Exalt may attack dematerialized spirits as if materialized.
    • Uncanny Perception Technique (Solar): Whenever a spirit enters within medium range of the Exalt, she experiences a warning sensation that may prompt her to activate this Charm. Spirits using concealing magic must contest against the Exalt’s Force + Awareness.
  • All-Encompassing Sorcerer’s Sight: Commit 1 mote for the scene. The Exalt perceives the presence of Essence, including dematerialized spirits and borders between worlds such as the Wyld or shadowlands as gauzy distortions. Attuned artifacts appear as though lit from within, and hearthstones burn like embers. Whenever a character uses Essence to power Charms or any other effects, these are always visible to the user as though the character had an active anima. They may make Sagacity rolls to try to understand spirit magics, sorcerous workings, and other strange phenomena like those produced by demesnes, the Wyld, and the Underworld or to identify the use of a Charm. Such effects may have variable difficulty — typically 2 + the creator’s Essence or a difficulty modified by the effect’s nature and complexity.
    • Eye of the Unconquered Sun (Solar): The Exalt may see through illusions, magical disguises, and shapeshifting effects that conceal her enemies, adding her Essence in bonus successes to the roll to pierce the deception. Unless stated otherwise, seeing through magical deceptions is a difficulty 5 feat.
  • Sagacious Reading of Intent: Commit 1 mote for the scene. After spending a dramatic scene reviewing a written text, the Exalt automatically discerns if any of the writer’s Intimacies inform the work and reveals one Intimacy that is most relevant to the work’s subject matter. The absence of Intimacies may indicate that the work is a forgery, a copy or that the author did not believe what they were writing. If the writer sought to conceal their feelings, contest with Attribute + Awareness or Sagacity, based on whichever Ability this Charm was purchased under.
    • Discerning Savant’s Eye (Solar): This action automatically succeeds unless contested by magic.


Embassy Charms

  • Deft Official's Way: Spend 1 mote while navigating a bureaucracy. The Exalt chooses one of the following effects to apply to a leadership or bureaucratic venture. She chooses this when she spends the mote: 1) Once per session, make a second roll on the venture during an interval, regardless of the time scale involved. 2) Reduce the difficulty of a venture roll by one to a minimum of one. 3) Ignore the results of cutting corners once per scene.
  • Vacant Station Scheme: Roll Finesse + Embassy as part of a dramatic action to create temporary laws or phantom employees in the target organization. Spend one mote to buy a point of fraudulent Backing in the organization for every margin of success. This does not gain the Sanctity of Merits.
  • Strange Tongue Understanding: Commit 1 mote for the scene. The Exalt may understand basic sentences communicated in a language they do not know. Their understanding is not sophisticated, however. They get by with minimal reading and speech in a foreign tongue without needing to roll, but complex discussion or literature requires an Embassy roll at default difficulty. The difficulty of being influenced in the translated language is increased by two.
    • Mingled Tongue Technique: Both the Exalt and their conversation partner automatically understand one another as though they share a common language.
  • Motive-Discerning Technique: Invoke this Charm while interacting with another character. During this scene, you may spend 1 mote to ask one of the following questions. The Storyteller will answer truthfully. Additional questions cost 1 mote each. (Does the character feel positively, negatively, or neutrally about me? Do the character and I share a Virtue? Do the character and I share an Intimacy? What haven’t I noticed about the character? How could I get the character to do what I want?)
    • Wise-Eyed Courtier Method: Can access to the following questions: (Who’s really in authority here? What do I have that someone here wants? What would constitute a grievous faux pas in this circle? What grudge is being hidden? Who doesn’t belong here?)


