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Campaign:SUNSHINE AND DECAY/Flawless Silent Soul
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{{delete|A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore}} [[Category:SUNSHINE AND DECAY]] == Basics == '''Name:''' Flawless Silent Soul<br/> '''Player:''' Shas'O Faiz<br/> '''Campaign:''' [[Campaign:SUNSHINE_AND_DECAY|SUNSHINE AND DECAY]]<br/> '''Concept:''' Mercantile Medic<br/> '''Caste:''' Twilight (Unclean)<br/> '''Motivation:''' Lead the Guild into becoming an economic empire, unifying the other nations of the Scavenger Lands and surrounding regions under its guidance, rendering the Guild powerful enough that it can reform, or outright defeat, the Scarlet Empire.<br/> '''Intimacies:''' The Guild {{dots|2|5}}<br/> Lemy {{dots|1|5}}<br/> '''Anima Banner: '''The caste mark of the Twilight Caste Solars is a golden circle, filled in with gold on the top, but having only an empty ring as its bottom half. Their animas tend to the most spectacular colors, containing bright golds as well as bright and dark reds, purples and even blues.<br/> Flawless Silent Soul's totemic essence manifests as an illusion of vines surrounding his person. These vines are a deep purple with stripes of bright yellow and thorns of bright red.<br/> '''Anima Effect: '''If after damage has been rolled, he will lose health levels, he may instead spend five motes of Essence to strengthen his anima in an attempt to resist the attack. Subtract one health level from the damage for every dot of Essence he possesses. This effect comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence.<br/> '''Experience:''' 106 spent/48 unspent/154 total<br/> === Background === Age: 25 Flawless Silent Soul's parents, healers themselves, lived within the walls of Nexus, and he initially grew up amongst the hustle and bustle of market life. Although his parents were only indirectly tied to any commercial traffic thought their work, they managed to establish some friendships within the Guild, presumably through treatment of Guild members. For whatever reason, when he was about 9 years old, they moved far outside the limits of Nexus, to a village bordering a large forest with an abundance of plant and wildlife. This new environment intrigued him, and he would spend most of his days exploring the environment, often with a knife in hand. Over time, he developed a knack for figuring out what animals were edible, the best use for some plant components, etc. Although initially a childish fascination, soon these regular excursions became very practical, as his parents realized the medicinal value of his work. They taught him how to mix healing salves from the ingredients he found, as well as the medicinal properties of other, more exotic reagents. They were able to use these in their work, but this also had a side effect: Flawless Silent Soul made other potions on the side and sold them himself, and began to make himself a small fortune (or, what would seem like a small fortune to a preteen.) When he was about 14, his parents, having realized his mercantile potential, contacted a few old friends in the Guild, and got Soul apprenticed to a few Guild merchants. Thus began a rigorous and thorough study of the complexities of trade and commerce, all of which Soul took to heart most readily. This also had the byproduct of exposing him to greater possibilities that he could put his medicinal talents to use (including mixing potions to harm rather than heal). Soul began to think of his trade not in terms of providing healing to the sick, but in terms of injecting value into the economy and amassing wealth. When he returned to his parents' home a few years later to take over the family business (his mother having passed away in the meantime), he took it over in a greater sense than his now-ailing father had probably expected. He hired workers to help him manage the practice (which now resembled a store more than a healer's house), giving him more time to forage for elements for his concoctions. He also made regular trips into Nexus, both to hawk his wares and to haggle for rarer reagents. He kept in touch with his former Guild masters, who were all very pleased at how well he put his learning and natural aptitude to use. He quickly became inducted into the Guild proper as a merchant (quickly enough that most assumed his masters had pre-arranged for such a circumstance knowing he would join their ranks