Nagao the "Eternal Seeker"

Ebon_Arbiter

Grand Abolisher
[Work In Progress]
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Character Sheet


Name: Nagao the Eternal Seeker

Exalt Type and Caste Solar Twilight caste

Concept Wandering Warrior (martial artist) - Sage

Anima: An unfolding mandala coloured in sunset hues, with a brilliant eye in its center, surrounded by the Old Realm glyphs for knowledge, power, integrity and wisdom.

Anima power
Solar Exalted of the Twilight Caste may perceive Essence through their anima, allowing them to hone their senses for magic. By spending five motes, a Twilight may add (Essence) automatic successes on any (Intelligence + Occult) roll to identify a Charm or to analyze it with Essence sight, and on any (Perception + Awareness) roll made to notice a magical effect or Charm. In addition, this supernatural perception easily pierces through deception, adding a +3 bonus to the Solar’s Dodge MDV against unnatural Illusions. These effects come into play automatically once the Solar spends 11+ motes of Peripheral Essence.

Motivation Unlock the mysteries of Cosmos

Backstory

- Nagao appears as a man entering middle age, his sorcery studies and martial training regime still confering considerable vigor to his frame.

- 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 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.

- Fond of mysteries, with a boundless curiosity regarding obscure or forbidden lore and secrets, a fact that originally led to his exaltation, in the distant past.

- 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 his father's caravan's healer, an old lady with vast experience on the subject and expanded upon them after his exaltation.

- A capable investigator with an eye for detail.

- 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.

- 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 Unconquered Sun and combining his considerable intellect with the sudden surge of power, managed to escape, wondering once more in the inhospitable desert.

- Realizing the need to be strong in body as well as in mind and spirit, the then - young Solar trained and has resolved to continue doing so with dilligence in the field of martial arts, honing his body as a fine weapon, which in tandem with his sharp mind will help him defend Creation, recover the lost - apparently to the rest of
Creation - knowledge of the First Age and forge - through it - a bright future for Creation, in the era to come.

- Used to have close ties with several Viziers who were prominent figures in the Martial Arts world and his sifu was one of the unparalleled Grandmasters of that Golden Age.

- Studied extensively Sorcery, attaining the Adamant circle. He also dealt with spirits and denizens of Malfeas, even spending considerable time alongside Verumipra, the Warden of the Exiles and Yu-Shan's ambassador to that hellish realm and reaching a tenuous understanding and working relationship with some powerful figures there, seeking to gain from their vast repository of knowledge and power.

- 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 Chosen when the time for peaceful resolution has ended and decisive action is required.

- Tries to learn as much as possible about the other Chosen of the Gods as well as spirits and other supernatural entities and expand his understanding, to know better how to deal with them, especially during this new Age.

- Ambitious, regarding his return in this Time of Tumult. Willing to discover the state of Creation in the meantime, learn of what has happened since they entered stasis and master sorcery and martial arts to the utmost degree.

- Intrigued by hints of otherworldly realms, heard in whispers or read of in decaying parchments in that diminished Age, but known from experience to him, since before his Age-long stasis, he wishes to re-discover them and travel there again one day, exploring the wonders and braving the dangers that lurk in them.

Attributes
Physical

Strength ●●

Dexterity ●●●●●

Stamina ●●●


Social

Charisma ●●●

Manipulation ●●●

Appearance ●●●


Mental

Perception ●●●●

Intelligence ●●●●

Wits ●●●●
Abilities

Archery

[F]Martial Arts ●●●●● ●

Melee

Thrown

War


[F]Integrity ●●●●● [vs Demonic influence - corruption +1]

Performance ●●● [Oratory +1]

[F]Presence ●●● [Persuasion +1]

[F]Resistance ●●●●●

Survival ●●●


[C]Craft ●●

[C]Investigation ●●● [Library Research +1]

[C]Lore ●●●

[C]Medicine ●●●●●

[C]Occult ●●●●●


Athletics ●●●

[F]Awareness ●●●●●

Dodge ●●●

Larceny

Stealth ●●●


Bureaucracy ●●●

Linguistics ●●● [Flametongue: native, Old Realm, Riverspeak, Forestongue]

Ride ●

Sail ●●●

Socialize ●●●
Backgrounds [30]
Mentor 5 (Verumipra, Warden of the Exiles or another appropriate figure / powerful Spirit of the Celestial Bureaucracy)
Panoply 5
Arsenal 5
Wealth 5
Manse 5 [10 dots total]
[4: Seven Leaping Dragon Stone: Add 4 dice to all Martial Arts attack rolls]
[3: Gem of Sorcery: -10 motes from spell cost, once per day]
[1: Stone of Healing: +3 dice to all Medicine rolls]
[1: Memorial Iron: +1 WP per day]
[1: ]
Artifact 4: Orichalcum Perfected Kata Bracers (free under Panoply/Arsenal/Wealth ?)
Artifact 4: Metasorcerous Phylactery (free under Panoply/Arsenal/Wealth ?)
Artifact 4: Healing Satchel (free under Panoply/Arsenal/Wealth ?)
Artifact 5: Adamant Sorcery Capturing Cord (free under Panoply/Arsenal/Wealth ?)
Artifact 5: (All-magical materials) Infinite Resplendence Amulet(free under Panoply/Arsenal/Wealth ?)
Artifact 2: Dragonfly's Ranging Eye (free under Panoply/Arsenal/Wealth ?)
Artifact 2: Translation Crystal (free under Panoply/Arsenal/Wealth ?)
Artifact 2: Mask (free under Panoply/Arsenal/Wealth ?)
Savant 3

Merits


Flaws


Artifacts and Equipment
Healing Satchel (WotLA 69)
This wondrous item is exceptionally rare, and few have been made since the end of the Shogunate. It
is a rectangular green jade case a foot on a side and three inches thick that is chased with orichalcum.

This
artifact always contains a rod of cleansing the body (see p. 62), a set of wound mending needles (see p. 66) and a set of jade medical implements that add four dice to all Medicine rolls (including rolls to diagnose illnesses) made while using them.

Committing five motes of Essence to the kit allows the owner to use all of these items. This artifact effectively served as the badge of office for the best Solar and Dragon-Blooded healers in the First Age and the Shogunate. First Age versions of this item are marked with the caste mark of the Solar Twilight Caste inlaid in orichalcum, while those made during the Shogunate are marked with a large stylized glyph of the name of Sextes Jylis, the Immaculate Dragon of Wood. Despite these differences, these two models of artifact are functionally identically.