Presence Charms

  • Glorious Presence Technique: Even the least of the Exalted are overwhelming to look upon. The Exalt doubles 9s on a roll to instill respect, awe, or obedience. If her anima is at the Iconic level, she doubles 8s.
    • Authority-Radiating Stance (Solar): Until the end of the scene, characters successfully influenced gain a two-dice bonus to resist fear while acting on the Solar’s orders.
  • Dread Tiger's Symmetry: Commit 1 mote for the scene. The Exalt adds her Essence in bonus dice and gains double 9s on any threatening influence actions. If a character has a Tie of Fear towards the Exalt, add bonus dice equal to its intensity. The bonus dice from Ties do not count towards the limit. Mundane animals and Extras flee from the Exalt outright, unless compelled to remain through training or magic.
  • Worshipful Lackey Acquisition: Spend 1 mote. The Exalt gathers a group of hangers-on to aid her, creating a temporary Tertiary Followers Merit. The Exalt may specify what sort of lackeys she wants (spies, socialites, mercenaries, etc.). All lackeys behave as if their Minor Virtue was Loyalty for the Exalt unless she does something to betray them or otherwise casts them off. If the lackeys are of a type suited to fighting, the Exalt may lead them into combat, where they function as tertiary Command. At Essence 3, this Charm creates Secondary Followers. If used to create a battle group, this may Command appropriate to her Essence rating (p. XX).


Performance

  • Phantom-Conjuring Performance: Using a Performance or Presence Charm creates phantom displays from ambient essence, supplementing the Solar’s actions. Anyone who works the phantoms into a stunt description gains an additional stunt die and may restore a spent mote or gain an additional Anima once a scene.


Ranged Attack Charms

  • Blazing Solar Bolt: Spend 1 mote. Make a ranged essence attack at short range using Sagacity or Ranged Combat. Treat as a heavy ranged weapons with short range and the Artifact tags. Spend 1 anima to increase range to medium. May be used to clash. Spend 1 additional mote to add two bonus successes to damage on a decisive attack.
  • Dazzling Flare: Spend 1 mote on Step 5 to add a four-dice bonus to the damage of a decisive ranged attack. If the Solar’s ammunition is magically created by a Charm or artifact, also ignore one point of the enemy’s soak. At Essence 3, this bonus increases to five dice, and at Essence 5, it increases to seven dice. Every two dice that would exceed the dice limit become automatic successes. This may be used during a clash. Gain an additional Anima.


Sagacity Charms

  • Sorcerous Initiation: Gain the ability to learn and cast First Circle Spells. Repurchase for higher circles. Each purchase comes with a shaping ritual and spell for free.
  • Truth-Rendering Gaze: Spend 1 mote. The Exalt may automatically divine the purpose and function of a mundane object, a structure, or even the geomancy and advantages of natural terrain. For Artifacts, First Age Artifice and other magical objects and technologies, make a Force + Sagacity roll against difficulty 5 to achieve the same effect. Success may reveal details like the name of an Artifact, its history and previous wielders or momentous events it may have been involved in. If applicable, add their Essence in dice to a single relevant Craft, Navigate or War rolls based on information gleaned from this Charm.
    • Wake the Sleeper (Solar):The Solar draws out an Artifact’s power with her touch. Once per story, as a simple action, success on a roll to learn about an Artifact awakens the first Evocation for the Exalt at no cost.
  • Spirit-Slaying Stance: Spend 1 mote on Step 3 on a decisive attack to inflict aggravated damage against a spirit (god, demon, or ghost). If the Exalt slays a spirit with this Charm, it is unable to reform for a number of months of downtime equal to the Exalt’s Essence rating or until the end of the story.
    • Ghost-Eating Technique (Solar): Destroy motes in the spirit’s pool equal to its total health lost. Destroyed motes are considered spent. If slain by this Charm, the spirit is permanently destroyed.
  • Wyld-Shaping Technique: With access to chaotic Wyld essence — usually by immersing herself in it — the Solar may use a Magical Working venture (p. XX) to create personal-scale and large-scale mundane items, with a time scale in scenes. When selecting advantages, the Solar may choose from the lists under Magical Working, Craft Personal-Scale and Large-Scale Mundane Item. She potentially faces additional, more exotic obstacles, such as Wyld Tides (difficulty 3) or Fair Folk Sabotage (opposed). Items created this way must interact with Creation daily, or risk dissipating into chaotic essence. Gain 1 anima every time the Solar rolls on this venture.


