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Lucent Copper Haze

Nature Paragon
Caste Zenith
Concept Youthful Idealist
Homeland Kashaen
Player Daniel Queiroz de Souza Lima, AKA Colapso
Experience 180, 177 spent

MERITS & FLAWS

Enchanting Feature(Eyes)
They appear to be liquid gold - they are somewhat dark, and yet, glint when light shines upon them. There is something inside - not like the freckles in the eyes of the Maiden's chosen, but like a pool of light... that seems to undolate with the slightest breeze when he is calm, and break like storm-carried waves against a rocky shore when he is angry.

Hidden Manse
Lucent's Manse in the desert remained untouched since the First Age, protected by Amika - none know where it is, past quicksands and dozens of desert hazards, past any point of interest - the destruction wrought by the undead and the Lily's invasion pass far away from it...

Cimate Sensitive (cold)
Born and bred in the desert, skin of bronze, dark brown hair, golden eyes... one to bask in the sun while his white cape flutters on the dry wind.. one who hates the cold, cutting, wet winds of the North. Dearly.

Child
There is not getting around it - he looks like a kid. Young as it is, he looks younger still - short stature, boyish face, soft voice. It is hard for many to shake their image of him as too young to matter...

Anima Banner:

Copper anima is a visage of a four-armed man, who might be the image of the Unconquered Sun... but with a clothing much like Lucent's Own, and the same bronze skin.

  • 0 Motes Nothing shines in Copper's brow.
  • 1-3 Motes Copper's caste mark begins to glow with a soft radiance.
  • 4-7 Motes Copper's caste mark glows like a beacon, and its light will shine through anything placed over it.
  • 8-10 motes Golden sands appear to swirl around him, as the air becomes hot, dry, warm winds whirling about him in a white-gold light. His caste mark fills the area around him with light bright enough to read by.
  • 11-15 motes Copper glows like a furnace, giving off light for miles. All moisture disappears around him, covered with the golden sand, that turns vermillion when it falls to the ground. His anima whips around him like a scorpion's tail.
  • 16+ motes A nearly unbearable southern heat covers him, and the sand coalesces about him... forming the image of a Four-armed man, clothing and skin much like his own, arms crossed, staring down his opponents beneath a mask of scorpion motiffs.

Attributes

Strength 2, Dexterity 5, Stamina 4
Appearance 5, Charisma 5, Manipulation 2
Perception 2, Intelligence 2, Wits 3

Abilities

Dawn
Melee *****, Thrown *****
Zenith
Endurance *****, Presence *****, Performance *****, Resistance *****, Survival *****
Twilight
Lore *****, Medicine *, Occult ***
Night
Athletics **
Eclipse
Bureaucracy *****, Linguistics **(Firetongue, Old Realm, Forest Tongue), Ride *****, Socialize ***

Tempers

Essence: 5
Willpower: 8
Personal Essence Pool: 23
Peripheral Essence Pool: 56
Committed Essence: (Artifacts) 10m (Combat) 17m 2wp
Total Essence: Personal 23, Peripheral 19

Compassion: ****
Conviction: ****
Temperance: **
Valor: ***

Health Levels: -0/-1/-1/-2/-2/-4/Incap.

Virtue Flaw - Deliberate Cruelty.
Limit Break Condition
The character is under severe stress, dire straits, or otherwise backed up against the wall.

