Ebon_Arbiter
Grand Abolisher
Nagao / "Wise Raiton", No Moon Lunar
View attachment 2926
Character Image
Name: Nagao the "Argent Seeker", also known as "Wise Raiton"
Caste: No Moon
Spirit Shape: Raiton
Tell: Mantle of black feathers
Anima: A black raiton on the night sky, with silver eyes radiating wisdom, in contrast to the surrounding darkness
Motivation: Reclaim the lost knowledge of the First Age and protect it for the benefit of Creation.
Background
Attributes:
Secondary (6 dots) Strength ●●● [F] Dexterity ●●●●● Stamina ●●●
Tertiary (4 dots) Charisma ●●● Manipulation ●● Appearance ●●
Primary (8 dots) [C] Perception ●●●● [C] Intelligence ●●●● [C] Wits ●●●
Virtues: Compassion 2, Conviction 2, Temperance 5, Valor 2
Abilities:
WAR
Archery
Athletics ●
Awareness ●●
Dodge ●
Integrity ●● [vs Demonic Influence / Corruption +1]
[F] Martial Arts ●●●●●
Melee
Resistance
Thrown
War
LIFE
Craft
Larceny
Linguistics ● [Firetongue: native, Old Realm]
Performance ●
Presence ●
Ride
Sail
WISDOM
Socialize ●
Stealth
[F] Survival ●●
Bureaucracy
Investigation ●● [Library Research +1]
Lore ●●● [First Age +1]
Medicine ●●
Occult ●●●●● [summoning +1]
Backgrounds:
Mentor 3 [free]
Artifact 3 [Wound Mending Needles, Wonders of the Lost Age pg. 66]
Artifact 3 [Moonsilver Gloves of Martial Readiness, Wonders of the Lost Age pg. 78]
Tattoo Artifact 1 [Moonsilver Breastplate +6L/4B Hardness: 2L/2B Att. 2m]
Manse 1 [stone of Healing, Core pg. 383]
Heart's Blood 1
Knacks (3 starting)
Internal Form Mastery
Prey's Skin Disguise
Deadly Beastman Transformation
Charms (8 starting)
Excellencies:
1.1st Dexterity Excellency |1m per die / Reflexive / Instant
2. 1st Perception Excellency |1m per die / Reflexive / Instant
3. 1st Intelligence Excellency |1m per die / Reflexive / Instant
Dexterity
4. Graceful Crane Stance
5. Golden Tiger Stance | 2m Reflexive/Instant
6. Wary Swallow Method | 1m Reflexive/Instant
Stamina
Ox Body Technique (x3, 4 [-2] hlvls each) [free]
Perception
7. Eyes of the Cat
Intelligence
8. Terrestrial Circle Sorcery
Spells
Demon of the 1st Circle [free]
Join Battle: 5
Intimacies:
Sorcery (curious pursuit)
Knowledge (eager seeking)
Martial Arts (dilligent practising)
His mentor (respect)
His lunar comrades (loyalty)
Luna (gratitude)
Creation (steward's care)
Crossroads society (loyalty, aspiration to attain high status)
Enemies of Creation (fierce opposition)
Mysteries (fascination)
Soak:
Health Levels:
-0
-1/-1/
-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/
-4/
Incapacitated
Dodge DV: [(Dexterity 5 + Dodge 1 + Essence 3) / 2] = 5
Parry DV: [(Dexterity 5 + Martial Arts 5 + Defense 5) / 2] = 8 [+2 = 10 when using the Shield from Gloves of Martial Readiness]
Dodge MDV: [(Willpower 10 + Integrity 2 + Essence 3) / 2] = 7 [vs Demonic Influence / Corruption = 8]
Parry MDV: [(Charisma 3 + Socialize / Presence / Performance 1) / 2 = 2]
Willpower: 10
Essence: 3
Personal: 23 Commited: 0
Peripheral: 42/52 Commited: 10 [2 permanent]
BPs: [18]
Temperance 3 to 5 (2)
Artifact 1 - 3 (2)
Martial Arts 3 - 5 (2)
Dexterity 4 to 5 (3)
Occult 3 - 5 (4)
Willpower 5 to 10 (5)
XP
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View attachment 2926
Character Image
Caste: No Moon
Spirit Shape: Raiton
Tell: Mantle of black feathers
Anima: A black raiton on the night sky, with silver eyes radiating wisdom, in contrast to the surrounding darkness
Motivation: Reclaim the lost knowledge of the First Age and protect it for the benefit of Creation.
Background
- Nagao is a relatively young man, at the age of 28.
