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Charm List: Gilgamesh, Jackal, Karianna, Menedraile, Merayen, Seraph, Skyla, Spark
Charm Name | Page # | Type | Cost (duration) | Keywords |
---|---|---|---|---|
Melee Charms | ||||
First Melee Excellency | pg. 183 | Reflexive | 1m/die (instant) | Combo-OK |
Call The Blade | pg. 191 | Reflexive | 1m (instant) | None |
Summoning The Loyal Steel | pg. 192 | Simple(3,-1) | 1m (indefinite) | Combo-OK |
Dipping Swallow Defense | pg. 192 | Reflexive | 2m (instant) | Combo-OK |
Bulwark Stance | pg. 193 | Reflexive | 5m (next action) | Combo-Basic |
Heavenly Guardian Defense | pg. 193 | Reflexive | 4m (instant) | Combo-OK, Obvious, Flaw(Tmp.) |
Integrity Charms | ||||
Righteous Lion Defense | pg. 199 | Permanent | Tiered (x1) | |
Unhesitating Dedication | pg. 202 | Simple(6,-1) | 4m,1wp (indefinite) | Combo-OK, Stackable |
Resistance Charms | ||||
Second Resistance Excellency | pg. 184 | Reflexive | 2m/succ (instant) | Combo-OK |
Battle Fury Focus | pg. 208 | Simple(7,-1) | 5m (one scene) | None |
Ox Body Technique | pg. 208 | Permanent | Tiered (x1) | |
Craft Charms | ||||
Second Craft Excellency | pg. 184 | Reflexive | 2m/succ (instant) | Combo-OK |
Object-Strengthening Touch | pg. 211 | Simple(5,-1) | 5m (one scene) | Combo-OK, Hand, Touch |
Master Craftsman's Techniques | Custom | Permanent | None | |
Shattering Grasp | pg. 212 | Simple(Dr.) | 5m (one scene) | Combo-OK |
Craftman Needs No Tools | pg. 213 | Supplemental | 7m, 1wp (instant) | Combo-OK |
Peerless Paragon of Fire | Gl.U 28 | Permanent | -- (N/a) | None |
Occult Charms | ||||
Terrestrial Circle Sorcery | pg. 220 | Permanent | None | None |
Spells - Terrestrial Circle | ||||
Infallible Messenger (IM) | pg. 254 | Spell | 10m | |
Incantation of Effective Restoration | b/w. 48 | Spell | 15m (instant) | |
Spirit of Might | b/w. 61 | Spell | 10+m (3 actions) | |
Virtous Guardian of Flame | b/w. 68 | Spell | 25 (5 committed) | |
Medicine Charms | ||||
Second Medicine Excellency | pg. 184 | Reflexive | 2m/succ (instant) | Combo-OK |
Wound-Mending Care Technique | pg. 219 | Supplemental | 10m (end of day) | Combo-OK, Touch |
Flawless Diagnosis Technique | pg. 220 | Reflexive | 1m (instant) | Combo-OK |
First Melee Excellency- Overwhelming (page 184) ^
You use this charm at the declaration stage, spending 1m/die of essence to add dice to a Melee dice pool up to a limit of your Attribute + Melee rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the purchased dice with each success adding one to the applicable static value. These dice cannot be used to create actions.
Cost: 1m per die; Type: Reflexive(1/2); Duration: Instant -- Keywords: Combo-OK
Call The Blade (page 191) ^
You use this charm at the declaration stage, spending 1m of essence to reflexively call your Hammer (or other weapon that belongs to you; this cannot be used on any random weapon) to your hand. The weapon must be within (Essence x 10) yards, and have an unobstructed path to the character. You can use this charm to reflexively draw and ready a sheathed weapon.
Cost: 1m; Type: Reflexive(2); Duration: Instant -- Keywords: None
Summoning The Loyal Steel (page 192) ^
The character may banish a Melee weapon that he owns and has used in the past to Elsewhere. The Solar may later draw the weapon directly from Elsewhere with a miscellaneous action, ending the Charm when he does so - simply uncommiting the Essence causes the weapon to fall to the ground at his side. The character can only banish items deliberately created as Melee weapons, and is explicitly permitted to reflexively ready the weapon using charms such as Call the Blade if he wises.