soon). His father did not quite live long enough to see him join the Guild; this saddened Flawless Silent Soul to some extent, but he did not let it slow him down. He made the odd move of moving to the Nexus countryside and having a new practice built there. At first this seemed to be counter-intuitive; businesses in the Guild countryside are usually heavily taxed, and few people live there; farmers who tend to the crop terraces are about the only conceivable clients he would have. However, this was actually a shrewd business move on Soul's part. His membership and good standing in the Guild means he was likely able to arrange for a much more reasonable tax burden for his practice, and Guild leaders probably allowed this because they appreciated his constant trading of goods both within the city walls and in the areas outside Nexus territory; not many traders move both raw and finished goods from Nexus Markets to beyond the city-state's boundary, and vice-versa. Also, his proximity to the city means he could travel into Nexus proper more frequently, and make house calls as needed. He now has about two to four young assistants working under him at any given time to help mind the store while he is away, whether in Nexus for trade or healing, or out in the woods beyond his former home scavenging for ingredients there (after all, the cheapest ingredients are those you find for free). At least one or two of these assistants is usually an apprentice from the Guild; Flawless Silent Soul has not forgotten those to whom he owes his livelihood, and he keeps his connections to the Guild strong. As a child, Soul often entertained the romantic notion of joining a Scavenger Lord's troupe. While he still respects the Scavenger Lords and the work that they do, he is rooted too deeply in his work to be able to drop it all and become a nomad...although he still suspects his skills would be extremely useful in such a setting. === Appearance === Flawless Silent Soul is a tall (roughly 6') and rather stocky fellow. While he doesn't appear terribly strong, he DOES look like he could take a beating without letting it deter him from retaliating, and anyone who sees him use a blade, even for mundane tasks like cutting plants, can see he has some melee finesse. Most people would say he is a suave, attractive man, and his face often irradiates a confidence that puts others at ease, almost unnaturally. His skin is dark but not black ((think Redguards from the Elder Scrolls series)). He usually dresses in merchant's clothes, even while making house calls. One less obvious feature that Flawless Silent Soul is known for among those who know him well is his seeming immunity to disease and poison. While it is probably overblown, he has been known to tolerate ingestions that would bring lesser men to their knees. No one knows for sure what the source of his seemingly unearthly fortitude; perhaps exposure to the wilderness of his youth and the dangers within hardened him to such toxins and infections? Another more subtle feature that Soul is known for is his devotion to the ideals of free trade and honest hard work. While this is not uncommon within the Guild, obviously, Flawless Silent Soul takes it very seriously. He feels that everyone should work hard for their keep and become fiscally strong, like he did, and has no tolerance for thieves, beggars, what have you. He has been known to yell at panhandlers in the streets during his regular visits inside the Nexus city walls, and negotiations with him can get quite heated. He doesn't cut bargains easily; the farmers in the Nexus countryside pay more or less full price for his services, since he has a virtual monopoly on the region and most farmers can't afford to travel into Nexus or out beyond the city limits. On the other hand, he is liberal in his definition of payment; he often accepts food in lieu of currency from the farmers, for instance, and is known to directly barter reagents for potions. == Attributes == {| border="1" cellspacing="0" cellpadding="2" align="justify left" !Physical !(Tertiary) !Social !(Primary) !Mental !