Sol Invictus

NAME CONCEPT
Zahara Zhan Conquerer of Fae Nations
 
NATURE HOMELAND
Architect  
 
CASTE EXALTATION
Eclipse  
 
XP7
ATTRIBUTES (8/6/4)
PHYSICAL  SOCIAL  MENTAL 
Strength4 Charisma3 Perception2
Dexterity4 Manipulation5 Intelligence3
Stamina3 Appearance3 Wits3
ABILITIES (25, 10 from Caste/Favored, min 1 in each Favored)
DAWN  ZENITH  TWILIGHT 
Archery  Endurance2 Craft3
Brawl  Performance  Investigation 
Martial Arts  Presence4 Lore5
Melee5 Resistance2 Medicine 
Thrown  Survival  Occult4
NIGHT  ECLIPSE  SPECIALITIES 
Athletics1 Bureaucracy1 AbilityRating
Awareness1 Linguistics3   
Dodge1 Ride3   
Larceny  Sail    
Stealth  Socialize5   
Linguistics: Native; Learned,
TEMPERS ESSENCE***** VIRTUES (5)
 
Willpower7Personal:22Compassion**
x x x x x | x x - - -  X Xxx?Conviction***
  Periphereal:52
   XXXX Xxx?
Limit Break Committed: Temperance*
- - - - - | - - - - -  0/13 Pers; 0/30 PeriValor****
CalculationsPersonal=(3x Ess) + WP
 Peripheral=7xEss + WP + (sum of virtues)
Anima Banner: 
 
Virtue Flaw
Limit Break Condition: 
 
BACKGROUNDS (17)valuenotes
 
Allies  
Artifact4Shiny.
Contacts2Fae Contacts
Familiar5A badass winged Manticore. I Wyld Shaped him.
Manse4Glowy.
Resources  
Sorcery5I know 7 spells.
COMBAT STATISTICS
 
Initiative:x Soak (L/B):(x/x)Mobility:-0
  ARMOR:Armor (L/B)w/ Armor (#/#)Fatigue: 0
>>>RESTEASEACTIVE
ESSENCE REGAIN8/hour4/hour0/hour
w/ HEARTHSTONE/hour/hour/hour
HEALTH LEVELS (7)0124Incapacitated
((/*xX))///////
PERSONAL WEAPONS
 
WEAPONDAMAGEACCDEFENSERATESPEED
Flamberge (fire)+6L+2LF(12L)+2(11)-2(7)2+7(14)
Ice Hammer? (ice)+12B+2LI(14B) (P)-1(8)-3(6)1+3(10)
Fighting Chain?+6L-1(8)+2(10)3-6(1)
7SectionStaff+7L-2(7)+3(11)2+2(9)
War Bell10L (P)+5(13)+0(7)1+7(14)
 Special notes:
 * Uses Dex + Presence
 * Two rings: Aggravated damage vs. demons and fae
 * Three rings: Controls foes who suffer more levels than their temperance, for turns equal to extra successes.
Zaharas Demons
CHARM DESCRIPTIONS (10, min 5 from Caste or Favored)
 
Charmspage #typecost
 
LORE
Integrity Protecting Prana Pg.186Simple5m 1W
Protect your body and mind against the Wyld's chaotic effects. Protects possessions slightly. Lasts 1 day.
 
Chaos-Repelling PatternPg.186Simple10m 1W
The character and his goods, up to a fully laden horse, are protected from the warping effects of the Wyld. Lasts 1 day.
 
Wyld-Shaping TechniquePg.186Simple20m 1W
When in the Wyld, you can shape things out of the chaos. It must be used in the deepest Wyld zones. Roll Essence as an extended roll, with the cost being paid every turn. The number of successes depends on what you're trying to Shape. If the player botches at any time, horrible side effects result such as his fears coming to life. Large objects/places left alone for a long time will revert to the Wyld again.
 
Pattern-Imposing Method SI Pg.Simple15m 1W
When faced with enemies who use the fluidity of the Wyld as a weapon, the Solar can eliminate that advantage by bringing temporary stability to the Wyld's chaos. Upon activating this Charm, the area surrounding the character for (2 x Permanent Essence) yards becomes crystallized and ordered. Any improbable objects within the area return to their nearest realistic state. Anyone within that space suffers no negative effects such as mutation or Wyld addiction for the duration of this Charm. In addition, all attempts to consciously direct Wyld energies within the region -- including the use of Charms like Wyld-Shaping Technique and Fair Folk powers -- suffers an additional difficulty equal to the character's permanent Essence.
 