Cost: 1m; Type: Simple(3,-1); Duration: Indefinite -- Keywords: Combo-OK
Dipping Swallow Defense (page 192) ^
You use this charm at the declaration stage, spending 2m of essence to ignore any and all penalties to your Parry DV. This has no effect on inapplicability, however, or other effects that set ones Parry DV to 0.
Cost: 2m; Type: Reflexive(2); Duration: Instant -- Keywords: Combo-OK
Bulwark Stance (page 193) ^
You use this charm at the declaration stage, spending 5m of essence to ignore any and all penalties to your Parry DV until your next action. This charm has no effect on the inapplicability "penalty", as per Dipping Swallow Defense above.
Cost: 5m; Type: Reflexive(2); Duration: Until next action -- Keywords: Combo-Basic
Heavenly Guardian Defense (page 193) ^
You use this charm in responce to an attack you see coming, using your weapon (which is in hand) to perfectly defend against the attack- even if its unblockable. Mundane weapons break when used with this Charm to block an attack that inflicts at least 25L raw damage. This charm has the Conviction flaw of Invulnerability, and does not function if your acting contrary to your Motivation.
Cost: 4m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK, Obvious
Righteous Lion Defense (page 199) ^
You permanently treat one of your Intimacies, marked in bold, as an unacceptable command -- social attacks that rely on you going against that intimacy are treated the same as social attacks trying to force you to commit suicide. If the character voluntarily abandons the intimacy, he loses this charm for the Story and then can reassign it. You can also spend 1xp to reassign this charm at will.
Unhesistating Dedication (page 202) ^
This charm is activated as a simple action, allowing the Solar to dedicate himself to a new goal or ideal. If you did not already have an Intimacy to this goal or ideal, this charm gives you one, and this new Intimacy counts as an additional Motivation (for all purposes). You can use this charm repeatedly, but cannot have more additional Motivations than your Conviction rationg.
Cost: 4m, 1wp; Type: Simple(6,-1); Duration: Indefinite -- Keywords: Combo-OK, Stackable
Second Resistance Excellency (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to an Awareness roll up to a limit of half your Attribute + Awareness rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m/success; Type: Reflexive(1/2); Duration: Instant -- Keywords: Combo-OK
Battle Fury Focus (page 208) ^
This charm is activated as a simple action, steeling yourself for the struggle ahead -- awakening in herself a deep and terrible passion and allowing it to drive you forward in battle. For the rest of the scene, the character gains one extra die to all combat-related pools and reduces all wound penalties by one. The character must be engaged in combat, or attempting to become so engage -- she may attack at range and can tell friend from foe, but is unable to utter sentences of more than a few words, move away from the enemy, or perform complex actions. In order to end this charm prematurely, you must spend one Willpower.
Cost: 5m; Type: Simple(7,-1); Duration: One scene -- Keywords: None
Ox-Body Technique (page 208) ^
You have purchased this charm once. It adds a -1 health level, and two -2 health levels.
Second Craft Excellency (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to an Awareness roll up to a limit of half your Attribute + Awareness rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m/success; Type: Reflexive(1/2); Duration: Instant -- Keywords: Combo-OK
Object-Strengthening Touch (page 211) ^
Cost: 5m; Type: Simple(5,-1); Duration: One Scene -- Keywords: Combo-OK, Hand, Touch
Master Craftsman's Techniques (Custom Charm) ^
Skyla has purchased the following techniques for this charm:
Shattering Grasp (page 212) ^
This charm is activated as a Simple action, on dramatic time, and allows the Solar to harmlessly disassmble or destructive tear apart an item or structure of any size. The Solar must be able to break the item in question with a feat of strength, and adds twice his Craft rating to his Strength + Athletics rating for that purpose (value 16; see page 127). Smaller objects are taken apart in (8 - Essence) minutes, while larger objects such as castles or villages require (8 - Essence) hours. The minimum time required is 3 minutes or 3 hours, depending on size. Nothing larger than a castle or a village can be taken apart with this charm.
Cost: 5m; Type: Simple (Dramatic Action); Duration: One scene -- Keywords: Combo-OK
Craftman Needs No Tools (page 213) ^
This charm supplements a Craft action (requires a craft skill of 4+), removing the need for tools as well as any penalties for crafting without tools, though raw materials are still needed. In addition, the character can accomplish (Essence x 3) hours worth of work for each hour of actual crafting.
