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Xefas
2011-02-09, 03:57 PM
There's a definite problem with the Exalted ruleset. It's so goshdern fun to make characters, but opportunities to actually use them are few and far between. When you go to make a character, you may end up with a thousand different directions you want to go in, all just as crazy and epic.

So, here, I submit to you, the Exalted Character Repository. Make a character, name 'em, and I'll link it here in the first post, organized by Exalt type (or Godblood/Heroic Mortal/etc), Caste/Aspect/Profession (see Scroll of Heroes for that last one), and number of experience points. To keep it simple, I'd prefer nice round numbers (CharGen, 50xp, 100xp, 150xp, etc).

Feel free to post all mechanics, or supply a backstory as well. Names are obviously mandatory as I need something to link up here. You can also post a blurb about tactics/strategies/tricks the character is meant to employ. If you use homebrew anything, please either make the item in question a hyperlink to the homebrew, or post a link at the bottom of your character (if, for instance, you're using 20 charms by the Demented One and it's easier to just link to the page they're all on instead of individually linking every charm).

The default assumption will be that any character posted here is open for use by the public, either as a quick pre-generated NPC for a Storyteller, or as inspiration for a player who remembers that their Exalted group is meeting in 2 hours and they don't have time to stat up a 2000xp Lunar. If you do not wish this to be so, you're welcome to include a few lines saying something to that effect in your character write-up.

Also, we will assume that your character conforms to the latest errata in the Scroll of Errata. If you use a charm pre-errata, or the pre-errata character generation rules, or anything like that, please note it in the write-up.

In addition, I'll be marking entries as to whether they use Merits and/or Flaws. A non-trivial number of games don't allow them or allow them only on a case-by-case basis, so this seems like a useful thing to segregate. You're welcome to include a section at the end of your character to the effect of "If Merits/Flaws aren't allowed, then get rid of those and take X instead".

You're welcome to supply a picture for your character, but please spoiler them.

Resources That Might Be Of Interest To You:
Reynard's Sheets:
Solar, Abyssal and Infernal SheetName:
Exalt Type and Caste:
Anima:

Motivation:

Urge [If Infernal]

Background:

Attributes
Primary (Physical/Social/Mental): 8
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4

Physical:
Strength ●
Dexterity ●
Stamina ●

Social:
Charisma ●
Manipulation ●
Appearance ●

Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
[Note: Place [C]aste and [F]avoured tags, for clarity.]
Total without BP/XP: 28

Archery
Martial Arts
Melee
Thrown
War

Integrity
Performance
Presence
Resistance
Survival

Craft
Investigate
Lore
Medicine
Occult

Athletics
Awareness
Dodge
Larceny
Stealth

Bureaucracy
Linguistics
Ride
Sail
Socialize
Backgrounds, Artifacts and Equipment:Backgrounds:

Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source]

Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for value
> [List of purchases, and sources]
Charms
Ability/Yozi
Excellencies
[Charms]
Combos:

Combat Stats:
Join Combat:

Attacks:Hands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3

Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2

Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]

Permanent Charms (Effects)

Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]

Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]

Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]

Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]

Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●

Virtue Flaw/Flawed Virtue:

Intimacies:

Languages:
??? (Native)

Willpower: ●●●●●

Essence:
Permanent: ●●
Personal: Current (Max) [(Permanent Essence x3)+Willpower]
Peripheral: Current (Max) (Value Attuned) [(Permanent Essence x7)+Willpower)+Sum of Virtues]
Bonus Points and XP:
Bonus Points:

Total: 18/18 | Flaws:

Experience Points. Spent: X | Left: Y | Total: Z
Lunar SheetName:
Caste:
Spirit Animal:
Anima:
Tell:

Motivation:

Background:

Attributes
Primary (Physical/Social/Mental): 8
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4
[Note: Place [C]aste and [F]avoured tags, for clarity. Casteless do not get Caste abilities, obviously]
(Specializations +)

Physical:
Strength ●
Dexterity ●
Stamina ●

Social:
Charisma ●
Manipulation ●
Appearance ●

Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
[Note: Place [F]avoured tags, for clarity.]
Total without BP/XP: 25

Archery
Martial Arts
Melee
Thrown
War

Integrity
Performance
Presence
Resistance
[F]Survival

Craft
Investigate
Lore
Medicine
Occult

Athletics
Awareness
Dodge
Larceny
Stealth

Bureaucracy
Linguistics
Ride
Sail
Socialize
Backgrounds, Artifacts and Equipment:Backgrounds:

Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source]

Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for value
> [List of purchases, and sources]
Charms and Knacks
Attribute
Excellencies
[Charms]

Knacks:
Combos:

Combat Stats:
Join Combat:

Attacks:Hands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3

Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2

Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]

Permanent Charms (Effects)

Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]

Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]

Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]

Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]

Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●

Virtue Flaw/Flawed Virtue:

Intimacies:

Languages:
??? (Native)

Willpower: ●●●●●

Essence:
Permanent: ●●
Personal: Current (Max) (Value Attuned) [Permanent Essence+(Willpower x2)]
Peripheral: Current (Max) (Value Attuned) [(((Permanent Essence x4)+Willpower x2)+Highest Virtue x4]
Bonus Points and XP:
Bonus Points:

Total: 18/18 | Flaws:

Experience Points. Spent: X | Left: Y | Total: Z
Sidereal SheetName:
Exalt Type and Caste:
Anima:
Anima Power:

Motivation:

Faction:

Background:

Attributes
Primary (Physical/Social/Mental): 8
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4

Physical:
Strength ●
Dexterity ●
Stamina ●

Social:
Charisma ●
Manipulation ●
Appearance ●

Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
[Note: Place [A]uspicious and [F]avoured (You get four) tags, for clarity.]
Total without BP/XP: 35, with at least 15 in Auspicious and Favoured.

Caste Requirements:
The character must have at least Awareness ••, Bureaucracy ••, Linguistics (Old Realm) •, Lore •••, Martial Arts ••, Occult ••, Socialize •, Stealth • and at least one dot in Archery, Melee or Thrown. There are additional restrictions based on caste:

Chosen of Journeys must have Athletics ••, Linguistics (Old Realm and an appropriate additional language) ••, Resistance ••, Survival •• and Ride or Sail •••.

Chosen of Serenity must have either Craft or Performance ••, Linguistics •• (focusing on eloquent speaking and writing rather than languages), Medicine ••, Presence •• and Socialize •••.

Chosen of Battles must have Archery or Melee •••, Athletics ••, Dodge ••, Presence •• and War ••.

Chosen of Secrets must have Awareness ••, Investigation •••, Larceny ••, Socialize •• and Stealth ••.

Chosen of Endings must have Awareness ••, Dodge ••, Integrity ••, Martial Arts ••• and Stealth ••.
Journeys
Resistance:
Ride:
Sail:
Survival:
Thrown:

Serenity
Craft:
Dodge:
Linguistics:
Performance:
Socialize:

Battles
Archery:
Athletics:
Melee:
Presence:
War:

Secrets
Investigation:
Larceny:
Lore:
Occult:
Stealth:

Endings
Awareness:
Bureaucracy:
Integrity:
Martial Arts:
Medicine:
Backgrounds, Artifacts and Equipment:
Backgrounds:

Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source]

Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]

Resources: X
Reason for value
> [List of purchases, and sources]
Charms
Ability
Excellencies
[Charms]
Combos:

Combat Stats:
Join Combat: 9 +1 Sux

Attacks:Hands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3

Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2

Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3

Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]

Permanent Charms (Effects)

Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]

Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]

Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]

Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]

Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●

Virtue Flaw/Flawed Virtue:

Intimacies:

Languages:
??? (Native)

Willpower: ●●●●●

Essence:
Permanent: ●●
Personal: Current (Max) (Value Attuned) [(Permanent Essence x2)+(Willpower)]
Peripheral: Current (Max) (Value Attuned) [(((Permanent Essence x6)+Willpower 2)+Sum of all Virtues]
Bonus Points and XP:
Bonus Points:

Total: 18/18 | Flaws:

[B]Experience Points. Spent: X | Left: Y | Total: Z

Common Houserules
If your character includes any of the following, mark somewhere visibly, and preferably towards the beginning (for others' convenience), that it is so.

Simple Craft (SC)
Craft is a single ability that, by itself, does nothing. By purchasing "fields" of craft, which cost the same as a specialty, one broadens their Craft ability. Common fields include Fire, Water, Earth, Air, Wood, Genesis, Fate, Vitriol, and Magitech. One may have as many fields as they wish to purchase, and gain one field for free upon gaining their first dot of Craft.
Inherent Excellence (IE)
Solars, Abyssals, Sidereals, and Terrestrials all begin with five free excellencies, each of which must be part of a different ability. Infernals start with one First [Yozi] Excellency, and gain all future purchases of that excellency for free. Lunars gain two free excellencies, both of which must be part of different abilities. Alchemicals gain two free augmentations, both of which must be part of different abilities, in addition to two free Charm Slots which may only hold augmentations.
Peter Schaefer's Lunar Fix (http://wiki.white-wolf.com/exalted/index.php?title=Peter_Schaefer_on_Lunar_Character_ Generation) (PS)

Sorcery+ (S+)
Upon purchasing a charm that grants a new circle of sorcery, the Exalt also gains one free spell of that circle.
Essential Toughness (ET)
Solars, Abyssals, Lunars, Sidereals, and Terrestrials all gain one free purchase of their Ox-Body Technique per point of permanent Essence they possess. Infernals substitute Hardened Devil Body. Alchemicals substitute Strain-Resistant Chassis Modification, which do not occupy charm slots nor require essence attunement.

This may surpass the normal limits a character has for that many purchases of the appropriate charm.

Xefas
2011-02-09, 04:08 PM
Solar

Twilight
Chargen
Lyle, the Unfortunate Liability (http://www.giantitp.com/forums/showpost.php?p=10357895&postcount=15)

Infernal

Slayer
Chargen
Brass Colossus (http://www.giantitp.com/forums/showpost.php?p=10352017&postcount=11)
Angel, the Murderous Cottontail (http://www.giantitp.com/forums/showpost.php?p=10424455&postcount=20)

375xp
Despen Villte, Bearer of the Crimson Throne (http://www.giantitp.com/forums/showpost.php?p=10398633&postcount=19)

Defiler
50xp
Soul Beneath the Crystal Screen (http://www.giantitp.com/forums/showpost.php?p=10377049&postcount=18)

Scourge
50xp
Serena (http://www.giantitp.com/forums/showpost.php?p=11227958&postcount=21)

Sidereal

Journey
Chargen
Propitious Projector of Peaks (http://www.giantitp.com/forums/showpost.php?p=10342160&postcount=9)

Godblood

Ghostblood
Chargen
Mai (http://www.giantitp.com/forums/showpost.php?p=10341960&postcount=8)

Xefas
2011-02-09, 04:50 PM
Err...better make that two.

a_humble_lich
2011-02-09, 05:42 PM
Given the large number of house rules that are often used for character creation, I wonder if it would be a good idea to include a list of the common ones. Not to require people who post characters here to follow any set of guidelines, but just to have a common set of rules that people can point to to say they use. After all most of the houserules is use are fairly similar (extra health levels, alternate Lunar rules, free excellencies, craft fixes, sorcery initiation inclues one spell, etc.)

Xefas
2011-02-09, 06:14 PM
Given the large number of house rules that are often used for character creation, I wonder if it would be a good idea to include a list of the common ones. Not to require people who post characters here to follow any set of guidelines, but just to have a common set of rules that people can point to to say they use. After all most of the houserules is use are fairly similar (extra health levels, alternate Lunar rules, free excellencies, craft fixes, sorcery initiation inclues one spell, etc.)

Good idea. I've added some common houserules into the first post, along with giving them a name and acronym to refer to them by (which will make it easier for me to mark the index with). Did I miss any?

Jokasti
2011-02-09, 06:16 PM
Good idea. I've added some common houserules into the first post, along with giving them a name and acronym to refer to them by (which will make it easier for me to mark the index with). Did I miss any?
Ink Monkeys Dawn Errata

Xefas
2011-02-09, 06:21 PM
Ink Monkeys Dawn Errata

That's not a house-rule, though. That's just a rule. It's official. Not using it, in this case, would be a house-rule (should I add that one?), and I already covered that by specifying that all entries are assumed to follow the latest errata, and if they don't, it should be noted.

SurlySeraph
2011-02-09, 07:25 PM
Here's a 0 xp Ghost-Blooded, with an excessively long backstory. Since the Dawn Errata doesn't discuss Heroic Mortals or God-Bloods, she's made by the Scroll of Heroes rules.
Name: Mai
Exalt Type and Caste: Ghost-Blooded

Motivation: Bring honor on her ancestors without dying.

Background:
Mai was born on the outskirts of Sijan, to a shroud-seamstress. Mai's mother's role in her life began to dwindle once Mai became old enough to read, due to her father Adamant Bulwark's devotion to her education. Adamant Bulwark was a nobleman in life and an important servant of the Dual Monarchy in death, who chose in his great benevolence to bestow a child on one of his descendants.

Mai thought nothing of it when Bulwark stopped teaching her history and Underworld secrets and and started teaching her how to fight. Surely that was normal in his day, and given the rough district she lived in it was certainly welcome. Nor was it odd when he instructed her in how to stay unseen and avoid a fight, and it was only a little odd when he started teaching her how to pick locks. He didn't let her spend much time with other children, but other children didn't like her much anyway; she saw more than they wanted her to, and they said her blank snow-white eyes were scary. In any case, the lessons were certainly more fun than learning how to sew.

As Mai grew into a young woman, she took on the job her father had raised her for. She entered households that neglected to worship their ancestors, or whose ancestors had long ago stolen from others, and took what was owed. She also visited the nearby Shadowland with her father increasingly often, where he often told her to demonstrate her skills. Mai was proud to be shown off, if a little confused why Bulwark wanted people to know that she could sneak around and steal things.

Until he showed her off to the Harbinger, that is. The Harbinger had a title that was much too long for Mai to remember, and her father pointed him out with fear and admiration. Mai gracefully approached and introduced herself, mindful not to offend such an undoubtedly noble man. The Harbinger replied only by looking back at her.

Mai had always seen very clearly; it was a gift she always thanked her father for in her prayers. She saw very clearly as the Harbinger's eyes peeled open like a second set of eyelids to reveal a howling void inside his head that pulled at her as violently as a whirlpool, wind rushing past her head to go still in the dead space behind his eyes...

And then the Harbinger spoke politely to Mai, and complimented her father on bringing up a practical girl without worrying too much about her manners, saying he found such simple grace rare and charming in a noble's child, and noting with a slight smile that he was sure he could find use for her should she join his service. All while the screeching wind sucked her towards his face, hair billowing like leaves in a storm, barely able to keep her balance, and no one else seemed to notice.

An eternity later, in a carriage somewhere near the border of the shadowland, Bulwark explained to her that his highest wish was for her to be like that. The Deathlord in Thorns, a mighty ghost whom Bulwark spoke of in reverent tones, was her future master. He was likely to need a new Day Caste before long, as his last had gone rogue; through Bulwark's diligent training, Mai might just be chosen as the replacement once the traitor was killed. Thus she would bring immense honor and wealth to her family in service to the Deathlord.

Mai nodded warily.
Also, Bulwark added, the Harbinger had done them the great honor of asking to see Mai again in a month, and while marriage was out of the question unless she Exalted -
Mai was very relieved that she fainted before she could hear the end of that sentence.
She still steals and spies for her father, the Ancestor Cult, and herself, and sometimes for the Harbinger. Mai counts her blessings that the Harbinger doesn't want to see her often, and prays that he'll be sent on a mission far away from Sijan. She isn't sure whether to pray that she becomes an Abyssal or not. As much as Mai wants to be powerful and make her father's hard work bear fruit, becoming interesting enough for the Harbinger to pay full attention to her would be a heavy price indeed. And that's discounting the rumors that the Abyssals and Deathlords have plans much worse than simply protecting the rights of the dead.