The most important portion of this artifact is the instrument of regrowth, a device that allows the character to help patents regenerate crippled or missing body parts. This artifact is an adjustable band designed to fi t around a part of the patient’s body. This band contains a setting for a single hearthstone. To activate it, the user must place a Wood- or Solar-aspected hearthstone of at least level 2 into this socket.

This hearthstone provides no benefit beyond powering this item. In addition, the user must commit an additional five motes to the band. (This cost comes in addition to the five motes he must also commit to initially activate the resplendent satchel of healing.) The character must then place this band around the damaged body part. The band must be carefully positioned, and doing so requires fi ve minutes of careful work and a successful (Intelligence + Medicine) roll, difficulty 3. If the roll fails, the device will not activate. As soon as the device is activated, the patient falls into a deep trance, and the damaged body part begins to mend or regrow.

The time needed for this regrowth is the same regardless of the size of the body part being regrown. Exalts spend one full day in this trance, while ordinary mortals spend three full days entranced. The only way to awaken a character from this trance before regrowth is completed is to remove the band or the hearthstone in it. If either the band or the hearthstone is removed early, the regeneration will not be complete, and the body part will still be crippled or partially missing. Like other healing artifacts, this device will work on any living being that had at least one parent who was born in Creation.

Dragonfly's Ranging Eye
The one-dot version of this item is a simple adamant lens cut as a faceted polyhedron attached to a small node made from First Age alloys. If attuned for a commitment of one mote, the device’s owner can touch the node to his temple and tap it once, causing it to adhere tightly to his skin until he taps it again.

Worn this way, the lens completely covers one eye. At will, its owner can shift the perspective of the covered eye, allowing him to view from any point and direction within line of sight that is no farther than (his Essence x 20) yards distant. All Perception rolls suffer a -1 internal penalty as long as the character divides his vision this way.

Two-dot versions of these devices cost three motes to attune, but they can orient their vantage to locations beyond the user’s line of sight. This allows the owner to scry through walls or other obstructions.

Translation Crystal
This clear, flat, rectangular crystal is the size of a large man’s hand and an eighth of an inch thick, and it’s set within a narrow frame of blue jade and orichalcum. To activate this item for a scene, the wearer need only spend three motes of Essence.

Whenever this artifact is placed over any piece of text thereafter, whether that text is in the tongue of the Riverlands, a rare demonic tongue spoken only in Malfeas or the most complex of the All-Seeing Eye’s many codes, anyone looking at the crystal sees this text perfectly translated into Old Realm. When this item is placed against the text and activated, the item literally reads the text, and the complex circuitry inside it translates the meanings into Old Realm. This translation is then displayed upon the artifact’s upper surface. The use of orichalcum in this item allows it to partake of a tiny fraction of the Unconquered Sun’s limitless brilliance, so the translation is accomplished in less than a second.

In addition to simply translating the language, comparing a text to the translation this artifact provides allows the character to learn the written version of any language as well as if she had a skilled tutor. (She could also use it thus to learn Old Realm if she already knows the written language the artifact is translating.)

This artifact can be used to translate spells and other esoteric arcane texts as well as simply allowing the user to read texts such as a treaty between a demon lord and a raksha noble.

Mask
These seemingly plain ivory face masks have played an important part in Exalted political and
emotional intrigues since the First Age. A mask can allow an Exalt to alter her appearance to look like
anyone she wishes and to completely control the emotions that her face shows. This has the effect of
adding four dice to her (Intelligence + Larceny) pool for any attempt at disguise. However, the artifact
must be attuned to take advantage of its powers, and doing so costs fi ve motes. When attuned, the
mask also grants an extra four dice to any attempt to misdirect another as regards to the wearer’s true
motives, such as during social combat.

Orichalcum Perfected Kata Bracers (Oad. Codex)
Perfected kata bracers are prayer strips crafted of a single magical material and curled into bracers.
The strips’ sutras are starmetal engravings, except in starmetal bracers—they use orichalcum. Attunement
costs eight motes. When the character activates a Form-type Charm, the sutras inscribed on the bracers
glow and lift from the artifact to engulf the character in light for a brief moment. For the rest of the scene,
she gains several benefits.

She adds her Essence to the accuracy, damage and defense of her unarmed attacks and of attacks made
with the active Form-type Charm’s particular weapons. She may choose to inflict bashing or lethal damage
at will and she may parry lethal attacks unarmed.
In addition: Orichalcum bracers let Solars inflict aggravated damage on creatures of darkness.

After activating Solar Hero form: +6 Acc +6L/B +6 Def.

Gloves of Martial Readiness (WotLA 78)
- This weapon consists of a pair of attractive gloves made from the finest leather and chased with one ofthe 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 (8) 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 both gloves. 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 (2) 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.
Orichalcum: adds +2 Accuracy, +1 Defense, +1 Rate for Martial Arts weapons


Metasorcerous Phylactery (DotFA LooC, pg. 117-118)
These talismans usually take the form of large jewelry items such as bracers, torcs and crowns, although some Chosen prefer staves or wands. Combining Creation’s four magical materials with Malfean brass in elaborately complex designs, the composite wonders can be attuned (or built) only by sorcerers.

Each requires a combination of an inset level-3+ hearthstone and a 10-mote commitment to function. (Variants of this artifact using soulsteel and Underworld materials similarly boost necromancy.)

Whenever a sorcerer casts a sorcery spell while attuned to exactly one metasorcerous phylactery, he may channel dots from the item’s inset hearthstone to augment the casting, temporarily reducing the stone’s power output (and rating).

Until a drained hearthstone returns to full charge, it has no powers. Furthermore, an arcane link remains between the depleted stone and phylactery, preventing any other power source from fueling it during this time. Channeled dots return at the rate of one per hour and may improve a spell in any of the following ways, allocated as desired:

Cost: The spell costs three fewer motes per dot spent (minimum 10 motes). Alternatively, the spell’s Willpower point cost decreases by one per three dots spent (minimum one Willpower point).

Power: If the spell references the sorcerer’s Essence rating, he is considered to have a rating one dot higher for every three dots spent.

Mastery: If the spell requires a dice roll, each dot spent adds one success to the roll.