- He values knowledge tremendously but understands the need for physical competence as well, especially regarding the multitude of perils that beset Creation and the Chosen.
- A calm and reserved individual, since his early youth, he is very hard to anger or tempt, maintaining an excellent level of self control, due to his very nature and also to his recent martial arts training which has helped in focusing his mind and attaining self - restraint quite a lot.
- Son of a southern merchant family, he travelled extensively in the southern regions prior to his exaltation, via caravans, and had the chance to receive an adequate education and learn many things from the various interesting individuals that were part of the caravans or those he met later during his personal travels.
- Fond of mysteries, with a boundless curiosity regarding obscure or forbidden lore and secrets.
- Ambitious, regarding his potential rise in the Crossroads society. Willing to master sorcery to a considerable degree.
- Adept physician with a more-than-decent understanding of most illnesses and maladies and willing to put considerable effort into curing those who suffer or at the very least alleviate their pain.
- Learnt the medical arts from the caravan's healer, an old lady with vast experience on the subject.
- His parents' caravan was raided and he barely escaped with his life, proving though himself as a true survivor.
- He wondered in the shifting sands of the South for a long time, a necessity - imposed personal pilgrimage to inner knowledge and soul - searching that led him to a hidden library complex, buried in Ages past beneath the vast sands.
- There he braved the dangers and traps that lay inside, answer correctly the riddles posed to him by otherworldly beings and discovered long forgotten secrets and occult knowledge that filled him with dread but also great excitement.
- Utilizing his knowledge to escape that place, narrowly avoiding the predations of the beings that lurked in the depths of the complex, he was exalted by the Argent Madonna and combining his considerable intellect with the sudden surge of power, managed to escape, wondering once more in the inhospitable desert.
- The timely intervention of a lunar pack, led by elderswho were active in the region, saved him from an untimely and grusome death at the heads of the Wyld Hunt which had been alerted and performed vast sweeps in the wider area, in search of Anathema.
- As he later came to find out, the sudden appearance of several Chosen of the Moon, after a very long time since their last incarnations, had probably set the masters of the Wyld Hunt in motion, leading them to deploy a considerable force in the area. Luckily this very occurence was deemed as auspicious or at least worth investigating by the Lunar elders that resided in the South, who rushed to intervene in time, preserving the life of him and that of the other newly chosen of the Moon.
- After his exaltation, he started having several dreams that depicted another man in another - more glorious but also dangerous at times age - who seemed to be himself during a past life, as his mentor later explained. Given his natural inclination to knowledge seeking, Nagao seeks to gain as much information from his regular dreams, as well as from any other source, even thoses his contemporaries might frown upon.
- This very inclination that was evident in his character and was demonstrated in his trials as well, led the elders of the Silver Pact to tatoo him as one of the No Moon caste, Lunar's loremasters and sorcerers, paving also his induction to the secretive Crossroads society.
- Realizing the need to be strong in body as well as in mind and spirit, the young Lunar trained and continues to do so with dilligence in the martial arts, honing his body as a fine weapon, which in tandem with his sharp mind will help him defend Creation, recover the lost knowledge of the First Age and protect it in the era to come.
- His dreams show him a beautiful lady, in times, with whom he was romantically involved. Even though he isn't certain on the exact nature of their relationship, he realizes that she was a Chosen as well and feels an unexplained but strong connection to her. He may wish to meet her present incarnation but the lessons of the past, instilled in him by his mentor has made him quite cautious.
- Kind hearted, he is nevertheless quite serious when it comes to defending Creation against its various enemies. Though more prone to research than rush action, he is as implacable in combat as any other Steward when the time for peaceful resolution has ended and decisive action is required.
- Respects his elders in Silver Pact, as well as the other new Lunars that trained alongside him. Tries to learn as much as possible about the other Chosen of the Gods and expand his understanding on them, to knmow better how to deal with them.
- He values knowledge tremendously but understands the need for physical competence as well, especially regarding the multitude of perils that beset Creation and the Chosen.
- A calm and reserved individual, since his early youth, he is very hard to anger or tempt, maintaining an excellent level of self control, due to his very nature and also to his recent martial arts training which has helped in focusing his mind and attaining self - restraint quite a lot.
- Son of a southern merchant family, he travelled extensively in the southern regions prior to his exaltation, via caravans, and had the chance to receive an adequate education and learn many things from the various interesting individuals that were part of the caravans or those he met later during his personal travels.
- Fond of mysteries, with a boundless curiosity regarding obscure or forbidden lore and secrets.
- Ambitious, regarding his potential rise in the Crossroads society. Willing to master sorcery to a considerable degree.