Attributes
Physical:
Strength ●●●
Dexterity ●●●
Stamina ●●●

Social:
Charisma ●
Manipulation ●●
Appearance ●●●

Mental
Perception ●●●
Intelligence ●●
Wits ●●●
Abilities (Specializations +)


Martial Arts ●●●
Thrown ●

Investigate ●●●
Lore ●
Medicine ●
Occult ●●●

Athletics ●●●
Awareness ●●●
Larceny ●●●
[F] Stealth ●●●●● (moving in darkness +●●)

Linguistics ●

Backgrounds, Artifacts and Equipment:Backgrounds:
Artifact ●
Artifact ●
Artifact ●
Mentor ●●
Resources ●

Artifacts and Equipment:
Artifact: Black Jade Baneclaw, Kareki

Artifact: White Jade Chain Shirt, Snowdrift
[Player's Guide]
Artifact: Perfected Boots
[Wonders of the Lost Age]

Mentor: Adamant Bulwark, her father. Also great-great-great-grandfather. Ghosts do things like that.

Resources: ●
Mai is a pretty competent thief, but tithes most of her money to the Ancestor Cult.
Arcanoi
Pyre Smoke Form

Mutations
Night Eyes (1), Enhanced Sense (sight) (1), Deathsight (2), Chameleon (2)
Negative mutations (7 BP total): Mood Swings (despair) (1), Behavioral Archetype (2), Involuntary Medium (2), Vulnerability (salt) (2)


Combat Stats:
Join Combat: 6

Attacks:Baneclaw: Acc: X [7] | Damage: [6L] | Parry DV: [5] | Rate: 3

Hands:
Acc: X [7] | Damage: [3B] | Parry DV: [4] | Rate: 3

Feet:
Acc: X [6] | Damage: [6B] | Parry DV: [2] | Rate: 2

Clinch:
Acc: X [6] | Damage: [3B] | Parry DV: - | Rate: 3
Dodge DV: X [3]

Soak:
Bashing: [7]
Lethal: [9]
Aggravated: [6]

Hardness:
Bashing: [2]
Lethal: [2]
Aggravated: [2]

Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]

Mental Defenses:
Dodge MDV: [4]
Charisma Parry MDV:
>Presence: [1]
>Performance: [1]
Manipulation Parry MDV:
>Presence: [1]
>Performance: [1]

Virtues:
Compassion ●●
Conviction ●●●
Temperance ●●●
Valor ●

Intimacies:
Ancestor Cult (piety)
Adamant Bulwark (loyalty)
The Harbinger (absolute screaming terror)
Her armor
Her Baneclaw

Languages:
Riverspeak (Native)
High Realm

Willpower: ●●●●●●

Essence:
Permanent: ●●
Personal: Current 28 (max 31) [3 committed]
Bonus Points and XP:
[B]Bonus Points:
Gain 1 through neg mutations, spent 7 on Pyre Smoke Form, 12 to raise Essence to 2, 2 to raise Stealth, 2 on Stealth specialties.
Total: 21/21

Experience Points. Spent: 0 | Left: 0 | Total: 0

SurlySeraph
2011-02-09, 07:47 PM
And here is a 0 xp Sidereal built for throwing mountains, using the Dawn Errata. His backstory is written for the Primordial War; it's easy enough to change. Switch out 4 dots of Familiar for Silk Armor and a pair of Hook Daiklaves, and his Sail specialties into Martial Arts, if you want to make him more of a normal combat threat

Name: Propitious Projector of Peaks
Exalt Type and Caste: Sidereal Chosen of Journeys
Anima: A hovering yellow mountain

Lifting ability, so you don't have to wait for it:
5 Strength + 5 Athletics + 3 Specialties + 5 Virtue channel + 5 Cooperation + 2 Stunt + 2 Second Excellency +3 Eye of the First Goat +2 Jewel of Youthful Suppleness = 32, multiplied by The Mast for a final 320 Feat of Strength.

Motivation: To free Creation from the Primordials by moving large objects to more auspicious locations.

Background: Projector was born in midair, as a Solar hurled a field hospital out of a First Circle Demon's reach to save the civilians inside. He was recruited to run messages for the military as soon as he learned to walk, at first in a succession of Sidereal field headquarters and later through active battlefields. At maturity, Projector was assigned to a counter-intelligence unit and rescued tremendous amounts of valuable information from the enemy with remarkable strength and timing, heaving bookcases onto passing yeddim and hurling data crystals onto low-flying airships.
Still, it was only in the minutes after his Exaltation that Projector truly came into his own. There is no need to recount that exploit here; everyone knows how the behemoth Gozmal the Flat got its name. Projector has begun to rearrange mountain ranges across the North in defense of the world, and confidently predicts that demonic forces will retreat from this Direction by the time Gozmal's tail stops twitching. Whether leading a detachment of Sidereal mountain-hurlers or rallying a Talon of adoring Dragon-Bloods, he has become one of the most prominent Celestials in the North mere months since his Exaltation.
Several have asked Mercury if Projector was supposed to Exalt as a Solar, noting his awesomeness and virtue and tendency to shine yellow light everywhere. She always smiles and says she would never steal from the UCS, and certainly not alter Fate to deprive His Perfection of a soul that deserved a more powerful Exaltation than what she can provide. Jupiter always starts giggling around then, for some reason.

Attributes
Physical:
Strength ●●●●●
Dexterity ●●●●●
Stamina ●

Social:
Charisma ●●●●●
Manipulation ●●
Appearance ●●

Mental
Perception ●●
Intelligence ●●
Wits ●●●
Abilities (Specializations +)
Journeys
Resistance •••
Ride: 0
Sail: ••• (airborne mountains +●●)
Survival ••
Thrown ••••• (mountains +•••)
Favored:
Athletics ••••• (Feats of Strength +•••)
Performance ••
Martial Arts •••••
Melee ••
Other:
Awareness ••, Bureaucracy ••, Linguistics (Old Realm [native], Skytongue, Army Code) ••, Lore •••, Occult ••, Socialize •, Stealth •

Backgrounds, Artifacts and Equipment:
Backgrounds: Manse ••, Manse •, Familiar •••, Familiar •••, Artifact ••, Artifact ••, Artifact •, Followers •

Artifacts and Equipment:
Artifacts: Dragon Tear Tiara, Hearthstone Amulet, Hearthstone Bracers
Followers: Five groupies who help him lift, selected from families with Earth Aspect lineages. (He can totally have followers, it's the First Age so Arcane Fate hasn't happened yet).
Familiars: A couple of bears with an unusually good understanding of lifting and leverage.

Manse: Goathouse, an Earth-aspected manse on the peak of a very tall mountain. Only those capable of climbing up are worthy to attend the parties there.
Stone: Eye of the First Goat

Manse: Jointhold, a Wood-aspected hunting lodge located in a pine forest.
Stone: Jewel of Youthful Suppleness


Charms
Athletics
2nd Excellency

Martial Arts
Fluttering Cry of Warning
Empowering Justice Redirection
Crane Form

Melee
Impeding the Flow
Harmony of Blows

Occult
Mark of Exaltation

Resistance
Optimistic Security Practice
Water and Fire Treaty

Thrown
2nd Excellency
Willful Weapon Method
Life Gets Worse Approach

Virtues:
Compassion ●●●●●
Conviction ●
Temperance ●●●●●
Valor ●●

Colleges:
The Mast ●●●●●
The Ship's Wheel ●●

Intimacies:
Mercury (loyalty)
Solars (loyalty)
Pasiap (apologetic devotion)
Earth Aspect Terrestrials (reflexive lust)
Gaia (all of the above)

Willpower: ●●●●●●●●●●

Essence:
Permanent: ●●
Personal: Current 12 (Max 12)
Peripheral: Current 26 (Max 33) (7 Attuned)

Bonus Points:
6 to raise Compassion to 5
5 to raise Willpower to 10
5 on Favored and Caste Abilities
1 on Thrown specialties
1 on Sail specialties
Total: 18/18

aetherialDawn
2011-02-09, 07:52 PM
That's not a house-rule, though. That's just a rule. It's official. Not using it, in this case, would be a house-rule (should I add that one?), and I already covered that by specifying that all entries are assumed to follow the latest errata, and if they don't, it should be noted.

Include, perhaps, a dual marking - Either Dawn Errata, or Not Dawn Errata. No comments on whether is a super-common houserule or a rule. More information is better!

------

I'm probably going to make a whole batch of one Exalted type (Solar/Lunar/Terrestrial/Abyssal/Infernal/Alchemical/Godblood/Ghostblood/Heroic Mortal/etc.) so whichever I do first will probably be followed by several more. Sidereal was intentionally left out.

However, if you want me to do an idea that you don't have the time to do yourself, PM me and I'll do it when I have the time.

Xefas
2011-02-11, 03:37 AM
This thread needs more green.

SheetName: Brass Colossus
Type/Caste: Slayer Caste Infernal
Totemic Anima: An imposingly large, male Neomah with brass-colored flesh.

Motivation: Earn the trust of Malfeas and become his most trusted and faithful servant.
Urge: (Malfean) Wreak havoc upon the elementals of the North, maim and disfigure its geomancy, and char it into a blasted, burning hellscape.

Intimacies:: Malfeas (Reverence)

Attributes

Strength ●●●●●
Dexterity ●●●●
Stamina ●●

Charisma ●●●●●
Manipulation ●
Appearance ●●●

Perception ●●
Intelligence ●●
Wits ●●●

Abilities

]Archery
]Martial Arts
]Melee ●●●●● (Swords +3)
]Thrown
]War

]Integrity ●●●●●
Performance
]Presence ●●●●●
]Resistance ●
Survival

Craft
Investigate
Lore
Medicine
Occult ●●●

]Athletics ●●●●●
]Awareness ●●● (Join Battle +1)
Dodge
Larceny
Stealth

Bureaucracy
Linguistics ● (Skytongue, Old Realm)
Ride
Sail
Socialize

Backgrounds
Infamy ●●●
Even though he is relatively young, Brass Colossus has thrown himself into the cause of the Reclamation with unparalleled gusto. Every moment since his second breath and subsequent introductory trip to Malfeas has been spent serving the commands of the Demon King unquestioningly. His Infamy rating is currently used to requisition "Vicious Heterodoxy" a Vitriol-Tainted Starmetal Reinforced Breastplate; a gift for his exemplary attitude.

Artifact ●●●
One of Brass Colossus' first missions was recovering his First Age self's Grand Daiklaive and using it to defeat the demon that would then be tortured and melted down into the chalcanth that would then be used to taint his sword. He has since renamed it "Emerald Cruciform".

Cult ●●
Although all Green Sun Princes are revered as servants of the Yozi by their numerous cults, Brass Colossus has become known in some parts of the North as the direct avatar of Malfeas. He takes no pains to quash such belief, as he finds it flattering.

Charms
Malfeas
First Malfeas Excellency (x3)
By Pain Reforged
By Rage Recast
Pathetic Distraction Rebuke
Invulnerable Wounding Futility
Ablation of Brass and Fire
Insignificant Embers Intuition
Green Sun Nimbus Flare
Purity of Madness Defense
Devil-Tyrant Avatar Shintai

Combos
Avatar of Brass and Emerald Flame (First Malfeas Excellency, Ablation of Brass and Fire, Green Sun Nimbus Flare)

Other Traits
Compassion ●
Conviction ●●
Temperance ●●
Valor ●●●●
Willpower ●●●●●,●●
Essence ●●●

Other Equipment
Fine Clothing

Bonus Points and Experience Expenditures
-3 BP: Charm (Purity of Madness Defense)
-3 BP: Combo (Avatar of Brass and Emerald Flame)
-7 BP: Essence +1 (3)
-2 BP: Willpower +2 (7)
-3 BP: Charm (Devil-Tyrant Avatar Shintai)

Notes
Brass Colossus is meant to be a fairly basic, solid starting fighter. He'll sadly never be able to dodge anything, but with a Parry DV of 7 and some starmetal armor, he'll be a tough enough brick to shrug off non-supernatural assailants. For those troublesome spirits and Exalts, he has charms, including a combo with a perfect defense (and don't forget the improved Slayer Anima Effect via the Scroll of Errata). In preparation for an extra-special "boss fight", or just general havoc, he has a shintai charm. For "By Rage Recast", Brass Colossus is typically loaded out with "Wings" and "Huge", becoming a giant monster with wings of rusted brass and feathers of green fire, which is the inspiration for his name. He's no slouch in social combat, against mortals anyway, and could easily transition into Nightmare Fugue Vigilance and Crowned With Fury for future charm purchases. It should also be noted that, if he has to be subtle for some reason, he can disperse his big flashy mutations (possibly in exchange for more insidious ones, depending on what you've filled the rest of his mutation library with).

Reynard
2011-02-11, 03:42 AM
Include, perhaps, a dual marking - Either Dawn Errata, or Not Dawn Errata. No comments on whether is a super-common houserule or a rule. More information is better!

My sheets give the guidelines for both, so just delete the parts you're not using.

Jokasti
2011-02-11, 12:08 PM
*snip*
19 BP? Other than that looks cool.

Xefas
2011-02-11, 01:50 PM
19 BP? Other than that looks cool.

Whoops, I was paying 3 BP for 2 Willpower. Fixed. Thanks for the catch. :smallsmile:

Xefas
2011-02-11, 11:15 PM
Now featuring: Lyle, the Unfortunate Liability. He might be one of my favorite characters ever.

Sheet
Name: Lyle, the Unfortunate Liability
Type/Caste: Twilight Caste Solar
Totemic Anima: A swirling mandala of Old Realm characters and stylized illustrations depicted Lyle's most recent or amazing exploits.

Motivation: Do something so amazing that I am remembered for all time, immortalized in songs, epic poems, folk-tales, and plays.

Intimacies: Jumpy (Affection), Sorcery (Confidence)

Attributes

Strength ●●
Dexterity ●●●●●
Stamina ●●●●

Charisma ●●●
Manipulation ●●
Appearance ●●

Perception ●●●
Intelligence ●●●●●
Wits ●

Abilities

Archery
Martial Arts
Melee
Thrown
War

Integrity
Performance
Presence
]Resistance ●
Survival

]Craft
]Investigate
]Lore ●●●●●
]Medicine
]Occult ●●●●● (+3 Demonic Knowledge)

]Athletics ●●●●●
Awareness
]Dodge ●●●●● (+3 When Unarmed)
Larceny
]Stealth ●●●●●

Bureaucracy
]Linguistics ●● (Low Realm, Riverspeak, Old Realm)
Ride
Sail
Socialize

Backgrounds
Manse ●●
Lyle has attuned to the "Spire of the Sorcerer-Priest", an opulent alabaster tower that, at one time, rose above the dunes of the southern desert. Untold years later, however, its uppermost window is barely visible, the rest of it having been swallowed by the sand. It is Cecelyne-Aspected, and its hearthstone is an Overflowing Essence Stone. The inside of it is a briskly air-conditioned library, spiraling down the entire length of the tower; the contents of which hold a wealth of occult knowledge.

Its Manse Powers are:
Weaker Hearthstone (+1pt)
Comfort Zone (-1pt) (Air conditioning in the desert)
Archive (-2pt) (Knowledge to learn a dot of Linguistics. The student must use it to purchase Old Realm as their language gained from that dot. Also, knowledge of 5 Terrestrial Circle Spells. Lyle is only vaguely aware of one of them being "Demon of the First Circle".
Archive (-2pt) (Knowledge to learn the Performance (Prayer) specialty. Also, knowledge of a single Celestial Circle Spell: "Demon of the Second Circle".