Range: If the spell has a range measured in actual distance, each dot spent improves it by a factor of one (x2 with one level, x3 with two, etc.).

Duration: If the spell has a fixed duration, every two dots spent increases this time by a factor of one (x2 with two levels, x3 with four, etc.)

Trigger: For a cost of one dot, the spell does not have any apparent effect on its target (no rolls are made, if applicable). Instead, the effect happens when a specific event the sorcerer names at the time of casting takes place in the presence of the target. (The effect can be anything from a time delay to someone performing a specific action, et cetera.) In the interim, the spell remains visible to Essence sight and may be dispelled with countermagic. Once the spell goes off, it does so as if the target were adjacent to the sorcerer, and the sorcerer’s player then makes any necessary rolls (using the traits his character had when he cast the spell). Suspended spells can remain dormant indefinitely if their trigger conditions never occur.

Only one spell may be keyed to a particular trigger until that trigger has discharged, and only one trigger at a time to a particular spell. For example, the sorcerer could not key five Flights of the Brilliant Raptor to all trigger when he shouts “Now!” Nor could he establish five different conditions under which Travel Without Movement will whisk him away to safety.

The sorcerer may sustain a number of simultaneous triggers no greater than the rating of the hearthstone powering his phylactery. Removing that hearthstone cancels all spells and triggers.

Manifestation: For a cost of one dot, the sorcerer may change the way a spell achieves its normal function, substituting a Storyteller-approved effect more appropriate to the sorcerer’s anima and mood. For example, a magma kraken might be changed into tendrils of electricity, but it would still inflict the same damage and would be the same spell. Other than providing a host of stunt possibilities, changing the effect decreases the likelihood that others will recognize the spell (+2 difficulty) and may circumvent narrowly defined defenses (such as immunity to fire, which avails nothing against acid).

Adamant Sorcery Capturing Cord

Sorcery-capturing cords come in three styles and three levels of power. One is made of threads woven from white, green, red, black, blue and yellow jade; it is Artifact 3. One is made of intertwining moonsilver and starmetal threads and is Artifact 4. The five-dot version consists of orichalcum alone.

The cord is about two feet long and immensely strong. It requires no commitment.

When the character is the target or in the path of a spell, he may use a miscellaneous action to capture it in a knot tied in the cord. Essence channeled into the spell disappears into the knot in a dwindling display of power. Jade cords can capture Terrestrial Circle sorcery. Moonsilver and starmetal cords can capture that and Celestial Circle sorcery. Orichalcum cords can capture spells of all three circles.

Capturing a spell requires that the character be able to take an action on the tick that the spell is released and spend temporary Willpower equal to the spell’s circle: one for Terrestrial, two for Celestial and three for Solar. Cords can hold no more than three spells at one time, regardless of circle.

Releasing a spell is a miscellaneous action to untie the knot. The character must again spend Willpower
equal to the spell’s circle in order to channel the energies he is releasing. Spells with multiple versions take
the shape intended when originally cast when released. Despite the names, these cords can also capture
necromantic spells of the appropriate circles (see The White and Black Treatises for necromancy).

Capturing and redirecting Emerald Circle sorcery is very useful, but not overwhelming, and it costs a significant resource (Willpower). It is Artifact 3—about as useful as Emerald Circle Countermagic.

Doing the same with the Sapphire Circle means that nearly every sorcerous opponent the characters might face can be subject to the cord. It enables the character to direct signifi cantly more powerful sorceries, though it also costs more Willpower. It is very powerful, and qualifies for Artifact 4.

Wielding this power over all circles of sorcery is unbelievable, not to mention the spells a character might traipse around with ready to set off. It should defi nitely be Artifact 5. Even with all this power flying around, the cords’ enchantments are tempered somewhat by the fact that the character must time his action precisely.

5 Skin Mount Amulets (WotLA)

Orichalcum and Starmetal Infinite Resplendence Amulet (DotFA LooC)

Orichalcum Reinforced Buff Jacket [Soak 9L/12B, Hardness: 6L/6B, Mob -1 Fat. 0, Att. 3m]
Charms [36: 35 plus 1 from bonus points]
Martial Arts
1st, 2nd, 3rd excellency [free]

Solar Hero Supremacy [DotFA LooC]
Cost: —; Mins: Martial Arts 5, Essence 5; Type: Permanent
Keywords: Mirror (Agony of the Black Messiah), Stackable
Duration: Permanent
Prerequisite Charms: Fists of Iron Technique

The Chosen of the Most High need no esoteric lessons to rock the world back on its heels—their strength and prowess are weapons enough.

The Solar’s unarmed attacks automatically stun opponents they strike and roll damage against (see Exalted, p. 153). This stunning effect is cumulative—if a Solar made a three-attack flurry and struck his opponent with all three attacks, his target would suffer a -6 internal penalty until the Solar’s next action.

Orichalcum Fists of Battle [DotFA LooC]
Cost: 10m, 1wp; Mins: Martial Arts 6, Essence 6;
Type: Reflexive
Keywords: Combo-Basic, Obvious
Duration: One scene
Prerequisite Charms: Solar Hero Supremacy

The Solar’s fists crash with the sound of thunder as they batter her opponents into submission.

- The Solar multiplies her Strength by her Essence for the purpose of calculating the raw damage of her unarmed attacks.
- These attacks ignore hardness.

Integrity
2nd excelleny [free]

Integrity Protecting Prana
Cost: 5m, 1wp; Mins: Integrity 1, Essence 1; Type: Reflexive
(Step 2)
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: None

The Sun’s Chosen define their own reality.

This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects.

This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character’s stomach or turn her armor to lava, whether it’s manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character’s DV is not applicable.

This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character’s body through shaping. Nor is it an “attack” when a Wyld effect transforms the character’s armor into harmless gossamer spider webs—simply an undesirable effect.

Performance

2nd excellency [free]

Respect Commanding Attitude
Cost: 5m; Mins: Performance 3, Essence 2; Type: Simple
(Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: One scene
Prerequisite Charms: None

Others listen when the Lawgivers speak. In ancient days, they commanded the attention of Primordials, beasts and gods.

This Charm involves a performance or oration, and the Solar’s player rolls (an appropriate Social Attribute +Performance) when invoking Respect Commanding Attitude.

This Charm exerts unnatural mental influence on everyone who can see or hear the character. If the extra successes exceed a given target’s MDV, that target suffers a compulsion to stay in the Exalt’s company and respectfully observe the performance.

