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Dice Sidereals in Creation - Characters

Name: Ironhand Hui
Caste: Zenith

Appearance

Attributes
Str: 5 / Dex: 5 / Stam: 3
Cha: 5 / Man: 1 / App: 4
Per: 3 / Int: 3 / Wits: 3

Abilities
Caste / Favored
Martial Arts 5
Integrity 5
Presence 5
Resistance 5
Survival 5
Lore 5
Occult 5
Athletics 5
Dodge 5

Other
Awareness 5
Medicine 2

Essence 3
Willpower 10
Essence 3
Comp 2 / Conv 3 / Val 3 / Temp 3
19/19 Personal Motes
41/41 Peripheral Motes

Manse 3
Cult 3 (Cult of Illuminated / assorted prayers)
Artifact 3 (Hearthstone Bracers)
Influence 3 (Elemental Courts)
Familiar 3 (Falcon)

Join Battle 8
Dodge DV 7
Soak: 3B / 1L + 16B / 16 L (Armored In Righteousness) = 19B / 16L
Punch: Speed 5, Accuracy 11, Damage 6B, Defense 6, Rate 3
Kick: Speed 5, Accuracy 10, Damage 9B, Defense 4, Rate 2
Clinch: Speed 6, Accuracy 10, Damage 6B, Defense 5, Rate 1

Health:
-0 O
-1 OOOOO
-2 OOOOOOOO
-4 O
Incap/Dying: OOO

Martial Arts
All of Solar Hero Style

Dodge
Shadow Over Water
Severn Shadow Evasion
Refinement of Flowing Shadows
Flow Like Blood
Leaping Dodge Method
Reflexive Sidestep Technique
Night Avenger's Lunge

Resistance
Ox Body Technique x3
Durability of Oak
Spirit Strengthens the Skin
Iron Kettle Body
Armored in Righteousness Stance
Adamant Skin Technique
Immunity to Everything
Unbreakable Warrior's Mastery

Awareness
Keen Sight Technique
Surprise Anticipation Technique
Panoptic Fusion Discipline

Athletics
Increasing Strength Exercise
Monkey Leap Technique
Gracer Crane Stance
Lightning Speed
Glorious Temple Body

Integrity
Temptation Resisting Stance
Elusive Dream Defense
Integrity Protecting Prana

Occult
Spirit Detecting Glance
Spirit Cutting Attack
Ghost Eating Technique
Magic Shattering Strike
All Encompassing Sorcerer's Sight

Presence
Irresistible Salesmen Spirit
Hypnotic Tongue Technique
 
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  • Name: Valeren Drommond
    Caste: Serenity

    Str: 3
    Dex: 6
    Sta: 3

    Cha: 5
    Man: 3
    App: 5

    Per: 3
    Int: 5
    Wits: 3

    Journeys
    Resistance: 3
    Ride: 3
    Sail: 2
    Survival
    Thrown: 1

    Secrets
    Investigation: 2
    Larceny: 1
    Lore: 3
    *Occult: 4
    *Stealth: 2

    Serenity
    *Craft
    *Dodge: 6
    *Linguistics: 3 - Old Realm, Riverspeak, High Realm, Firetongue
    *Performance: 5 - Dance: 2
    *Socialize: 4

    Endings
    *Awareness: 2
    Bureaucracy: 5
    Integrity: 3
    *Martial Arts: 6 - Floating Ribbon: 2
    Medicine: 2

    Battles
    Archery
    Athletics: 1
    Melee
    Presence: 2
    War

 
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Meno, Chosen of Endings

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)
  • Deathlords and their Forces (Obsessive Suspicion)
  • 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 Abyssals - 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 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 ••••• (Unarmed +2)
Medicine •••

Favored

Athletics •••••
Dodge ••••• (Unarmored +2)
Larceny •••••
Stealth •••••

Non-Favored

Investigation •••
Linguistics ••• (Native: Riverspeak, Old Realm, Flametongue, High Realm)
Lore •••
Occult •••
Presence ••
Resistance •••
Sail •
Socialize ••

Backgrounds
Artifact (Starmetal Hearthstone Bracers) ••
Backing (Bureau of Destiny) •••••
Celestial Manse (Gem of Deep Drink Hearthstone) ••
Connections (All Seeing Eye) •••••
Connections (Chiaroscuro) ••
Connections (Gem) ••
Connections (Outlaws - South) ••
Salary ••