Yes, the creator did sacrifice hearthstone power in exchange for air conditioning. When the manse was originally built, the spells spiraled upward in order of difficulty, with the top room housing the "Demon of the Second Circle" spell. However, when Lyle discovered the abandoned manse by climbing in the top window, he wasn't aware of this, and took to learning it before all the rest.

Artifact ●
This Orichalcum Breastplate is "The Diplomat's Carapace", a suit of armor that belonged to an Eclipse Caste Solar who Lyle ran into not long after his Exaltation. The two quickly became friends though, sadly, the Eclipse met a swift demise partway through their first adventure together. This is Lyle's only memento of him.

Resource ●
Lyle is basically a hyper-intelligent, sorcerous hobo.

Library ●●
This accounts for spare occult knowledge stored in the Spire of the Sorcerer-Priest that is not covered by its Manse Powers.

Familiar ●
Lyle owns a pet cricket named “Jumpy”, who resides in a tiny wooden cage tied to his master’s belt. His mystical Familiar powers grant him the extraordinary intelligence of a small dog. Due to the series of traumatizing events that tend to constantly plague Lyle, Jumpy has taken to remaining perfectly still unless he sees trouble afoot, in which case he jumps frantically around his cage, chirping in what a human might call abject terror out of concern for his own life.

Charms

Occult
Terrestrial Circle Sorcery
Celestial Circle Sorcery
--Demon of the Second Circle

Athletics
Monkey Leap Technique
Soaring Crane Leap
Mountain-Crossing Leap Technique

Dodge
Shadow Over Water
Seven Shadow Evasion
Reflex Sidestep Technique
Leaping Dodge Method

Combos
None

Other Traits
Compassion ●●
Conviction ●●
Temperance ●●
Valor ●●● [Foolhardy Contempt]
Willpower ●●●●●,●●●
Essence ●●●●

Other Equipment
Peasant Clothing

Bonus Points and Experience Expenditures
-14 Essence +2 (4)
-3 Willpower +3 (8)
-1 Occult Specialty (+2 Demon Knowledge) (+3)
Notes
Lyle. Lyle, Lyle, Lyle. Lyle. Where does one begin?

Lyle has been a part of several adventuring parties since his second breath, all of which have met mysterious, demon-related demises. On an entirely unrelated note, Lyle is exceptionally good at summoning Demons, and pretty much as bad at controlling them as it is possible to be, while still being within the minimum requirements for attempting the summoning in the first place.

As a corollary, Lyle isn't much good in a fight. His strengths lie in running and hiding, which he is quite exemplary at. His only recourse when he needs to do something besides those two things is to try to summon a Second Circle Demon. Unfortunately, his companions are typically not as good at running and hiding as he is, once the demon invariably gets loose and goes on a rampage. As the old saying goes "You don't need to be able to out-swim a siaka. You only need to be able to out-swim your friends."

My advice for expanding on his stats would be to pick up Essence 5 as soon as possible, followed by Solar Circle Sorcery, Demon of the Third Circle, Divine Transcendence of Occult, and The Time Is Now. This will allow him to summon Third Circle Demons at any time, ignoring the limitation that they must be summoned during Calibration. With his Occult specialty, he'll be able to dredge up the identities of all kinds of obscure, powerful beasties. Then again, Ligier is only Obscurity 1.

Locnil
2011-02-12, 03:12 AM
First of all, Xefas, how do you get so many avatars? Do you actually have an avatar image for every Exalt type?:smallconfused:

Secondly, where is The Time Is Now from? A Google check gave me nothing, only a vague impression that maybe it's an Infernal charm.

Lastly - nice thread. For Exalted I pretty much have two or three characters I swap around randomly for a game, tailoring it to requirements, so I might submit something later.

Xefas
2011-02-12, 03:43 AM
First of all, Xefas, how do you get so many avatars? Do you actually have an avatar image for every Exalt type?:smallconfused:

Nah, just Abyssal, Solar, and Infernal. I have my base dude, who is mildly inspired by my real appearance (think black hair instead of white - there's actually a picture of me somewhere in the bowels of the Friendly Banter forum), and I've just messed with him when I have free time and I feel like doing it. I might, in the future, make a Lunar, Alchemical, Sidereal, and Terrestrial Xefas. But they don't exist yet.

Here are my three Xefas' right now, for comparison: (This Infernal is the non-cropped-for-avatar-size-version so you can see his essence wings)
http://i925.photobucket.com/albums/ad91/bluejanus/AimonielAbyssalBitmap.pnghttp://i925.photobucket.com/albums/ad91/bluejanus/AimonielSolar3Bitmap.pnghttp://i925.photobucket.com/albums/ad91/bluejanus/AimonielInfernal5full.png
Secondly, where is The Time Is Now from? A Google check gave me nothing, only a vague impression that maybe it's an Infernal charm.

It's from the Scroll of Errata in the Dreams of the First Age section. It's a Solar Occult charm.


Lastly - nice thread. For Exalted I pretty much have two or three characters I swap around randomly for a game, tailoring it to requirements, so I might submit something later.

Cool. :smallsmile: We definitely need more submissions!

Xefas
2011-02-14, 09:33 PM
Also pretty proud of this guy. "Soul Beneath the Crystal Screen"

Sheet
Name: Soul Beneath the Crystal Screen
Type/Caste: Defiler Caste Infernal
Totemic Anima: A hazy, incorporeal cloud of voices and crystal shards so fine that they appear as flecks of mist.

Motivation: Become a being solely of consciousness and will, with no physical body material, immaterial, or otherwise.

Urge: Conform the entire geomantic network of the Scavenger Lands into being aspected to a single Yozi.

Intimacies: The Green Sun (Admiration), She Who Lives In Her Name (Respect), The Reclamation (Obligation)

Attributes

Strength ●●
Dexterity ●●●●●
Stamina ●●

Charisma ●
Manipulation ●●●●
Appearance ●●

Perception ●●●●●
Intelligence ●●●●●
Wits ●

Abilities

Archery
Martial Arts
]Melee ●
Thrown
War

]Integrity ●●
Performance
Presence
]Resistance ●
Survival

]Craft
(Air) ●●●●●
(Fire) ●●●●●
(Vitriol) ●●●●●
]Investigate
]Lore ●●●●●
]Medicine
]Occult ●●●●●

Athletics
]Awareness ●●
]Dodge ●
Larceny
Stealth

Bureaucracy
Linguistics
Ride
Sail
Socialize

Backgrounds
Infamy ●●●
Soul Beneath the Crystal Screen is a faithful loyalist of the Yozi, insofar as they seem like the best avenue for him to acquire what he needs. Due to his unique talents, he has little trouble performing work in the field while simultaneously aiding the war effort by creating Artifacts back in Malfeas. By pulling double duty like this, he has amassed a respectable amount of positive regard among the forces of the Reclamation. Currently, he is using his influence to requisition Bracers of Universal Crafting.

Manse ●●●●●
Situated in a reasonably upper class and infrequently bulldozed district of the Demon City, there sits a seemingly small building with vast arrays of complicated mirrors and crystalline widgets sprouting up from its open-air ceiling. An unsettling amount of armed demonic guards strut about the place at all hours of the day and night, hinting at its hidden significance. The real manse is subterranean, built under this small building, but uses the light of the Green Sun collected by the outside arrays to power many of its functions. As a demon-bound manse aspected to Ligier, the "Viridian Foundry" is a dedicated workshop-manse, granted to Soul Beneath the Crystal Screen as one of the reclamation's foremost artisans. It produces a Shattering Emerald Aegis Stone as its hearthstone.

It has the following Manse Powers:
Workshop Manse: Fire (3-1=2pt)
Workshop Manse: Air (3-1=2pt)
Workshop Manse: Vitriol (3-1=2pt)
Workshop Manse: Magitech (3-1=2pt)
Well-Flavored Aspect (1pt)
Magical Conveniences (1pt)
-Magical Indoor Lighting
-Indoor Plumbing
-Refrigeration
-Automatic Kitchen
-Intercom System

Artifact ●●●●●
Soul Beneath the Crystal Screen has Herannuen, the Wheel of Silver Blades, a Second-Circle Hellstrider, in his possession.

Charms
First She Who Lives In Her Name Excellency (x4)
Factual Determination Analysis
Essence Dissecting Stare
Mind-Hand Manipulation
Principle Invoking Onslaught
Tool-Transcending Constructs
Experimental Acceleration Mastery
Analytical Modeling Intuition
Hollow Mind Possession

Combos

Other Traits
Compassion ●
Conviction ●●●
Temperance ●●
Valor ●●
Willpower ●●●●●
Essence ●●●●

Other Equipment

Bonus Points and Experience Expenditures
-1bp Craft (Vitriol) +1 (4)
-4bp Manse +2 (5)
-6bp Artifact +4 (5)
-7bp Essence +1 (3)
-7xp Craft (Vitriol) +1 (5)
-25xp Essence +1 (4)
-8xp Charm: First She Who Lives In Her Name Excellency +1 (x4)
-8xp Charm: Hollow Mind Possession
-1xp Integrity +1 (2)
-1xp Awareness +1 (2)
Notes
First of all, you're welcome to use a different Second Circle Hellstrider. This one has a Perfect Defense but, I suppose, optimally you could construct a custom one that has that, plus a few other choice abilities. Either way, make sure it has something to keep it relatively inconspicuous. Herannuen appears as a God to spirits, or a Warstrider to everyone else, so that's kind of like a disguise. A charm like the one that lets a Jewel-of-War condense into a pokeball, or maybe something to reduce it to human-size so it can just cover itself up would also be ideal. Whatever; doesn't matter. Secondly, your 5-dot hearthstone is going into that Hellstrider to power it.

The "trick" of the build is simply that you're going to use Hollow Mind Possession on the Hellstrider, and be operating it remotely from your workshop in Malfeas. In your workshop, you'll be constantly crafting, while you have this separate body in Creation doing all the adventuring. As a loyalist Green Sun Prince smack dab in the middle of Malfeas, operating from one of its most valuable Manses, you should, theoretically, be pretty damn safe. The only danger is to your Hellstrider, which can always be salvaged/rebuilt/upgraded/etc. In theory, you should be mostly immune to Total Party Kills. Not to mention it solves the problem of never having enough downtime. Every time you get enough XP to train whatever you want, you can just do it immediately with you meat-body while your robot body keeps on plottin'. Every time you feel like crafting, you can just do it. With Principle Invoking Onslaught, you should be good on essentially infinite resources, magical materials, exotic components, etc.

As for where to go next, maybe look into hypothetical upgrades of Hollow Mind Curse that allow multiple things to be operated at once, the penalty on your main body's actions to be reduced, or charms and such to be used through the things you're possessing. If not (or afterward), think about grabbing something like Demonic Primacy of Essence or Sun-Heart Furnace Soul so you can get Unsurpassed Devil-Craft.

Oh, and, if it's kosher, you can replace the Manse I gave with a Factory Cathedral. I specifically did not go with one because they're meant to be insanely rare and valuable (There's like, what, two left? Anywhere?), so I imagine some Storytellers would object to a character starting with one (or ever having one at all, in some cases). But if it's cool with your Storyteller, go for it. You'll be able to work on something, while your Factory is working on something, while your Robot Body goes adventuring.

Krimm_Blackleaf
2011-02-18, 12:19 AM
Here's one I hope to use some day, and I'll put it here just so I can actually show anyone. This uses the Dawn Solution Errata, the simple Craft houserule, Inherent Excellence, a variant of the Sorcery+ houserule that only allows purchase of the Circle's Countermagic spell, a variant of the Essential Toughness houserule that gives one free Devil-Hardened Body per dot of Stamina(though no other purchases of the Charm can be made), and 10 free 1-dot specialties instead of only 4. I'm also being a bit liberal in throwing around Artifact dots, considering he is most capable of creating them himself Most of what he has now is less than I'd expect him to have at this level, but were just thrown on. He has 375 XP.

This is my favorite Slayer.



Despen Villte
Bearer of the Crimson Throne
Slayer Prince
http://i7.photobucket.com/albums/y265/Nny2/BearerIcon.jpg (http://nny2.deviantart.com/art/Despen-Villte-200124701)

Motivation: Truly comprehend and understand the thought processes of the Yozis.

Urge: Rip out and devour the hearts of all Gods, most especially the Incarnae. (Malfean)

Anima: Blinding, pale emerald fire blasting off from his body as if from a Malfean furnace. Always seems to be resisting an invisible wind. When drawing essence from his third soul, the fire becomes more wild and a deep crimson, with the vague shape of demonic crab-legs sprouting from the flames.

Attributes

Physical
Strength ●●(●● Feats of Strength, Jumping, Weapon damage.)
Dexterity ●●●●●
Stamina ●●●●

Social
Charisma ●●●
Manipulation ●●
Appearance ●●

Mental
Perception ●●●●●
Intelligence ●●●●●
Wits ●●●

Abilities

-Archery
-Martial Arts
-Melee ●●●●●
-Thrown
-War ●●●(● Convoluted strategies)

Integrity ●●●(● "I could not understand what you said over my desire to tear off all your most favorite extremities.")
Performance ●●●(●● Dancing)
-Presence ●●●●(● By the Fires of Malfeas!)
-Resistance ●●●(● Very hot places)
Survival

-Craft ●●●●●(● Magitech)
Investigate
-Lore ●●●●●(● The First Age)
Medicine
-Occult ●●●●●(●●● Mind-Hand Manipulation)

Athletics (● Actions aided by telekinesis)
Awareness ●●● (● "You thought you could escape me!?")
Dodge
Larceny
Stealth

Bureaucracy
Linguistics ● (Skytongue*, Old Realm)
Ride (● Things that bow to him as a king or god)
Sail
Socialize

Backgrounds (Unmodified from character creation)
-Artifact ●●● - Articulate Brazen Leggings (as Vitriol-Tainted Orichalcum Reinforced Breastplate)
The lower half of a suit of Orichalcum power armor, this armor lost some use after only being half it's former self and losing it's capacity for sustaining magitech components. Since having been left in Malfeas to be tainted by Ligier's light, it has become the same brass color as the rest of the demon city. It now only functions as a lesser armor for attacks made against his lower half. Bearer has also since fashioned bits of Orichalcum scrap found with the armor into bracers, for additional protection.
-Manse ●●● - The Eminent Brazen Citadel Upon Malfeas
The Bearer has a terrible brass Manse somewhere near the heart of Malfeas, whose floors touch shadows and whose glass windows are forged of Cecelyne herself. From this Manse was forged an Infernal version of the Gem of Sorcery, which only affects spells cast through spells learned through Sorcerous Enlightenment of (Yozi).
-Influence ●●(Malfeas)
The Bearer of the Crimson Throne holds sway over many of the demons of Malfeas, with a reputation as a tyrant ruler and holding a penchant for both cruelty and fairness.
-Backing ●(Malfeas)
-Cult ●
The masses of demons and malfean mortals that pay homage to the Bearer directly have been dubbed by the Slayer Prince as his Ire. Cultists of his in Creation typically wear small symbols depicting his caste mark in deep red, hidden until they must make their status known to other cultists. In Malfeas, the symbol is worn proudly, with elegant designs in dark iron and brass with brilliant crimson as the central color.

(Bonus backgrounds!)
-Past Life ●●●●
The Bearer of the Crimson Throne holds the tainted Exaltation of a Dawn Caste from the First Age known as Artemis, The Single-Bladed Thousandfold Soldier. Artemis was a glorious soldier and general of countless mortal and Terrestrial soldiers, and was considered strong enough alone to not need armies and took his duties as a Knight of the Sun to zealous extremes. His motivation was "Fell the active enemies of the Unconquered Sun and the ruling Solar Exalts." and his intimacies included his Lunar Mate, Chanstya Namar (Romantic love), The Glory of Warfare (Zeal), The Unconquered Sun (Devotion) and His Terrestrial Underlings (Pride Betrayal)
-Infamy ●●●●●
Despen Villte is a terrifying and awe-inspiring monster in the body of a man. In his massive territory in Malfeas, under which countless mortals and demons live, they regard him with fear and bend to his Tyranny. Each of the Unquestionables under Malfeas regard him as an equal and he is the thundering hammer against the insides of the gates of hell. His fires shall burn away the hull of the Daystar.