Wyld-Cleansing TechniqueSI Pg.Simple20m 2W 2L
this Charm, an Exalt can entirely eliminate the taint of the Wyld from an area, returning it to stability. In order to use it, the Solar must pace out the border of the space which he wishes to restore -- whose border can be no longer than 100 yards per dot of Permanent Essence. Once the border is marked, the Exalt must enter a meditative state to guide the cleansing, which lasts a number of hours determined by the intensity of the Wyld energies -- one hour for Bordermarches, five for Middlemarches, and ten for Deep Wyld. At the conclusion of this meditation, the area is suffused with golden light, and the Wyld energy is removed entirely. From that point onward, the space in question has the stability of Creation, although it can be reclaimed by the Wyld in the normal fashion. This Charm may be used to create pockets of stability within the Wyld proper, or to expand the borders of Creation proper, as well as to cleanse isolated Wyld zones; however, additional magics may be necessary to prevent the areas being recovered from rapidly returning to a Wyld state.
Multiple Solars may activate this Charm in concert, in which case their allotted border lengths are added together, allowing them to stabilize increasingly larger Wyld zones.
 
Sun BoltSI Pg.Simple1 per 2L
The character forms a bolt of bright, shining Solar Essence to throw at a foe. Objects struck by this bolt shatter or turn to ash in the face of the Sun's powerful light. The Exalt makes a Dexterity + Athletics or Thrown roll to attack, with an Accuracy bonus equal to his Permanent Essence. This attack deals 2L damage for each mote spent on activating it; the Exalt can spend no more motes than his Stamina + Lore. The Bolt has a range of (10 x permanent Essence) in yards. When used against demons or the undead, this Charm deals Aggravated damage.
 
Spirit-Detecting GlancePg.192Simple3m
One Scene. Allows the character to percieve unmanifested spirits.
 
Spirit-Cutting AttackPg.192Supplemental2m
Allows a character's attack to affect an unmanifested spirit. Can be comboed w/ other abilites.
 
MELEE
Retrieve the Fallen WeaponPg.163Simple1m
This Melee charm allows your weapon to fly through the air and into your hand,overcoming gravity and friction to reach your hand. It won't defeat doors, chains, or other substantial obstacles however. You must also be able to see your weapon to use this charm! This Charm can call to the character's hand any weapon he can see which is currently unattended, not just weapons she personally owns. This can be used to call displayed weapons to the character's hand, for example.
 
Summoning the Loyal SteelPg.164Reflexive1m
Summon or banish your favored weapon from Elsewhere.
 
Raiding the Royal ArsenalSI Pg.SpecialNone
The Exalt has come to a great understanding of melee weapons, letting him create a personal attachment to several of them. After purchasing this Charm, the character may develop a personal connection to a number of weapons equal to his Melee score, allowing all of these weapons to be used with Summoning The Loyal Steel. The Exalt may freely choose which weapon to summon each time he activates the Charm. If he wishes to connect to a new weapon after already reaching the maximum, he may choose which weapon he will cease his connection to; if that weapon is currently banished to Elsewhere, he must retrieve it before removing the connection.
 
Unequalled Blade EnhancementSI Pg.Reflexive2 per pt.
The Exalt's weapon is practically an extension of herself -- and with time, she learns to enhance it with Essence, just as she can her own body. When the Exalt handles her favorite weapon and activates this Charm, a surge of golden Essence begins to flow through the weapon, charging it with power. For each 2 motes the Exalt spends when activating this Charm, she may increase the weapon's Accuracy, Damage, Speed, Defense, or Rate by 1, for as long as the motes remain committed. No more motes may be spent on this Charm than twice the Exalt's Melee score. This Charm can only be used on a single weapon, generally the Exalt's favored implement of battle, and it cannot be used on any weapon with an attunement cost.
 
Dancing Scimitar TechniqueSI Pg.Simple5m 1W
The Exalt focuses Essence into her chosen weapon, granting it a will of its own. The weapon begins to float in the air next to the character. For the remainder of the scene, each turn the blade acts independently of the character using her Dexterity + Melee dice pool. It may attack, or parry attacks against the character, though its actions may not be supplemented with Charms. The weapon may move anywhere within Essence yards of the character. The character may continue to fight as normal using other weapons.
Any opponents who wish to may attempt to knock the dancing weapon from the air. Attacks made against it are at +2 difficulty, and it may reflexively dodge with the Exalt's Melee score. In addition, it has bashing and lethal soak equal to the character's Melee score. Any attack which succeeds, and which deals three or more levels of damage, knocks the weapon from the air, ending the effects of this Charm.
The Exalt may only place a single weapon in the air at once using this Charm. At any time, if the weapon is within arm's reach, the Exalt may reflexively grab the weapon from the air and end this Charm's effects.
 