- Adept physician with a more-than-decent understanding of most illnesses and maladies and willing to put considerable effort into curing those who suffer or at the very least alleviate their pain.
- Learnt the medical arts from the caravan's healer, an old lady with vast experience on the subject.
- His parents' caravan was raided and he barely escaped with his life, proving though himself as a true survivor.
- He wondered in the shifting sands of the South for a long time, a necessity - imposed personal pilgrimage to inner knowledge and soul - searching that led him to a hidden library complex, buried in Ages past beneath the vast sands.
- There he braved the dangers and traps that lay inside, answer correctly the riddles posed to him by otherworldly beings and discovered long forgotten secrets and occult knowledge that filled him with dread but also great excitement.
- Utilizing his knowledge to escape that place, narrowly avoiding the predations of the beings that lurked in the depths of the complex, he was exalted by the Argent Madonna and combining his considerable intellect with the sudden surge of power, managed to escape, wondering once more in the inhospitable desert.
- The timely intervention of a lunar pack, led by elderswho were active in the region, saved him from an untimely and grusome death at the heads of the Wyld Hunt which had been alerted and performed vast sweeps in the wider area, in search of Anathema.
- As he later came to find out, the sudden appearance of several Chosen of the Moon, after a very long time since their last incarnations, had probably set the masters of the Wyld Hunt in motion, leading them to deploy a considerable force in the area. Luckily this very occurence was deemed as auspicious or at least worth investigating by the Lunar elders that resided in the South, who rushed to intervene in time, preserving the life of him and that of the other newly chosen of the Moon.
- After his exaltation, he started having several dreams that depicted another man in another - more glorious but also dangerous at times age - who seemed to be himself during a past life, as his mentor later explained. Given his natural inclination to knowledge seeking, Nagao seeks to gain as much information from his regular dreams, as well as from any other source, even thoses his contemporaries might frown upon.
- This very inclination that was evident in his character and was demonstrated in his trials as well, led the elders of the Silver Pact to tatoo him as one of the No Moon caste, Lunar's loremasters and sorcerers, paving also his induction to the secretive Crossroads society.
- Realizing the need to be strong in body as well as in mind and spirit, the young Lunar trained and continues to do so with dilligence in the martial arts, honing his body as a fine weapon, which in tandem with his sharp mind will help him defend Creation, recover the lost knowledge of the First Age and protect it in the era to come.
- His dreams show him a beautiful lady, in times, with whom he was romantically involved. Even though he isn't certain on the exact nature of their relationship, he realizes that she was a Chosen as well and feels an unexplained but strong connection to her. He may wish to meet her present incarnation but the lessons of the past, instilled in him by his mentor has made him quite cautious.
- Kind hearted, he is nevertheless quite serious when it comes to defending Creation against its various enemies. Though more prone to research than rush action, he is as implacable in combat as any other Steward when the time for peaceful resolution has ended and decisive action is required.
- Respects his elders in Silver Pact, as well as the other new Lunars that trained alongside him. Tries to learn as much as possible about the other Chosen of the Gods and expand his understanding on them, to knmow better how to deal with them.
Secondary (6 dots) Strength ●●● [F] Dexterity ●●●●● Stamina ●●●
Tertiary (4 dots) Charisma ●●● Manipulation ●● Appearance ●●
Primary (8 dots) [C] Perception ●●●● [C] Intelligence ●●●● [C] Wits ●●●
Virtues: Compassion 2, Conviction 2, Temperance 5, Valor 2
Abilities:
WAR
Archery
Athletics ●
Awareness ●●
Dodge ●
Integrity ●● [vs Demonic Influence / Corruption +1]
[F] Martial Arts ●●●●●
Melee
Resistance
Thrown
War
LIFE
Craft
Larceny
Linguistics ● [Firetongue: native, Old Realm]
Performance ●
Presence ●
Ride
Sail
WISDOM
Socialize ●
Stealth
[F] Survival ●●
Bureaucracy
Investigation ●● [Library Research +1]
Lore ●●● [First Age +1]
Medicine ●●
Occult ●●●●● [summoning +1]
Backgrounds:
Mentor 3 [free]
Artifact 3 [Wound Mending Needles, Wonders of the Lost Age pg. 66]
Repair:2
This artifact is a set of eight needles the length of a man’s ring fi nger and the diameter of a stalk of wheat. There are two needles made from each magical material other than soulsteel, and they are all stored within a small case of green jade. To open this case, the owner must commit fi ve motes of Essence to it. If any of the needles are missing or broken, the user need merely spend one Willpower and fi ve additional motes to cause them to reappear intact inside the case.