The Bearer's Armory
-Hand of the Brass Emperor ●●● (attune 0)
This vicious brass gauntlet is what Ligier has decided is the perfect equivalent of the Hand of the Great Maker for channeling the warped essence of the Yozis through. It works just as the HotGM except it only functions with use of Yozi charms.
-Protoshinmaic Vortex ●●●●●
Another impossible wonder from the forge-hand of Ligier himself is a tainted Protoshinmaic Vortex. Hammered from the infinite Essence of where countless Yozis all converge, a burning sphere to materialize a shadow of all the creative power of the Primordials.
-The Burning Eye of Malfeas ●●●●● (attune 10)
This terrible weapon is a twisted reflection of a weapon forged at the birth of the Usurpation, one meant for piercing the arms of the Sun. This is a vitriol-tainted Eye of the Fire Dragon forged of red jade but let in the beams of Ligier for so long it has attained a brassy relief. This dire lance treats the Slayer's anima banner like a Fire Aspect's banner against Solar Exalts.
-Effulgent Brazen Guard ●●●●● (attune 10)
This is a fully completed suit of Celestial Battle Armor, taken from the First-Age blueprints of it's Solar counterpart. This suit is forged from a hybrid of tainted Orichalcum and the very brass of Malfeas' Jouten. It is equipped with the powers of Essence Wings, Voice of Command and Spirit Bane.
-Articulate Brazen Leggings (attune 4)

Charms

-Malfeas
First Malfeas Excellency(x5)
Second Malfeas Excellency
So Speaks Malfeas
Malfeas Mythos Exultant
Insignificant Embers Intuition
Skyfire-Seizing Repast
Sun-Heart Furnace Soul
http://i7.photobucket.com/albums/y265/Nny2/greensun.gif Nimbus Flare
Emerald Crisis Blade
Kissed By Hellish Noon
Wrath-Stoked Bonfire Soul
Sorcerous Enlightenment of Malfeas (x3)
Hardened Devil Body (x4)
Hell Tyrant Pantheon-Nature (x4)
Rage Burns Bright

Malfeas Inevitability Technique (wishlist)
Cold Fire Desolation Brand (wishlist)
Gifts of Invisible Flame (wishlist)
By Pain Reforged (wishlist)
By Rage Recast (wishlist)
Devil-Tyrant Avatar Shintai (wishlist)
Scar-Writ Saga Shield (wishlist)
Viridian Legend Exoskeleton x2 (wishlist)
Demon Emperor Shintai (wishlist)
Ascendancy Mantle of Malfeas (wishlist)

Cecylene

-SWLIHN
Factual Determination Analysis
Essence-Dissecting Stare
Cosmic Transcendence of Conviction
Mind-Hand Manipulation (x2)
Tool-Transcending Constructs
Experimental Acceleration Mastery
Constructive Convergence of Principles (x3)
Principle-Invoking Onslaught
Counter-Conceptual Interposition
Crystal-Fire Barrier Technique

Will-Crushing Force (wishlist)
Ascendant Objectivity Stance (wishlist)
Ego-Infused Pattern Primacy (wishlist)
Wholeness Rightly Assumed x5 (wishlist)
Heuristic Logos Shintai (wishlist)

Adorjan
Mother of All Knives

The Ebon Dragon

Heretical
Unsurpassed Devil-Craft (x2)
Triumphant Howl of the Devil-Tiger (wishlist)

Sorcery
Terrestrial
Slave Spawn Summons
Emerald Countermagic

Celestial
Fiend-Vassel Conscription
Sapphire Countermagic

Primordial
All-Commanding Oversoul Beckoning
Unity of the Closed Fist (Empyreal Aggregation Unity)
Total Annihilation
Wrath of the Five Elements (Utter Wrath of Viridian Hatred)
Adamant Countermagic

Demons Bound:
Alveua
Berengiere
Sondok
Zsofika

One Sesselja
Five Agatae
Five Erymanthoi (to eternally guard his Manse)

Combo: Indestructible Limestone Emperor (Green Sun Nimbus Flare + Counter-Conceptual Interposition + Crystal-Fire Barrier Technique)

Join Combat: 6

Defenses
Dodge DV: 4
Parry DV: 8

Soak: 17B/16L
Hardness: 9B/9L

Health
-0 [ ]
-1 [ ][ ]
-2 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
-4 [ ][ ][ ][ ][ ]
X [ ]

Mental Defenses
Dodge MDV: 7
Parry MDV: 3

Virtues
Compassion ●
Conviction ●●●●
Temperance ●
Valor ●●●

Intimacies
-Malfeas (Imperial regard)
-Women (Apology)
-The Unquestionables (Respect)
-Demons as a whole (Countenance)
-Sorcery (A most useful tool)
-Creatures of Death (Contempt)
-The Solar Exalted (We are equal, but so different)
-Love (Pain)
*Creation (BURN IT ALL DOWN)

Willpower: ●●●●● ●●●

Essence
Permanent: 5
Personal: 23/23
Peripheral: 22/52
Sun-Heart Furnace Soul: 50/50
Committed: 30 (CBA 10, Eye of Malfeas 10, Mind-Hand Manipulation 10)

Limit: 0/10

Bonus Points: 0
(7 for Essence 3)
(2 to increase Occult from 3 to 5)
(2 to increase Lore from 3 to 5)
(2 to increase Craft from 3 to 5)
(1.5 for Occult specialty)
(.5 for Performance specialty)
(4 to gain So Speaks Malfeas)
(2 to increase Willpower from 7 to 8)

XP: 3
(24 for Essence 4)
(48 on 6 different caste/favored charms)
(32 to increase Essence from 4 to 5)
(8 for third purchase of Sorcerous Enlightenment of Malfeas)
(8 for second purchase of Mind-Hand Manipulation)
(8 for Tool-Trascending Constructs)
(8 for Principle-Invoking Onslaught)
(8 for Counter-Conceptual Interposition)
(24 for Constructive Convergence of Principles x3)
(8 for Experimental Acceleration Mastery)
(32 for Hell Tyrant Pantheon Nature x4)
(8 for Rage Burns Bright)
(8 for All-Commanding Oversoul Beckoning)
(8 for Total Annihilation)
(8 for Unity of the Closed Fist)
(19 for Melee 5)
(8 for Crystal-Fire Barrier Technique)
(10 for Indestructible Limestone Emperor combo)
(8 for Wrath of the Five Dragons)
(5 to increase Presence to 4)
(18 for Unsurpassed Devil-Craft x2)
(16 to increase Intelligence from 4 to 5)
(16 to increase Perception from 4 to 5)
(16 to increase Dexterity from 4 to 5)
(12 to increase Stamina from 3 to 4)
(10 for Mother of All Knives)
(8 for Cosmic Transcendence of Conviction)

Required Wishlist XP: 159

Xefas
2011-02-22, 02:32 AM
In honor of my new avatar, I present "Angel, the Murderous Cottontail", Slayer Caste Infernal and adorable bunny rabbit.

As a warning, it includes 8pts each of Merits and Flaws, all of which are used to simulate his transformation from human to rabbit. None of the extra Flaw bonus points are used to boost stats or buy charms.

This one also has a backstory.

Backstory (Or "How is a rabbit Exalted?")
It begins with Chief Goredeath Childmangler, a barbarian warlord who ruled by strength of arm and a vicious persona rather than by any particularly strong leadership skills. His people pillaged and burned settlements in the cold North of Creation for many years, dealing with any serious retribution by retreating into the inhospitable climes that they were at home in, but were also actively avoided by the Realm ever since the Wyld Hunt's fiasco with the Bull of the North.

Their bloody rampage was cut short by the encroachment of a powerful Lunar and her band of beastmen. Goredeath's tribe, all mortals, were powerless to fight them, and so they fled. The Lunar chased them and chased them until they had reached the border of the Wyld. With nowhere else to go, the mortals trekked inward, resolved to rest there for a few days before attempting to sneak around the Lunar's notice, who seemed reluctant to personally enter such a place.

However, the Wyld is a tricky place, and the mortals soon found they could not find their way back to Creation. Over months, more and more of them succumbed to the chaos, dying of kidneys transmuted into bears the color of hexagons, and sudden onset gills in places where the water was made of badgers and lightning. Finally, wandering alone, Chief Goredeath resigned himself to the idea of passing from the living world - at least he had lived a good life. Indeed, he had much to be proud of as a barbarian warlord. He'd swam in the blood of his enemy's children, eaten himself fat and happy on the last food of a village now doomed to starvation throughout the winter months, and lit more than one poor sod on fire and just laughed and laughed. Yes, he could die now. Even though every ounce of his being hated the Lunar that had damned him to this, at least he could die with pride.

But the Wyld is a tricky place, and it does not like to see things resolved so simply. As Goredeath later regained consciousness, he found that he had been ejected by the Wyld, which, at first, overjoyed him. Until he found his perspective of the world was noticeably...lower, than usual. He had barely a chance to glance at his furry white paws in horror before a set of powerful jaws were upon him. At first he thought of the beastmen from before, but no, it was a simple wolf hunting for his next meal. Goredeath flailed, scratching and biting until he managed to ravage the eyes of the wolf. Dropped, he limped away from the howling beast as best he could, eventually crawling into a small nearby crevice. He was bleeding. Badly. He figured his leg was probably broken, and maybe a few little bunny ribs.

"So this is how I will die?" he thought, his mind wondering back to just a few hours previously, in which he had thought the same thing. The contrast enraged him. At that time, he had had no idea just how much farther he could have fallen. Now he would not even be able to die as a man. His heart burned with unfathomable shame - a shame of failure so bright that it pierced the dark of the hole he hid inside, and reached down, down into depths darker still. In those depths, a prodigal king felt agony not unlike his own, and took something that humans might mistake as pity, directing one of his blessed servants to Goredeath's location.

As the last drop of life made to flow from the adorable bunbun's broken body, he heard a voice. "Were I to spare you from death, and give you a chance to -"

"Yes." he interjected.

"Excuse me?" continued the voice.

"No, really. Anything. I don't have a lot of time." Goredeath thought at the voice exceptionally hard.

Slightly bewildered, the voice summoned the roiling fury of Malfeas as it enveloped the barbarian's tiny form, echoing a booming phrase with a note of damning finality. "Right. I guess that works out."

Five days later, Goredeath exploded from his chrysalis in a whirlwind of viscera, shattering the hole he had been hiding inside, and venturing back out into the frozen waste. Very much unfortunately, he was still a rabbit. But he was a rabbit with a mission now. He made his way with purpose towards the nearest fissure in the world, from where he could find his way to Cecelyne.

Upon arriving in the Demon City, Goredeath was met with a First Circle Demon who was tasked with escorting him to his place of residence within Malfeas, and to where he would be tutored in the use of Essence and on the politics of Hell, and his place in the world. The Demon soon found that Goredeath could not speak as a bunny, and so nicknamed him Angel, for his snow-white fur, as to have something to call him. Goredeath promptly eviscerated the demon, but the name ended up catching on: much to his disdain. And so was born Angel, the Murderous Cottontail.

Sheet
Name: Angel the Murderous Cottontail
Type/Caste: Slayer Caste Infernal
Totemic Anima: A swarm of snarling brass-colored rabbits that move in flowing waves of teeth and claws, snapping and pawing at anything nearby.

Motivation: Revenge himself on the Lunar that destroyed his people.

Urge: (Cecelynian) Convert the beastman tribes of the North to Yozi-worship.

Intimacies: The Wyld (Hate)

Attributes

Strength ●
Dexterity ●●●●●
Stamina ●●●

Charisma ●
Manipulation ●
Appearance ●●●●●

Perception ●●
Intelligence ●●
Wits ●●●●●

Abilities

]Archery
]Martial Arts
]Melee ●●●●●
]Thrown
]War

Integrity
Performance
Presence
Resistance
]Survival ●●●

]Craft
--Water ●● (Cooking +1)
Investigate
Lore ●
Medicine
Occult

]Athletics ●●●●●
Awareness ●
]Dodge ●●●●● (Unarmed +3)
Larceny
]Stealth ●●●●●

Bureaucracy
Linguistics ●
Ride
Sail
Socialize

Backgrounds
Infamy ●●
While Angel has no particular love for the Demon Realm, he has few people to turn to, and not much to do other than consolidate his power until he can take his ultimate revenge. If the best way to gain such power is to aid the Reclamation, then so be it. He is currently requisitioning a pair of Vitriol-Tainted White Jade Hearthstone Bracers, which have been specially made by demonic artisans to fit his tiny bunny arms.

Cult ●● (this is ●● on top of the ● that all Infernals start with)
Angel's missions on behalf of the Reclamation have lead him often to continue progress on his Urge, converting the beastman tribes of the North to worshipping the fallen Primordials. However, due to his ability to incinerate them with a wiggle of his nose (which he typically demonstrates a few times as the first step on the path to indoctrination), much of their prayer is incorrectly channeled towards him instead. He is completely incapable of communicating to them that they should stop.

Artifact ●
A Winterbreath Jar was gifted to Angel by one of the beastman tribes he subjugated; a trinket owned by their Lunar master whom the Infernal had transformed into a smoldering crater a few minutes before. Imbued with the element of Air, it regulates its internal temperate to be a constant 45 degrees. Due to the fact that Angel is a snowshoe bunny, whose habitat is the cold North, he has his allies carry it around for him when he adventures outside of the frigid wastes of his home, sleeping in it, or relaxing inside of it when the day is particularly hot.

Manse ●
Angel possesses "The Winter Wolf's Den", an Air-Aspect Manse in the Northern tundra. Little more than a especially warm, architecturally odd cave built into the side of a rocky outcropping, it was taken from the same fallen Lunar as the Murderous Cottontail's Winterbreath Jar. It produces a Jewel of the Flying Heart as its Hearthstone.

It has the following Manse Powers:
Habitability (+1pt)
Comfort Zone (1pt)
Well-Flavored Aspect (1pt)
Magical Conveniences (1pt)
--Lamps that light themselves on command and burn with no oil

Charms
Insignificant Embers Intuition
Green Sun Nimbus Flare
Cold Fire Desolation Brand
Rebuking Impudent Arms
Vitriolic Corona Endowment (x2)
Star-Piercing Spear of Glory
By Pain Reforged
Pathetic Distraction Rebuke
Invulnerable Wounding Futility
Ablation of Brass and Fire

Combos
None

Other Traits
Compassion ●
Conviction ●●●
Temperance ●●
Valor ●●●
Willpower ●●●●●,●
Essence ●●●●

Other Equipment

Bonus Points and Experience Expenditures
+4bp: Flaw: Beast Form Mutation (Rabbit)
+4bp: Flaw: Mute
6bp: Merit: Minuscule Mutation
1bp: Merit: Wolf's Pace Mutation
1bp: Merit: Night Vision Mutation
14bp: Essence +2 (4)
3bp: Charm: Ablation of Brass and Fire
1bp: Willpower +1 (6)

Notes
The weirdly skewed Social attributes are because of Angel's inability to be particularly awe-inspiring or manipulative as a rabbit. But he is god damn adorable.

Other than that, Angel has a few interesting things about him. Firstly, he is very good at dodging. His DDV is calculated as:

5 (Dex) + 5 (Dodge) + 3 (Specialty) + 4 (Essence) + 3 (Artifact) = 20/2 = 10 DV + 1 (Hearthstone) = 11 DDV.