(Secondary) |- |Strength |{{dots|2|5}} |Charisma |{{dots|4|5}} |Perception |{{dots|3|5}} |- |Dexterity |{{dots|2|5}} |Manipulation |{{dots|4|5}} |Intelligence |{{dots|3|5}} |- |Stamina |{{dots|3|5}} |Appearance |{{dots|3|5}} |Wits |{{dots|3|5}} |- |} == Abilities == {| border="1" cellspacing="0" cellpadding="3" align="justify left" !Dawn !Charms !Zenith !Charms !'''''Twilight''''' !Charms !Night !Charms !Eclipse !Charms |- |Archery{{dots|0|5}} | |'''Integrity'''{{dots|2|5}} | |''Craft''{{dots|3|5}} | |Athletics{{dots|0|5}} | |'''Bureaucracy'''{{dots|3|5}} | |- |Martial Arts {{dots|0|5}} | |Performance {{dots|0|5}} | |''Investigation'' {{dots|3|5}} | |Awareness {{dots|2|5}} | |Linguistics {{dots|2|5}} | |- |'''Melee''' {{dots|3|5}} | |Presence {{dots|2|5}} | |''Lore'' {{dots|4|5}} | |Dodge {{dots|0|5}} | |Ride {{dots|0|5}} | |- |Thrown {{dots|0|5}} | |'''Resistance''' {{dots|5|5}} | |''Medicine'' {{dots|4|5}} | |Larceny {{dots|0|5}} | |Sail {{dots|0|5}} | |- |War {{dots|0|5}} | |'''Survival''' {{dots|3|5}} | |''Occult'' {{dots|3|5}} | |Stealth {{dots|0|5}} | |Socialize {{dots|2|5}} | |} === Crafts === === Linguistics === * Riverspeak (Native) * Guild Cant * Low Realm === Specialties === '''Craft (Water):''' Pharmaceuticals and Poisons {{dots|1|3}} '''Survival:''' Finding Components {{dots|1|3}} '''Bureaucracy:''' Commerce {{dots|1|3}} '''Medicine:''' Use of Pharmaceuticals and Poisons {{dots|1|3}} '''Occult:''' Alchemy Thaumaturgy {{dots|3|3}} == Backgrounds == Backing (Guild): {{dots|2|5}} Resources: {{dots|3|5}} Contacts (Guild): {{dots|2|5}} *Gives Flawless Silent Soul two major contacts in the Guild. Some of the minor contacts probably make up part of his apprentice pool at any given time.) ===Apprentices=== *Flaxen Dragon - An honest, hard worker with a good attitude about him who's able to take orders well, he is nonetheless neither terribly gifted or talented, not clever enough to figure things out on his own. ((Think Ryuunosuke...)) Soul isn't sure why the Guild sent him as an apprentice, since he doesn't have a whole lot of promise as a merchant of any sort, and he probably won't be a very successful artisan on his own, but he'll at least make a good enough assistant to somebody someday. *Third Evaded Bear - Almost a foil to Flaxen Spirit, Third Evasion is perhaps a little too clever with his snarky tongue, but his spoiled life has left him without much of a work ethic ((Think Chiaki...)). He likes to take shortcuts, and thinks he is more knowledgeable and more skillful than he really is, which is a disastrous combination. One time he mixed the wrong combination of components and created a toxic fume that almost killed everybody in the room; Soul's hardy resistance saved him and the situation, but did not do anything for Bear's reputation. Bear was sent to him recently, not from the Guild but paid for by a wealthy family in the general region. Soul intends to send him back as soon as possible. *Loving Keep - Loving Keep seems to be good only at domestic tasks. She is actually a big help in taking care of the store, doing menial but vital tasks like keeping the place clean, tending to patients, etc. and her cooking skills carry over to the apothecary side of the business, but as far as medical knowledge, she just doesn't seem up to the task. She's also a bit clumsy, so at first she found herself cleaning up after her own mistakes; lately she's more reserved and more careful in what she does. ((Hmm, kinda like Kotoha...)) Possibly sent by the Guild as a favour to someone's family, Soul isn't sure. *Thrashing Rose Servant - Another Guild-sent apprentice, Rose's specialty seems to be poisons and diseases; interestingly, she seems to be a skilled Martial Artist who sometimes mentions her studies in regards to skilled warriors able to produce such maladies using their strikes. She is fiercely spirited, to say the least, and her claims interest Soul, as well. For now, her apothecarian skills are welcome. *Empty Lion's Scroll - Apparently the only son of a well-off Guild family who have placed high expectations on their child, Empty Lion's Scroll certainly does his best to live up to them. He is extremely well-disciplined and focused, and while he's not the most intelligent person on every relevant subject, he has shown a considerable capacity for the mercantile side of Flawless Silent Soul's training, which pleases Soul. The other four apprentices currently around don't always get along with him, as he likes to assert his view on situations and has an air of superiority while doing so ((kinda like Takeru?)); this would get him in trouble, were it not for the fact that Soul usually sides with him, as they often see eye to eye. Soul feels that Lion has serious potential. ==Charms== ===Favoured=== <!--2nd Investigation Excellency--> *'''''Lore''''' <!