The user can use these needles to affect a patient’s Essence flows in a profound manner, allowing him
to heal a patient’s wounds with exceptional speed. Characters can also use these items to heal themselves.
By spending one mote per health level he wishes to heal, the user can automatically heal a patient’s bashing damage. This damage heals at a rate of one health level every minute. If the user removes the needles before the healing is complete, the healing immediately stops.
If the user spends three motes per health level, he can cause the patient to heal lethal damage. This damage heals at a rate of one health level every 15 minutes.
The user’s player must make a successful (Perception + Medicine) roll with a difficulty of 1 for his character to correctly place the needles. The diffi culty of this roll increases to 3 if the user is attempting to heal himself. Failure at this roll means the motes are wasted and the character must try again. Despite the time required for healing, this artifact can even heal patients who are dying when the user begins to treat them—the artifact’s energies keep a patient alive until he can be fully healed. This healing ceases the second the needles are removed, however.
If the user spends a point of Willpower and five motes per health level that he wishes to heal, he can even cause aggravated damage to heal, though this damage heals at a rate of four hours per health level. As a result, most physicians attempt to heal aggravated damage while their patient sleeps. Healing aggravated damage is quite difficult. The user’s player must make a successful (Perception + Medicine) roll, difficulty of 3 (5 if attempting self-healing). Fortunately, while they are being used, the needles eliminate all pain and cause the patient to feel calm and relaxed.
This device can heal any wound or injury, including damage caused by poison, but it cannot repair crippled or missing limbs. If used to heal damage caused by poison, this artifact also causes the poison to instantly cease damaging the patient, preventing further poison damage from occurring during the time this artifact is being used upon the patient. In addition, it completely purges a poison from the patient’s body once it has healed all damage the poison has already infl icted. If used before a poison has caused damage, the needles need be used for only the time necessary to heal one health level of that type of damage. Like other healing artifacts, this device will work on any living being who had at least one parent born in Creation.
This artifact is a set of eight needles the length of a man’s ring fi nger and the diameter of a stalk of wheat. There are two needles made from each magical material other than soulsteel, and they are all stored within a small case of green jade. To open this case, the owner must commit fi ve motes of Essence to it. If any of the needles are missing or broken, the user need merely spend one Willpower and fi ve additional motes to cause them to reappear intact inside the case.
The user can use these needles to affect a patient’s Essence flows in a profound manner, allowing him
to heal a patient’s wounds with exceptional speed. Characters can also use these items to heal themselves.
By spending one mote per health level he wishes to heal, the user can automatically heal a patient’s bashing damage. This damage heals at a rate of one health level every minute. If the user removes the needles before the healing is complete, the healing immediately stops.
If the user spends three motes per health level, he can cause the patient to heal lethal damage. This damage heals at a rate of one health level every 15 minutes.
The user’s player must make a successful (Perception + Medicine) roll with a difficulty of 1 for his character to correctly place the needles. The diffi culty of this roll increases to 3 if the user is attempting to heal himself. Failure at this roll means the motes are wasted and the character must try again. Despite the time required for healing, this artifact can even heal patients who are dying when the user begins to treat them—the artifact’s energies keep a patient alive until he can be fully healed. This healing ceases the second the needles are removed, however.
If the user spends a point of Willpower and five motes per health level that he wishes to heal, he can even cause aggravated damage to heal, though this damage heals at a rate of four hours per health level. As a result, most physicians attempt to heal aggravated damage while their patient sleeps. Healing aggravated damage is quite difficult. The user’s player must make a successful (Perception + Medicine) roll, difficulty of 3 (5 if attempting self-healing). Fortunately, while they are being used, the needles eliminate all pain and cause the patient to feel calm and relaxed.
This device can heal any wound or injury, including damage caused by poison, but it cannot repair crippled or missing limbs. If used to heal damage caused by poison, this artifact also causes the poison to instantly cease damaging the patient, preventing further poison damage from occurring during the time this artifact is being used upon the patient. In addition, it completely purges a poison from the patient’s body once it has healed all damage the poison has already infl icted. If used before a poison has caused damage, the needles need be used for only the time necessary to heal one health level of that type of damage. Like other healing artifacts, this device will work on any living being who had at least one parent born in Creation.
Repair:2
This weapon consists of a pair of attractive gloves made from the finest leather and chased with one of the magical materials. The left glove contains a single hearthstone socket on the middle of the back of the hand. To use this artifact, a wearer must put on both gloves and spend eight motes of Essence to attune them. Once attuned, the wearer can cause a foot-long triangular khatar blade of Essence to extend from one or bothgloves. The wearer can extend or retract these blades as a reflexive action. In addition, the wearer can cause the gloves’ leather to change color, allowing them to be fashionably worn with almost any garb.
