Meno, Chosen of Endings

Blackadder

Inquisitor Ordo Hereticus
History and Nature


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Name: Meno


Chosen of Endings


Motivation: Defend Creation from the forces that would consume it.


Intimacies:

  •  Nazri (Friendship)
  •  Bronze & Gold Factions (Dislike)
  •  Abyssal & Infernal Exalted (Obsessive Hatred)
  •  Bureau of Destiny (Dutiful Respect)



Meno was born over 460 years ago in the Scavenger Lands in a large town among the Hundred Kingdoms region that long since disappeared, the very day the Scarlet Empress declared House Iselsi null. Creation being the size it is, many children were born on that day, but in Meno's case it was auspicious in the eyes of Sidereal astrology. They didn't come until he was a teenager, at the instructions gleaned from the Loom. While young, Meno learned a trade from his father, the butcher. Animals, often live, were slaughtered so that their meat (and other products) could help people live.


This was what made his indoctrination as a Chosen of Endings remarkably easy - when brought up to the next level. Lives for Creation. It did not however, incline him towards either faction, seeing his duty to the Bureau and Creation and not to any prophecy. After a couple decades of low-level work in the East, he finally found his own when transferred to the South. Nazri, Independent in Chief and by then Chair of the Convention of Fire, found a fellow Endings and kindred spirit.


As Nazri's protege, Meno advanced in the ranks and honed his abilities and philosophy. Behind the calm, even blase exterior of the Reckoner that he'd become, was a keen mind. Repeatedly in office politics, Ayesha Ura and Cheops Kejak arranged his removal from the Convention of Fire in their tug of war with his mentor, but somehow Meno always wound up back in the Vermillion Tower before long.


The Time of Tumult has tightened Meno's focus to a particular point - one different than Nazri's. Meno sees the Dragonblooded's limitation and the clearly evident weakness of the Realm once the head was removed. Yet the Solars are still untested and not worth putting all the eggs in. It doesn't matter. The threat to Creation is coming from foes outside of Fate; and it's obvious whom. The appearance of Abyssal and Infernal Exalted - just as the Solars return in lessened numbers? No coincidence. The destroyed Jade prison and the disappearance of the Scarlet Empress? It can't be a coincidence, not all at the same time. Meno knows the Yozis and the Deathlords are involved in this all. There's a scheme afoot...


Attributes


Intelligence •••, Wits ••••, Perception ••••


Strength •••, Dexterity •••••, Stamina •••••


Charisma •••, Manipulation •••, Appearance •••


Abilities


Auspicious: Awareness, Bureaucracy, Integrity, Martial Arts, Medicine


Favored: Athletics, Dodge, Stealth, Larceny


Athletics •••••


Awareness •••••


Bureaucracy ••


Dodge ••••• (Unarmored +2)


Integrity •••••


Investigation •••


Larceny •••


Linguistics ••• (Native: Riverspeak, Old Realm, Flametongue, High Realm)


Lore •••


Martial Arts ••••• (Unarmed +2)


Occult •••


Presence ••


Resistance •••


Sail •


Socialize ••


Stealth •••••


Backgrounds


Artifact (Manacles of Night) ••••


Artifact (Moonsilver/Starmetal Sorcery-Capturing Cord) ••••


Artifact (Starmetal Hearthstone Bracers) ••


Backing (Bureau of Destiny) •••••


Celestial Manse (Gemstone of Deep Drink Hearthstone) ••


Connections (All Seeing Eye) •••


Connections (Chiaroscuro) ••


Connections (Gem) ••


Connections (Outlaws - South) ••


Mentor (Grendel) •••


Salary ••


Mundane Traits


Virtues


Compassion ••


Conviction •••


Temperance ••


Valor ••


Willpower ••••• •••


Health: (-0 x 6) (-1 x 2) (-2 x 2) (-4 x 6) (INC)