Resisting this compulsion for five minutes costs one Willpower, up to a maximum of three Willpower per scene, and such resistance allows the target to leave, heckle or even forcibly silence the character.

Resistance
1st, 2nd, 3rd Excellency [free]
Ox-Body Technique [x6] (one [-1], two [-2] HLs each) [Hardy]

Body Mending Meditation
Cost: 10m; Mins: Resistance 1, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Until the day ends
Prerequisite Charms: None

Even wounded nigh unto death, a Lawgiver will marshal the strength to rise again.

This Charm supplements a dramatic action to marshal the character’s inner resources for recovery. This action requires one hour without a stunt or another Charm.

The Solar’s player rolls (Stamina + Resistance). Success speeds his healing rate by a factor of 10 or, if the character prefers, adds directly to the successes of a physician using Wound-Mending Care Technique on the character. See page 149 for more on natural healing rates.

Characters can activate Body-Mending Meditation when inactive (see p. 143).

Durability of Oak Meditation
Cost: 2m; Mins: Resistance 2, Essence 1; Type: Reflexive
(Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

A boy cannot cut down an oak tree with a kitchen knife. No more can a mere mortal slay the Solar Exalted with petty blows of mundane steel.

The Solar adds (Essence + Resistance) to his bashing and lethal soak against a single attack.

Spirit Strengthens the Skin
Cost: 1m per pre-soak damage die removed;
Type: Reflexive (Step 7)
Mins: Resistance 3, Essence 2
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Durability of Oak Meditation

This Charm reduces the post-soak damage of an attack, not the raw damage. It may not reduce an attack’s damage below one die.

Iron Skin Concentration
Cost: 2m;
Mins: Resistance 3, Essence 2; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: One tick
Prerequisite Charms: Durability of Oak Meditation

Mortal weapons are as the stings of wasps and hornets to the Lawgivers reborn.

All attacks against the Solar have their minimum damage reduced by one die for the duration of this Charm.

Iron Kettle Body
Cost: —(+4m); Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Durability of Oak Meditation

The Lawgivers are armored in righteousness; many need no other hauberk.

This Charm upgrades Durability of Oak Meditation.

The Solar may pay a surcharge of four motes to increase the soak bonus of the Charm to (Essence + Stamina + Resistance) and extend its duration to one scene.

He cannot do so if he is wearing armor; donning armor later immediately ends any upgraded activations of Durability of Oak Meditation.

Adamant Skin Technique
Cost: 8m
Mins: Resistance 5, Essence 3;Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Spirit Strengthens the Skin, Iron Skin Concentration

Driven by her purpose and her Virtues, the Exalt becomes invincible. The Solar invokes this Charm immediately before the damage of a physical attack or similar effect is rolled.

This Charm is a perfect defense against the raw damage of the attack, reducing it to zero after all other effects.

This Charm has one of the Four Flaws of Invulnerability (see p. 194). - Temperance

As a point of clarification, this Charm (and its Abyssal Mirror Wounds Mean Nothing) reduces the raw and final damage of an incoming attack or similar phenomenon to zero after all other modifiers and effects. Damage added to an attack after soak is applied, such as by Fire and Stones Strike, cannot harm a character who activates Adamant Skin Technique.

Immunity to Everything Technique
Cost: 6m, 1wp; Mins: Resistance 5, Essence 3; Type: Simple
(Speed 4)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Resistance Excellency

Not easily are the Lawgivers slain.

This Charm stops poison and sickness from doing further damage to the character for one scene. This Charm also prevents the character from suffering new Poison or Sickness effects during this scene. Effects that would poison or sicken him have no effect whatsoever. The character can walk hand-in-hand with plague victims, sprinkle poison on his food and eat ichneumon eggs as caviar. There are never ill effects later from these indiscretions.

Unbreakable Warrior's Mastery
Cost: 4m; Mins: Resistance 4, Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK, Mirror (Stitched-Flesh Resilience), Obvious
Duration: Instant
Prerequisite Charms: Durability of Oak Meditation

The Solar shakes off wounds that would cripple a lesser person.

This Charm applies when someone uses an attack with a Crippling effect against the Solar and negates the Crippling effect.

There is no activation roll needed to use this Charm.

Survival
2nd excellency [free]

Hardship Surviving Mendicant Spirit
Cost: 10m; Mins: Survival 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None

The wilderness cannot subdue the heroes of the dawn.

This Charm negates any environmental external penalties to Survival rolls made for the Solar. This means that the coldest glacier and the hottest desert are no more deadly for the Solar than the gentlest rolling plain. She can find food and water easily, she ignores inclement weather even when lightly dressed, and she does not suffer undue blisters, bug bites or plant poison even walking barefoot through the Far East.

This Charm does not protect against environmental damage, however, so if the environment is deadly enough to force regular Resistance rolls, the Solar needs Element-Resisting Prana to endure it.

Investigation
1st, 2nd, 3rd excellency [free]


Courtier's Eye Technique
Cost: 3m; Mins: Investigation 3, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The Lawgivers understand the harmonies of the world. This Charm allows the character to detect others’ importance or wealth with a glance.

This Charm targets one individual the character can sense.

The Exalt’s player rolls (Perception + Investigation), adding the Solar’s Essence in automatic successes. If the target is concealing his identity or Resources in any way, subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll.

If the Exalt succeeds, she learns the target’s Resources and Influence ratings. In addition, she can make a rough but solid estimate of how many allies the target considers himself to have in the immediate circumstances and how much wealth and power the target wields through organization-specific Backgrounds such as Backing and Followers.

The Solar may not attempt to use this Charm on a given target more than once per scene.

Crafty Observation Method
Cost: 5m; Mins: Investigation 3, Essence 2; Type:
Simple (DV -1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Investigation Excellency

The world holds no mysteries to the Chosen of the Sun. This Charm is an Investigation-based action wherein the character studies observable evidence. This Charm functions exactly as a dramatic Investigation action that takes up to 15 minutes, save that the character performs it in a handful of seconds and does not need to ransack the scene.

Judge's Ear Technique
Cost: 3m;Mins: Investigation 2, Essence 1;Type:
Reflexive (Step 1)
Keywords: ComboOK
Duration: One scene
Prerequisite Charms: Any Investigation Excellency

The Lawgivers are the guardians of truth.