Unmanned Armory MethodSI Pg.Simple10m 1W
With but a gesture, the Exalt can summon up a retinue of self-willed weapons to protect himself -- or to strike down his foes. Upon activating this Charm, the character summons up any number of weapons currently banished to Elsewhere through Raiding the Royal Arsenal. Each of these weapons springs into the air and begins to act on its own, as with Dancing Scimitar Technique. In addition, the Exalt may reflexively banish any of the weapons back to Elsewhere by spending 1 mote at any point while this Charm is active.
 
Golden Essence BlockPg.166Reflexive1 per 2d
The character uses Essence to guide her weaon, allowing her to parry the attacks of many foes. The character may spend Essence to block and hand-to-hand attack that she is aware of, at the cost of 1 mote per 2 dice. The player cannot use more dice to parry any single attack than her Melee dice pool. For this charm only, this is her ENTIRE Melee pool, including item and specialty bonuses. If she buys an odd number of dice, she loses the fractional mote left over from the buying of the last die. PC-Does not include Defense bonus from weapon
 
Dipping Swallow DefensePg.166Reflexive2m
Block with full dex+melee
 
Bulwark StancePg.166Reflexive5m
use full Dex+Melee to parry any attacks you are aware of until your next action.
 
Heavenly Guardian DefensePg.166Reflexive3m 1W
Block, without a roll, any single attack you are aware of, even if it is not normally blockable.
 
SOCIALIZE
Wise-Eyed Courtier MethodPg.211Simple3m
Instantly read the superficial subtext of a social situation. Surface attitudes, relationships, ets.
 
Motive-Discerning TechniquePg.211Simple6m
Tell, through short interaction, what the target's true motives are. If there are conflicting emotions, the Exalt gets a basic feel in what proportion they are.
 
Knowing the Soul's PricePg.211Simple10m 1W
Find the secret weakness of an individual. Something they would even sell their soul for.
 
Venomous Rumors TechniquePg.212Simple10m 1W
Lasts 1 day. Turn a target into a social outcast. It brings out the worst parts of the target. The exalt must touch the target to use the charm. For a full day afterward, the target makes a penalty on all social rolls equal to twice the Exalt's Essence score.
 
Indelible Rumor ManifestationSI Pg.Simple15m 1W
By dripping venom into the correct ears, the Solar can create a rumor which refuses to yield its grip upon those who hear it. The Solar need merely state an item of gossip to a willing listener, then spend 15 motes and 1 Willpower. This rumor may be true or false, but it must target a specific individual. The listener the Solar first shares it with will forget the source she heard it from, and quickly repeat the story; within days, everyone who might be affected has heard the rumor -- and, moreover, believes it. As long as the Solar keeps the motes committed, the rumor will continue to spread, and those who hear it will be strongly biased towards believing it, even if it is ridiculous or nonsensical.
 
OCCULT
Terrestrial Circle SorceryPg. 191Simple1W
This Occult charm allows you to learn and cast Magical Spells of the First (Emerald) Circle of Sorcery with the expenditure of a willpower point, an essence expenditure that varies from spell to spell, and a round of 'shaping'. At the beginning of the next round the spell is released.
 
Celestial Circle SorceryPg.  
This Occult charm allows you to learn and cast Magical Spells of the Second (Sapphire) Circle of Sorcery with the expenditure of two willpower points, an essence expenditure that varies from spell to spell, and two rounds of 'shaping'. At the beginning of the third round the spell is released.
 
World-Shaping Artistic VisionPg.  
That funky Sid TN reducer.
 
 Pg.  
 
 
SPELLS
TERRESTRIAL
Demon of the First CirclePg. 21820+m
Casting this spell is a ritual of many hours which must be begun at sundown and end at the stroke of midnight, and it involves a great number of magical implements and protective sigils. Casting outside a dedicated ritual space is difficult. Once summoned, the sorc and demon engage in contested WP+Ess rolls. The caster may spend Essence in 5-mote increments to reduce the demon's WP+Ess roll by one die. Continue to roll until one has achieved 3 more successes than the other. If the character gains 3 or more successes, the demon will serve him loyally for a year and a day, or perform one task of finite or infinite duration. If the demon wins, the character may make a reflexive Wits+Occult roll at diff3 to banish the demon back to Malfaes. If he fails, the demon is free of the protective diagram.
 
Emerald Circle CountermagicPg. 21810 or 20m
If the character spends 10m of essence, she may protect her own person. for 20, she can halt any spell within Ess x 50 feet. This spell requires no shaping, and is cast as soon as the WP is spent. Countermagic does not banish. Kaboom!
 
Summon ElementalPg.21910+m
As Demon of the First Circle, with these exceptions: It can be cast at any time, and takes 4 hours. The roll to banish is dif 1. The elemental will not serve for more than a lunar month, or a task of a year and a day. The kidnap and enslavement of Elementals can piss off the Celestial Hierarchy if you treat them badly.
 