Soak: 5B/3L


w/Orichalcum Sheathing Stance: 17B/15L/12A


Dodge MDV: 9


Parry MDV (Cha/Man + Presence): 3


Dodge DV: 10 (11 w/out armor)


Parry DVs:

  • Unarmed: 8
  • Deadly Starmetal Offense: 9



Essence Traits


Essence •••••


Personal Pool: 18


Peripheral Pool: 43 (47)


Anima Effect: The Chosen of Endings reflexively makes the Lesser Sign of Saturn for 10 motes. The Chosen’s anima billows outward in a brilliant violet that clings to all those affected. For one scene, the Sidereal and all his allies within (his Essence x 10) yards add (Essence) to the raw damage of all attacks they make. Allies enjoy this advantage only as long as they remain within range. With the Sidereal’s anima banner in the 11 to 15 mote range, this costs only five motes. If the banner is fully manifest (16+), this costs only one.


Limit: Reckoner's Flawed Fate


Sidereal Charms


Athletics


Unswerving Juggernaut Principle


Forward Thinking Technique

UNSWERVING JUGGERNAUT PRINCIPLE


Cost: 5m;


Mins: Athletics 2, Essence 2;


Type: Simple (Speed 6, DV -1)


Keywords: Combo-Basic, Obvious


Duration: Indefinite


Ruby stardust falls from the sky and covers the Sidereal for a moment—and she takes off running. Her eyes focus straight ahead, and her feet keep her course within 10 degrees of her initial heading. While she moves, her soak increases by +5L/+5B, she suffers no fatigue penalties, she needs no sleep and she adds a number of dice equal to her Essence to any Athletics rolls required to make forward progress. (These benefits likewise apply to the character’s mount if the character is riding.) The character must continue to make forward progress, though, lest the Charm end suddenly. She can only run, sprint, jump, swim, ride, use a mobility-enhancing Charm or use the Lesser Sign of Mercury. If the reason for the character’s journey changes—if she uses this Charm to flee, for instance, and her pursuers give up the chase—the player receives a reflexive (Perception + Awareness) roll to notice that circumstances have changed enough that she can end the Charm.


FORWARD THINKING TECHNIQUE


Cost: —(+5m);


Type: Permanent


Keywords: Obvious


Duration: Permanent


By adding +5m to the Cost of Unswerving Juggernaut Principle, the destiny of the Sidereal’s journey enmeshes him, pulling him ever forward and shielding him from hindrances to his progress. This provides the following benefits:


• The Sidereal ignores penalties to his Dodge DV.


• The character can Dash reflexively, though this still makes it impossible to block attacks normally.


• The Exalt gains an additional +10L/10B soak against any unexpected attacks.


• The Seer adds (Athletics) extra successes to rolls to give or evade pursuit during chase scenes, as well as dramatic tracking/evasion scenarios.



Dodge


First Dodge Excellency


Absence


Duck Fate


Avoidance Kata

ABSENCE


Cost: 2m;


Mins: Dodge 2, Essence 2;


Type: Reflexive (Step 2)


Keywords: Combo-OK


Duration: Instant


Viziers anticipate attacks upon them, and avoid them. Apart from the name and Essence cost, this Charm duplicates Shadow Over Water (see Exalted, p. 227).


DUCK FATE


Cost: 10m;


Mins: Dodge 3, Essence 2;


Type: Reflexive (Step 2)


Keywords: Combo-Basic


Duration: Instant


Vibrations in the strands of fate alert a Sidereal to imminent danger. Her player rolls (Dexterity + Dodge) against a difficulty equal to the permanent Essence of the foe responsible for the trouble. (Environmental dangers are difficulty 1.) If the roll succeeds, the Exalt avoids the harmful effect. This Charm may be employed to avoid any harmful effect (including all undesired physical, social, mental and spiritual influence), regardless of applicability or the scope of the attack, so long as the Sidereal succeeds on the Charm’s activation roll. It fails only against unexpected attacks, Limit Break and Pattern Bite. Duck Fate’s fallible activation roll is considered a unique Flaw of Invulnerability. This Charm protects the person of the Exalt, including his possessions. It does not protect allies or distant estates just because they may be represented as Background traits on the Sidereal’s character sheet.