Because the gloves appear to be decorative items, anyone unaware of their function will see nothing unusual about them being worn to a formal function—though Charms such as All-Encompassing Sorcerer’s Sight instantly allow the viewer to see that this artifact is a weapon. In addition, if the wearer spends two motes of Essence, one of the gloves extends a shield of invisible Essence that lasts for one scene (costing the wearer one of his khatars).
Because it automatically moves to deflect attacks, the shield provides a +2 bonus to the wearer’s DV against
both ranged and melee attacks (in addition to the weapon’s normal parry bonus). This weapon also gains the
normal bonuses from being made from one of the five magical materials.
Speed Accuracy Damage Defense Rate Minimums Attune Tags
5 +4 +6L/2 +5 3 – 8m M, O
This weapon consists of a pair of attractive gloves made from the finest leather and chased with one of the magical materials. The left glove contains a single hearthstone socket on the middle of the back of the hand. To use this artifact, a wearer must put on both gloves and spend eight motes of Essence to attune them. Once attuned, the wearer can cause a foot-long triangular khatar blade of Essence to extend from one or bothgloves. The wearer can extend or retract these blades as a reflexive action. In addition, the wearer can cause the gloves’ leather to change color, allowing them to be fashionably worn with almost any garb.
Because the gloves appear to be decorative items, anyone unaware of their function will see nothing unusual about them being worn to a formal function—though Charms such as All-Encompassing Sorcerer’s Sight instantly allow the viewer to see that this artifact is a weapon. In addition, if the wearer spends two motes of Essence, one of the gloves extends a shield of invisible Essence that lasts for one scene (costing the wearer one of his khatars).
Because it automatically moves to deflect attacks, the shield provides a +2 bonus to the wearer’s DV against
both ranged and melee attacks (in addition to the weapon’s normal parry bonus). This weapon also gains the
normal bonuses from being made from one of the five magical materials.
Speed Accuracy Damage Defense Rate Minimums Attune Tags
5 +4 +6L/2 +5 3 – 8m M, O
Manse 1 [stone of Healing, Core pg. 383]
Provides a bonus of +3 dice to all Medicine rolls. Set on Nagao's left glove of martial readiness.
a. Cactus Snake
1/5/2 3/1/3/3 -0x/-1x2/-2/-4/I Bite: 4/8/1L*/1 4/1L/2B
Abilities:Athletics 3, Awareness 3, Dodge 4, Investigation 2, Integrity 3, Martial Arts 3, Presence 1, Resistance 2, Stealth 5, Survival 4
b. Eight-Tailed Mole Hound
5/4/4 3/1/4/6 -0x/-1x2/-2x2/-4/I Bite: 5/6/7L/2 3/2L/4B
Abilities: Athletics 5, Awareness 4, Dodge 3, Investigation 3, Integrity 2, Martial Arts 2, Presence 3, Resistance 3, Stealth 4,Survival 3 (Tracking +3)
1/5/2 3/1/3/3 -0x/-1x2/-2/-4/I Bite: 4/8/1L*/1 4/1L/2B
Abilities:Athletics 3, Awareness 3, Dodge 4, Investigation 2, Integrity 3, Martial Arts 3, Presence 1, Resistance 2, Stealth 5, Survival 4
b. Eight-Tailed Mole Hound
5/4/4 3/1/4/6 -0x/-1x2/-2x2/-4/I Bite: 5/6/7L/2 3/2L/4B
Abilities: Athletics 5, Awareness 4, Dodge 3, Investigation 3, Integrity 2, Martial Arts 2, Presence 3, Resistance 3, Stealth 4,Survival 3 (Tracking +3)
Internal Form Mastery
Prey's Skin Disguise
Deadly Beastman Transformation
7 bpts to spend on mutations:
Wolf's Pace (1)
Talons (2)
Armored Hide [+4L/4B, +4 to Survival rolls] (4)
Wolf's Pace (1)
Talons (2)
Armored Hide [+4L/4B, +4 to Survival rolls] (4)
Excellencies:
1.1st Dexterity Excellency |1m per die / Reflexive / Instant
2. 1st Perception Excellency |1m per die / Reflexive / Instant
3. 1st Intelligence Excellency |1m per die / Reflexive / Instant
Dexterity
4. Graceful Crane Stance
5. Golden Tiger Stance | 2m Reflexive/Instant
6. Wary Swallow Method | 1m Reflexive/Instant
Stamina
Ox Body Technique (x3, 4 [-2] hlvls each) [free]
Perception
7. Eyes of the Cat
Intelligence
8. Terrestrial Circle Sorcery
Spells
Demon of the 1st Circle [free]
TEODOZJIA, THE LIONS SENT INTO THE WORLD. DEMONS OF THE FIRST CIRCLE, PROGENY OF THE KITE FLUTE
This is the scripture of the teodozjia.