[8 background dots left]

Mundane Traits
Virtues
Compassion ••
Conviction ••••
Temperance ••
Valor •••

Willpower ••••• •••

Health: [-0 x 7] [-1 x 2] [-2 x 8] [-4 x 1] (INC)

Soak: 5B/3L
w/Orichalcum Sheathing Stance: 17B/15L/12A (Hardness 10)

Dodge MDV: 9
Parry MDV (Man + Presence): 3
Dodge DV: 9 (10 w/out armor)

Attacks:
  • Unarmed (Basic): Speed 5, Accuracy 14, Damage 3B, Parry DV 8, Rate 3, Tags: N
  • Blade of the Battle Maiden: Speed 5, Accuracy 15, Damage 8L/2, Defense 8, Rate 3, Tags: O
  • Four Magical Materials Bonuses: Overwhelming 3, -2 to enemy PDV, ignores Cover, -1 Speed, +1 Rate, +2 Accuracy, +2 Defense, +3 Damage, Tag: Piercing

Essence Traits
Essence ••••• •

Personal Pool: 20
Peripheral Pool: 51 (55)

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
ALL EXCELLENCIES FOR BELOW

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); Mins: Athletics 3, Essence 3
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.
PRIOR WARNING
Cost: 6m; Mins: Awareness 2, Essence 1
Type: Simple (Speed 4, DV -0)
Keywords: Combo-Basic
Duration: Five hours

Casting her perception into the near future, the Sidereal senses the presence of imminent danger. The Storyteller should have the Sidereal’s player roll any Awareness rolls that she is allowed to notice a threat (Essence x 2) minutes before she would normally be able to roll. When the Storyteller cannot determine the difficulty of the roll beforehand, use the highest ([Intelligence + Larceny] ÷ 2) of any character involved in
the threat–or difficulty 1 if the Sidereal could notice the threat automatically. On a success, she receives a vague premonition of harm, putting her on guard without actually revealing the nature of the threat. Such forewarning adds one automatic success to her actual roll to notice the threat when it finally arrives.

EXPECTED PAIN
Cost: 2m (+2m); Mins: Awareness 3, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant

Vague premonitions of future sorrow drift through the mind of a Sidereal who has mastered this Charm. As her fated suffering impends, these visions crystallize into awareness. Expected Pain cancels the unexpected quality of any physical or social attack against the Sidereal. It costs an additional two motes when used to defend against creatures outside of fate.

With Awareness 5+, this Charm can be activated to enhance any Awareness roll to notice a concealed threat to the Sidereal or her allies—a hidden assailant, a drop of poisonous lotus extract dissolved in a cup of tea, a venereal disease on a concubine. Doing so converts all dice on the roll to automatic successes.
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.
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: —; Mins: Integrity 4, Essence 3
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.
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.
OX-BODY TECHNIQUE x6 [FREE]

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.
SOFT PRESENCE PRACTICE
Cost: 4m, 1wp; Mins: Stealth 2, Essence 1
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 Corpse •••
The Crow •••
The Haywain ••
The Rising Smoke •••
The Sword •••

Martial Arts Styles
Form Weapons and Armor: Charms of this style treat attacks with knives, swords, staves and seven-section staves (and all their artifact versions) as unarmed attacks. These Charms do not function if the character wears armor.

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.

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.

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.

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.

Deadly Starmetal Offensive
Cost:
5m; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Obvious
Duration: Scene
Prerequisites: None

...and their names were JI

The character infuses her fingernails with Essence, hardening them, sharpening them, lengthening them into bweapons - and, most importantly, causing them to bend, influence and predict the path of fate in the manner of starmetal. While this Charm is active, the character’s unarmed attacks gain a minimum damage of 3 and the O tag, may parry lethal attacks without a stunt, and may re-roll the the damage roll in step 8 whenever she attacks, taking the higher of the two results.