Charms

  • Endurance
    • Essence-Gathering Temper
    • Willpower-Enhancing Spirit
  • Lore
    • Lore-Unearthing Method
    • Forgotten Secrets Technique
    • Savant Needs No Tutor Approach
    • Forgetful God Methodology
    • Essence-Lending Method
    • Will-Bolstering Method
    • Integrity-Protecting Prana
    • Chaos-Repelling Pattern
    • Integral Understanding (Essence-Gathering Temper, Precision of the Striking Raptor)
  • Performance
    • Respect Commanding Attitude
    • Unruly Mob-Dispersing Rebuke
    • Rout-Stemming Gesture
    • Fury-Inciting Presence
    • Heroism-Encouraging Presence
    • Tiger-Warrior Training Technique
    • Masterful Performance Exercise
    • Phantom-Conjuring Performance
    • Grace in Adversity Stance
    • King of Masks Technique
    • Impenetrable Identity
  • Presence
    • Harmonious Presence Meditation
  • Ride
    • Undaunted Charger Technique
    • Golden Barding Technique
    • Iron Steed Approach
  • Resistance
    • Durability of an Oak Meditation
    • Iron Skin Concentration
    • Unfailing Tortoise Technique
    • Iron Soul Approach
    • Diamond Soul Method
    • Iron Skin Concentration
    • Spirit Strenghtens the Skin
    • Adamant Skin Technique
    • Whirlwind Armor-Doning Prana
    • Hauberk-Summoning Gesture
  • Survival
    • Friendship with Animals Approach
    • Spirit-Tied Pet
    • Magnificent Creature Method
    • Companion-Empowering Method
    • Summon the Beast
    • Heart-Tethered Creature
  • Thrown
    • Triple Distance Attack
    • Chrysanthemum Missle Technique
    • Plucking the Ripe Peach Meditation
    • Traitorous Ammunition Technique
    • Cascade of Cutting Terror
    • Shower of Deadly Blades
    • Brilliant Falcon Attack
    • Precision of the Striking Raptor
    • Joint-Wounding Attack
    • Observer-Deceiving Attack
    • Mist on Water Attack
    • Into Thin Air Attack
    • Falling Icicle Strike
    • Artery-Severing Strike

Backgrounds

Artifact *************

The Coronal of the Amaranthyne Imperial
Plate with Self-Guided Thrown Weapons ******
Commitment 10
The Deliberative’s gift to a Zenith of before, inherited by his former incarnation.
To know that those kissed by the Sun need your guidance.
To know that those kissed by the Moon need your guidance.
To know that those kissed by the Maidens need your guidance.
To know they will be there to protect you.
They are your weapons, your armor, your charge.
Yours to know when to properly sacrifice, and at what cost.

That is the inscription that unlocks the Amaranthine Empyreal – a shiny plate that covers the shoulders and the neck, with intricate art with abstract, if beautiful, swirls, and the images of snakes. In it, stand seven sockets, where seven gems lay – two on the left shoulder, one yellow like an opal, another violet like an amethyst. Two on the right shoulder, one blue like a sapphire, one crimson like a ruby. And finally, three on the center – one green like an emerald, and two that can only be made of silver and gold, and yet are distinctly not metals, and appear translucent like marbles.

By the user's command, all seven come out, and begin to shine... shining in a display of multihued light... becoming several fist-shaped orbs to orbit around the Exalt. They are all crystalline, and five of them bear the sign of the maidens – and none may not recognize the burning of Unconquered Sun or the cold smile of Luna in the remaining two. They orbit defensively around the Exalt, and on his command may lash out and strike any targets he so chooses – dissolving in light as they do so, and striking with the power of their essence, and returning at the end of the turn.

Outside of combat, they can dissolve in light and make up an infinity of shapes. They can become doors and block passages, with the statistics of a Brick Wall. They can make a staircase for their wearer, forming discs over discs on the ground, which can reach impossibly high, but each disc is only wide enough for three people to step on, and can only ever have seven discs at once, maximum. They can remain as plataforms in the air indefinetly. They can form little objects which Lucent can hold or gift, or just form sparkling lights, giving 4 dice to all Social Rolls by Lucent which those things may aid on. None of those uses can be more than 100 yards away from the wearer.

In Combat, the Coronal's orbs act as a shield to the wearer. Any creature attempting to strike at the Exalt with Melee or Ranged strikes have their difficulty increased by 4. Each two orbs that are somehow taken out of commission lower this difficulty by 1. The last Orb stays even more zealous around the Solar. They do count as out of commission from the time they are thrown to the end of the turn, when they return from their strike.