Add in the fact that all enemies take a -3 penalty on their attack rolls against him because of his Minuscule size, and his Anima Effect which will impose a further -1 penalty on attacks made against him, and a further +2 bonus to his DVs, and its not too shabby.

Secondly, Angel, despite being a tiny bunny and being incapable of wielding weapons, doesn't need charm activations to put up a threatening offense. He can constantly fire bolts of cosmic energy at a range of 20 yards, they key off his Melee ability, with the following base stats:

Speed 4 (including the -1 from his bracers), Acc +2, Damage 8L, Def +2, Rate 5

These blasts also do all aggravated damage to Gods, and allow you to supplement them with Green Sun Nimbus Flare without a charm activation. To add pestilence to injury, due to Coldfire Desolation Brand, your Green Sun Nimbus Flares all automatically cause Green Sun Wasting, but with all of the disease's penalties applied instantly, instead of building up over time. If your bunny's foes don't explode right away, they get fast-acting Supercanceraids for their trouble.

This leaves your charm activations open for Perfect Defending or whatever.

Lix Lorn
2011-06-17, 12:23 PM
This is an Infernal, Scourge favouring SWLiHN. A little eclectic mechanically, and my first Infernal. 50exp, using the First Excellency for free and Ox-Bodies=Stamina houserules.

Name: Serena
Exalt Type and Caste: Infernal Scourge, Favouring She Who Lives in her Name
Anima: Vicious typhoon of sparkling, sharp green gems
Motivation: Bring freedom to those who do not deserve imprisonment
Urge: Ensure everyone is in their proper place

Backstory
-Was a slave purchased by a noble.
-Was okay with this; aside from being an utter pervert, he was a nice noble.
-Eventually one of his most trusted servants/concubines.
-On a journey, encountered slaves being treated unfairly. Attempted to help them. Failed terribly, was left for dead.
-Was offered the power to do something about it.
-Agreed.
-Exalted as Infernal, travelled to Malfeas..
-Eventually, returned to her master. He realised something was different about her, but both loved and feared her too much to ask. He knows she’s not human any more, but has never heard of her doing anything bad. He is a nice guy.

Attributes

Physical
Strength ●●●
Dexterity ●●●●●
Stamina ●●●

Social
Charisma ●●●
Manipulation ●
Appearance ●●●●●

Mental
Perception ●●
Intelligence ●●
Wits ●●●

Abilities

Archery
Martial Arts
Melee (F) ●●●●●
Thrown
War

Integrity (F) ●●
Performance (F) ●●●
Presence
Resistance
Survival

Craft
Investigate
Lore (F) ●
Medicine
Occult (F) ●●●●●

Athletics (C) ●●●
Awareness (C)
Dodge (C) ●●●●●
Larceny (C)
Stealth (C) ●●

Bureaucracy
Linguistics ●●
Ride
Sail
Socialize

Backgrounds
Backing (Adorjan) ●
Cult ● ●●
Vitriolic Starmetal Reaper Daiklaive ●●
Manse ●●● (Guardian Gem)
Vitriolic Jade Hearthstone Bracers ●●
Followers ●●

Flaws
Vice (Sex) (+3)

Artifacts and Equipment

Charms
Free
First Adorjan Excellency
Hardened Devil Bodyx3

Adorjan
Shredding Gale Instinct
Unbound Freedom Infiltration
Gravity Rebuking Grace
Unimpeded Perfection of Exertion
Wind-Born Stride
Death Dealing Journey
Who Strikes the Wind?
Impatient Tempest Labor
Sacred Kamilla's Inhalation
Dread Panoply of the Silent Wind

Cecelyne
Transcendent Desert Creature
Sandstrike Blast

SWLihN
Factual Determination Analysis
Essence-Dissection Stare
Mind-Hand Manipulation
Orbital Impact Storm
Unseen Force Application

Join Combat: 3

Defenses
Dodge DV 8
Parry DV 6

Soak: 3B/1L

Health
-0 [ ]
-1 [ ] [ ]
-2 [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
-4 [ ] [ ] [ ] [ ]
-X [ ]

Mental Defenses
Dodge MDV 7
Parry MDV 3

Virtues
Compassion ●●●●
Conviction ●●
Temperance ●●●
Valor ●●

Virtue Flaw / Flawed Virtue

Intimacies
Adorjan (Affectionate Pity)
Her ‘Master’ (Adoration)
The Ebon Dragon (Hatred)
SWLihN (Dislike)

Willpower:
●●●●● ●●●●●

Essence
Permanent: ●●●
Personal: 19/19 (0 Committed)
Peripheral: 33/42 (9 Committed)

Bonus Points
21/21
Essence 3 (-5)
16/21
Willpower 10 (-5)
11/21
Background +5 (-5)
6/21
Virtues +2 (-2)
4/21
+1 Charms (-4)
0/21

Experience Points
50/50
+4 Charms (-32)
28/50
+3 Charms (-24)
4/50

Shredding Gale Instinct
Cost: 1m, Mins: Essence 3, Type: Supplemental
Keywords: Combo-Ok
Duration: One action
Prerequisites: Unbound Freedom Infiltration

With this charm, the user emulates Adorjan as a terrific cutting gale. This charm must be used while moving at top speed, and allows you to move through a space occupied by an enemy. It allows them to make an attack with any weapon they possess whenever they pass through an opponent or object. (Although they suffer normal Multiple Action Penalties) They can activate this charm without it counting as a charm activation on their next action.

At Essence 4+, this charm removes Multiple Action Penalties incurred by striking multiple enemies with this charm.

For later
Principle Invoking Onslaught
Crystal-Fire Barrier Technique
Holy Land Infliction
Transcendent Desert Within
Joy In Violence Approach
Self as Cyclone Stance
Splintered Gale Shintai

Lord Raziere
2011-11-10, 11:03 PM
Intended to be a combat-monster Infernal the PCs are supposed to fight, A Slayer Caste with a lot of Adorjan and Malfeas charms, I recommend sending him when the PC's tick off Malfeas. oh and lets add in all Infernal Monster Style Charms. Just for kicks.

Crazy Sword

Name: 
Crazy Sword
Concept: a mask wearing crazy combat master who speaks not, but laughs a lot.

Player: ST

Motivation: 
To Fight!
Urge: Kill the PC's
Caste: Slayer Caste

Anima: A green six-armed raging barbarian with crazy and six axes.



Attributes 


[ ] Strength: 8

[ ] Dexterity: 5

[ ] Stamina: 

5

[ ] Charisma: 2

[ ] Manipulation: 2

[ ] Appearance: 1



[ ] Perception: 3

[ ] Intelligence: 3

[ ] Wits: 3


Abilities

[ ] Archery: 5

[ ] Martial Arts: 5

[ ] Melee: 5

[ ] Thrown:5

[ ] War: 5



[ ] Integrity:

[ ] Performance: 

[ ] Presence:

[ ] Resistance: 5

[ ] Survival:



[ ] Craft:

[ ] Investigation: 

[ ] Lore:

[ ] Medicine:

[ ] Occult:



[ ] Athletics: 5

[ ] Awareness:

[ ] Dodge: 
5
[ ] Larceny:

[ ] Stealth:



[ ] Bureaucracy:

[ ] Linguistics:

[ ] Ride:

[ ] Sail:

[ ] Socialize:



Backgrounds
Artifact (Red Jade Reaver Daiklave): 2
Artifact (Red Jade Reaver Daiklave): 2
Artifact (Soulsteel God-Kicking Boots): 1
Artifact (Soulsteel Reinforced Breastplate): 3
Artifact (Red Jade Bloodspike Harness): 2
Manse (Gem of Adamant Skin): 4
Manse (Seven Leaping Dragon Stone): 4
Artifact (Medium Essence Cannon w/level 3 hearthstone): 3
Infamy: 5
Cult: 3

Charms

Malfeas First Excellency
Ascendency Mantle of Malfeas
Adorjan First Excellency

Malfeas Charms
Hardened Devil Body (x5)
By Pain Reforged
Scar-Writ Saga Shield (x3)
Viridian Legend Exoskeleton (x2)
Pathetic Distraction Rebuke
Invulnerable Wounding Futility
Ablation of Brass and Fire
Nightmare Fugue Vigilance
By Agony Empowered
Impervious Primacy Mantle
Insignificant Embers Intuition
Skyfire-Seizing Repast
Sun-Heart Furnace Soul
Green-Sun Nimbus Flare
Godscorch Invective
Immolating Terror Technique
Radiant Fury Dissolution
Kissed By Hellish Noon (x2)
Wrath-Stoked Bonfire Soul

Adorjan Charms
Windborn Stride (x5)
Death-Dealing Journey
Who Strikes the Wind?
Kalmanka's Grace
Laughing Gust Denial
Joy In Violence Approach
Self As Cyclone Stance
Scarlet Rapture Shintai
Threat-Monitoring Excitement
Opened Eye of the Hurricane
Thousandfold Typhoon Hand
Racing Vitaris
Running to Forever (x2)
Murder Is Meat
Unimpeded Perfection of Exertion
Foam-Dancing Haste
Gravity-Rebuking Grace
Dread Panoply of the Silent Wind
Sacred Kamilla's Inhalation
Broken Silence Laughter Defense
Hateful Wretched Noise
Eloquence in Unspoken Word
Beauteous Carnage Incentive
Crimson Wind Ribbons
Fond Remembrance of Adrian

All Infernal Monster Style Charms


Weapons

Speed: Accuracy: Damage: Defense: Rate: 



Willpower: 10

Virtues 

Compassion: 1
Conviction: 5
Temperance: 1
Valor: 5

Dodge DV: 5
Parry DV: 

5
Dodge MDV: 1 


Parry MDV:

 3

Soak 

B:9 L:10 A:0 




Health 

~0 [ ] [ ] [ ] [ ] [ ] 

~1 [ ] [ ] [ ] [ ] [ ] 

~2 [ ] [ ] [ ] [ ] [ ]

[ ] [ ] [ ] [ ] [ ] 

~4 [ ]

Incapacitated [ ] 



Essence: 5
Personal: 25/25 

Peripheral: 57/57

Limit Break: 0/10





Intimacies:



You (Hate)

Backstory:
Not much is known about Crazy Sword. What is known, is that doesn't speak and only laughs, he is held in high regard by Malfeas and kills anything for Malfeas. He is also probably the best fighter among the Infernal Exalted.
He exhibits many signs of insanity and traits of a complete sociopath. He cannot be reasoned with.

Appearance:
He wears a garish mask over his face that makes him look like a grinning demon. He has long spikey gradient red hair that looks like Super saiyan 3 goku's. He dual-wields Red jade reaver daiklaves with ligier green runes on them, wears black armor with red spikes. He is muscular and is constantly heard laughing.


technically not completed yet because I haven't put down the stats for his weapons, but anyone can look those up and put those down.

and if you say hes overpowered? congratulations for noticing the obvious! :smallcool: He is supposed to be. The ideal introduction of him is Crazy Sword suddenly bursting out of nowhere and attack the player characters all by himself and being this hard-to-kill over-the-top overkill combatant. Any appearance of him should invoke the phrase "What is up with this guy!?" at least once.

drake_azathoth
2012-07-20, 08:03 PM
This character is actually set for an Exalted game set in the modern world of the anime Bleach. I wanted to explore the fun parts of the 'cult leader' archetype. We were allowed to use Merits and Flaws from 'Scroll of Heroes', I obviously made use of that opportunity. A Malefactor with Cecelyne charms and Inner Devils Unchained for funsies.

Backstory:
Ryu Kaneda's aspiration was to become a rock star, but the band he joined had little real prospect of becoming successful. This was due in part to a lack of skill and in part because Kaneda and his friends had little in the way of the people skills and networking power to get anywhere. He had a chance opening for a major band that could have made his career as a rock star... But nerves and a crappy sound system resulted in a performance that probably would have doomed his career for good.

And then a freaky purple woman showed up. He made a deal with her, and his life has essentially turned around. Ryu doesn't view the deals he's starting to make himself as 'paying it forward' though. His new vision is simple: To get anywhere in life takes real power, and there are those with and those without it. You can get ahead, but only by paying your dues to those with it. And Ryu Kaneda definitely now views himself as with it.

Stats:

Name: Ryu Kaneda
Exalt Type and Caste: Malefactor, Favoring The Ebon Dragon
Anima: Vicious typhoon of sparkling, sharp black gems
Motivation: Build a Cult that controls all of Japan.
Urge: Bring Cecelyne's Law to Creation

Attributes:
Physical
Strength ●
Dexterity ●●●●●
Stamina ●

Social
Charisma ●●●
Manipulation ●●●
Appearance ●●●●●

Mental
Perception ●●
Intelligence ●●
Wits ●●●●●

Abilities:
Archery (F) ●●●●●

Integrity (C) ● (Vs. Charisma ●●)
Presence (C) ●●●●●

Occult (F) ●●●●● (Cecelyne Charms ●●)
Lore ●●●

Awareness (F) ●●●
Dodge (F) ●●●●● (Unarmored ●●)

Linguistics ●

Backgrounds:
Cult (Ryu's Cult) ●●●
Followers ●
Resources ●●●

Flaws:
Derangement (Megalomania) (+3)
Oathbound (Pray to Cecelyne Once a Day) (+1)
Throwback (Compassionate Female Zenith) (+5)
Intolerance (Clowns and people who look like Clowns) (+1)

Charms:12:
Cecelyne:9:
First Cecelyne Excellency X4
Hellscry Chakra
Transcendent Desert Creature
Knowing The Desolate Heart
Sandstrike Blast
Verdant Emptiness Endowment

Ebon Dragon:3:
Loom Snarling Deception
Witness To Darkness
Inner Devils Unchained

Join Combat: 9

Defenses
Dodge DV 7 (Unarmored 8)

Soak: 1B/0L

Health
-0 [ ]
-1 [ ] [ ]
-2 [ ] [ ]
-4 [ ]
-X [ ]

Mental Defenses:
Dodge MDV 7 (Vs Charisma 8, Vs Manipulation 11)
Parry (Manipulation/Presence) MDV 5

Virtues:
Compassion ●
Conviction ●●●●
Temperance ●●
Valor ●●

Virtue Urge: The Urge to Command (Cecelyne)

Intimacies:
Cecelyne (Wary Respect)
His Cult and Fans (Possessiveness)

Willpower:
●●●●● ●●●●●

Essence
Permanent: ●●●●
Personal: 22/22 (0 Committed)
Peripheral: 47/47 (0 Committed)

Bonus Points
28/28
Essence 4 (-14)
14/28
Willpower 10 (-5)
9/28
+2 Charms (-8)
1/28
Specialty (-1)
0/28

Recaiden
2012-09-09, 07:04 PM
I've realized that I make lots of Exalted characters to submit to PbP games that I never get to play. So they may as well go here.

All so far are 2E, not up to 2.5 rules as yet.

Zitam Markel, Infernal
At Char-Gen with Simple Craft, Inherent Excellence, and Essential Toughness as marked in the OP.

Caste: Scourge
Anima: A Red Jade lion surrounded with green wisps.
Motivation: Rewrite and replace the Imperial Code.
Urge Pyrian: Prevent the low from attempting to raise their station.