Orichalcum Sheathing Stance
Cost:
5m; Mins:Martial Arts 5, Essence 4; Type:Simple (Speed 3, DV -1)
Keywords:Combo-OK, Obvious
Duration: Scene
Prerequisites: None

and PENG

The character wraps her body in a sheath of Essence, mirroring in its interaction with her own anima the link between Solar Exalted and orichalcum. While this Charm is active, the character is considered to be wearing orichalcum armor with the martial artist’s (Essence + Martial Arts+2) Bashing and Lethal Soak, (Stamina+Martial Arts)/2+5 Hardness, a -0 Mobility Penalty, and a 0 Fatigue Penalty. Further, the martial artist subtracts 1 from any attack’s minimum damage (minimum of 1) and 2 from the damage of any environmental effect (minimum of 0). The armor provided by this charm is compatible with all martial arts, even those normally not compatible with armor. However, the benefits of this charm count as equipment and the rules for stacking equipment apply to it..

Flickering Moonsilver Approach
Cost:
5m; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Obvious
Duration: Scene
Prerequisites: None

and LU

The character traces patterns through the air that echo the slippery, mutable ways in which moonsilver twists the flows of Essence around it. Opponents cannot precisely determine the character's location: she may cause her attacks to originate from any point within (her Essence x5) yards. Such attacks impose a -2 penalty to the defender's PDV, on top of ignoring all cover bonuses to DV.

Five Jade Fury
Cost:
5m; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Obvious
Duration: Scene
Prerequisites: None

and ZHOU

The character binds the substance of Creation to her Essence, shifting into a pattern of attacks that radiates the elemental authority of jade. Each gives a gift, which applies only to unarmed Martial Arts attacks. Her blows can be bashing or lethal, as she chooses, reflecting the compassion and conviction of green jade. The grace of black jade steers her attacks well: she adds 2 to the Accuracy and Defense values. The reliability of white jade ensures reasonable damage: she adds 3 to her Damage value. The force of blue jade grants her weapon the Piercing tag. Finally, the swiftness of red jade adds 1 to her weapon's Rate and -1 to its Speed. The benefits of this charm count as a Magical Material bonus and the appropriate rules for stacking apply.

Four Magical Materials Form
Cost:
15m; Mins: Martial Arts 5, Essence 5; Type: Simple (Speed 6, DV -1)
Keywords: Form-type, Obvious, Combo-Basic
Duration: Scene
Prerequisites: Deadly Starmetal Offensive, Orichalcum Sheathing Stance, Flickering Moonsilver Approach, Five Jade Fury

and HOU TUI

The character attunes herself to the Essence of the world, drawing on the flows of interwoven fates, raw power, progressive change and elemental stability that play out all around her. In this fashion, while she maintains the Form, she becomes a living artifact. This Form does not mimic the Essence of soulsteel.

When using this Form, the character automatically and reflexively activates all four prerequisite stances as part of the Form activation for no cost. In addition, she becomes unbreakable, becoming immune to Crippling effects, unless the effect could damage the Five Magical Materials.

Charm Redirection Technique
Cost:
10m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: None

and AN

The character learns to catch, tangle and throw the Essence flows of Charms as if they were the flailing limbs of her hapless flows. This Charm may be invoked in Step 2 in response to a Charm-enhanced attack. The martial artist immediately rolls their (Essence + Martial Arts) against a difficulty of the attacker’s Essence. If successful, they perfectly parry the attack and another character in range of the attack is immediately made the new target for the attack, starting in Step 2. The activation roll for this charm is considered a unique Flaw of Invulnerability.

Sequential Charm Disruption
Cost:
4m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Charm Redirection Technique

and CAI

This Charm expands on the principle of Charm Redirection Technique. Rather than redirecting the essence flows, this charm instead disrupts them. The martial artist may immediately cancel one or more charms used on the attack against them for the duration of that attack. If more than one offensive charm is canceled, add a +2m, +1wp surcharge to this charm. If an Excellency is canceled, add a +5m surcharge to the charm. Rather than cancel a charm with a duration longer than instant for just one attack, a charm may be completely canceled as a shaping effect by adding the cost of the canceled charm as a surcharge to this one. The cost of canceled charms is still paid. This effect may not cancel Form-type Charms, Extra Action charms or charms with a minimum essence higher than the martial artist’s permanent Essence.

Spell-Shattering Palm
Cost:
5m per Circle or (Minimum Essence of a Sorcerous Charm)*3m; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites: None

and LI

The character uses martial arts to yank the threads of a delicate construct of sorcery out of place. This charm allows the character to make Martial Arts attacks or defenses against sorcery, similar to countermagic. Used on the offense this modifies an unarmed strike, you must target the manifestation or center of the spell—such as the character benefiting, the spirit summoned, or the approximate center for spells like Rain of Doom. Spells that do not otherwise have a stated DV have a DV of (Circle)*4 or (Minimum Essence)*2 for Sorcerous Charms. If you defeat the DV by at least the Sorcerer’s (Essence)/2 than the effect is shattered as though struck by the appropriate level of countermagic.