Sorcery - Shaping Rituals

  • Theanoan Method: Bank 1 extra Will per Focus Will action if you can take a reflexive action to inscribe as part of the casting. Up to three times per session.


Terrestrial Circle Sorcery

  • Infallible Messenger: Spend 2 will. Send a small messenger spirit with a message up to 5 minutes long that can convey social influence but cant benefit from charms. The spirit flies at immense speed, capable of crossing hundreds of miles in seconds and all of Creation in less than a day. Only the boundaries between realms of existence will stop it from delivering their missive.
  • Death of Obsidian Butterflies:Spend 5 Will. Make an attack as a medium ranged weapon that affects every ranged band up to long range, so long as it is within the character’s field of perception. This attack reduces Heavy cover to Light and destroys Light cover. The player may optionally treat the character’s remaining Will as though it were Power for the purposes of making a decisive attack. The butterflies remain after the spell is cast, creating difficult terrain.
    • Flight of the Brilliant Raptor (Sorcerous Mode): The sorcerer conjures an eagle-sized bird of diamond and ruby flame that possesses the Flame tag. The bird explodes when it reaches a target within long range, making an attack against everything in the target’s close range and creating an environmental hazard equivalent to a burning building that persists for three rounds.
  • Theft of Memory: Spend 3 Will. Make a Finesse + Sagacity or Stealth roll to steal the character’s memories of an event or a character in up to the previous year. The standard difficulty is 5, but stealing especially important events or characters increases the difficulty by one, or two if the target has Essence 5 or higher. The target cannot recover the memory until the crystal is destroyed. Once the gem contains a memory, any creature may clasp the gem to its forehead and concentrate to relive the memory. During this time, the creature can perform no other action and is unaware of sights and sounds around it, though physical contact can break the experience.
  • Cirrus Skiff: Spend 4 Will. The cirrus skiff can carry up to 1,000 pounds of cargo and passengers, and travels as fast as a horse. It can fly up to a mile off the ground, and disappears if the caster travels underground, falls asleep, or is rendered unconscious. When used as part of a travel venture (p. XX), it reduces the number of obstacles by one.
  • Unbreakable Bones of Stone: Spend 4 Will. The sorcerer’s eyes become granite, her skin becomes ashen and cold, and her weight dramatically increases as her bones turn to stone. Reduce all dice penalties associated with wounds by one (to a minimum of zero); the sorcerer adds two to her soak and her dice pools for feats of strength, and she does not take damage from falling regardless of height.
  • Sculpted Seaform Eidolon: The sorcerer shapes foam and aqueous reflections into a simulacrum of reality. From nothing, she may create a lifelike, convincing water-replica of a person, an animal up to the size of a horse, or an object up to the size of a wagon. She rolls (Manipulation + Occult) to determine the quality of the illusion. The illusion performs lifelike motions, is capable of simple speech, and has scent, body heat, and other sensory qualia, though it’s not capable of taking actions that require rolls. While the sorcerer is present, she may direct the illusion’s behavior; if she goes further than long range from it, it reverts to a default pattern of behavior that is realistic but uncomplicated. A character within short range can roll (Perception + Awareness) opposing the sorcerer’s initial roll to realize its illusory nature. Touching the eidolon’s water-sculpted surface grants three bonus dice on this roll. A character who speaks with the eidolon may realize it’s illusory by reading its intentions, opposing the sorcerer’s initial roll.
  • Virtuous Guardian of Flame: Spend 4 Will. The sorcerer draws a flaming sword from her own heart, shaping a fiery sentinel to keep vigil over her. As she completes the spell, the burning blade collapses into a will-o’-the-wisp no larger than a torchlight — the sorcerer may conceal the Virtuous Guardian of Flame by commanding it to rest within an existing lit lantern or torch she carries. Should she be attacked, the wisp flares back into sword shape to fend off her enemy, protecting her as per the defend other action with a Parry of ([higher of Essence or Intelligence] + 1). The virtuous guardian can even notice threats of which the sorcerer is unaware, rolling (Essence + Perception + Occult) to detect hidden enemies. Wooden projectiles or weapons successfully blocked by the guardian are burnt to ashes. If it parries an unarmed attack or other natural attack, the attacker suffers one die of lethal damage, ignoring Hardness. Even when its parries fail, its flames blunt the force of attacks against the sorcerer, adding (Essence) natural soak against all but unblockable attacks. The guardian has soak (Essence + 5), Hardness (Essence), and (Essence + Intelligence) −0 health levels. When the sorcerer Joins Battle, it gains Initiative equal to hers. It cannot take any actions of its own; instead, this Initiative is used solely as a buffer against withering attacks. If the guardian is crashed, it dissipates for a scene, unable to protect the sorcerer, but reforms after that. If its health track is filled with damage, it’s utterly destroyed, and the sorcerer cannot resummon it until its full duration has elapsed.