Ritual of Elemental EmpowermentS&S Pg.11430m
The ritual is cast from dawn to noon on a clear day, and must be performed with the aid of an elemental with the affinity of the element to be empowered, and have at least Ess 3. First the sorc purifies the item, then invokes the blessings of the 5 dragons, beginning with the element to be empowered. When this isdone, the elemental strikes the item five times, once for each Dragon, spending 5m Ess per strike. Together with teh caster's Essence, this enchants the item to have fantastic powers. This is permanent. Only one instance of Ro EE? can be on an item at a time. Only mundane nonliving items can be empowered.
The item can EITHER have its weight reduced by 1/5th...this increases weapon speed by 1, and reduces armor mobility and fatigue by 1. OR enchant it so that it becomes cool or cold upon command by committing 1 Ess. Cold adds 2L damage.Air
Enchanting an item with the element of Earth makes it extraordinarily tough. Clothing never wears out, swords never need sharpening, armor gains additional protection for its bearer. Add 2L/2B to any item so empowered.Earth
Fire empowerment allows an item to become warm or hot. Commit 1 mote to warm, or add 2L fire damage. OR enchant an item to be immune to fire.Fire
An item enchanted with Water can change its shape on command. It maintains material qualities, mass and weight, but can adjust its form to the bearer's will. Clothing can retailor itself. Weapons can become unobtrusive items of similar size. Armor can fold up into a compact cube. If damaged while shapeshifted, it will maintain the damage in other forms until repaired. Commit 1 mote to activate.Water
Empowering with Wood allows the object to regenerate rapildy. Dents and cuts in armor seal up. Clothing mends its own tears. W Eapons? becaome like new after battles. So long as an item has not take enough HL to destroy it, it will heal at 1 HL per hour.Wood
 
CELESTIAL
Demon of the Second CirclePg.22030+m
Similar to Do 1 C?, but the demon is more powerful and dangerous, and it costs 10m/die to reduce the demon's pool.
 
Sapphire Circle BanishmentS&S Pg.10515+m
SCB goes into effect as soon as the WP is spent. The caster goes into a contested WP + Ess challenge with the demon. The caster may spend Essence in 5-mote increments to reduce the demon's WP+Ess roll by one die. Continue until one has reached the other's Essence score in successes. If the demon wins, it stays in Creation and the sorc cannot attempt another banishment for 5 days. If the sorc wins, the demon is immediately banished back to Malfaes. Using SCB on a 1st Circle Demon gives the caster 3 automatic successes.
 
Magma KrakenS&S Pg.13135m
Upon casting this spell, bright red strands of Essence emanate from the caster's fingertips and burrow into the ground within 500 yards. The earth begins to shake in an area extending 50 yards from where the strands struck the ground. On the next turn, tremendous tentacles of superheated molten rock erupt from the ground and sweep through the caster's foes.
The caster chooses where in the 50-yard radius each of the tentacles erupts. Playres of those near where a tentacle bursts forth must make a reflexive Dex+Athletics roll dif 2 to avoid being knocked over. The tentacles last an entire scene unless destroyed or countered. When the spell ends, the kraken tentacles harden into serpentine structures of obsidian.
There are 10 kraken tentacles at the time of casting, each 15 yards long. All of the tentacles have Strength 10 + Caster's Perm Essence. They have a Brawl rating equal to the caster's Occult score, act on the caster's initiative, and deal raw damage of 5L+Str10+Ess. Successes add to damage as usual. 10s count twice. Damage is considered fire damage.
Kraken tentacles have no social or mental atts, and no Stamina. The tentacles are constructs of Essence, and have a sorcerous awareness of the caster's foes that are in range. Kraken tentacles ignore all bashing damage and soak the first 10L of lethal damage from any given attack. They have 10 HL, and regenerate at the endo f each turn. A tentacle must take 10 HL of damage in a single turn to be destroyed.
The caster may take control of a tentacle and use it to do a clinch maneuver. This takes the caster's full concentration and is equivalent to a simple-type Charm so he cannot activate Charms that are not reflexive, split his dice pools, or cast spells. After the first turn of control, the sorc may take one additional tentacle under his control each turn, and can control a maximum number of tentacles equal to his Perception. All of these tentacles may attempt to cling or grapple at their full dice pool, while the others mindlessly smash the closest foe. If the caster's concentration is broken, the clinch or hold of all the tentacles is broken.
 
 Pg. 
 
 
MERITS & FLAWS 
MeritDescribe merit
FlawDescribe flaw
EQUIPMENT and OTHER GEAR
ARTIFACTS, FIRST AGE RELICS, and IMPORTANT ITEMS

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Sol Invictus