Used defensively, this charms functions as defensive countermagic of the spell’s circle if the character’s PDV exceeds the caster’s Essence + Twice the Spell’s Circle or the caster’s Essence + The Sorcerous Charm’s Minimum Essence. This requirement is considered a unique Flaw of Invulnerability when used defensively.

Astrology Interruption Method
Cost:
4m; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 1)
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisites: None

and HUA JI

The character uses her education in the nature of fate in conjunction with her martial skill to disjoint, snarl and otherwise tangle the fates the spiders weave. By lightly striking the target in the five points where the threads of the Loom of Fate attach, the character can negate Sidereal astrological effects. She must make a successful Martial Arts attack against the target. If she succeeds with threshold successes exceeding the Essence + College of the Sidereal that created the effect, the effect is dangerously torn or frayed, and the pattern spiders abandon it.

Soul Fire Shaper Form
Cost:
15m; Mins: Martial Arts 5, Essence 5; Type: Simple (Speed 6, DV -1)
Keywords: Form-type, Overdrive, Combo-Basic
Duration: Scene
Prerequisites: Charm Disruption Technique, Sequential Charm Disruption, Spell-Shattering Palm, Astrology Interruption Method

and QIAN JING

The character balances her actions so perfectly to the local flow of Essence that the world around her cannot help but support her victory, regardless of whether she stands in Creation, Malfeas or the Underworld.

While using the Soul Fire Shaper Form, consider the Exalt's permanent Essence to be five higher than her current Essence for the purposes of resolving Charm conflicts and interacting with her enemy’s charm effects. She is unaffected by any condition or effect that would negatively impact her Essence pool or recovery, including but not limited to environmental factors such as being in the Underworld as a native of Creation, or hostile effects such as Charms that would prevent her from regaining motes in combat.

In addition, the character gains an Overdrive Pool of 10 motes while this charm is active. Every time your DV refreshes while using this form, roll a number of dice equal to the highest minimum essence of any non-Sidereal Martial Art charm used by another character since the last time your DV refreshed and gain 1 offensive mote per success.

Finally, the martial artist also gains one free use of Sequential Charm Disruption, Spell-Shattering Palm, or Astrology Interruption Method every time his DV refreshes. Any effects, including surcharges that increase the cost of those charms increases it from a base cost of 0m, 0wp.

God Ways
Cost:
10m; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Shaping
Duration: Indefinite
Prerequisites: None

and ZUO GU

The character steps into an object or person, displacing its natural spirit with his Essence manipulations as easily as a master of legermain might steal a mortal's coat. The character's player rolls Charisma + Martial Arts against a difficulty equal to the Essence of the Exalt's target - the body he wants to steal or the god or least god of the thing he wishes to possess. The target's player can spend a point of willpower to make a willpower roll difficulty equal to the martial artist's Essence once on each of the martial artist's action ticks to regain control over her body. As a restriction, the character may not possess any entity with a size greater than her Essence in yards in its largest dimension.

In the meantime, the character's body dematerializes and fades into her stolen form. She may move and take Martial Arts actions through her stolen flesh, using her own Physical Attributes or those of her stolen form, if they are higher (inanimate objects usually have 0s in all Physical Attributes). This Charm imbues any stolen form with supernatural flexibility and mobility - possessed trees can attack and unattended ox-carts can charge. Attacks that strike dematerialized entities damage the character's dematerialized self as well as her stolen form. Otherwise, she suffers no ill effects from having her possessed body damaged or destroyed.

The character cannot possess soulsteel. She can only possess objects made of other Magical Materials if she knows the style's Charm for emulating that Magical Material.

[Exalt] [Caste: Water] Ways
Cost:
5m, 1hl; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK
Duration: Indefinite
Prerequisites: None

and YOU PAN

The character strikes his throat, abdomen, spine, brow and crown chakras, forcibly reshaping his Essence and altering how his anima interacts with this world. This Charm allows the character to mimic the anima banner and anima effects of one other type and caste of Exalted. This Charm temporarily replaces the character's anima banner. This charm can never allow the character to learn charms she otherwise could not, for instance by mimicking the Eclipse Caste’s anima. Select one Caste when you first purchase this charm, and other castes may be added at the cost of 4xp each but you may only activate one [Exalt] [Caste] Ways at a time.