People, and even the Exalted, die. Mountains crumble. Even worlds do not live forever. Knowing these things,
and wishing to guide the mortals afflicted with their terrible condition, the Yozis had the teodozjia created, to carry their message into the world.The teodozjia transcend mortality. They have no existence independent from their scripture. They share one mind and one memory. If killed, they arise again from their mother, Zsofika. If held captive for more than a year and a day, they dissipate into mist. The lions sent into the world know no death. They know no pain, for they have only one care: the scripture of the teodozjia. They know no sorrow, for this scripture never dies. So must humans be: They must abandon their petty cares for mortal things and, thus, become immortal. They must forget the things of the world and the fire in their hearts and join the teodozjia in celebration of eternity. So ends the scripture of the teodozjia.
The teodozjia are the missionaries of the Yozi faith and perhaps the most dangerous of all First Circle demons, for in a sense, a teodozjia is almost impossible to truly slay. Taking the form of great jade lions (who look suspiciously similar to celestial lions save for the material that forms their bodies), all teodojzia share a hive mind. What one experiences is known to all, and if one is permanently slain, Zsofika simply creates a replacement that is born possessing all of its kinfolk’s collective memories. Although they are still First Circle demons, the teodozjia hold a slightly higher status than most demons of that category. They were created to spread the glory of the Yozis across Creation, to turn humanity away from the lies and deceptions of the traitor gods, and to pave the way for the return of the once and future masters of Creation. Their very existence in Creation is an affront to the Incarnae and the other gods, and the demons’ presence taints or destroys holy symbols. While the teodozjia despise all priests of the traitor gods, they share a special enmity with the priests of the Unconquered Sun. When a teodozjia and a Zenith Solar confront one another, it is rare for both to survive the encounter. Lunar savants say that the teodozjia had a similar relationship with the lost
Waxing Moon Caste. It is unknown whether the teodozjia are intrinsically hostile toward the Midnight Caste Abyssals, as they have yet to encounter each other.
SummoningObscurity 2/3) These demons are often summoned to access the knowledge available from their hive mind. In addition, teodozjia are one of the most powerful demons of the First Circle and are sometimes summoned for their battle prowess. The lions sent into the world are popular with akuma and Infernal sorcerers because the demons’ very presence is an affront to the gods. Rarely, a teodozjia will be drawn to Creation to witness the renunciation of a devout holy man’s vows or some great blasphemy. The very presence of a Zenith Caste Solar causes a teodozjia to gain a point of Limit (maximum one Limit a scene).
Motivation:To destroy the faith of human beings, causing them to waste away and perish.
Attributes:Strength 5, Dexterity 3, Stamina 6; Charisma 4, Manipulation 4, Appearance 3; Perception 3,
Intelligence 4, Wits 3
Virtues:Compassion 1, Conviction 5, Temperance 2,Valor 5
Abilities: Athletics 1, Awareness 3, Dodge 3, Integrity 3, Investigation 2, Linguistics (Native: Old Realm; Others: five additional languages) 5, Lore 2, Martial Arts 5, Occult 5, Performance 1, Presence 1, Resistance 6, Socialize 2, Stealth 3, Survival 1
Backgrounds: Backing 1
Charms:
Bane Weapon—Attacks inflict extra damage on sacred objects
Call—May communicate with other teodozjia through their shared mind
Essence Plethora—10 extra motes
Materialize—Costs 65 motes
Measure the Wind—A lion sent into the world can smell weakness
Principle of Motion—The teodozjia typically has nine banked actions
Spirit-Cutting—Supplemented attacks affect the immaterial
Weather Control—Limited to gathering dark clouds to blot out the sun’s and moon’s light (costs no motes)
Words of Power—The demon’s blasphemous words cause physical harm
Second (Ability) Excellency—Dodge, Linguistics, Martial Arts, Occult, Resistance
Third (Ability) Excellency—Awareness, Integrity, Lore, Stealth
Join Battle:6
Attacks:
Bite: Speed 6, Accuracy 8, Damage 12L, Parry DV —, Rate 1
Claw: Speed 5, Accuracy 9, Damage 9L, Parry DV 5, Rate 3
Soak:13L/15B (Jade flesh, 10L/9B; Hardness: 8L/8B)
Health Levels:-0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/ Incap
Dodge DV:5 Willpower:9
Essence:4 Essence Pool:95