-- '''Second Lore Excellency — ESSENCE TRIUMPHANT'''<br/> Cost: 2m per success<br/> Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> Flawless Silent Soul can invoke this Charm when making a roll based on Lore. Soul then spends up to (Attribute + Lore) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if Soul had a (Int + Lore) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if he had just bought eight (Int + Lore) dice. He could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.<br/> Soul can also use this Charm to enhance unrolled uses of Lore. Each two motes spent increases his effective (Attribute + Lore) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.<br/> This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.<br/> --> <!-- '''Immanent Solar Glory'''<br/> Cost: n/a<br/> Type: Permanent<br/> Keywords: Obvious<br/> Duration: Indefinite<br/> Prerequisite Charms: Any Lore Excellency!!! This Charm allows Flawless Silent Soul to recover motes by tending to the affairs of a kingdom, organization or social or military unit he leads. (In other words, probably the Guild.) Each hour spent inspiring the people or performing administrative tasks allows Soul to recover motes equal to the unit’s Magnitude. In addition, each purchase of this Charm increases his Peripheral Essence pool by 10 motes. This Essence cannot be committed to an artifact. He cannot recover this Essence normally—he can refill this pool only through the technique above and with Essence-recovery Charms. The player may purchase this Charm a total number of times equal to his Essence. --> <!-- '''Spirit-Detecting Glance'''<br/> Cost: 3m<br/> Type: Reflexive (Step 1)<br/> Keywords: Combo-OK<br/> Duration: One scene<br/> Prerequisite Charms: None!!! Spirits cannot hide from the Lawgivers. Spirits such as demons, ghosts and gods often move through the world in dematerialized form, completely hidden from all observers. This Charm lets Soul see, hear, smell and feel—but not touch—dematerialized creatures. It makes dematerialized creatures within the normal range of his senses valid targets for the character’s Awareness actions, including reflexive Awareness actions.<br/> --> *'''''Survival''''' '''Hardship-Surviving Mendicant Spirit'''<br/> 10m, Reflexive, Indefinite.<br/> Negates any environmental external penalties to Survival rolls. This Charm does not protect against environmental damage, however, so if the environment is deadly enough to force regular Resistance rolls, Soul needs Element-Resisting Prana to endure it. *'''''Medicine''''' '''Second Medicine Excellency — ESSENCE TRIUMPHANT'''<br/> Cost: 2m per success<br/> Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> Flawless Silent Soul can invoke this Charm when making a roll based on Medicine. Soul then spends up to (Attribute + Medicine) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if Soul had a (Int + Medicine) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if he had just bought eight (Int + Medicine) dice. He could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.<br/> Soul can also use this Charm to enhance unrolled uses of Medicine. Each two motes spent increases his effective (Attribute + Medicine) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.<br/> This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.<br/> <!-- '''Touch of Blissful Release<br/> Cost: 5m<br/> Type: Simple (Speed 5)<br/> Keywords: Combo-OK, Touch<br/> Duration: Soul's Essence in hours<br/> Prerequisite Charms: Any Medicine Excellency!!! The recipient of this Charm feels a temporary euphoria qualitatively similar to an opium high. This Charm cancels up to three points of the target’s penalties from Sickness, Poison and Crippling effects and wound penalties. Its effects linger for five minutes after the duration expires. Touch of Blissful Release is not physically addictive to the target.<br/> --> <!-- '''Contagion-Curing Touch'''<br/> Cost: 2m<br/> Type: Supplemental<br/> Keywords: Combo-OK, Touch<br/> Duration: Instant<br/> Prerequisite Charms: Any Medicine Excellency!!! This Charm supplements a Medicine-based action to treat a patient. It does not reduce the time required for medical treatment, but otherwise allows Soul to treat patients in unfavorable conditions without medicines, penalties or a stunt. The medical shortcuts involved depend on the Exalt in question. Some learn special pressure points, others channel raw Essence to heal, and still others inspire new strength in their patients through words and actions.