Campaign:Betrayal of the Light/Five-Pointed-Eye: Difference between revisions

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(Craft) '''Holistic Miracle Understanding:''' -, Permanent, Permanent.  The Solar instantly knows how to construct any item he makes use of.
(Craft) '''Holistic Miracle Understanding:''' -, Permanent, Permanent.  The Solar instantly knows how to construct any item he makes use of.
(Investigation) '''Second Investigation Excellency:''' 2m/success, Reflexive, Instant.  Adds 1 autosuccess to an investigation roll for every 2 motes spent.
(Investigation) '''Divine Transcendence of Investigation:''' -, Permanent, Permanent.  Reduce Essence and Investigation requirements of Investigation charms by 1.
(Investigation) '''Evidence-Discerning Method:''' 5m, 1wp, Simple, One Story.  Can profile a target someone's personality with an Investigation roll.  Must have material evidence of the target's personality.  If target gives misleading clues deliberately, subtract target's (Manipulation + Socialize) / 2 from successes.  If roll succeeds, each success reduces external penalties on dramatic, social, and mass combat actions the Solar takes against the target.  Cannot reduce penalties beyond the character's Essence.  Can only have one profile at a time.
(Investigation) '''Oracular Magistrate Understanding:''' Permanently enhances Evidence-Discerning Method, making its duration instant, and profiles no longer require committed motes, valid until the subject's motivation or virtues change.  The Solar may roll Wits + Investigation one month before the individual he has profiled is planning to commit a crime at a difficulty of the target's (Intelligence + Larceny) / 2, rounded down.  Success grants the Solar an idea of what the subject plans to do, including at least the general location and nature of the crime.  May also make this roll to realize from subtle context clues whenever a profiled subject comes within Investigation x 10 (60) miles of him.  May also predict non-premeditated crimes at -3 external penalty.
(Investigation) '''Lawgiver's Parable Defense:''' 3m, Reflexive, Indefinite.  Make Wits + Investigation roll to detect impending threats to any person or location he has an Intimacy toward, even those posed by individuals Solar has not profiled.  Difficulty is always 5, warning is a week in advance.  Spending a wp gives context clues as to where to begin investigation.


(Integrity) '''Second Integrity Excellency:''' 2m/success, Reflexive, Instant. Adds 1 autosuccess to an integrity roll for every 2 motes spent.
(Integrity) '''Second Integrity Excellency:''' 2m/success, Reflexive, Instant. Adds 1 autosuccess to an integrity roll for every 2 motes spent.
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(Integrity) '''Phoenix Renewal Tactic:''' -, Permanent, Instant.  Whenever the Solar would otherwise recover one or more willpower points from stunts or natural recovery, he can instead recover one point point (channel) of Conviction instead.
(Integrity) '''Phoenix Renewal Tactic:''' -, Permanent, Instant.  Whenever the Solar would otherwise recover one or more willpower points from stunts or natural recovery, he can instead recover one point point (channel) of Conviction instead.
(Integrity) '''Temptation-Resisting Stance:''' 6m, Reflexive (Step 2), One Scene.  Increase Dodge MDV by Temperance for remainder of scene.
(Integrity) '''Elusive Dream Defense:''' 5m, Reflexive (Step 2), Entire Story.  Sorcerously forges an intimacy to protect against incoming mental influence.
(Integrity) '''Sun King Radiance:''' -, Permanent.  Characters loyal to the Solar add his Integrity score instead of their Essence when calculating mental defense.  Also subtracts 2 dice (-2 internal penalty) from the dice pools of the Solar's loyalists when they are actively trying to betray that loyalty.  No effect on other Solars or Abyssals.
(Integrity) '''Final Ray of Light:''' -, Permanent, Permanent.  Once per season, instead of dying, revive at half HLs, half WP, half motes.  At end of scene, lose 1 Essence.


(Integrity) '''Glory to the Most High:''' 0m, Reflexive, One Day.  Gain the ability to buy Essence up one additional dot higher than age would normally allow, treated as real, permanent Essence for all standard purposes.  When charm is active, anima banner fully flares.  Gain 10 motes of Essence (+3 Personal, +7 Peripheral), but when charm ends, roll Essence or primary virtue, gain Limit equal to successes.
(Integrity) '''Glory to the Most High:''' 0m, Reflexive, One Day.  Gain the ability to buy Essence up one additional dot higher than age would normally allow, treated as real, permanent Essence for all standard purposes.  When charm is active, anima banner fully flares.  Gain 10 motes of Essence (+3 Personal, +7 Peripheral), but when charm ends, roll Essence or primary virtue, gain Limit equal to successes.
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(Lore) '''Shinmaic Calibration:''' 20m, 1xp, Simple, Instant.  Must be activated in a region altered by Shinmaic Communion.  Cause a miracle to affect altered landscape according to Nirupadhika, Dharma, Nirvishesha, Nishkriya, or Nirvikalpa.
(Lore) '''Shinmaic Calibration:''' 20m, 1xp, Simple, Instant.  Must be activated in a region altered by Shinmaic Communion.  Cause a miracle to affect altered landscape according to Nirupadhika, Dharma, Nirvishesha, Nishkriya, or Nirvikalpa.
(Lore) '''Chaos-Repelling Pattern:''' 8m, Simple, One Hour.  The Lawgiver's immediate vicinity - out to Essence (6) yards functions as an island of Creation.