This Charm allows the character to recognize as lies all deliberate lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another Charm contests these effects (see p. 179), add the character’s Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.


Medicine
1st, 2nd, 3rd excellency


Flawless Diagnosis Technique
Cost: 1m; Mins: Medicine 1, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The eyes of the Solar Exalted see the hidden truths of others’ pains. This Charm lets the Solar automatically determine which of the target’s observable traits and described symptoms are medically related.

If the Solar uses this Charm in the process of a formal diagnosis, normally a dramatic (Perception + Medicine) action with a Speed of 5 long ticks, this Charm protects her from any error in diagnosis.

If she has enough information, she accurately identifies each condition, its source and its additional effect. If she does not have enough information—as when a target who caught an unknown disease from eating infected human brains successfully conceals his cannibalism—she recognizes that some key piece of the puzzle is missing.

Ailment -Rectifying Method
Cost: —; Mins: Medicine 3, Essence 2; Type: Permanent
Keywords: Touch
Duration: Instant
Prerequisite Charms: Flawless Diagnosis Technique

Disease and corruption cannot stand against the Solars’ healing light.

Solar Exalted with this Charm can cure any Sickness effect.

This Charm guarantees that any attempt Solars make to treat a sickness is considered supernatural. It halves the length of the patient’s convalescence.

If the Exalt’s player rolls five or more successes on a Medicine roll for the Solar to treat an ordinarily incurable illness, such as the Great Contagion, she can spend five motes and banish it from the patient’s system.

Treating sickness in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm.

Body-Purifying Admonitions
Cost: —; Mins: Medicine 3, Essence 2; Type: Permanent
Keywords: Touch
Duration: Instant
Prerequisite Charms: Flawless Diagnosis Technique

The Lawgivers bring purgation and purity.

Solar Exalted with this Charm can force even the most terrible Poison effects from the target’s body.

This Charm guarantees that any attempt they make to treat a poison is considered supernatural.

If the Exalt’s player rolls five or more successes on a Medicine roll for the Solar to treat an ordinarily incurable poison, such as spiritual taint, Yozi impregnation or even spells such as Blood of Boiling Oil, she can spend five motes and banish it from the patient’s system.

Treating poison in this fashion is a dramatic Medicine-based action that takes 20 minutes unless sped by a stunt or Charm.

Wholeness-Restoring Meditation
Cost: —; Mins: Medicine 3, Essence 3; Type: Permanent
Keywords: Touch
Duration: Permanent
Prerequisite Charms: Flawless Diagnosis Technique

Essence can repair even severed limbs. Solar Exalted with this Charm can cure any Crippling effect. This Charm guarantees that any attempt they make to treat the effect is considered supernatural.

If the Exalt’s player rolls five or more successes on a Medicine roll for the Solar to treat an ordinarily incurable Crippling effect, such as limb amputation or Charm-induced paralysis, she can spend five motes and restore the patient.

Treating Crippling injuries in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm. It takes the patient several days of convalescence to repair otherwise permanent damage such as lost limbs or blindness.

Occult
1st, 2nd, 3rd excellency [free]

Terrestrial Circle Sorcery
Cost: —; Mins: Occult 3, Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None

The Exalted shape the Essence of the world.

This Charm lets the character hone her will to the razor-sharp edge necessary to perform magic of the so-called First Circle—a power infinitely greater than mortal thaumaturgy. This magic can affect up to a few hundred individuals at a time, and its spells take only a few moments to cast. This Charm allows the character to take Terrestrial Circle Sorcery actions (see p. 252)

Celestial Circle Sorcery
Cost: —; Mins: Occult 4, Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Terrestrial Circle Sorcery

Celestial Circle Sorcery can slay thousands, level fortresses and bind Second Circle demons to the Exalt’s will. Only the Celestial Exalted can master this powerful sorcerous initiation.

This Charm permits the character to take Celestial Circle Sorcery actions (see p. 252).

Solar Circle Sorcery
Cost: —; Mins: Occult 5, Essence 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Celestial Circle Sorcery

The sorcery reserved for the Lawgivers is a work of perfection and adamant. The spells of Solar Circle Sorcery are awesome beyond words—they can bring life to regions or slay entire armies.

This Charm permits the character to take SolarnCircle Sorcery actions (see p. 252).

Spirit Detecting Glance
Cost: 3m; Mins: Occult 2, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None

Spirits cannot hide from the Lawgivers. Spirits such as demons, ghosts and gods often move through the world in dematerialized form, completely hidden from all observers.

This Charm lets the character see, hear, smell and feel—but not touch—dematerialized creatures. It makes dematerialized creatures within the normal range of the character’s senses valid targets for the character’s Awareness actions, including reflexive Awareness actions.

Spirit Cutting Attack
Cost: 1m; Mins: Occult 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Spirit-Detecting Glance

The Solar Exalted may attack even the subtle Essence of
dematerialized spirits.

This Charm enhances an attack, making dematerialized creatures within the attack’s normal range valid targets. The attack deals aggravated damage to spirits, materialized or otherwise. This Charm is explicitly permitted to supplement actions using other Abilities. Note that if the character cannot see the spirit he attacks, he receives the normal -2 external penalty.

All Encompassing Sorcerer's Sight
Cost: 6m; Mins: Occult 5, Essence 2; Type: Reflexive (Step 1)
Keywords: None
Duration: One scene
Prerequisite Charms: Spirit-Detecting Glance

Nothing is hidden from the Lawgivers. The character augments his vision with the ability to see patterns of Essence.

This Charm allows the character to see motes, Essence-fueled effects, power and invisible but magical creatures and effects. These things become valid targets for the character’s visual Awareness rolls, including reflexive visual Awareness rolls.

The ability to perceive Essence patterns has the following effects: All Charms are treated as Obvious with respect to the character. Dematerialized and invisible creatures and effects are considered visible. The character recognizes all artifacts, manses and demesnes as such. The character can automatically recognize a creature with Essence 4+ as a supernatural creature.

Characters using Stealth to avoid detection are not automatically revealed by their Charms, Essence trait or carried artifacts—for the same reason that colorful clothing does not automatically void mundane attempts at stealth. Instead, add the target’s Essence in dice to any attempt by the character to pierce mundane or magical Stealth.

Similarly, this Charm does not automatically void disguises, magical disguises and similar deceptions, although circumstances might warrant a bonus to see through them.