Background:
Part of a small patrician family on the south-eastern coast, Markel had only the tiniest chance of Exaltation, and as he grew no interest in the political manoeuvring of the upper classes. A deeply devout youth, he was concerned by the waste and corruption visible throughout the realm and the countless ways in which they all failed to live up the ideals of the Immaculate Dragons.
Rather, Markel immersed himself in study, reading all the books publicly available at the city's library. The study of writing itself was the subject of his particular interest, and he managed to attend the Calligraphic Academy in the imperial city.
Through what might have been actual recognition of his skill, Markel was chosen to update the original copy of the Imperial Code with the years new legal decisions. Since the Empress's disappearance, few important changes had been made, but it was still the highest honor to which a calligrapher could aspire.
It wasn't just that the characters were imperfect when he had finished. They were entirely wrong.
He had well meant to try to make some amends, to go into some service to make up for his failure, but later, as he thought, he heard harp music playing at the corner of his hearing, and a whispered voice with a deal and a way out.
He awoke to green light shining in, and much celebration. One of his patron's akuma, Tepet Karane, had arranged his Chrysalis's evacuation to the Infernal realms, and he emerged to confusion but honor.
A Dancer was assigned to assist in his reorientation and training, and the two became an odd pair of friends. It insists that dancing and song are important parts of his lessons, and he grudgingly accepts that along with the indoctrination and occult knowledge. He is taught to fight, for that is a warrior's way, with a weapon lost by a Lunar harrower (whose description sounds oddly familiar to him) long ago. Lessons in leadership and strategy go less well, but Adorjan cares not that her tools fit a mold.


Attributes
Secondary
{table=head]Physical|Mental [Second]|Social[Prime]
Strength ●●|Perception ●●|Charisma ●●●●●
Dexterity ●●●●|Intelligence ●●●●|Manipulation ●●●
Stamina ●|Wits ●●●|Appearance ●●●[/table]
Abilities (Specializations +)

{table=head]Favored|Slayer|Malefactor|Defiler|Scourge|Fiend
Martial Arts ●●●●●+++|Archery |Integrity ●|Craft |Athletics ●●|Bureaucracy
Linguistics ●●●●●+++|Melee |Performance ●●|Investigate |Awareness |
Lore ●●●●+||||Dodge | Ride
Presence ●●●● |Thrown |Resistance |Medicine |Larceny |Sail
Craft ●●●●++|War |Survival |Occult ●●●●++|Stealth |Socialize[/table]
Occult (Telekinesis, Demonic Geomancy)
Lore (Realm History)
Craft (Real speciality in Air, Access to Magitech, Vitriol)
Linguistics (High Realm-Scarlet Prefecture Dialect, Low Realm-Incas Prefecture Dialect, Old Realm-Malfean Dialect)
Melee (Fighting Chain x3)


Backgrounds, Artifacts and Equipment:Backgrounds:
Artifact ● (Vitriolic Moonsilver Dire Chain)
Artifact ● (Twining Leaf Breastplate)
Backing (Adorjan) ●
Cult ●●
Demonic Familiar ●●● (Eiraxi, Gilmyne, with bonus to Charisma and Wits)
Infamy ● (Guide to the Prison Gates)
Influence (Sheridans) ●
Manse ●●● (Glyph-Voice Stone)
Past Life ●●
Resources ●
Unwoven Coadjutor ● (Petalit, Angyalkae, manifesting in extra-jointed long fingers and hair grouping into tendrils, Speciality in Occult (Demonic Geomancy))

Artifacts and Equipment:
Artifact: Vitriolic Moonsilver Dire Chain, Thousandth River
+2 Accuracy, +4 Defence, 2 Rate, +8B damage (+3 Acc & +6 Damage in Clinch)
Artifact: Twining Leaf Breastplate
Soak +8B/+5L Hardness 2/2 Mobility -1

Manse: The Library of Still Stories
Stone: [Glyph-Voice Stone] (Socketed in Dire Chain)
Creation Points: [6+bonus from Manse Flaws]
> Well-Flavored Aspect (1) (Slightly re-engineered by him, this probably comes in useful for crafting or research or something.)
> Magical Conveniences (1) (Library Catalog, Canvases, Magic Lights) (The stock powers were well-suited to a library-manse)
> Mela's Sweet Whisper (1) (A leftover power he'd rather do without)
> Archive x3 (3) (Death of Obsidian Butterflies, Slave-Spawn Summons, Infallible Messenger, Flight of Separation, The Sacred Tongue, Craft (Literature), Craft (Calligraphy), Linguistics (Malfean Realm), Melee (Fighting Chain), Occult (Soul Hierarchies), Lore (Demon Geography))
> Password Activations (0)
> Basic Senses (0)
> Attunement Recognition (0)
>
Resources: 1
Sale of crafts
> [List of purchases, and sources]
Charms
Adorjan
Excellencies
1st Adorjan Excellency (Free, as Patron Yozi Excellency)
[Charms]
Wind-Born Stride
Who Strikes the Wind
Joy in Violence Approach
Death-Dealing Journey
Threat-Monitoring Excitement

Malfeas
Excellencies
[Charms]
Hardened Devil-Body (Free)

She Who Lives In Her Name
Excellencies
[Charms]
Factual Determination Analysis
Essence Dissecting Stare
Mind-Hand Manipulation
Chirality Prohibition Index

Ceccelyne
Excellencies
[Charms]
Transcendent Desert Creature


Combos:

Combat Stats:
Join Combat: 3

Attacks:
Dire Chain: Acc: 14 | Damage +10B | Parry DV: 6 | Rate 2
Hands: Acc: 5 | Damage: +2B | Parry DV: 3 | Rate: 3
Feet: Acc: 4 | Damage: +5B] | Parry DV: 1| Rate: 2
Clinch: Acc: 4 | Damage: +0B | Parry DV: - | Rate: 3

Dodge DV: 4

Permanent Charms (Effects)
Hardened Devil-Body (Free)
Wind-Born Stride (Dash at -0DV, +Essence Yards, Defeat Treacherous Terrain)

Soak:
Bashing: 9
Lethal: 6
Aggravated: 5

Hardness:
Bashing: 2
Lethal: 2
Aggravated: 2

Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ][ ][ ][ ]
-4 [ ][ ]
X [ ]

Mental Defenses:
Dodge MDV: 5
Charisma Parry MDV:
>Presence: 4
>Performance: 2
Manipulation Parry MDV:
>Presence: 3
>Performance: 1

Virtues:
Compassion ●●●
Conviction ●●●●●
Temperance ●●
Valor ●●

Intimacies:
Eiraxi
The Realm
Fine Writing
Reading
Quiet

Languages:
High Realm
Low Realm (Native)
Old Realm
Flametongue
Riverspeak
Tribal Tongues: Low Realm Sign, Djala, Jungle Tongue, Delzahn

Willpower: ●●●●● ●●●

Essence:
Permanent: ●●
Personal: 14/14
Peripheral: 25/34 (6 Attuned, 3 Committed)
Bonus Points and XP:
Bonus Points: 0/18
3 - Willpower 5 -> 8
1 - Infamy 1
3 - Conviction 3->5, Compassion 2->3
2 - Demonic Familiar 1 -> 3
1 - Resources 1
3 - 6 Specialities in favored abilities
2 - Artifact 1 x2
1 - Cult 1 -> 2
1 - Past Life 1 -> 2
1 - (Favored) Martial Arts 4 -> 5

Experience Points. 0/0


Domelarance, Raksha Noble
At Char-Gen, with Inherent Excellence as described in the OP.


Caste: Imperial Raksha

Motivation: Drive the forces of the Underworld back to their realm.

Background:

[Unborn From Blood]
Domelarance knelt before a scarlet-skinned woman, who looked down at him with distaste, refraining from the full hatred that beings of shape deserved. "My child. Know that I, Isingwethe, have created you, this abomination, that you might continue our grand Crusade. Arise. It is yours to go into the darkness on the Underworld. There is yet hope, that you might rise to a Guardian's true place when The Prince's dream is fulfilled." As he listened, he knew his purpose: to see structure and tear it down, nothing more. A poppet came, a small creature made of fallen branches coated in an icy shell, and held up to him his sword, keeping it empty eyes averted.

It should perhaps have made a Cataphract instead. The night before his departure, another Emanation came, cloaked in blizzard. She Who Births Colors gave to him a collection of items that he had never seen, but immediately recognized: his other Graces. "The Sword is not only destruction. It is decision. Go now, into the machine, before my treacherous general realizes these are gone. Remember the lesson of the Heart. What you would destroy, warrior, first see, contemplate, understand."

The new Anarch fled immediately, travelling in a ghostly shape into Creation. When he came across mortals, he drank in their dreams while they slept, and left with one death in each group, that he could see would bring the most chaos. In short order, he reached the portal to the Underworld, Little Mouth, and dived in with no hesitation.

[The Underworld]
He had not yet learned to fear Death, and he was carried to the top of the pit by the strength of his belief. The weight of the Underworld crushed down on him, but he had become his enemy, and was safe. Turning, he saw the way back was indeed sealed, and turning again to face ahead, he saw the way surprisingly clear; the spectres felt no need to swarm and rage where the Neverborn reigned supreme. He made the stairs to the Ninth Bolgia with no difficulty. He paused a moment; this was the center of ghostly power, the abomination of Stasis. But knowing also that his story lacked the refinement and power to confront a whole realm, he ascended the Venous Stairs.

An army of phantoms and glamours at his side, he roamed the Stygian Isle, slaughtering lost ghosts, putting outlying settlements to the pyre, and staying just ahead of those soldiers who sought to stop him. Those who 'survived' an attack had some of the excitement of life back for a moment, and that fit the Wyld's goals too. The campaign was no great success, but thus it had not attracted the attention of a power great enough to stop him. But the Anarch felt, despite his assumption, that his Wyldness was growing weak. Too much time in the lands of the dead and he was becoming like them, his story unchanging, brittle and cold. The thought struck him that even the stare of the Daystar would be preferable to this endless desolation. In this his Anarchy was damaged. From that day, as he made his way desperately towards a Shadowland to return to Creation, he and his army of phantoms destroyed not only to destroy, but for the memory of better realms that the Underworld failed to be.

[The Xia]
He emerged at sunrise's end to find the small gateway overcome by the forces of the surface world, with a ring of salt being laid down by a veritable army of mortals, presided over by what could only be a smaller group of Fey. For the first time, Domelarance met others of his kind, noble raksha who were not only Emanations. At least, the first who had not been so well disguised as a ghost or part of the Underworld that they failed to find each other. At their head was a vivid warrior-queen, who bid the mortals return to their home, and slowly, deliberately, cut an opening in the salt line. The goal of conflict is not victory, after all. If the undead had no chance to reclaim their outpost, she would never have the chance to drive them off again. Where Domelarance wielded the Staff, she knew all other Graces well, and a display of the Ways of the Ring had a profound impact on him. An artist in battle, the Xia was in it also complete. Even without a foe, she was endlessly defined by the idea of conflict, a limitless trove of tales. Impressed and knowing his own weakness in such things, Domelarance swore allegiance, in hopes of learning from its example and finding a way to be so defined. In meaning through battle he saw something that was perhaps worthy of building an Empire with.

This dedication flared his spark back to light, and he went on for several tales more, fighting with the others in her service, and content in the battles and small dramas of their structured war. After proving his bravery in one skirmish in which together they fought off a young Dragonblood who had foolishly thought of destroying the Raksha in their little Wyld zone, the Xia took up his quartz bowl and transformed it into the Enduring Circle, and gave to him a forged Behemoth with which to fight. As the seasons passed, though, Domelarance began to feel that conflict was not enough. Even building rivalries and allies was not enough for an existence. There had to be a goal. On this thought, one day the Raksha once more turned to Anarchy, took his Behemoth and his arms and rode off, looking for a place his vision, still indistinct, could be made real.

[The Mica Court]
He came upon a wonder outside a small village in the Northwest, where he had stopped to harvest dreams. A towering tree whose trunk formed a perfect spiral, growing in full bloom amidst the ice and rocks, and in its shadow the only other plants, perfect rings of mushrooms and grass artfully self-organizing. It was an awakening Reliquary, left from some long ago time and forgotten. Investigating the nearby humans of Glassadon village, he found them rightly cautious of the strange plants, and did not stray near enough for it to draw power from them. But while even the mightiest calcified Raksha is weak, even the lowest Wyld noble is another story, and Domelarance resolved to open the reliquary. A little gossamer-backed persuasion and they were quite willing to help him care for the tree. Over the next few weeks he guided the villager in pouring their essence into the grove, watching it spiral higher overnight, the bright blue leaves showing blossoms and then strange, perfect fruit, the shaded circle of life growing wider. And after several moons of work, the tree began glowing along its spiral lines, and split open, shattering like ice to reveal the monster of snow and wood within. The humans were well enthralled by then, and if one or two vanished that day, never to be seen again, well, there's no one who remembers such a thing. The freed crusader was horrified to hear of the relatively sorry state of Creation and Rakshastan since the great defeat eight centuries past, and Domel suspects the the shock of the scene brought Inversion upon him, though he can't be sure, as the elder, Point of Mirroring, left near immediately for the 'Marches. But he offered to Domel what rewards his magic could offer for the second chance at existence. Together they went to the Edge, and Point shaped a group of Nobles into being, some on an oath of comeraderie between them (Domel insisted that they like him be given their own Graces (Unorthodox yes, but it was a new age and not a time for questions)), and gave to him an artifact of the Way that nothing less than the Empress's killing storm could visit such a sad fate upon them, and a few treasures made from commoners, that had once helped him on his way.
And the five of them, the four new made one Ascendant in every Caste, went back into the great machine, for Domelarance was still looking for a dream. Inside the Way-treasure, they built a tiny world to live in (the aesthetic mainly made by the new-shaped Apple-Blossom-Path, whose Guide was sacrificed to light the Bonfire) and filled it with workers and tale-shards. Before they shaped themselves commoners, Domel kept the gate, and even now he serves as the Warden of the court, carrying its gateway into the world. Shortly, he realized that these new fellows were a reason enough to build, and came to his current Caste.

Then the forces of the dead, which he had thought long behind him, came once again.

Note on appearance: A swirling mass of immaterial chaos, roiling with ideas and vortices that threaten to draw in the viewer in the perfect unary formlessness of the Wyld. Usually he's wearing a body, but it changes all the time. It's a little silly to try to define the looks of a Raksha without a Permanent Assumption (and most of them too, since they can modify it drastically with additional temporary assumptions).


Attributes

{table=head]Physical - Tertiary|Social - Secondary|Mental - Primary
Strength ●●●|Charisma ●●●●●●|Perception ●●●●●●
Dexterity ●●●●●|Manipulation ●●●●●|Intelligence ●●●●●●●
Stamina ●●●●●|Appearance ●●●●●|Wits ●●●●●●[/table]

Abilities (Specializations *)

{table=head]Caste|Warrior|Diplomat|Entertainer|Worker|Guide
Occult ●●●*|Archery| |Performance|Bureaucracy ●●|Survival ●●●●
Linguistics ●|Martial Arts| |Medicine|Craft ●●●*|Sail
Melee ●●●●*| |Ride ●●|Stealth|Integrity |Dodge ●●●●
Presence ●●●●| |Socialize ●|Larceny|Lore ●●●●● |Athletics
War ●●| |Thrown|Investigation|Resistance|Awareness ●[/table]
Occult Speciality in the Underworld
Craft Speciality in Glamour
Melee Speciality in Grace Artifacts


Backgrounds, Artifacts and Equipment:Backgrounds:
Allies ● - Apple-Blossom-Path, starting Vagabond Caste Raksha
Artifact ●●● - Various Grace Magic artifacts, detailed below.
Backing ● - The Mica Court: Upholding no particular Virtue, the tiny Mica court is in name dedicated to the conflict of logic and feeling, and in reality mainly a self-interested group trying to find a way of life in Creation.
Birth ●●● - A noble created by one of the Unshaped, and with the rare gift of his own graces.
Contacts
Cult
Familiar
Freehold ●●● - The freehold of the Mica Court, from which he carries the cyst currently to those less adventurous.
Gossamer ●●● - Gossamer stolen from the dreams of the living and the dead, and manifesting whenever he works toward his Motivation. There is little more to say about it.
Influence
Manse
Retinue ● - A handful of the commoners from the Mica Court, one of each Caste, with the Entertainer Sparrow Over Water serving as Gatekeeper to their domain and Lorekeeper to some of his spells.
Style ●●●●●

Artifacts and Equipment:
Domelarance's Sword - Gossamer Straight Sword: Speed 5, Accuracy +(3+Essence), Damage +3L, Defense +1, Rate 2

Domelarance's Staff - Staff: Speed 5, Accuracy +2, Damage +5B, Defense +3, Rate 2, Tags: 2, M, R, Gives +Essence to Charisma+Presence to negotiate

Domelarance's Ring - A polished bracelet, that gives +Essence to Temperance Rolls to resist temptation.