Games of Divinity Form
Cost:
10m 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple (Speed 6, DV -1)
Keywords: Form-type, Obvious, Emotion, Combo-Basic
Duration: Scene
Prerequisites: God Ways, Exalt Ways

and WU JI

The character adopts the attitude and posture of the spirit courts, moving with the infinite baroque complexity necessary to the management of Creation. Directed by the four powers of her mind - aspiration, effort, intention and analysis - the whole of her Essence flows as one. Simultaneously, even the smallest mote of her being directs itself toward managing its own affairs.

Though no imperfect creature can truly master it, this Form has a perfect beauty to it. Anyone who does not know this charm immediately forms an unnatural, inviolable positive intimacy of addiction towards it unless they spend a number of points of willpower equal to half the character’s Essence, to a maximum of 5. If this intimacy is eroded, it attempts to re-assert itself every time the character sleeps—the perfect beauty dominating their dreams.

A character with the intimacy of addiction cannot harm someone using this Form-Type charm unless they fail a compassion roll. Once they fail a number of such compassion rolls equal to the martial artist’s permanent Essence they may attack the martial artist freely. The long-term addiction effect can be broken by Charms such as Transcendent Hero Meditation or other effects that shatter long-term Compulsions or by, of course, learning this charm herself.

Demesne Emulation Practice
Cost:
7m, 1w, 1hl; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Obvious
Duration: Scene
Prerequisites: None

and KAO

Tugging gently on the flows of Essence around him, the character forms herself into a nexus, a convergence point through which power pours. While this Charm is active, each of the character's successful unarmed attacks that would apply at least one level of damage in step 10 convert one of those levels of damage to aggravated. The character's hand upon an enemy's chest burns him with raw Essence, her elbow in his ear fills her head with Essence lightning, and her foot against his knee is as terribly cold as the Essence of a saltwater siren's heart.

Demesne and Manse Form
Cost:
6m; Mins: Martial Arts 5, Essence 5; Type: Simple (Speed 6, DV -1)
Keywords: Form-type, Obvious, Combo-Basic
Duration: Scene
Prerequisites: Demesne Emulation Practice

and CHUNG TING!

The character adopts the stately grandeur of a temple and radiates the ancient power of a Manse. She can now properly channel and constrain the raw Essence flow that the Demesne Emulation Practice feeds into her, coalescing it around her Caste Mark into a level 5 hearthstone set in her brow. This hearthstone only exists while the character is using Demesne and Manse Form. While using this Form, the character receives the hearthstone's benefits, as if it were set into an artifact. Treat major changes to the character's personality (on the same magnitude as changing her Motivation) as architectural alterations to a Manse for the purposes of altering the hearthstone, adjusting hearthstone abilities appropriately.

As a final benefit, upon activating this form the martial artist gains (Essence x10) attunement motes as her hearthstone serves to power her artifacts. She may substitute motes from this surge to substitute a Hearthstone required to power an artifact on a 10 per 1-dot basis. Upon de-activating this charm all attunement motes are lost as though the scene had ended.

Prismatic Arrangement of Creation Form
Cost:
10m 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple (Speed 6, DV -1)
Keywords: Form-type, Obvious, Combo-Basic
Duration: Scene
Prerequisites: Four Magical Materials Form, Soul Fire Shaper Form, Games of Divinity Form, Demesne and Manse Form

The Elder Sutra of Essence: The last maiden's name was TAO. These were their names, but they knew them not.

As she assumes this Form, the character vanishes into the flows of Essence around her. For a long moment, she is nowhere and everywhere, embodied in the dance of all things. Then, she manifests again, in every movement consummately aware of everything around her, reacting to intentions before they are formed, actions before they are taken and to the battle as a whole as easily as to a single blow.

Activating this Charm causes the character to vanish until her DV refreshes. While in this state, she may not be affected by any externally applied effect that requires her to be present. While the Charm remains active, the character is automatically aware of every attack against her and is immune to sensory penalties. She can sense every effect, object and creature within (Essence x10) yards, and adds her Essence in automatic successes to rolls to reveal hidden things within this radius.