Other Notes: In addition to the myriad Charms at their disposal, teodozjia have access to a few unique abilities tied to their group mind and their unholy nature. Each teodozjia has limited access to the larger mind shared by the whole demon race. With a successful difficulty 4 (Intelligence + Lore) roll by the demon’s player, the lion sent into the world may briefly access the teodozjia shared mind to learn any information relevant to a situation at hand that is known by any other teodozjia. The demons also defile holy objects through their presence. Whenever a teodozjia comes near a religious relic, reflexively roll the demon’s
(Essence + Conviction). The difficulty ranges from 3 (for objects without supernatural protection) to 10
(for objects blessed by the Unconquered Sun himself). A successful roll means the object’s destruction. This
effect costs three motes (though it will continue to happen even if all of the demon’s motes are expended) and is not optional. It happens without a conscious decision on the demon’s part (even occurring if it’s not materialized). As a result of their unholy nature, a form of feedback occurs when one of the teodozjia
comes into the presence of a Zenith Caste Solar. Make a reflexive resisted (Essence + Conviction) roll for
the demon lion, while the Golden Bull’s player rolls his character’s ([Essence + Conviction] x 2). Any successes one garners above the other translates as unsoakable levels of lethal damage. This effect also
costs the teodozjia three motes (again continuing to occur even if all the demon’s motes are depleted) and,
like the previous effect, is not optional. The teodozjia’s form arcs black lightning while the Zenith’s caste
mark burns as if he had expended four to seven motes of Peripheral Essence. This effect occurs every three
ticks as long as the two antithetical beings continue to confront one another.
This is the scripture of the teodozjia.
People, and even the Exalted, die. Mountains crumble. Even worlds do not live forever. Knowing these things,
and wishing to guide the mortals afflicted with their terrible condition, the Yozis had the teodozjia created, to carry their message into the world.The teodozjia transcend mortality. They have no existence independent from their scripture. They share one mind and one memory. If killed, they arise again from their mother, Zsofika. If held captive for more than a year and a day, they dissipate into mist. The lions sent into the world know no death. They know no pain, for they have only one care: the scripture of the teodozjia. They know no sorrow, for this scripture never dies. So must humans be: They must abandon their petty cares for mortal things and, thus, become immortal. They must forget the things of the world and the fire in their hearts and join the teodozjia in celebration of eternity. So ends the scripture of the teodozjia.
The teodozjia are the missionaries of the Yozi faith and perhaps the most dangerous of all First Circle demons, for in a sense, a teodozjia is almost impossible to truly slay. Taking the form of great jade lions (who look suspiciously similar to celestial lions save for the material that forms their bodies), all teodojzia share a hive mind. What one experiences is known to all, and if one is permanently slain, Zsofika simply creates a replacement that is born possessing all of its kinfolk’s collective memories. Although they are still First Circle demons, the teodozjia hold a slightly higher status than most demons of that category. They were created to spread the glory of the Yozis across Creation, to turn humanity away from the lies and deceptions of the traitor gods, and to pave the way for the return of the once and future masters of Creation. Their very existence in Creation is an affront to the Incarnae and the other gods, and the demons’ presence taints or destroys holy symbols. While the teodozjia despise all priests of the traitor gods, they share a special enmity with the priests of the Unconquered Sun. When a teodozjia and a Zenith Solar confront one another, it is rare for both to survive the encounter. Lunar savants say that the teodozjia had a similar relationship with the lost
Waxing Moon Caste. It is unknown whether the teodozjia are intrinsically hostile toward the Midnight Caste Abyssals, as they have yet to encounter each other.
SummoningObscurity 2/3) These demons are often summoned to access the knowledge available from their hive mind. In addition, teodozjia are one of the most powerful demons of the First Circle and are sometimes summoned for their battle prowess. The lions sent into the world are popular with akuma and Infernal sorcerers because the demons’ very presence is an affront to the gods. Rarely, a teodozjia will be drawn to Creation to witness the renunciation of a devout holy man’s vows or some great blasphemy. The very presence of a Zenith Caste Solar causes a teodozjia to gain a point of Limit (maximum one Limit a scene).
Motivation:To destroy the faith of human beings, causing them to waste away and perish.