Sorcerous Means

  • The Academy of Athena'Ra: Sorcerous Infrastructure
  • Bones of a Wendigo: X4 Exotic Component
  • Dire Boar Tusk: Exotic Component
  • Yozi Venom: Exotic Component

Advancement


Major Milestones - Spent: 3 - Earned: 3

  • Gaining: A Major Milestone furthers the narrative progression, like completing a story arc. The end of a story.
  • Using: Increase an attribute by 1. Gain or increase a merit.
  • Force 5
  • Tertiary Contacts - Criminal Elements
  • Finesse 4


Minor Milestones - Spent: 15 - Earned: 16

  • Gaining: Completing a single adventure or story chapter. Significant story beat. Roughly every other session.
  • Using: Increase ability by 1 or gain a new charm.
  • Spirit-Cutting Glance
  • All-Encompassing Sorcerer's Sight
  • Spirit-Slaying Stance
  • Theft of Memory
  • Cirrus Skiff
  • Unbreakable Bones of Stone
  • Sculpted Seafoam Eidolon
  • Presence 4
  • Awareness 4
  • Embassy 5
  • Sagacious Reading of Intent
  • Integrity 4
  • Presence 5
  • Virtuous Guardian of Flame
  • Second Circle Sorcery - Travel Without Distance


Exalt Milestones - Spent: 12 - Earned: 12

  • Gaining: Gain an Exalt Milestone if they used their knowledge to help a significant ally.
  • Using: Benefit of either a personal or minor milestone, but it must be used for Exalt-specific things.
  • Vacant Station Scheme
  • Dazzling Flare
  • Truth-Rending Gaze
  • Phantom-Conjuring Performance
  • Flickering Shadow Evasion
  • Glorious Presence Technique
  • Dread Tiger's Symmetry
  • Wyld-Shaping Technique
  • Worshipful Lackey Acquisition
  • Strange Tongue Understanding
  • Motive-Discerning Technique
  • Mongoose and Cobra Escape


Personal Milestones - Spent: 7 - Earned: 7

  • Gaining: Accomplishing a personal goal, doing something extraordinary, solving a mystery, defeating a rival, describing an amazing stunt, or showing up and contributing.
  • Using: Acquire a new mode or repurchase a charm. May also, gain, intensify, or change an intimacy if the story supports it. Heal a dramatic injury.
  • Awareness Excellency
  • Embassy Excellency
  • Presence Excellency
  • Ox-Body Technique
  • Integrity Excellency
  • Tertiary Ally - Aanya Asadhi - Budding Friendship
  • Ally -> Secondary: Aayna Asadhi