AVOIDANCE KATA


Cost: 2m;


Mins: Dodge 3, Essence 3;


Type: Reflexive (Step 2)


Keywords: Combo-Basic, Illusion, Shaping


Duration: Instant


The character wasn’t actually there when the trouble began. That’s his story, and the Loom of Fate backs it up. If—within his first two actions after Join Battle or Join Debate—the Sidereal decides he would rather have been somewhere else, he can activate this Charm. Having done so, he vanishes from his current location and reappears in another location. The Sidereal cannot control his new location, but it’s someplace plausible for him to be if he’d decided to take a different course a few minutes before. Simultaneously, an Illusion effect blurs the memories of other people so they don’t remember the Sidereal’s presence. Wounds still bleed, traps remain sprung, Essence remains spent. However, other people in the aborted encounter receive vague notions of an alternate series of events to explain any evidence of the Sidereal’s presence, which they soon confabulate into a detailed scenario that they believe completely. This Charm’s unnatural Illusion is irresistible by mortals and gods, while others may ignore it for 3wp. The Illusion does not apply against creatures outside of fate. The Shaping effect of this Charm targets the Sidereal, not any other characters.



Integrity


Preservation of Resolve


Unwavering Well-Being Meditation


Creation-Preserving Will
 

PRESERVATION OF RESOLVE Cost: 2m;


Mins: Integrity 2, Essence 2;


Type: Simple (dramatic action)


Keywords: Combo-OK, Social


Duration: One scene


Corruption and vice beset companies of righteous heroes on all sides, but the tricks of Kapula from the far reaches of Chaos or the lies of the Ebon Dragon himself are no match for the many reassurances of a Sidereal advisor. This Charm enhances a social group of which the Exalt is a part, as long as he is not the leader. Social attacks targeting the group suffer a -3 external penalty. The Sidereal, acting in his capacity as a Vizier, may perform appropriate stunts to speak out against the offending influence, increasing the penalty by an amount equal to the rating of the stunt. Multiple Sidereals may better bolster the resolve of a group. Each extra Vizier that activates this Charm increases the base penalty by one, to a maximum additional penalty equal to the lowest permanent Essence among them.


UNWAVERING WELL-BEING MEDITATION


Cost: 5m;


Mins: Integrity 3, Essence 3;


Type: Reflexive (Step 2)


Keywords: Combo-OK, Social


Duration: Instant


With unflappable dedication to his destiny beyond the trials that face him, the Sidereal becomes untouchable. This Charm imposes an external penalty on a physical or social attack equal to the Exalt’s Temperance. Against a physical attack that still hits despite this penalty, he also gains (Essence) bashing and lethal soak.


CREATION-PRESERVING WILL


Cost: —; Type: Permanent


Keywords: None


Duration: Permanent


The Sidereal determination to see the Ending allotted to them by Saturn is so strong, they are empowered to eschew the trials of worlds beyond Creation. This Charm enhances its prerequisite, so that in addition to penalizing any attack it is applied against, it negates undesired Shaping that accompanies it. It may also be applied against effects that are not character driven attacks, such as Wyld mutation. Against Shaping from sources outside of fate, the Charm’s cost is reduced by 1m; against the Shaping of Sidereal Charms and astrology, it is increased by 1m. This cost variance is considered a special Flaw of Invulnerability.