Domelarance's Heart - A rounded adamant snowflake, kept safely Elsewhere.

Imperial Plate Mail - Gossamer Superheavy Plate: +12 Soak

The Cyst of the Unshattering Shore - A thin, flexible ball of focused dream, changing colour and exact size at every moment. Nearly indestructible.

Shaping Weaponry: Figment, World Heart, Commandment Lens, Courtier's Caul, Sky Barb

Riding Aerolisk - Fey Beast ● A big, quick thing, part bird, part dragonfly, part lizard, it has a long segmented body, covered in scales, four wings of opalescent feathers, and a few legs mostly just good for clinging to walls. Its bladed front claws together have the statistics of a Fine Slashing Sword with +2 to Accuracy and Defence, and Domel mainly uses it for transport, although it's tougher than it looks, and for a charmless thing, not bad in a fight.
Handler: Domelarance
-Assumption of Bestial Form (1)
-Racing Dragon Speed (1)
-Gossamer Wing Flight (2)
-Armament of Flesh (Def+2, Acc+1) (2)

The Unshattering Shore - Chancel ●● - Just barely large enough to hold the Mica Court's Freehold and Raksha, that is exactly what this tiny maze does. Domelarance holds the portable entrance, while the other manifests at various places as they travel, in a cave tunnel if one can be found.
Gatekeeper: Sparrow
-The Arcane Redoubt ●: A small sandy isle at the precise center of the Rath (though you can only get there by taking the Galleon's rowboats (the hidden stream simply can't be found otherwise)), the island is surrounded by lethal reefs, howling winds, and banks of fog that leave only one safe passage. However, the light of its bonfire can be dimly seen anywhere in the Freehold. Mastery of the Freehold cycles weekly between the five Nobles of the Court, and they can be found on the isle from time to time.
-The Stronghold ●●●●: An imposing promontory fort overlooking stormy waters, this is the default destination for each of the three Chancel entrances, where large archways of twined diamond and silica lead from a balcony to the outside world. Domelarance serves as the General of Mica Court, though it is not his Sword that forms the stronghold, giving the Freehold its unusable capacity of dominion.
-The Fountainhead ●●●: A calm tropical shore filled with tidal pools, located to one side of the Stronghold. All of the sand grains are in fact flecks of mica in various and impossible colours. Lingering here is slightly disturbing; one feels always watched. Achridama the Luminary lives here with her terrifying water-creatures, slinking just out of sight and making herself known here only in whispers.
-The Beacon ●●: A massive hot air balloon hovering above the isle (which does not actually have an interior (although a thick jungle can be seen below from the Beacon-hold) - passage along its distance is through underwater tunnels and subterranean streams), tethered by thick silver chains to the Fort and the Ship, as well as straight down into the Wyld fabric of the 'hold. Faint glimpses of the balloon can occasionally be seen when one's perspective through a portal would see the sky, and at those moments the Beacon shines out into the world, luring the unwary in. This is the domain of the Vagabond Apple-Blossom-Path.
-The Glory ●●●●: A brilliant lagoon opposite the fountainhead, the stones and sand here are all precious gems, and faint songs fill the air always. The captive mortals and many soulless constructs of the Court can be frequently found here. The Artisan Wave of Glass works here, along with scores of Wyld-crafter servants, and it is she who is most frequently Master of the Hold, drawing on its powers for her works of reality. The others can be found working here on occasion, Domel when a war machine or weapon is needed, Path for vehicles, Achridama with arts, and Gositan with all sorts of other things.
-The Throne Room ●●●●: A great galleon moored on the far side of the island, with planks of dark wood that grows not in Creation, screens and sails of icingglass. This is the most likely place to find the Court's important members. The Scribe Gositan holds this Waypoint.

Immaculate's Enduring Circle - Oneiromantic Dream ● - Made by the secretive Xia to celebrate the successful defence of their battlefield against the real threat of Dragonblooded interference.
Lorekeeper: Sparrow
-Assumption of Earth Shape (1) The Circle appears as an intricately carved disc of stone a few inches across, usually worn about the neck.
-Endless Yawning Void (2) - The circle's user gains a basic anima flux of the most appropriate element: madness. (Aura of Damaging shaping)
-Rarefied Air of Inevitable Victory (2) - And are further protected by what is either the strength of their belief or a magic golden shield. (+1 DV)
-Swift Wings of Song (1) - They are ever ready to join a fight. (+2 Join Battle)
-Gossamer Wing Flight x2 (4) - And no fake dragon-child would be complete if they couldn't fly. (Wing's Abomination)

Machine-Walker's Diadem - Oneriomantic Dream ● - Given Domel by Point of Mirrors, this ring is incredibly old, and was made anew, patterned after one made long ago to demonstrate the true horrors of the desert to a disbelieving guide of Golden Mirror's, who could not bring himself to view things without the softening lens of dream.
Lorekeeper: Sparrow
-Assumption of Fire Shape (1) - A metal circlet worn on the head, and always warm to the touch.
-Heaven Rains Wisdom (1) - The wearer knows Creation as well as any native. (No Lore penalties)
-Adored by All the World (2) - They are always welcome, (Every season, get temporary Followers or Allies)
-Gladdening Visage (1) - Fit in just perfectly, (Illusion of perfect normality, 1 wp if given reason to doubt)
-Beguilement (5) - And their arguments just cannot be ignored. (All social attacks are UMI)

The Mage-Hunter's Pass - Oneiromantic Glamour ● - Explanations are tiresome and a waste of time when there are stories to tell, so Wave of Glass, with the help of the Court scribe, constructed this document to do all of their explaining for them. Its words shift and shimmer in the moment before it's read, before becoming fully opaque.
Lorekeeper: Sparrow
-Assumption of Wood Shape (1) - The badge, despite it's name, actually takes the form of an ornate and trimmed scroll.
-The Naming of Secrets (6) - Any who reads the scroll in search of explanation will be most cooperative in getting its bearer any information they desire. (Makes mortals into temporary Contacts)
-Mad God Mien (3) - And no amount of magic would reveal it for what it is. (Can't be countered)

The Mica Battle Standard of Despair - Oneiromantic Glamour ● - Along with the pass, this was made by Wave of Glass to aid the Court's members in the outside world. It is woven with one of Mirror's memories of the Sword that felled him.
Lorekeeper: Domelarance
-Assumption of Wood Shape (1) - The standard is as expected a banner of war, being a translucent grey fist on a dull red background.
-Emotion-Weaving Style (3) - Affected warriors find that continued struggle is useless, and wish only to flee and live lives of peace. (Mortals lose their Motivation and give up the fight)
-World-Darkening Grave Shadow (3) - Should they still stir themselves to fight, the phantasmal wails of the defeated and flickering images of their own inevitable deaths sap the strength from their limbs. (And powered or reinforced individuals get a -3 Internal Penalty on attacks against the bearer or his unit)
-Mad God Mien (3) - While magic can protect an individual, it cannot stop the power of the Standard.

Resources: ●●●●●
Gossamer Transmutation and trading of Essence-Forged items for natural ones provides all the wealth a Creation-born could wish for.
> Clothing of all styles and stations, and a variety of jewellery. A Raksha with ready access to a freehold doesn't actually need physical clothes, but guests do need to be properly attired, and it would be most embarrassing for some savant to Shape away all you were waering.
> One large wagon, for comfortable passage on land.
> One sailing ship, with which to hide out on the ocean.
> Two riverboats, one kept in a cavern at the bottom of a lake, the other in more regular use for river travel.
> A collection of javelin, for fighting with.
> 2 barrels of fire-dust, to provide distractions.
> A supply of Age-Staving Cordial, to trade to those silly mortals.
> Several doses of Seven-Bounties Paste, for the same.
> Incense and Prayer Strips aspected to Luna.
> One good-luck charm, made from the shattered reliquary of Point of Mirror. A real and treasured possession, this one.


Charms

Charms of the Staff
Excellencies
[Charms]
Awakened Dream Manufacture

Charms of the Ring
Excellencies
[Charms]
Essence-Forging Art
Gossamer-Forging Art
Worker's Gift
Style-Improving Spirit

Charms of the Cup
Excellencies
[Charms]
Ravishing the Created Form
Banquet of Crumbs
Oneiromantic Conjuration

Charms of the Sword
Excellencies
1st Sword Excellency (Free)
[Charms]
Host-Summoning Glory of Command
Transient Work of Flesh and Bone
Radiance of the Invincible Warrior

Charms of the Mask
Excellencies
Subtle Wraith Arts
[Assumptions]
Assumption of Cerements and Bone
Assumption of Wood Shape
[Charms]
Ossuary Transformation


Combat Stats:
Join Combat: 9

Attacks:
Sword:
Acc: 16 | Damage 6L | Parry DV: 6 | Rate 2

Hands:
Acc: 6 | Damage: 3B | Parry DV: 4 | Rate: 3

Feet:
Acc: 5 | Damage: 6B | Parry DV: 2 | Rate: 2

Clinch:
Acc: 5 | Damage: 3B | Parry DV: - | Rate: 3
Dodge DV: 6

Permanent Charms (Effects)
Worker's Gift (Gain Gossamer whenever you gain willpower from motivation)
Style-Improving Spirit (Style raised to 5)

Soak:
Bashing: 18 (13 vs. Iron)
Lethal: 16 (13 vs. Iron)
Aggravated: 13

Hardness:
Bashing: 0
Lethal: 0
Aggravated: 0

Health:
-0 [ ][ ][ ]
-1 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
-2 [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
-4 [ ][ ][ ][ ][ ]
-X [ ]

Mental Defenses:
Dodge MDV: 5
Charisma Parry MDV:
>Presence: 5
>Performance: 3
Manipulation Parry MDV:
>Presence: 5
>Performance: 3

Virtues:
Compassion ●--------Cup ●
Conviction ●●●●------Staff ●●●●
Temperance ●●------Ring ●●
Valor ●●●●-----------Sword ●●●●

Way X
Heart ●●●

Lure: Meekness - Facing a superior foe
Stasis: [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]

Intimacies:
Apple-Blossom-Path [ ][ ][ ][ ]
Point of Mirrors [ ][ ][ ][ ]
The Mica Court [ ][ ][ ][ ]
Fighting [ ][ ][ ][ ]
The living dead (Negative) [ ][ ][ ][ ]
Shaping [ ][ ][ ][ ]
His parent (Negative) [ ][ ][ ][ ]

Languages:
Old Realm (Fey Dialect) (Native)
Riverspeak

Willpower: ●●●●● ●

Essence:
Permanent: ●●●
Personal: 19/30 (11 committed)
Bonus Points and XP:
Bonus Points:
Total: 0/18:
8 - Essence 2 -> 3
1 - Temperance 1 -> 2
1 - Willpower 5 -> 6
1 - Gossamer 2 -> 3
5 - Ring 1-> 2
1 - Freehold 2 -> 3
1 - Artifact 2 -> 3
Experience Points Spent: 0 | Left: 0 | Total: 0



Sight in Blindness, Solar
Experienced Primordial-War Solar, char-gen as given here (http://www.giantitp.com/forums/showthread.php?t=223799) for terms of judging Power.

Light in Blindness
Exalt Type and Caste: Eclipse Caste Solar
Anima: An outlined white-golden eye
Player: Recaiden
Concept: Hypothetical Solar
Motivation: Build a world for humanity to live safely in.
Description:

Attributes[B]Strength: ●●●●●●
Dexterity: ●●●●●
Stamina: ●●●

Charisma: ●●●●●
Manipulation: ●●●
Appearance: ●●

Perception: ●●
Intelligence: ●●●●●
Wits: ●●

Abilities
Bureaucracy [C] ●●
Linguistics [C] ●●●
Ride [C] ●●●●●
Sail [C] ●
Socialize [C] ●

Thrown [F] ●●●●● (Spirit Weapons +3)
Dodge [F] ●●●●●
Integrity [F] ●●●●● (Spirit Charms +1)
Resistance [F] ●●●●●
Occult [F] ●●●●●

Awareness ●●●●●●
Stealth ●●●●●
Lore ●●●●●


Backgrounds, Artifacts, and Equipment

Orichalcum Spear-Thrower of Exalted Prowess (Artifact ●●)
(With Spirit Javelins) Accuracy +10, Damage +11L, Rate 2, Range 110, Attune 5
Gem of Grace (Manse ●●●)


Charms 8
Integrity
1st Integrity Excellency
Integrity-Protecting Prana
Sacrosanct Soul Retribution
Spirit Maintaining Maneuver
Temptation-Resisting Stance
Elusive Dream Defense

Thrown
1st Thrown Excellency
Divine Transcendence of Thrown
Thrown Essence Flow
Returning Weapon Concentration
Spirit Weapons
Fiery Solar Chakram [Compassion]
Triple-Distance Attack Technique
Cascade of Cutting Terror
Observer-Deceiving Attack
Falling Icicle Strike
Torrent of Inner Light
Wind Full of Knives

Dodge
Reflex Sidestep Technique
Shadow Over Water
Seven Shadow Evasion
Refinement of Flowing Shadows

Occult
Spirit-Detecting Glance
Spirit-Cutting Attack
Ghost-Eating Technique
Divine Transcendence of Occult
Eclipsing the Sun

Awareness
Keen Sight Technique

Other
Dematerialize (75m)
Fateful Thrown Excellency


Combos

Sun-Shard Spear Storm - Wind Full of Knives, Cascade of Cutting Terror, Ghost-Eating Technique, Falling Icicle Strike, Fateful Thrown Excellency, Seven Shadows Evasion
This gives undodgeable attacks, doubles attack successes, drains motes from spirits, and allows possible use of PD if necessary.
The attack is immune to environmental penalties.
If unexpected, the attack ignores hardness and does double damage.
It hits five targets as a base, plus one for every two motes spent through Solar excellencies.
It can be enhanced with Solar excellencies via Integrity Essence Flow.

Searing Flames of Love Technique - Eclipsing the Sun, Spirit Weapons, Temptation-Resisting Stance, Seven Shadows Evasion
This is activation of scene-longs.
This allows automatic creation of Holy Thrown ammunition for free, and declares any one creature to be a Creature of Darkness for purposes of these weapons.
It can grant +5 Dodge MDV
It also includes a perfect defence.

Heart and Hearth Denial - Elusive Dream Defence, Sacrosanct Soul Retribution, Eclipsing the Sun
This Perfectly stops Unnatural mental influence, and Perfectly counterattacks the one who would dare to corrupt the Chosen.
They are burned with Holy flames which inflict 5 Aggravated damage, counting them as a CoD for purposes of this attack, and permanently converts them into a Creature of Darkness.


VirtuesCompassion: ●●●●●
Conviction: ●●●●●
Temperance: ●●●●●
Valor: ●●●●●


Intimacies

Languages
Old Realm
High Holy Speech
Bird

Willpower: ●●●●● ●●●●●

Essence: ●●●●●
Personal: 25/25
Peripheral: 60/65 (5 commited)

Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
-X [ ]

Bonus Points: 1/30

5 - Willpower -> 10
11 - Virtues -> 5
13 - Combos

Recaiden
2012-09-09, 07:06 PM
They won't all fit in one post as they are, and any reformatting would probably add chars against the 50K limit.