<br/> --> '''Wound-Mending Care Technique'''<br/> Cost: 10m<br/> Type: Supplemental<br/> Keywords: Combo-OK, Touch<br/> Duration: Until the day ends<br/> Prerequisite Charms: Any Medicine Excellency!!! This Charm supplements a dramatic action to treat, monitor and tend to a patient. This action requires one hour spent without a stunt or a Charm. Soul rolls (Intelligence + Medicine). This Charm replaces the normal benefits of medical care, instead allowing the target to recover a number of lethal or bashing health levels equal to the number of successes at the end of the treatment. If the target spends the day resting, the target recovers a number of additional lethal and bashing health levels equal to Soul's permanent Essence at the end of the day. No patient can benefit from this Charm more than once per day. '''Flawless Diagnosis Technique'''<br/> 1m, Reflexive, Instant.<br/> This Charm lets Flawless Silent Soul automatically determine which of the target’s observable traits and described symptoms are medically related. If he uses this Charm in the process of a formal diagnosis, normally a dramatic (Perception + Medicine) action with a Speed of 5 long ticks, this Charm protects him from any error in diagnosis. If he has enough information, he accurately identifies each condition, its source and its additional effect. If he does not have enough information—as when a target who caught an unknown disease from eating infected human brains successfully conceals his cannibalism—he recognizes that some key piece of the puzzle is missing.<br/> '''Ailment-Rectifying Method'''<br/> No cost, Permanent, Instant, Touch.<br/> This Charm guarantees that any attempt Flawless Silent Soul makes to treat a sickness is considered supernatural. It halves the length of the patient’s convalescence. If he rolls five or more successes on a Medicine roll for him to treat an ordinarily incurable illness, such as the Great Contagion, he can spend five motes and banish it from the patient’s system. Treating sickness in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm.<br/> '''Body-Purifying Admonition'''<br/> No cost, Permanent, Instant, Touch.<br/> This Charm guarantees that any attempt Flawless Silent Soul makes to treat a poison is considered supernatural. If he rolls five or more successes on a Medicine roll to treat an ordinarily incurable poison, such as spiritual taint, Yozi impregnation or even spells such as Blood of Boiling Oil, he can spend five motes and banish it from the patient’s system. Treating poison in this fashion is a dramatic Medicine-based action that takes 20 minutes unless sped by a stunt or Charm.<br/> '''Wholeness-Restoring Meditation'''<br/> No cost, Permanent, Touch.<br/> Flawless Silent Soul can cure any Crippling effect. This Charm guarantees that any attempt they make to treat the effect is considered supernatural. If he rolls five or more successes on a Medicine roll to treat an ordinarily incurable Crippling effect, such as limb amputation or Charm-induced paralysis, he can spend five motes and restore the patient. Treating Crippling injuries in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm. It takes the patient several days of convalescence to repair otherwise permanent damage such as lost limbs or blindness.<br/> '''Instant Treatment Methodology'''<br/> Cost: 7m<br/> Type: Simple (Speed 7, DV -1)<br/> Keywords: Combo-OK, Touch<br/> Duration: Instant<br/> Prerequisite Charms: Any Medicine Excellency, Flawless Diagnosis Technique!!!<br/> This Charm is a Medicine-based action in which Soul treats a patient. The Charm functions exactly as any Medicine-based dramatic action that takes up to one hour, save that he performs it in a handful of seconds. As with Contagion-Curing Touch, the medical shortcuts involved depend on the Exalt in question. This Charm does not remove the need for appropriate medicine, surgical tools and suchlike, but Soul can use a stunt or Combo to work around these limitations.<br/> This Charm speeds only that portion of treatment that actively involves the physician. It does not accelerate any rest, recovery and convalescence the patient normally performs on his own. It can act as the dramatic action required by Charms such as Wholeness- Restoring Meditation and Wound-Mending Care Technique.