If the character makes a conscious attempt to analyze what he sees, this Charm allows an (Intelligence + Occult) roll to do so.

Identifying the exact effects of an unknown Charm or spell is difficulty 5. Gauging the rating of a person’s Essence trait, a demesne, a manse or an artifact has difficulty 2.

Magic-Shattering Strike[DotFA LooC]
Cost: 15m; Mins: Occult 5, Essence 4
Keywords: Combo-OK, Mirror (Magic-Devouring Strike), Obvious
Prerequisite Charms: Spirit-Detecting Glance

Before Brigid discovered sorcery, the Solar Exalted had to counter the world-twisting powers of the Primordials through other means.

Magic-Shattering Strike permits the Solar’s attack to disrupt sorcery, necromancy, and Sorcerous-keyword Charms. The Lawgiver targets a spell or appropriate Charm and spends fifteen motes. The Charm or spell must be Obvious to the Lawgiver’s senses to be a valid target for Magic-Shattering Strike.

If the attack (which may use any combat Ability) successfully strikes the beneficiary of the spell, then the spell is broken as though targeted by the weakest level of countermagic capable of affecting it. If the spell creates or summons an automaton or spirit, the Lawgiver’s attack must target that automaton or spirit.

If the spell is a free-standing effect, such as Rain of Doom, then the attack must be generally aimed at the center of the spell’s area of effect, and the effect is considered to have a Parry DV of (Circle x 3) for spells, or (Minimum Essence + 2) for Sorcerous Charms.

Should the Solar successfully shatter a spell or Charm in this fashion, he gains (Spell’s Circle x 4) or (Charm’s Minimum Essence + 2) motes for doing so.

Magic-Shattering Strike may explicitly be placed in a Combo with Charms of other Abilities.

Athletics
2nd excellency [free]

Graceful Crane Stance
Cost: 3m; Mins: Athletics 1, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None

The Solar Exalted are as graceful as sunlight on water.

This Charm lets the Exalt automatically succeed on any valid Athletics action to keep his balance. Moreover, this Charm allows the Exalt to keep his footing on any surface at least as strong and wide as a human hair. He treats it as a three-footwide ledge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions he can take and what penalties to them might apply.

Awareness
2nd excellency [free]

Surprise Anticipation Method
Cost: 1m; Mins: Awareness 5, Essence 2; Type: Reflexive
(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

In this degenerate time, the Lawgivers depend on a preternatural sense for danger.

This Charm guarantees success on any valid Awareness roll to notice immediate mortal danger. This Charm works whether in or out of battle, awake or asleep.

If the Exalt has a chance to notice a surprise attack during a prolonged struggle, a dart blown at him in the jungle, an invisible opponent or a cleverly concealed pit, he does so.

If the Exalt’s player must make such a roll and has a chance of failing it, and if the Solar can invoke this Charm, this Charm invokes itself automatically. At that time, if the player has a Combo containing this Charm, he may declare the use of that Combo instead of just the Surprise Anticipation Method Charm.

Surprise Anticipation Method does not invoke itself if the character has already used his Charm for the action, if the character does not have any motes of Essence, if the character is Inactive and cannot become active, if the character is already certain to succeed on the Awareness roll or if the character cannot normally attempt an Awareness roll.

Linguistics
2nd excellency [free]

Sagacious Reading of Intent
Cost: 3m; Mins: Linguistics 1, Essence 1; Type: Reflexive
(Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: None

The Lawgivers see others’ purposes.

This Charm identifies the motivation behind a given statement that the Exalt reads or hears—a one-sentence summary of what the person making that statement hopes to gain.

If the Exalt invokes this Charm to defend against a social attack and the attacker’s purpose is fundamentally hostile to the Exalt or the Exalt’s Motivation, this Charm perfectly negates the attack.
Sorcery

Spells
Emerald circle

Demon of the First Circle [free]
Cost: 20+m
Target: One First Circle demon

This spell calls up one of the lesser inhabitants of the demon realm—a twisted, hellish world very different from Creation. These wicked creatures resent being called into the burningly clean air and bright yellow sunlight of our own world, but a cunning sorcerer can shackle them into magical bondage. Shaping this spell is a dramatic action. It must begin at sundown, and it ends at the stroke of midnight.

The actual spell costs 20 motes, opening the doorway to Malfeas and calling forth the target. The character can pay extra motes during the initial Shape Terrestrial Circle Sorcery action to help ensure successful enslavement of the demon, with effects as described as follows. The spell’s cost and the extra motes are committed until the character takes the Cast Sorcery action. Once the demon is summoned, sorcerer and demon engage in a contest of wills.

This is represented by an extended opposed roll. Make one roll reflexively for each on each of the sorcerer’s actions. The dice pool for each participant is (Essence + Willpower). The demon is at a -1 internal penalty to its dice pool for each five motes beyond the spell’s basic cost that the sorcerer spent. Continue the contest of wills until either the demon or the sorcerer accumulates three or more successes more than the other. Until this happens, the demon is not vulnerable to attack and cannot attack by any normal means.

If the sorcerer wins, this spell exerts unnatural mental influence on the demon, binding it into servitude. The demon becomes loyal (see p. 175) to the character and will serve him for a year and a day, or the demon becomes loyal to a task the character names and will serve it until it is complete—potentially, forever. In either case, the demon returns to Malfeas automatically when the loyalty ends. Demons do not ever spend Willpower to break free of this Servitude effect, and it is their highest—though not their only—loyalty.

If the demon wins the extended contest, the sorcerer’s player may make a reflexive (Wits + Occult) roll at difficulty 3 to banish the demon back to Malfeas. If it fails, the demon is free in Creation, which often means an excruciating death for a sorcerer with few motes remaining.

The Exalt chooses which species of demon he summons. He can also summon specific demons by name, but he cannot use this spell to summon and bind demons who are already present in Creation.

This spell normally involves a great number of ritual
implements and protective sigils. If the character dispenses with these tools, subtract an external penalty of one success from the first roll to bind the demon and—should he fail to win the opposed roll—an external penalty of two successes from the roll to banish it.