Cost: 7m, 1wp; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK
Peerless Paragon of Fire (Glories: Unconquered Sun, page 28) ^
This charm adds half the Solar's Essence rating in automatic successes, rounded up, to all Craft (Fire) rolls. You may purchase this charm once per Craft you have at a rating of 4 or higher, though exotic crafts require Essence 3+ while First Age crafts require Essence 4+.
Cost: --; Type: Permanent; Duration: Permanent -- Keywords: None
Terrestrial Circle Sorcery (page 220) ^
This charm permanently alters your character, allowing you to make Shaping actions to cast Terrestrial Circle spells.
Second Medicine Excellency (page 184) ^
You use this charm at the declaration stage, spending essence to add successes to an Awareness roll up to a limit of half your Attribute + Awareness rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m/success; Type: Reflexive(1/2); Duration: Instant -- Keywords: Combo-OK
Wound-Mending Care Technique (page 219) ^
You use this charm to supplement a dramatic medicine roll to treat a patient. This normally (without a stunt or a Combo) requires one hour, and normal access to medicines and medical tools. The Solar rolls (Intelligence + Medicine), with each success on the roll allowing the subject to recover one lethal or bashing health level at the end of the day. If the target spends the day resting, he recovers a number of additional health levels equal to the Solar's Essence. No patient can benefit from this charm more than once per day.
Cost: 10m; Type: Supplemental; Duration: Until the day ends -- Keywords: Combo-OK, Touch
Flawless Diagnosis Technique (page 220) ^
This charm lets the Solar flawless diagnose a particular medical ailment. It is used in the course of a formal diagnosis, a dramatic action that takes 5 minutes and which usually requires a (Perception + Medicine) roll. When used with this charm, the Solar never makes any errors in his diagnosis. If she has enough information she correctly identifies each condition, it source and any additional information. If she's lacking adequate information, she knows this as well.
Cost: 1m; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK
Infallible Messenger (page 254, Exalted Core) ^
Cost: 10m
The sorcerer summons a cherubim and whispers a message in its ear, which cannot include more than 5 minutes of conversation or a single Social Attack. Skyla then names and describes a target, and the cherubim speeds off at hundreds of miles an hour (able to cross Creation in a day) to deliver it's message. Unless the target's location is mystically obscured, the cherub will find its target and deliver it's message perfectly to his ear (using the Sorcerer's voice) and then dissipate. The Exalt can enhance this message with appropriate instant-duration Charms, Social Combos, or even make a Social Flurry.
Incantation of Effective Restoration (page 49-50, White Treatise) ^
Cost: 15m
Through a one minute ritual you can return one damaged item to a pristine state. This spell only restores items small enough for the sorcerer to lift, such as the fragments of a rotting book or the rusted remains of a suit of armor. You must have more than half of the remains, and this spell will never create more than one item even if used on two halves of a broken item. The repaired item appears as it did when it was new. This spell can work, to some extent, on magic items. It can instantly restore artifats that require no maintenance, such as hearthstone bracers or a daiklave. Anything that requires multiple compontents requires disassembly before and reassembly afterwards which the spell does NOT help with -- this spell also does not replace expended reagents or exotic fuels.
Spirit of Might (page 61, White Treatise) ^
Cost: 10+m
The Invocation of the Titan channels power through the characters anima, causing it to roar to full iconic strength and granting her increased strength for a number of actions equal to her Occult rating (3). For the purposes of the Feats of Strength chart alone, the sorcerer gains a bonus to her (Strength + Athletics) total equal to her (Willpower + Essence), with an additional bonus to this total for every two additional motes spent to a maximum of a +10 (for 30 motes).
Virtuous Guardian of Flame (page 68, White Treatise) ^
Cost: 25m (5 committed)
The caster summons a automaton of flame that serves as a protector. Until the sun next crosses the horizon, the automaton leaps to the caster's defense whenever she's attacked, either extending into a flaming sword to take a Defend Other action or a burning shield to provide Cover and protection from Ranged attack. The Virtuous Guardian has a Parry DV of 5 when acting as a flaming sword, while the Sword form provides a a +2 cover bonus to the caster's DV and provides complete protection from any mundane ranged ammunition (which is burned to a crisp by the shield, or simply subsumed into the flames for a firewand discharge).