Larceny


Avoiding the Truth Technique
 

AVOIDING THE TRUTH TECHNIQUE


Cost: 3m;


Mins: Larceny 2, Essence 1;


Type: Supplemental


Keywords: Fate, Illusion, Virtue (Compassion)


Duration: Instant


Through subtle adjustments to her manner of speaking, the Sidereal makes her statements seem laden with implications that listeners find too horrible or absurd to believe. This Charm enhances social attacks to encourage beliefs. It adds (Essence) successes to the attack, which is compared against the target’s Parry or Dodge MDV normally. Success imposes the unnatural Illusion that what the Exalt said is untrue, even if the target would normally believe otherwise. It costs 3wp to ignore this influence. The Charm can also be employed to enhance truths and lies outside of social combat. When someone attempts to tell if the character is lying or not, the difficulty to do so is raised by the Exalt’s Essence. Failure to see through the Sidereal’s facade imposes this Charm’s influence on the observer. This may cause the victim to discount other people who sincerely make similar claims; or when the victim discovers that the Sidereal’s “unbelievable” statement was true after all, he might be inclined to believe a genuine whopper from the Sidereal.



Martial Arts


First Martial Arts Excellency


Fateful Martial Arts Excellency


Resistance


Ox-Body Technique x5


Someone Else's Destiny

SOMEONE ELSE’S DESTINY


Cost: 4m;


Mins: Resistance 3, Essence 2;


Type: Reflexive


Keywords: Combo-OK


Duration: Indefinite


When the Sidereal is exposed to a drug or poison, intentionally or unawares, she can lock it away as a memorandum attached to her fate and pass that memorandum off on someone else. At the drug or poison’s first damage interval the Sidereal can reflexively activate this Charm instead of trying to resist the poison. Her player rolls (Stamina+ Resistance). If the roll succeeds, the effect of the substance separates entirely from the Sidereal’s fate but remains in orbit around it. The substance remains suspended thus until the next time the Sidereal successfully attacks someone in close combat and her player rolls at least one die of lethal or aggravated damage. Whether the damage roll succeeds or not, the orbiting memorandum transfers to the victim of the attack, whereupon the substance’s effects kick in immediately as if the victim had originally ingested the poison or drug himself. This Charm can capture Poison and Sickness effects, as well as influences that cause Derangements or other effects that can reasonably be called ‘madness’. There is no roll to activate the Charm, and the Sidereal may keep up to (Essence) suspended maladies at once. Applying the effect to an attack is done in Step 1 of combat resolution and is voluntary.



Stealth


Soft Presence Practice


Walking Outside Fate
 

SOFT PRESENCE PRACTICE


Cost: 4m, 1wp;


Type: Simple


Keywords: Combo-OK


Duration: One scene


With this Charm, the Sidereal steps lightly around the bonfires of heroes and dampens her own, moving to disturb none so that she may work in peace. While this Charm is active, motes spent on the Sidereal’s non-Obvious Stealth Charms (including Excellencies) do not contribute to anima flare, and she may spend up to (Essence) peripheral motes on other non-Obvious Charms each tick without them counting for anima flare. In addition, she adds an extra success to her Larceny and Stealth rolls during the scene.


WALKING OUTSIDE FATE


Cost: 5m, 1wp;


Mins: Stealth 5, Essence 3;


Type: Simple


Keywords: Fate


Duration: Indefinite


A Sidereal who uses this Charm can part the strands of the weave of fate, stepping between them and outside fate altogether. The character still physically exists in Creation, but her new condition makes her almost impossible to perceive. While the character remains outside fate, creatures whose Essence ratings do not exceed hers cannot detect her. If such creatures succeed on a reflexive (Perception + Awareness) roll, they might realize that some sort of presence has come among them, but affecting that presence or attacking it incurs a -2 external penalty on any related roll. The character is effectively invisible, and can be targeted like other invisible characters. She is perfectly immune to long-term tracking. Only characters with supernatural tracking abilities can attempt to track the hidden character and he adds (Essence)dice to any roll-off. The character remains outside fate for as long as she commits the Essence to the Charm, but causing her anima banner to flare such that it causes Stealth Charms to fail also ends this effect. If two characters walk outside fate in the same location, they cannot automatically sense one another. Whether or not one sees or becomes aware of the other depends on the characters’ relative Essence ratings.