The Prismatic Arrangement of Creation Form is transcendent and accepts other Forms as lesser parts of itself. While the Prismatic Arrangement of Creation Form is active, the character may have more than one Form-type Charm active, as an exception to the rules governing Form-type Charms, detailed as follows: All four of this Form's prerequisite Forms may remain active along with the main Form. Form-type Charms not part of this Style may also benefit, but any use of out of style Forms limits the character to two total Form-type Charms in addition to Prismatic Arrangement of Creation Form. While multiple Form-type Charms are active, any form weapons of any of the Forms' styles are considered form weapons for all of them. This is a specific benefit of the Prismatic Arrangement of Creation Form and not a general rule.

In addition, the character may choose to reflexively activate allowed sub-Forms as part of the activation of Prismatic Arrangement of Creation Form.

Essence +2 - 20
Auspicious/Favored Abilities +12 - 12
Willpower +3 - 3

7/21/17: +3 XP

BALANCE: 3 XP
 
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For Red Shadow Claws Red Shadow Claws .
You can polish your sheet up and make it nice and pretty when you have time.

Victorious Monsoon
Caste: Battles

Str: 4
Dex: 5
Sta: 4

Cha: 5
Man: 2
App: 3

Per: 4
Int: 3
Wits: 4

Auspicious
Archery: 5 Longbow: +2
Athletics: 5 Jumping: +2
Melee: 2
Presence: 3
War: 5 Small Units: +3

Favored
Martial Arts: 5 Punching: +3
Dodge: 5
Resistance: 5
Ride: 4 My Familiar: +2

Other Abilities
Bureaucracy: 2
Linguistics: 3 Old Realm, Riverspeak, Firetongue
Lore: 3
Occult: 2
Socialize: 1
Stealth: 1
Awareness: 3
Craft (Fate): 2
Performance: 3 (can't make it out) +2
Integrity: 2

Essene: 5
Personal: 18
Peripheral: 47

Willpower: 8

Valor: 5
Conviction: 2
Compassion: 3
Temperance: 3

Health Levels
[ ][ ][ ][ ][ ][ ] -0
[ ][ ] -1
[ ][ ][ ][ ][ ][ ][ ] -2
[ ] -4
[ ] I

Backgrounds
Backing - Crimson Panoply of Victory: 2
Backing - Convention of War: 2
Manse - Seven Leaping Dragon Stone: 4
Connections - Cult of the Illuminated: 2
Salary: 3
Familiar - Sabertooth: 3
Artifact - Starmetal Perfected Kata Bracers: 4

Colleges
The Banner: 4
The Shield: 3
The Quiver: 3
The Sorcerer: 4

Dodge MDV: 8
Dodge DV: 7
Parry DV: 6 or 8

Soak: 4B/2L Natural

Charms
Archery
Generalized Ammunition Technique
Any Direction Arrow
Every Direction Arrow
Opportune Shot
Five Seasons Response

Athletics
Forgotten Earth
Unswerving Juggernaut Principle

Awareness
Prior Warning

Dodge
Absence
Duck Fate
Avoidance Kata
Trouble Reduction Strategy

Integrity
Unhearing Dedication

Linguistics
Favorable Inflection Procedure

Resistance
Ox-Body Technique x4
Someone Else's Destiny
Shield of Destiny
Optimistic Security Practice

Ride
Ordained Bridle of Mercury
Spirit-Shape Companion
Godly Companion

War
Training Mandate of Auspicious Battle
Auspicious Recruitment Drive
Predestined Triumph Practice


MA - Throne Shadow
Lotus Eye Tactics
Lion Mouse Stratagem
Sifu's Useful Fingers
Throne Shadow Form
Shadow Lost in Court
Pneuma-Stealing Handshake
Deadliest of All Weapons
Clear Eyes Defense
Welcoming the Uninvited Guest
Finger-Stealing Handshake
World as Weapon Mastery
Flow-Breaking Strike
Secret Lesson Revelation
Eyes Toward an Ending
Unobstructed Blow
Horrific Wreath
Crimson Palm Counterstrike

MA - Scarlet Patterned Battlefield
Unassailable Rebuff Position
Implacable Patterned Deployment
Grace and Stride
Without Strategy Arrangement
Fallen Ivory Defense
Scarlet Patterned Battlefield Form
The Lotus Blossoms
Showing the Secret Hand
 
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