Conjuring the Azure Chariot

Sapphire circle
Demon of the Second Circle [free]
Cost: 30+m
Target: Second Circle Demon

This spell is very similar to Demon of the First Circle and uses, generally, the same rules, with the following exceptions:
• It summons a demon of the Second Circle, not a demon of the First Circle. This is a much more powerful creature—terrible, awe-inspiring and dangerous, capable of wreaking great evil or performing great feats.
• This spell can be cast only on the night of the new moon or during Calibration. The ritual is still a dramatic action that begins at sundown and ends at midnight.
• The cost to reduce the demon’s dice pool is 10 motes per die, not five.

Demons of the Second and higher circles are vengeful, intelligent creatures. Though they cannot reach Creation on their own, if they are somehow given the opportunity to avenge themselves on a sorcerer who once enslaved them or treated them cruelly, they will do so.

Summon the Heavenly Portal
Cost: 35m
Target: Summoned Calibration Gate

Once a year, on the third night of Calibration, the Celestial City of Yu-Shan revels in the Carnival of Meeting. In ages past, mortal and Exalted dignitaries would be invited to Heaven to join the festival, but in these debased times, the gods of Yu-Shan neglect the world. The starmetal Calibration Gate still appears in Creation once a year to admit mortals to the Carnival, though the gods send out no invitations. During that night, it cannot be summoned. For the rest of the year, though, a sorcerer may call it with this spell.

The sorcerer evokes a foot-wide patch of rippling gold, like sunlight on water, He reaches into it, feels for a handle, and pulls. A celestial bell chimes. A minute later, the Calibration Gate appears. It materializes with equal aplomb outside, indoors, underwater or even in midair. It remains open for five minutes before vanishing again, and it cannot be re-summoned to any place within a mile of that location until a day and night have passed. No known force can damage the gate. Any number of characters can pass through the Calibration Gate, although they cannot leave Heaven by the same route.

What’s more, if they have no official place or legitimate business in the Celestial City, they need quite an argument to persuade the three giant orichalcum lions on the near side to let them pass. These celestial lions respect honor and justice but are nigh-undefeatable in battle and immune to mind-affecting magic. (And there are six more waiting on the other side of the door.)

Many of the Sidereal Exalted know this spell and use it to return from their assignments within Creation.

A few Lunar sorcerers know it too and use it to confer with allies in the celestial Bureau of Nature.

Sidereal leaders worry what Solar sorcerers might learn if they obtain access to Yu-Shan.

Any Abyssal Exalt who tried using the Calibration Gate would likely regret it in very short order—nine orichalcum lions notwithstanding.

Adamant Circle
Demon of the Third Circle [free]
Cost: 40+m
Target: Third Circle demon

This spell is very similar to Demon of the First Circle and uses, generally, the same rules, with the following exceptions:
• It summons a demon of the Third Circle, not a demon of the First Circle. This is one of the lieutenants of the Yozis, a creature spiritually intertwined with one of the banished Primordial god-monsters that ruled before the dawn of the world.
• This spell can be cast only during Calibration. In the Old Realm, all the magicians gathered together at sunset during every night of Calibration for a great feast that lasted until dawn, so that none might be tempted to dabble with the powers of darkness. This tradition continues to this day among the Dragon-Blooded, though none have the power to summon forth such creatures of evil. The ritual is still a dramatic action that begins at sundown and ends at midnight.
• The cost to reduce the demon’s dice pool is 10 motes per die, not five.

Demons of the Third Circle have bonus dice on their roll, putting their effective (Willpower + Essence) in a range between 18 and 25

Martial Arts
Solar Hero style

Fists of Iron Technique
Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Reflexive
Keywords: Combo-OK, Enhanced
Duration: One action
Prerequisite Charms: None

The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its Accuracy by one and its Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action.

Enhancement: This Charm adds the magical material benefits of orichalcum to the Solar’s natural attacks while Solar Hero Form is active. (+2 Acc., +1 Def., +1 Rate)

Total bonus if Solar Hero form active: +3 Acc. +2 Dmg +1 Def, +1 Rate

Sledgehammer Fist Punch
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Enhanced, Martial-ready, Obvious
Duration: Instant
Prerequisite Charms: Fists of Iron Technique

This Charm is also called the “Pillar-Breaking Blow.” The Lawgiver’s anima flares, and he strikes like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (pre-soak) damage of the attack.

Enhancement: When used by a Solar, this Charm costs one (1) mote and also ignores the object’s soak.

Martial-ready: Melee.

Dragon Coil Technique
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
(Step 1)
Keywords: Combo-OK, Enhanced
Duration: Until next action
Prerequisite Charms: Fists of Iron Technique

The clinch of the Lawgivers does not fail. The Solar’s grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent.

This Charm makes clinch crush damage lethal.

This Charm also adds the Solar’s Essence in dice to the dice pools to inflict, maintain and control a clinch.

It also adds the character’s Essence to the damage of clinch crush attacks.

This Charm cannot be placed in a Combo with extra-action Charms.

Enhancement: The dice added by this Charm do not count toward the Solar’s dice caps.

Solar Hero form
Cost: 6m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Combo-Basic, Enhanced, Form-type, Obvious
Duration: One scene
Prerequisite Charms: Sledgehammer Fist Punch, Dragon Coil Technique

The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it. This is an honest battle art, for champions, gladiators and heroes. It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them.

This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. She must spend one mote reflexively in Step 7 of attack resolution each time she takes advantage of this effect. This Charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt.

Enhancement: While this Charm is active, the Solar adds his Martial Arts rating to his natural bashing and lethal soak.

This Charm cannot be activated at the same time as another Form Charm without first deactivating the other Form. This is the usual restriction placed on all Form-type Charms

Hammer on Iron Technique

Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2;
Type: Extra Action
Keywords: Combo-OK, Enhanced
Duration: Instant
Prerequisite Charms: Solar Hero Form

The Lawgivers’ arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical flurry of many unarmed Martial Arts-based attacks. The Exalt makes a total number of attacks equal to (her Essence + 1). This Charm lets the Solar make these attacks regardless of her weapon’s Rate, without multiple action penalties and with a DV penalty equal to the highest penalty for any one attack. She must make all of her attacks against the same target.