<br/> *'''''Bureaucracy''''' '''Second Bureaucracy Excellency — ESSENCE TRIUMPHANT'''<br/> Cost: 2m per success<br/> Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> Flawless Silent Soul can invoke this Charm when making a roll based on Medicine. Soul then spends up to (Attribute + Bureaucracy) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if Soul had a (Cha + Bureaucracy) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if he had just bought eight (Cha + Bureaucracy) dice. He could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.<br/> Soul can also use this Charm to enhance unrolled uses of Bureaucracy. Each two motes spent increases his effective (Attribute + Bureaucracy) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.<br/> This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.<br/> '''Frugal Merchant Method'''<br/> 1m, Combo-OK, Supplemental, Instant.<br/> This Charm supplements a normal or dramatic action to estimate something’s quality and price. Examples include the normal action to estimate the quality of a gem and the dramatic action to evaluate a shipment of silk and spices. This Charm gives Flawless Silent Soul a perfect awareness of the target object’s quality and condition. This awareness gives one bonus success on any price haggling if his bargaining opponent is honest (and using Charisma) and three bonus successes if the opponent is dishonest (and using Manipulation).<br/> '''Insightful Buyer Technique'''<br/> 3m, Combo-OK, Supplemental, Social.<br/> This Charm supplements a social or dramatic action to buy, sell or trade something wisely. This Charm provides information on market values. To the extent that Soul understands what the target item, shipment, import or export is—and to the extent that he understands the relevant markets—this Charm gives the Solar a perfect knowledge of its value in those markets. This information is sometimes worth the Charm’s cost in itself, but the main effect of this Charm and this information is to reduce external penalties applying to the mercantile action by an amount equal to the Solar’s Essence. Whether Soul is trying to buy a good sword for himself, outfit his army in exceptional steel, trade off yeddim for silk before plague kills the beasts or sell off the produce of his nation’s labor, he can overcome penalties from scarcity, volatile markets and trade barriers.<br/> *'''''Investigation''''' '''Courtier's Eye Technique'''<br/> Cost: 3m<br/> Type: Simple<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> This Charm allows Soul to detect others’ importance or wealth with a glance. This Charm targets one individual he can sense. Soul rolls (Perception + Investigation), adding his Essence in automatic successes. If the target is concealing his identity or Resources in any way, subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. If Soul succeeds, he learns the target’s Resources and Influence ratings. In addition, he can make a rough but solid estimate of how many allies the target considers himself to have in the immediate circumstances and how much wealth and power the target wields through organization-specific Backgrounds such as Backing and Followers. Soul may not attempt to use this Charm on a given target more than once per scene.<br/> <!--'''Consumer Evaluating Glance'''<br/> Cost: 2m<br/> Type: Reflexive<br/> Keywords: Combo-OK, Compulsion<br/> Duration: Instant<br/> Prerequisite Charms: Courtier’s Eye Technique!!! Soul uses this Charm immediately after interacting with a target. He rolls (Perception + Investigation). The difficulty of this roll is 1, but subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. On a success, this Charm forces the target’s player to declare the target’s intentions in this interaction.<br/> --> *'''''Melee''''' '''Call the Blade'''<br/>1m, Reflexive (2), Instant, Obvious.<br/> If target weapon owned by Flawless Silent Soul is within (Essence x 10) yards, and a flight path exists between the Weapon and his hand, this Charm draws the weapon into his grasp. This Charm can be used to draw and ready a sheathed weapon reflexively.<br/> *'''''Resistance''''' <!-- '''Second Resistance Excellency — ESSENCE TRIUMPHANT'''<br/> Cost: 2m per success<br/> Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br/> Keywords: Combo-OK<br/> Duration: Instant<br/> Flawless Silent Soul can invoke this Charm when making a roll based on Medicine. Soul then spends up to (Attribute + Resistance) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if Soul had a (Stam + Resistance) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if he had just bought eight (Stam + Resistance) dice. He could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes.<br/> Soul can also use this Charm to enhance unrolled uses of Resistance. Each two motes spent increases his effective (Attribute + Resistance) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so.<br/> This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.<br/> --> '''Ox-Body Technique (5)'''<br/> No cost, Permanent.<br/> All totaled, adds five -1 health levels and ten -2 health levels.<br/> '''Durability of Oak Meditation'''<br/> 3m, Instant, Reflexive (Step 7).<br/> Flawless Silent Soul invokes this Charm after an attack hits but before damage is rolled. This Charm sets his Hardness against that attack to 8.<br/> <!-- BODY-MENDING MEDITATION Cost: 10m; Mins: Resistance 1, Essence 1; Type: Supplemental Keywords: Combo-OK Duration: Until the day ends Prerequisite Charms: None Even wounded nigh unto death, a Lawgiver will marshal the strength to rise again. This Charm supplements a dramatic action to marshal the character’s inner resources for recovery. This action requires one hour without a stunt or another Charm. The Solar’s player rolls (Stamina + Resistance). Success speeds his healing rate by a factor of 10 or, if the character prefers, adds directly to the successes of a physician using Wound-Mending Care Technique on the character. See page 149 for more on natural healing rates. Characters can activate Body-Mending Meditation when inactive (see p. 143). --> ===Non-Favoured=== *'''''Socialize''''' <!-- '''Mastery of Small Manners''' Cost: 1m<br/> Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br/> Keywords: Combo-OK, Social<br/> Duration: Until next action<br/> Soul attunes himself to the patterns of human interaction. This Charm makes him responses to social situations so natural and appropriate that in social combat he treats all enemy groups as one point of Magnitude smaller than they are (to a minimum of 0.) It also increases his effective Appearance by one dot. When in doubt, other characters will be more apt to do small favors and provide hospitality than not. Finally, this Charm ensures that he understands the basic motivations of everyone present in the scene, as if he had rolled three successes on a mundane Investigation roll to estimate each person’s motives. --> <!-- '''Gathering the Congregation'''<br/> Cost: 10m, 1wp<br/> Mins: Socialize 3, Essence 3!!! Type: Simple (Speed 5 in long ticks)<br/> Keywords: Combo-OK, Obvious, Social<br/> Duration: One week<br/> Flawless Silent Soul attempts to persuade everyone who can hear him to organize in his service, rolling (Charisma + Socialize). This Charm organizes all characters whom Soul successfully persuades into a social group under his direction. The group dissolves if Soul abandons it for more than a day. --> ===Combos=== Wound-Mending Care + Instant Treatment Methodology: 17m +1 WP. A speed 7 action, DV -1, Soul rolls (Intelligence + Medicine), allowing the target to recover a number of lethal or bashing health levels equal to the number of successes. == Essence == '''Essence:''' {{dots|3|10}}<br/> '''Regeneration:''' ''(4 per hour plus twice the rating of your hearthstone(s) under normal conditions. remember you gain an additional 4 motes per hour when you're resting)''<br/> '''Personal Essence Pool:''' 15/15<br/> '''Peripheral Essence Pool:''' 36/36<br/> '''Committed Essence:''' <br/> == Willpower == '''Willpower:''' {{dots|6|10}}<br/> Temporary: <!-- ■□ -->■□□□□□<br/> == Virtues == '''Virtues:''' <br/> Compassion: {{dots|2|5}}<br/> Conviction: {{dots|4|5}}<br/> Temperance: {{dots|2|5}}<br/> Valor: {{dots|2|5}}<br/> '''Flawed Virtue:''' Conviction<br/> '''Virtue Flaw:''' Nexus Shrugged * Flawless Silent Soul's greed and sense of mercantilism gets the better of him. He no longer merely makes deals that merely benefit him; now he won't consider an offer unless it is egregiously in his favour; anyone who makes an offer he would have considered unfair before, let alone a beggar or someone gathering donations for charity, will be shown blatant contempt (and more likely than not, the launching of a tirade on honest work versus shameless grubbing). Furthermore, if someone attempts to rob him, even if it's an attempted mugging, he will resist at all costs barring certain death. Granted, he will take the safest options possible first, but if his only option is to bring his