Attributes:Strength 5, Dexterity 3, Stamina 6; Charisma 4, Manipulation 4, Appearance 3; Perception 3,
Intelligence 4, Wits 3
Virtues:Compassion 1, Conviction 5, Temperance 2,Valor 5
Abilities: Athletics 1, Awareness 3, Dodge 3, Integrity 3, Investigation 2, Linguistics (Native: Old Realm; Others: five additional languages) 5, Lore 2, Martial Arts 5, Occult 5, Performance 1, Presence 1, Resistance 6, Socialize 2, Stealth 3, Survival 1
Backgrounds: Backing 1
Charms:
Bane Weapon—Attacks inflict extra damage on sacred objects
Call—May communicate with other teodozjia through their shared mind
Essence Plethora—10 extra motes
Materialize—Costs 65 motes
Measure the Wind—A lion sent into the world can smell weakness
Principle of Motion—The teodozjia typically has nine banked actions
Spirit-Cutting—Supplemented attacks affect the immaterial
Weather Control—Limited to gathering dark clouds to blot out the sun’s and moon’s light (costs no motes)
Words of Power—The demon’s blasphemous words cause physical harm
Second (Ability) Excellency—Dodge, Linguistics, Martial Arts, Occult, Resistance
Third (Ability) Excellency—Awareness, Integrity, Lore, Stealth
Join Battle:6
Attacks:
Bite: Speed 6, Accuracy 8, Damage 12L, Parry DV —, Rate 1
Claw: Speed 5, Accuracy 9, Damage 9L, Parry DV 5, Rate 3
Soak:13L/15B (Jade flesh, 10L/9B; Hardness: 8L/8B)
Health Levels:-0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/ Incap
Dodge DV:5 Willpower:9
Essence:4 Essence Pool:95
Other Notes: In addition to the myriad Charms at their disposal, teodozjia have access to a few unique abilities tied to their group mind and their unholy nature. Each teodozjia has limited access to the larger mind shared by the whole demon race. With a successful difficulty 4 (Intelligence + Lore) roll by the demon’s player, the lion sent into the world may briefly access the teodozjia shared mind to learn any information relevant to a situation at hand that is known by any other teodozjia. The demons also defile holy objects through their presence. Whenever a teodozjia comes near a religious relic, reflexively roll the demon’s
(Essence + Conviction). The difficulty ranges from 3 (for objects without supernatural protection) to 10
(for objects blessed by the Unconquered Sun himself). A successful roll means the object’s destruction. This
effect costs three motes (though it will continue to happen even if all of the demon’s motes are expended) and is not optional. It happens without a conscious decision on the demon’s part (even occurring if it’s not materialized). As a result of their unholy nature, a form of feedback occurs when one of the teodozjia
comes into the presence of a Zenith Caste Solar. Make a reflexive resisted (Essence + Conviction) roll for
the demon lion, while the Golden Bull’s player rolls his character’s ([Essence + Conviction] x 2). Any successes one garners above the other translates as unsoakable levels of lethal damage. This effect also
costs the teodozjia three motes (again continuing to occur even if all the demon’s motes are depleted) and,
like the previous effect, is not optional. The teodozjia’s form arcs black lightning while the Zenith’s caste
mark burns as if he had expended four to seven motes of Peripheral Essence. This effect occurs every three
ticks as long as the two antithetical beings continue to confront one another.
Intimacies:
Sorcery (curious pursuit)
Knowledge (eager seeking)
Martial Arts (dilligent practising)
His mentor (respect)
His lunar comrades (loyalty)
Luna (gratitude)
Creation (steward's care)
Crossroads society (loyalty, aspiration to attain high status)
Enemies of Creation (fierce opposition)
Mysteries (fascination)
Soak:
Health Levels:
-0
-1/-1/
-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/
-4/
Incapacitated
Dodge DV: [(Dexterity 5 + Dodge 1 + Essence 3) / 2] = 5
Parry DV: [(Dexterity 5 + Martial Arts 5 + Defense 5) / 2] = 8 [+2 = 10 when using the Shield from Gloves of Martial Readiness]
Dodge MDV: [(Willpower 10 + Integrity 2 + Essence 3) / 2] = 7 [vs Demonic Influence / Corruption = 8]
Parry MDV: [(Charisma 3 + Socialize / Presence / Performance 1) / 2 = 2]
Willpower: 10
Essence: 3
Personal: 23 Commited: 0
Peripheral: 42/52 Commited: 10 [2 permanent]
BPs: [18]
Temperance 3 to 5 (2)
Artifact 1 - 3 (2)
Martial Arts 3 - 5 (2)
Dexterity 4 to 5 (3)
Occult 3 - 5 (4)
Willpower 5 to 10 (5)
XP
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