As ranged weapons, the Coronal has...
Acc +3
Dmg (10+Compassion)L
Defense +1
Rate 5
Range 100

  • In addition, each and every Celestine in the Coronal has a specific power.
    • The Unconquered Sun: The Unconquered Sun is the light of heavens that burns all darkness – any strike made with this orb deals aggravated damage against creatures of darkness.
    • Luna: Luna flows through obstacles, totally ignoring the victim’s cover bonuses.
    • Mercury: On a successful hit, Mercury hinders the victim’s journey – the victim’s movement rate is halved until the end of the scene.
    • Venus: Venus blesses those hit by her, but that gift is a dubious one – the victim’s wound penalties are doubled, as all of her pain is turned into ecstastic bliss.
    • Jupiter: On a successful hit, Jupiter clouds the victim’s sight, making the world into a mystery – the victim needs to roll Essence+Resistance, with a difficulty equal to the damage of the attack, or be blinded for a scene.
    • Mars: Those hit by Mars do not stop bleeding, even if Exalted. They bleed profusely, losing a health level every two turns until they receive medical attention.
    • Saturn: When the orb of Saturn hits, it severs part of the victim’s essence – the victim may roll her own essence with a difficulty equal to the damage of the attack, or have one of its persistant charm effects interrupted, chosen by the Exalt.

Of course, the truth about the Coronal is far less romantic. The Arsenal of Empyrean Suffering was forged by Sun and Shadow, Ligier and Alveua working in unison to build a Malfean Iron wonder that had the power to enslave the traitors upon Heaven itself. Originally inverting the Blessings of the Incarna, it allowed to easily defeat Gods and Exalted assossiated with the Incarnae in question, ultimately bounding their will and power to the Yozi. This Blessing was reversed after Zahara Zahn destroyed the taint upon Lucent Copper Haze, becoming a tool of the Deliberative to show the beauty and light of the Incarnae... and to hold the Arsenal of Empyrean Suffering in plain sight, so no one wields its anti-heavenly powers ever again.

The Infinite Liberator
Infernal Knight Armor *****
Commitment 10
Unlike the Coronal, The Infinite Liberator has never been cleansed. Kept in potentiality for milennia, waiting Lucent's call to return to Creation once more! This Malfean Brass armor covers all of its wearer, the symbol of Malfeas upon its chest in shimmering malachite, waving to his limbs forming a story of emancipation and righteous retribution!

The Ember King's Seal
Bracer of Red Jade and Orichalcum with Seal of State ****
Commitment 5
The Ember King’s seal is a wide, ornamental bracer of Red Jade and Orichalcum, forming the elaborate banner of the Kashaen, red and gold, a white noonday sun on its center, the flames around it styled, coiled like the tail of a scorpion. At its sides lay space for two hearthstones to be set, and the serpentine way the bracer coils around his arm goes to his palm, covering all of his hand but his fingers. At the center of his palm lies another symbol of zenith, and this one shines with a pure light when he wills it. To the sides, around the banner, lay writs in Old Realm, tenets of rulership of the Old Solar Deliberative. The Ember King’s Seal is a tool of rulership; It marks the wearer as the leader of a people, politically and spiritually, the one to care for their well-being, the one to guide them, the one to have all of their might with him in spirit.

Mechanically, the Ember King’s Seal gives the wearer the mien of an Unchallenged Ruler – it adds 5 dice to any Presence, Performance of Bureaucracy roll. With the expenditure of 5 motes of Essence, the king can feel the general mood and feelings of his populace, that being all who think of themselves as his subjects and have sworn themselves in front of the Seal – instantly pooling them to know what they need and wish. With the expenditure of 1 willpower, he may send a message with no more than twice times his essence in words to all of his subjects – a message they all know to come from him. And finally, to strike the ruler is to call on the wrath of all his subjects, and those who behold the Seal’s wearer know this – they need to be ready for war if they wish to strike him. Attacking the Seal’s wearer requires a Conviction roll with difficulty equal to half his Permanent Essence, rounded up; This roll is required only once per scene, and is only nessessary if the Exalted has not taken any violent moves yet.

Glittering Sands Raiment
Orichalcum Robes **
Commitment 3
Soak 9L/12B
Somewhere on the depths of the south, there are dunes close to the elemental pole of fire where the heat has melted mountains, and the wind has made them into sand, in an impossibility that only the proximity to the Wyld would allow. There, you have whole dunes made of glittering gold, silver, bronze and brass – and from that sand, this raiment was crafted to a god-king of the south. A shining raiment of gold, with swirling patterns like southern sand and burning snakes of fire, in brass and bronze over the golden swirls, melding but never losing...

Rosary of Serene Prayers
Collar of Dawn's Cleansing Light *
Commitment 1

Familiar ********

Amika.