Colleges


The Gull ••


The Corpse •••


The Crow •••


The Rising Smoke •••


The Sword •••


Martial Arts Styles


Violet Bier of Sorrows: All Charms

SECRETS OF FUTURE STRIFE


Cost: 3m; Mins: Martial Arts 3, Essence 2;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant

Accepting the twists and turns circumstance with instant determination, the Sidereal is never caught off guard. A Join Battle roll supplemented by this Charm converts up to (Martial Arts) dice to automatic successes. As part of the roll, the martial artist may reflexively draw any form weapon of this style.

FLIGHT OF MERCURY


Cost: 2m; Mins: Martial Arts 3, Essence 2;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant

Moving with the swift precision of one who knows her destiny, the Sidereal strikes without hesitation or remorse. An unarmed attack supplemented by this Charm reduces its Speed by one point. The martial artist can also move up to (Essence) yards before making the attack if needed to close range with her opponent.



BLADE OF THE BATTLE MAIDEN


Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 2;
Type: Reflexive (Step 1)
Keywords: Obvious
Duration: One scene


Crimson ribbons of Essence trail from the Sidereal’s hands, the strands of a martial destiny waiting to be seized. This crimson nimbus allows the martial artist to both deal lethal damage and parry lethal attacks while unarmed, and enchants her natural attacks with the traits of a stametal daiklave (except for clinches).


Alternatively, the martial artist may invoke this Charm to invoke a form weapon she wields, granting it the magical material bonus of starmetal and rendering it as indestructible as an attuned artifact. It also benefits from the reduced target number for damage.



JOY IN ADVERSITY STANCE
Cost: 5m; Mins: Martial Arts 3, Essence 2;
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One scene


Each moment’s survival is a small happiness to one who walks constantly with peril and misfortune. While Joy in Adversity Stance is active, the martial artist gains one bonus die on her next unarmed Martial Arts attack every time she successfully dodges an attack. Attacks with the Overwhelming tag instead confer two dice when dodged. These bonus dice count as dice added by a Charm, and are discharged at when the martial artist next attacks.


VIOLET BIER OF SORROWS FORM


Cost: 6m; Mins: Martial Arts 4, Essence 3;
Type: Simple (Speed 6, DV -1)
Keywords: Combo-Basic, Form-Type, Emotion, Obvious
Duration: One scene


The martial artist takes on the same cold detachment with which Saturn makes her Sign against those things whose time has passed. She is reckoning and destruction, a peerless bringer of endings, and all the princes and kingdoms of the world tremble before her. While Violet Bier of Sorrows Form is active, the martial artist gains the following benefits:
• All enemies see their own end in her, doubling any wound penalties they take on actions to oppose her in combat. Resisting this unnatural Emotion for one scene costs two Willpower.
• Any unarmed attack she makes against a spirit consumes one of the spirit’s motes for every level of damage dealt.
• The character’s unarmed martial arts attacks gain an Overwhelming value of (the lower of her Essence or Martial Arts rating).


LIFE SEVERING BLOW


Cost: 5m; Mins: Martial Arts 5, Essence 3;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant


Sighting a violet glimmer of the Essence of Endings in her enemy’s soul, the Sidereal strikes through it to bring them closer to their death. Add (Essence) to the raw damage of an unarmed attack supplemented by this Charm. The same amount is also added to the minimum damage of the attack, granting it the Overwhelming tag.


A character reduced to their Incapacitated level by an attack supplemented with Life-Severing Blow can be unmade as a Shaping effect, killing them instantly and reducing their corpse to ash. Against mortals, even a single level of damage is sufficient to shape them dead.