Enhancement: This Charm creates (Essence + 3) attacks, which may be directed at multiple targets if the Solar desires.
Join Battle: 9

Combat
1. Unarmed:
Clinch: Sp. 6 Acc +0 Dmg +0B R. 1 Tags C,N,P


Kick: Sp. 5 Acc +0 Dmg +3B Def -1 R. 2 Tags N

Punch: Sp. 5 Acc +1 Dmg +0B Def +2 R. 3 Tags N

With Seven Leaping Dragon Stone set in Gloves of Martial Readiness or Skin Mount Amulet:
Clinch: Sp. 6 Acc +4 Dmg +0B R. 1 Tags C,N,P


Kick: Sp. 5 Acc +4 Dmg +3B Def -1 R. 2 Tags N

Punch: Sp. 5 Acc +5 Dmg +0B Def +2 R. 3 Tags N


2. Gloves of Martial Readiness:
Sp. 5 Acc. +4 Dmg +6L Def. +4 R. 4 Tags M (orichalcum bonus included)


With Seven Leaping Dragon Stone set in Gloves of Martial Readiness or Skin Mount Amulet:
Sp. 5 Acc. +8 Dmg +6L Def. +4 R. 4 Tags M


3. Fists of Iron while Solar Hero form active:
a. Unarmed:
Clinch: Sp. 6 Acc +3 Dmg +2L R. 1 Tags C,N,P


Kick: Sp. 5 Acc +3 Dmg +5L Def 0 R. 3 Tags N

Punch: Sp. 5 Acc +4 Dmg +2L Def +3 R. 4 Tags N

With Seven Leaping Dragon Stone
Clinch: Sp. 6 Acc +7 Dmg +2L R. 1(+1) Tags C,N,P


Kick: Sp. 5 Acc +7 Dmg +5L Def 0 R. 3 Tags N

Punch: Sp. 5 Acc +8 Dmg +2L Def +3 R. 4 Tags N


4. Perfected Kata Bracers with Solar Hero form active:

a. Unarmed:
Clinch: Sp. 6 Acc +6 Dmg +6B/L R. 1 Tags C,N,P


Kick: Sp. 5 Acc +6 Dmg +9B/L Def +5 R. 2 Tags N

Punch: Sp. 5 Acc +7 Dmg +6B/L Def +8 R. 3 Tags N

With Seven Leaping Dragon Stone

Clinch: Sp. 6 Acc +10 Dmg +6B/L R. 1 Tags C,N,P

Kick: Sp. 5 Acc +10 Dmg +9B/L Def 5 R. 2 Tags N

Punch: Sp. 5 Acc +11 Dmg +6B/L Def +8 R. 3 Tags N


b. With Gloves of Martial Readiness:
Sp. 5 Acc. +10 Dmg +12L Def. +10 R. 4 Tags M


With Seven Leaping Dragon Stone
Sp. 5 Acc. +14 Dmg +12L Def. +10 R. 4 Tags M


c. Unarmed with Fists of Iron while Solar Hero form active:
Clinch: Sp. 6 Acc +9 Dmg +8L R. 1 Tags C,N,P


Kick: Sp. 5 Acc +9 Dmg +11L Def +6 R. 3 Tags N

Punch: Sp. 5 Acc +10 Dmg +8L Def +9 R. 4 Tags N

With Seven Leaping Dragon Stone
Clinch: Sp. 6 Acc +13 Dmg +8L R. 1 Tags C,N,P


Kick: Sp. 5 Acc +13 Dmg +11L Def +6 R. 3 Tags N

Punch: Sp. 5 Acc +14 Dmg +8L Def +9 R. 4 Tags N
Defenses
Dodge DV

1. Unarmored: [Dex(5) + Dodge (3) + Ess (6)] / 2: 7

2. With Orichalcum Reinforced Buff Jacket (Mob. pen -1): 6

Parry DV

1. Unarmed: (Dex+MA+1) / 2 : 6
2. Unarmed with Perfected Kata Bracers + Solar Hero form: 9
3. With Gloves of Martial Readiness Essence Khatar: 8
4. With Gloves of Martial Readiness Essence Khatar + Essence Shield active: 10
5. With Gloves of Martial Readiness Essence Khatar and Perfected Kata Bracers + Solar Hero form: 11
6. With Gloves of Martial Readiness and Perfected Kata Bracers + Solar Hero form + Essence Shield from Gloves of Martial Readiness active: 13

Soak:

1. Unarmored: 3B/1L

2. Unarmored with Durability of Oak Meditation active: 14B/12L

3. Unarmored with Iron Kettle Body active: 17B/15L

4. With Orichalcum Reinforced Buff Jacket: Soak: 15B/10L, Hardness: 6B/6L

5. With Orichalcum Reinforced Buff Jacket and Durability of Oak Meditation active:

26B/21L, Hardness: 6B/6L

Applicable and in addition to all the above:
[Infinite Resplendence Amulet: +5L/5B]
[Solar Hero Form: +6L/6B as natural soak]

Health

-0 [ ]

-1 [ ][ ] [ ] [ ] [ ] [ ] [ ] [ ]

-2 [ ][ ]
[ ] [ ] [ ] [ ] [ ] [ ]
[ ] [ ] [ ] [ ] [ ] [ ]

-4 [ ]

-X [ ]


Mental Defenses

Dodge MDV

Parry MDV

Virtues
Compassion ●●

Conviction ●●

Temperance ●●●

Valor ●●


Virtue Flaw / Flawed Virtue : Ascetic Drive / Temperance
Intimacies

Sorcery (ambitious pursuit)

Knowledge (eager seeking)

Martial Arts (dilligent practising)

His mentor / sifu (respect)

His comrades / circlemates (loyalty)

UCS (gratitude)

Creation (Godking's care)

Enemies of Creation (fierce opposition)

Mysteries (fascination)

Verumipra (friendship)


Willpower: 10


Essence

Permanent: ●●● ●●●

Personal: 28/28 (X Committed)

Peripheral: 61/61 (X Committed)


Bonus Points (35)
Essence 4 to 6 (14)
Willpower 5 to 10 (5)
Caste charm (3)
Martial Arts 3 to 6 (3)
Resistance 3 to 5 (2)
Integrity 3 to 5 (2)
Occult 3 to 5 (2)
Medicine 3 to 5 (2)
Awareness 3 to 5 (2)

Experience Points

Book keeping:

Training abilities - free:

Bureaucracy 1, Lore 3, Occult 3, Sail 1, Martial Arts 2, Medicine 1, Craft 1
 
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XP

Total: 26
Spent: 18
Remaining: 8

- Non - Favored charm: Respect Commanding Attitude (10)
(2nd Performance Excellency - free)

- Favored Charm: Martial Arts Infinite Mastery (8)
 
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