Karlin Tinia, Experienced Solar

Name: Karlin Tinia, Beacon of Hope
Caste: Zenith Caste Solar
Anima: A golden angel lifting up a torch.
Motivation: Unify all of humanity.
Fluff:
Background:Tinia, acolyte to the Sun and apprentice glass-maker, was, as a rather young and naive airfolk, not happy with life. Her full faith in the Sun made up for most lacks, dedication and articles of faith crushing doubts, and learning giving her hours yet more meaning. But it was not everything. There just had to be more to the world than Sezakan Valley. But secrecy and isolation were the orders of the city, she was too young to be sent on expeditions to the Wyld, and not useful enough to be sent on the rare trading missions. The terrible histories of the outside world didn't frighten her, because it was so apparent how they dependent they were on the remnants of the old age. The Sun's Champions had created them, built the engine that protected them from the Wyld, built the wonders around the city, from the indestructible behemoth of a ship that now languished in disrepair at the valley's north end to the essence sensors and wondrous tower-machines. The stories of glory and heroism in the deep past rang more loudly, and Tinia became convinced that the Council was wrong to keep them all hidden away here, that the outside world had much to offer. She read all the histories and accounts of the wider world which she could, spent hours examining the last failing relics around the city, and once snuck to the furthest peaks to look out over the ocean and wonder just what was the world like beyond it. Tinia often spoke in the temple about the potential in each Air Folk, the Sun's glory reflected in every human heart, and, less openly, about how the world could be changed for the better, if only they all would stop hiding. A few even took the little girl's sermons seriously.
Then one day, for the first time in centuries, outsiders found the city, mortal adventurers seeking fortune in the chaos beyond who had stumbled upon their home. Tinia was helping tend the altar for the midnight service of Sun's Greeting (sadly under-attended, as always) when she couldn't help but overhear (she certainly wasn't spying on the council-rooms for any reason) discussion of this. The travelers could not be trusted to maintain silence; they must all be killed.
Horrified and full of idealism, she burst into the conclave, yelling protests. While such would usually be ignored in word and then harshly punished, it didn't go that way. The council-room faded from her view, and she saw the interlopers and the natives and stranger people who she couldn't imagine, standing together: in song of praise, in ranks for battle, in peaceful life beneath the sun; she heard faint words and knew she had been chosen to bring this to pass. Her eyes glowed, the mark of the Sun shone on her brow as she spoke more eloquently than ever in her past, and even the rulers could not deny Sol's favor on her; the humans were spared.
Now recognized as the one foretold in the recent prophecies, the child priestess was given charge of the humans and a place of primacy in the temple. But now, she had the power to see her dreams through, and scraps of ancient knowledge to help make them real. Hearing her speeches, the people agreed a new era needed dawn. Under her instructions and hands, the reality engine was repaired to full order, casting the madness fully back even under the Full Moon. By her will, the Marchlands near the city were calcified and made safe(r), reality itself reshaped. She began planning an expedition out of the valley and gathering followers. Already a bit aloof from her friends and family with her zeal and duties, she rarely thinks of those who haven't set out with her.
All was not well, though. Darker visions began to trouble her dreams and then her waking moments: a world literally and figuratively falling apart, perfect cycles broken, the End of All Things. As should stood at the noontime altar the future pressed fully down on her, power yet to be flowed in her heart, secrets she had yet to learn bubbled up in her memory, and she saw the world clearly: in terrible danger, not just a diminished place but in terrible need of her help. Her responsibility was not even to all people, but to all the world.
Rather than taking a few extra traders and an airboat, Tinia set to work repairing the old warship and gathering the best fighters, priests and savants among the city to join her. One Solar is a mighty force. One Solar's power joining a hundred dedicated folk and more? With that strength and unity she means to save the world from the forces of death.

Appearance:You probably notice the standard Air Folk traits first.
Broad wings for long soaring flights, of a gold-cream-white color.
Large hazel eyes, with wide pupils, as sharp as an eagle's vision.
Wide shoulders and hips, slightly pointed and cupped ears.

Next up would be the Mark of Solar Thunder blazing on her forehead.

Then would be the young age, almost like she's playing at being a returned Solar. She can't have seen many more than ten Calibrations, nearly still a child. When one sees the overlarge golden amulet hanging around her neck, and the thin gold links of her armor, Tinia can look downright comical. She doesn't even have white wings.

When letting her powers fade and hide, and dressed casually in flying clothes of orange and white, with wings folded back, she's just another young air-child, except for the occasional haunted look brought by memories of a past yet to come.
Personality:Despite leaving the valley, she has yet to truly appreciate that this is the Age of Sorrow. The world remains to her, for the moment, a place of Right and Wrong, Black and White. Despite the Warning sent back with her future life, Tinia possesses a dangerous feeling of invincibility. The possibility of failure rarely enters her thoughts. She has yet to grow noticeably conceited from her power, feeling that the power is meant most of all to carry out Sol's will. Generosity and watching over the less fortunate mortals are near to her heart.
Crunch:
Attributes

{table=head]Physical|Mental|Social
Strength ●|Perception ●●|Charisma ●●●●●
Dexterity ●●●●|Intelligence ●●●●|Manipulation ●
Stamina ●●●●|Wits ●●●|Appearance ●●●●●[/table]
Abilities

{table=head]Dawn|Zenith|Twilight|Night|Eclipse
Archery|Integrity ●●●|Craft ●●●●●**|Athletics ●●●|Bureaucracy
Martial Arts |Performance ●●●●●**|Investigate ●●|Awareness ●●● |Linguistics ●
Melee |Presence ●●●●●|Occult ●●●●●*|Dodge ●●●●|Ride
Thrown ●●●●●|Resistance ●●●|Medicine ●●●●|Larceny |Sail
War |Survival ●|Lore ●●●●●|Stealth |Socialize [/table]
Craft (Magitech, Air)
Performance (Prayer, Speeches)
Occult (Procedures: Blessing, Greet the Sun, Dowsing)

Backgrounds, Artifacts and Equipment:Backgrounds:
Artifact ●●●● (Battle Carrier - Long, long ago, a First Age Battle Carrier was deployed to Sezakan's environs. In the city at the time of the Usurpation, it crashed at the end of the valley. Attuned and indestructible at the time, it remained for years, with no one to restore it to working order. Now, fixed up with a bit of jade and feathersteel, renamed the Rhea, it serves Tinia as a source of transport and mobile command center (The fact that the war room is just a circle of bunks and propped mattresses withstanding))
Artifact ● (Orichalcum Hearthstone Amulet - One of many left over from the First Age, this amulet, in the shape of a Twilight Symbol surrounded by 6 wings, in fact belonged to the Twilight who oversaw the creation of the Air Folk, and has been kept in their highest Temple since the fall. The city's Dragonblooded do not use it; their jade items are perfectly functional and simpler to use. Let's hope her new incarnation doesn't want it back too badly.)
Artifact ● (Orichalcum Chain Shirt - Made by Tinia herself, as there was no sufficient armor for a winged child on hand in the city. Each gold link is minutely etched with prayers to Sol and reminders that the world is full of danger as well as wonder.)
Backing ●●●● (Sezakan Solar Council, Honorary Member - Since the first confrontation, the Council did not dare act against one who was seen as a direct emissary of the Sun. Rather, she has been invited to join the council as a special member, where she could be more easily observed and influenced, and her increased religious authority support their rulings.)
Contacts X (Isolated from most of the world and rather Young, she has few unofficial contacts in Sezakan, and nearly none without it.)
Cult ●●● (Sezakan & Air Folk - Chosen of the city's patron god, the Unconquered Sun, Tinia also fulfills a prophecy predicting the coming of a Celestial Hero and great changes for the city. Furthermore, she fixed the reality engine, giving them all lasting protection from the Wyld (and many other ailing devices as well), and sermons have emphasized her centrality to the people and the Sun's favor, leading to a great deal of secondary worship among the thousands of the city and smaller Air Folk Enclave.)
Familiar X (No interest in animals. And this background doesn't work well.)
Followers ●●● (~100 Acolytes, Guards, Soldiers, and Refugees - These people, who traveled with Tinia out of Sezakan. They include the original human adventurers, young sun acolytes who were sympathetic to her ideas, a scale of trained warriors from the city, and a few miscellaneous people who wanted to join or have been picked up since. Each respective group has been taught a few lessons of Harmonious Academic Methodology in their own fields. A few remain to tend the shrines and Temple-Manse outside the city.)
Influence ●● (Locally famed - All the people of Sezakan know her name, and word of the first Air Folk Solar has spread to many of the other northern enclaves as well.)
Manse ●● (Jewel of Lawgiver's Authority. Temple Manse, Self-Destruct Sequence, and Comfort Zone. From a newly crafted manse 40 miles NW of Sezakan. This manse serves as a temple for Tinia's Acolytes and the Unconquered Sun, as well as a power source for the Rhea. It is a solid, many-pillared structure atop her Wyld-shaped plateau.)
Manse ● (Memory Stone. Fell-Flavored Aspect, Self-Destruct Sequence, Comfort Zone, 1 dot Fragility. Like the other, newly created with Wyld Cauldron Technology. This is Tinia's personal manse, providing her own hearthstone and a place of refuge. Made of glass and air currents and hidden on the north side of the tainted lands' cliffs, it is somewhat breakable an remote.)
Mentor ● (Korin, Sezakan Temple Elder)
Resources ●●●●● (Sale of crafts, city support, Wyld Shaping)

Artifacts and Equipment:
Battle Carrier
Orichalcum Hearthstone Amulet
Orichalcum Chain Shirt
Surgical Tools & Medicinal Herbs (From temple stores, for healing people)
Magitech Repair Tools: Motonic lenses, magical wrenches, etc. (Copied from the set used to retune the reality engine)
Rope (For tying and holding things)
Reasonable Household and Miscellaneous Items


Charms

Twilight
Craft
Second Craft Excellency
Craftsman Needs No Tools (7m, 1wp)
Investigate
Occult
Spirit-Detecting Glance (3m)
Spirit-Cutting Attack (1m)
All-Encompassing Sorcerer's Sight (6m)
Sorcerer's Burning Chakra Charm (1m or 4+ Anima)
Spirit-Cutting Attack (1m)
Medicine
Second Medicine Excellency (Free)
Flawless Diagnosis Technique (1m)
Instant Treatment Methodology (7m)
Wound-Mending Care Technique (10m)
Contagion-Curing Touch (2m)
Lore
First Lore Excellency (Free)
Third Lore Excellency (Free)
Chaos Repelling Pattern (8m)
Wyld-Shaping Technique (20m, 1 wp)
Wyld-Cauldron Technology
Immanent Solar Glory
Harmonious Academic Methodology (10m, 2wp)
Essence-Lending Method (5m)
Power-Awarding Prana (15m)
Golden Savant's Largess [Glories of the Most High: Sol]

Zenith
Performance
First Performance Excellency (Free)
Phantom Conjuring Performance
Heart Compelling Method (6m)
Memory-Reweaving Discipline (10m, 1wp)
Husband-Seducing Demon Dance (10m, 1wp)
Infatuation-Gathering Idol Methodology [Dreams of the First Age]
Presence
First Presence Excellency (Free)
Majestic Radiance Presence
Integrity
Integrity Protecting Prana (5m, 1wp)
Destiny Manifesting Method
Righteous Lion Defense (Ideal of Unity)
Shedding Infinite Radiance [Glories of the Most High: Sol]
Resistance
Ox-Body Technique (Free)
Ox-Body Technique (Free)
Ox-Body Technique (Free)
Ox-Body Technique (Free)
Whirlwind Armor-Donning Prana (1m)
Hauberk-Lightening Gesture (1m)
Survival
Friendship With Animals Technique (3m)

Dawn
Melee
Archery
Martial Arts
Thrown
Triple-Distance Attack Technique (2m)
Cascade of Cutting Terror (5m)
Returning Weapon Concentration
Spirit Weapons (2m)
Fiery Solar Chakram [Compassion] (+[] Acc & Dam, Charisma, Holy)
War

Night
Dodge
Shadow Over Water (1m)
Seven Shadows Evasion [Compassion] (3m)
Awareness
Athletics
Larceny
Stealth

Eclipse
Bureaucracy
Socialize
Linguistics
Ride
Sail


Personal Traits:

Virtues:
Compassion ●●●●●
Conviction ●●●●
Temperance ●●
Valor ●●

Intimacies:

Sezakan (Homeland)
Sol (Religious Devotion)
Unity (Ideal)



Languages:
Skytongue [Sezakan] (Native)
Old Realm

Combat Stats:
Join Combat: 6

Attacks:
{table=head]Attack|Accuracy|Damage|Parry|Rate
Punch| 4 | +3B | 3 | 3
Kick| 4 | +6B | 1 | 2
Clinch| 4 | +3B | - | 3
Spirit Javelins | 14 | +10L|Range 30| 2
Spirit Knives | 14 | +10L |Range 15| 4
[/table]
Dodge DV: 6

Permanent Charms (Effects)
Sorcerer's Burning Chakra Charm (AESS activates with 4+ anima or for 1 mote)
Wyld-Cauldron Technology (Wyld Shaping may be permanent)
Immanent Solar Glory (Extra mote pool refilled by leading or administering a unit)
Phantom Conjuring Performance (Optional special effects with performance)
Infatuation-Gathering Idol Methodology (Performance Success creates intimacies/Doubles appearance)
Destiny Manifesting Method (+2 Difficulty to shape, Wyld 90% less randomly horrible)
Ox-Body Technique x4 (Health Levels)
Returning Weapon Concentration (+3 on actions to reclaim weapons)
Golden Savant's Largess (Commitment of only 5 for PAP)
Shedding Infinite Radiance (More effective Anima Banner)

Soak:
Bashing: 11
Lethal: 7
Aggravated: 7

Hardness:
Bashing: 3
Lethal: 3
Aggravated: 3

Health:
-0 [ ][ ][ ][ ][ ][ ]
-1 [ ][ ][ ][ ][ ][ ]
-2 [ ][ ][ ][ ][ ][ ]
-4 [ ]
-X [ ]

Mental Defenses:
Dodge MDV: 8
Charisma Parry MDV:
>Presence: 5
>Performance: 5
Manipulation Parry MDV:
>Presence: 4
>Performance: 4


Willpower: ●●●●●●●●●●
Limit: [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Limit Break: Heart of Tears

Essence:
Permanent: ●●●●
Personal: 22/22
Peripheral: 32/51 (19 Committed (Power-Awarding Prana - 15, Artifacts - 3, Essence Sight - 1)
Solar Glory 10/10
Bonus Points and XP:
Bonus Points: 0/35
7 - Air Folk

-5 - Child (-2 attribute dots, -4 ability dots, -2 to deal with adults)
0 - Priest (Zenith)

3 - Caste Charm (Whirlwind Armor-Donning Prana)
3 - Caste Charm (Majestic Radiance Presence)
3 - Favored Charm (Spirit-Cutting Attack)

2 - Craft 3 -> 5
2 - Lore 3 -> 5
2 - Awareness 1 -> 3
2 - Medicine 2 -> 4
3 - Occult 2 -> 5
2 - Resistance 1 -> 3

2 - Compassion 3 -> 5
1 - Temperance 1 -> 2
2 - Conviction 2 -> 4
5 - Willpower 5 -> 10

1 - Procedure: Blessing, Procedure: Greeting the Sun, Procedure: Aureate Dowsing

Starting Combo Points?:
4 - Combo: 2nd Medicine Excellency, Instant Treatment Methodology, Wound-Mending Care, Contagion-Curing Touch - Allies in [Essence] Yards heal [Essence/2] Health Levels.
2 - Combo: First Performance Excellency, Memory-Reweaving Discipline -
2 - Unify Shadow Over Water and Seven Shadows Evasion, as per Glories of the Most High.
2 - Combo: Triple Distance attack Technique, Cascade of Cutting Terror -

Experience Points: 0/0