Followers *****

Lucent’s people are the Kashaen. Once a proud people of the desert who lived in a kingdom of great pyramids and houses made of jewels, they became nomads after the contagion... keeping the colors of white and red, its mightest warriors holding ruby-tipped spears with golden shafts, bodies fully covered in white and copper-colored wrappings... tales of god-king and his great scorpion from the First Age. Nomads, raiders and mercenaries operating near Gem, they were soon targeted by the influence of the First and Forsaken Lion – changing the golden spear shafts with bone, and leaving their old legends and prophecies for the more tangible ancestor worship. Some did not convert, forming an even greater rift in the tribes, once enemies in war but united in faith, now enemies in the most basic level...

But then Lucent came. Luc, who rode out of the worst deserts known to mortal kind. Luc, who came mounted on the back of a giant scorpian with the rising sun framing his back. Their living god reborn, he took the scattered Kashaen out of poverty, desperation, and tribal warfare, leading them on a crusade that purged their lands of the influence of the dead, and made them something to be feared and respected again.

Manse ***

Promise Stone

 Manse •••
 Trigger: Making a promise.

This shiny, snow-white sphere is cool to the touch. When attuned, it causes its owner's word to become her bond. When the character makes a serious promise to someone else, any Willpower she spends on actions directly related to fulfilling it provide two automatic successes instead of one. If she breaks the promise (purposefully or not), she immediately loses this benefit, and cannot regain any Willpower at all for the following week.

Only one promise may be made at a time, and it must be accepted by the person to whom it is made. If the character takes more than a year to fulfill the promise, or is purposefully dilatory in pursuing it, it counts as having been broken. The Storyteller is the final arbiter of whether or not a character is wilfully procrastinating.

This shiny, snow-white sphere is cool to the touch. When attuned, it causes its owner's word to become her bond. When the character makes a serious promise to someone else, any Willpower she spends on actions directly related to fulfilling it provide two automatic successes instead of one. If she breaks the promise (purposefully or not), she immediately loses this benefit, and cannot regain any Willpower at all for the following week.

Only one promise may be made at a time, and it must be accepted by the person to whom it is made. If the character takes more than a year to fulfill the promise, or is purposefully dilatory in pursuing it, it counts as having been broken. The Storyteller is the final arbiter of whether or not a character is wilfully procrastinating.

Resources ***

Close to his First Age Manse, were treasures beyond the ken of man in this age – gemstones doting the sands around it, and great works of them within.... the young god-king used much of this fortune on his pilgrimage away from the desert, and to buy all the needs of his people – but still, he retains a moderate ammount.

Savant ***

Combat

Base Initiative: 8
Soak: 11L / 16B
Attacks:
Coronal Spd 8 Acc 16 Dmg 14L Defense 11 Rate 5 Range 100

Adamant Sun
Cost: 13 motes, 1 willpower
Charms: Cascade of Cutting Terror, Brilliant Falcon Attack, Willpower-Gathering Spirit, Iron Soul Approach, Adamant Skin Technique
Description: The Coronal sinks into his skin, and Lucent explodes in light. All of the lights of the Incarna sink into his flesh, and his eyes become kaleidoscopes of all colors. Lucent's constenance is that of the highest gods, grand as he can be, majestic as he can be, with a cape of light and the great tail of a scorpion. His skin becomes adamant, as Lucent amalgams all he can, six Incarna's lights becoming the God of Adamant. The tail holds the last Incarna at its tip... the one that could not become one with Lucent so as to not destroy the boy with such power. But that still serves Lucent, and strikes down any that threatens the Adamant Sun's Charges!

Fire From Heaven
Cost: 27 motes, 2 willpower
Charms: Cascade of Cutting Terror, Brilliant Falcon Attack, Artery-Severing Strike, Into Thin Air Attack, Willpower-Gathering Spirit, Iron Soul Approach, Adamant Skin Technique
Description: Lucent becomes the Adamant Sun, and the tip of his tail deposits one of the Incarna in his hand. He crushes that one, and fire washes over him with brilliance and heat as Lucent whispers the One True Name of the spirit within that orb in the Coronal, and it rushes to obliterate his enemies, falling like fire from heaven, too bright to be seen, everywhere and nowhere... and those destroyed such leave no bodies, no clothes, nothing but the prayer for their immortal soul.

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Page last modified by October 18, 2007, at 06:07 PM