sword to bear alone against a gang of hooligans, he will. This all need not happen to Flawless Silent Soul; if someone he considers an Intimacy were to be robbed or accosted by beggars, etc. he will act the same way. On the other hand, those in his circle are not necessarily exempt from this attitude shift, either; while their current objective is probably important enough to Flawless Silent Soul that he needs no extra incentive to continue, requests from his fellow exalted will likely still be rudely rebuffed. If the current objective if something that ISN'T important to Flawless Silent Soul, he may throw his hands up and refuse to continue until his mood has changed, which may cause a lot of awkwardness amongst the group. * Partial Control: Flawless Silent Soul is slightly more amicable to potential offers but otherwise his attitude remains unchanged. He can resist acting out irrationally; if he would chew out a beggar or fellow exalt, or defend himself against those who would reduce his wealth forcibly, he can spend a Willpower point to instead reserve himself. * Duration: One full day. * Limit Break Condition: Flawless Silent Soul becomes frustrated at seeing people take what isn't theirs, be it thievery, coercion, domination, etc. '''Limit:''' ■■■□□□□□□□<br/> == Inventory == Flawless Silent Soul's house is large enough to serve as his home, a dormitory for the apprentices he has under his tutelage, a store where he sells his potions, and room for one or two for patients under his care who need long-term monitoring. At any given time he usually has between two to four young apprentices working for him; they are compensated only through room and board, and obviously the experience he gives them. Some come from families wealthy enough to compensate him for the privilege, and some come from Guild members hoping to have some of Soul's commercial knack rub off on them.<br/> In addition to the tools of the trade Soul has at his home, he usually carries a portable Apothecary's set (Mortar and Pestle, Alembic, Retort, Calcinator) with him at all times, as well as some reagents and prepared potions, in case the need arises. Unlike most healers, he is often seen in pleasing purple merchant's clothing, although he sometimes switches to simpler clothing to avoid staining his better outfits, should he be working with a wounded patient or messy reagents. He has a horse to use as transport for his many trips away from home, as well as a backup should something befall the first (although he has no skills in the art of fighting from horseback). Soul wields a Straight Sword at his side; rarely has he had to use it to defend himself, and then usually from animals. It more often finds use in the field, trimming plants and slain animals for use as ingredients. There is nothing special about the sword; he probably got it in trade, like most things he has.<br/> Speed 4, Accuracy +2, Damage +3L, Defense +1, Rate 2 Soul also wears a Chain Shirt under his robes, as this affords him protection without interfering with his appearance or his mobility.<br/> Soak +3L/1B, Mobility 0, Fatigue 1 It is interesting to note that for a man as well-to-do as Soul, he does not possess very much in the way of currency, and he has little need for the banks that do business in Nexus. Most of his wealth is invested in his business or in the form of products he has bought or plans to sell. == Combat == '''Dodge DV:''' 3<br/> '''Dodge MDV:''' 5<br/> '''Soak:''' 4B/4L/3A <br/> '''Pierced:''' 3B/2L/1A <br/> '''Hardness:''' 0B/0L/0A === Attacks === Normal Sword attack (Speed 4, Accuracy +2, Damage +3L, Parry DV 3, Rate 2)<br/> === Health === □ -0<br/> □□□□□□□ -1<br/> □□□□□□□□□□□□ -2<br/> □ -4<br/> □ Incapacitated<br/> □□□ Dying<br/> == Advancement == === Bonus Points === 7 - Essence 3<br/> 2 - Resistance 5 (Favoured Ability) <br/> 2 - 4 Specialties (Caste/Favoured Abilities) <br/> 4 - Charm (Caste/Favoured Abilities)<br/> === Experience Points === 2 - Presence 2<br/> 2 - Socialize 2<br/> 8 - Frugal Merchant Method<br/> 8 - Insightful Buyer Technique<br/> 8 - Wholeness-Restoring Meditation<br/> 3 - Compassion 2<br/> 4 - Lore 2, 3<br/> 4 - Investigation 2, 3<br/> 5 - Medicine 4<br/> 5 - Lore 4<br/> 9 - Three levels of Specialty: Occult (Alchemical Thaumaturgy)<br/> 8 - 2nd Bureaucracy Excellency<br/> 8 - 2nd Medicine Excellency<br/> 8 - Courtier's Eye Technique<br/> ==See Also== [[Exalted]]
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