Remebrance of Aeas Form
[Second Craft Excellency, Object-Strengthening Touch, Craftsman Needs No Tools] (7xp)
Skyla's Anima blares out in full Totemic Fury, as she takes Dailas in hand and begins to work. Gradually, as she works, her the mighty Tiger of her Anima is joined by a blazing Garda - the former Totemic Anima of Skyla's First Age Incarnation. As her work reaches it's culmination, the totemic form seems to blend into one another until Skyla's anima takes the form of a burning Tiger that consumes itself in a brilliant inferno as she finishes her task.
Base Cost: 12 motes, 2 willpower
Optional: 2 motes per success added to her Craft pool, to a maximum of (Total Pool / 2) successes.
Effect: You can craft particularly durable and awesome artifacts, in a fraction of the time it might normally take. This combo allows you to add +1 to the total needed to damage an object and also increases your work speed by a factor of 9. When crafting Artifacts, you may make 3 rolls per month. You may add extra successes to your Craft roll by spending 2 motes per success.
Hammer Meets Anvil
[First Melee Excellency, Heavenly Guardian Defense] (5xp)
Dailas glows pure unbearable gold, almost hard for mortals to look upon, as Skyla whips it around like a toy. The hammer slams into Slavers, Guardsmen and anyone else Skyla attacks with the force of a behemoth, while casually casting aside their own attacks.
Base Cost: 1 willpower
Optional: 1 mote per die to Melee pools or PDV.
Optional: 4 motes to perfectly parry an attack.
Effect: You may boost your attacks, as above, and perfectly parry an attack for 4 motes.
NAME CONCEPT Skyla (daughter of Jhord) Former Slave, Master Craftsman EXALTATION MOTIVATION While Rescuing a Friend "Abolish Slavery, and Bring An End to the Slave Trade!" CASTE ANIMA the Unclean (Twilight) Tiger, with Broken Chains ATTRIBUTES--- Strength 4 Charisma 2 Perception 3 Dexterity 3 Manipulation 1 Intelligence 4 Stamina 4 Appearance 4/7 Wits 3 Abilities--- DAWN ZENITH /TWILIGHT/ Archery /Integrity/ **** Craft[Fire] ***** Martial Arts Performance Investigation * /Melee/ **** Presence ** Lore ** Thrown /Resistance/ **** Medicine *** War /Survival/ ** Occult *** NIGHT ECLIPSE SPECIALTIES /Athletics/ ** Bureaucracy Melee: Hammers x3 Awareness *** Linguistics **** Craft (Fire): Large Metal Objects (x2) Dodge Ride * Athletics: Feats of Strength (x2) Larceny Sail Stealth ** Socialize Languages: Riverspeak (Velenian); Forestongue, Low Realm, Old Realm, 4 Tribal Tongues Crafts: Air 4, Wood 2 (Carpentry), Magitek 3 (Transportation, Utilitarian) Virtues--- Compassion *** Conviction *** Temperance *** Valor ** --------------------------------------------------------------------------- Willpower 6 VIRTUE FLAW: Red Rage of Compassion xxxxx x "The character sees innocents suffering and is unable to effectively intervene." Composure 3 xxx MDV: 6 (--) LIMIT BREAK DV: 3 (--) - - - - - | - - - - - PDV: 6 (Melee; with [[Dailas]]) Essence 3 ESSENCE RESERVES 15 Personal 15/15 (0 committed) 37 Peripheral 37/37 (0 committed) --------------------------------------------------------------------------- Health Levels--- -0 -1 -2 -4 Incap DYING / /// //// / / //// MOVEMENT SPEED Move- 2 yard/tick Join Battle- 6 Dash- 8 yards/tick
Armor | L-Soak | B-Soak | Hardness | Mob. Penalty | Fatigue |
---|---|---|---|---|---|
Armor Of Fearsome Might | 10L | 10B | 3/3 | -0 | 0 |
vs. Piercing | 6L | 7B | |||
Type of Protection | L-Soak | B-Soak | Type | ||
Natural Soak | 2L | 4B | natural | ||
Armor-based Soak | +8L | +6B | armor |
Name | Damage | Accuracy | Rate | Defense | Speed | Notes |
---|---|---|---|---|---|---|
Dailas | 19B (+15/4) | 12 (+5) | 3 | PDV 6 (+5) | 6 | P |
vs Inanimate | 19L (+15/4) | P, U |
Tags: Piercing, Unstoppable (+1 raw damage after non-damaging hit).