CRIMSON PALM COUNTERSTRIKE


Cost: 6m; Mins: Martial Arts 5, Essence 3;
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant

Coming to understand the movements of her enemy, the Sidereal interrupts them an instant before they happen. Whenever the Sidereal applies his unarmed Parry DV against an attack made in close combat range, he may activate this Charm. She makes an unarmed Martial Arts attack roll in Step 6, subtracting her rolled successes from those of the attack roll which provoked her counter, parrying it completely if the successes are reduced below her Parry DV. She then applies this roll as an unarmed counterattack in Step 9, doing damage normally if it hits.


DEATH-PARRYING STROKE
Cost: 4m; Mins: Martial Arts 4, Essence 3;
Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious

The Sidereal’s blade becomes a blur of violet Essence, catching fatal blows a split-second before they can touch her. These defensive maneuvers subtract the martial artist’s Parry DV from the raw damage of an attack, and reduces its minimum damage by one die (minimum one). Death-Parrying Stroke offers no defense against unblockable or unexpected attacks.



UNOBSTRUCTED BLOW


Cost: 4m; Mins: Martial Arts 4, Essence 2;
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant

Choosing the arc of her blow, the Sidereal writes it into forthcoming fate. An unarmed attack supplemented by this Charm gains the Piercing tag and halves any DV applied against it. For a seven-mote surcharge, this Charm also renders the supplemented attack both unblockable and undodgeable.


HORRIFIC WREATH
Cost: 4m; Mins: Martial Arts 4, Essence 3;
Type: Reflexive
Keywords: Combo-OK, Holy, Obvious
Duration: One scene

A hideous red glare surrounds the Sidereal’s hands as she strikes at the foes of Creation, mirroring their wickedness in her Essence. All of the Sidereal’s unarmed attacks gain the magical material bonuses of starmetal while this Charm is active. She may use them to deal lethal damage, and they deal aggravated damage to creatures of darkness.


METAL STORM
Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 3;
Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant

The Sidereal hits his victim with such skilled ferocity that the weave of fate around the target reverberates several times, replaying the moment of the attack several different ways in quick succession. The Sidereal may attempt extra Martial Arts attacks on the same target at his full dice pool. The Sidereal can make no more attacks than he has dots of Martial Arts, and he cannot split his original or extra actions into a flurry.


CONCLUSION-PURSUING APPROACH
Cost: --- (+10m, 1wp); Mins: Martial Arts 5, Essence 4;
Type: Permanent
Keywords: Prayer Strip
Duration: Permanent

At the pinnacle of the Violet Bier of Sorrows, the martial artist learns to draw strength from the pain of others. As her enemies falter before her before her blows, her resolve only increases.



This Charm upgrades Violet Bier of Sorrows Form. As the character invokes it, she may pay a surcharge of ten motes and a point of Willpower to add the following effects to the form:
• The martial artist’s unarmed attacks deal aggravated damage to creatures outside of fate and consume their motes as though they were spirits.
• Wound penalties are tripled by the unnatural mental influence of Violet Bier of Sorrows Form instead of just double. The cost to resist rises to five Willpower.


A Sidereal may affix a prayer strip marked with the Scripture of the Expectant Maiden to her weapon with her own blood as she invokes this Charm, causing the blade to glow with a radiant burgundy light. Doing so grants additional benefits as a Prayer Strip effect: Whenever the Sidereal damages a character with an unarmed attack, they lose a point of Willpower. Characters without remaining Willpower instead lose ten motes, and can be shaped dead as per Life-Severing Blow if they have no motes remaining.



Prismatic Arrangement of Creation: All Charms [Exalt Ways: Air Terrestrial]


BP LOG


Attributes +2 = 8


Essence +1 = 10


Willpower +3 = 6


Aus/Favored Abilities +5 = 5


SMA Charm = 6


XP LOG


11/11/16: +5 XP


11/25/16: +3 XP


BALANCE: 8 XP
 
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