(Occult) '''Terrestrial Circle Sorcery:''' -, Permanent, Instant.  May take Terrestrial Sorcery actions.
(Occult) '''Terrestrial Circle Sorcery:''' -, Permanent, Instant.  May take Terrestrial Sorcery actions.
(Occult) '''Celestial Circle Sorcery:''' -, Permanent, Instant.  May take Celestial Sorcery actions.
(Occult) '''Solar Circle Sorcery:''' -, Permanent, Instant.  May take Solar Sorcery actions.


(Occult) '''Second Occult Excellency:''' 2m/success, Reflexive, Instant. Adds 1 autosuccess to an occult roll for every 2 motes spent.
(Occult) '''Second Occult Excellency:''' 2m/success, Reflexive, Instant. Adds 1 autosuccess to an occult roll for every 2 motes spent.
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(Occult) '''Black Mirror Revelation:''' -, Permanent, Permanent.  May learn Abyssal charms as if an Eclipse caste.
(Occult) '''Black Mirror Revelation:''' -, Permanent, Permanent.  May learn Abyssal charms as if an Eclipse caste.
(Resistance) '''Durability of Oak Meditation:''' 3m, Reflexive, Instant.  The Solar invokes this charm after an attack hits but before damage is rolled.  Set Hardness to 8 against that attack.
(Resistance) '''Iron Skin Concentration:''' 2m, Reflexive, Instant.  The Solar invokes this charm after an attack hits but before damage is rolled.  Roll Stamina + Resistance against difficulty equal to attacker's Essence.  On a success, prevent all damage from the attack.  On a failure, the charm still gives +4A/+8L/+8B soak.
(Resistance) '''Spirit Strengthens the Skin:''' 1m per pre-soak damage die removed, Reflexive, Instant.  The Solar invokes this charm after an attack hits but before damage is rolled.  Reduce the raw (pre-soak) damage of the attack by one die per mote spent, can reduce to zero.
(Resistance) '''Adamant Skin Technique:''' 4m, Reflexive, Instant.  The Solar invokes this charm after an attack or similar effect hits but before damage is rolled.  Perfect soak.  Bears Conviction flaw of Invulnerability.
(Resistance) '''Ruin-Abasing Shrug:''' 5m or 7m or 7m+1wp, Reflexive (Step 10), Instant.  As Adamant Skin Technique, except done after damage has been rolled.  Can instead spend 7 motes to extend to one tick, or 7 motes and 1 wp to extend to one action.  Bears Conviction flaw of Invulnerability.  If the Solar has 2+ Limit, drop flaw of invulnerability, but damage is reduced to Limit / 2, rounding down.
(War) '''Divine Transcendence of War:''' -, Permanent, Permanent.  Reduce Essence and War requirements of War charms by 1.


'''Combos'''
'''Combos'''

Revision as of 05:31, 25 February 2012


Basics

Name: Five-Pointed-Eye
Concept: Incredible Magitechie
Caste: Twilight
Motivation: Construct the world's largest warstrider manse
Intimacies: Magitech, AD-9, Glacier's Erinyes
Anima Banner: An eye which kaleidoscopes into four more eyes
Anima Effect: By spending 5m, roll a number of dice equal to Essence. Each success negates a level of damage from an incoming attack in step 10. At 11m+ level of display, automatic -1 HL from attacks instead. Can be waived to get the earlier effect instead.
Experience: 280/154/140/83/1025

Background

Five-Pointed-Eye has always been an industrious fellow. A prodigy at building things (especially magitechnical things) since an early age, he created a small scale warstrider during his adolescent years, which was what caused his previous incarnation's Lunar mate to notice he had returned. Since then, he has been under her tutelage, eventually groomed for rulership of Aquarius District-9, his previous incarnation's city state. Most notable, Five was one of the primary magitech engineers during Operation Wyldhand, having designed a great deal of the static defenses that were tested during the exercise. He is reputed to have had a nonplussed reaction to the loss of mortal lives during the event, though his few personal friends believe otherwise. Of course, he is also rumored to place his secret projects above the lives of mortals as well...

Appearance

Five-Pointed-Eye is not a man of elegant tastes, his style of dress being no exception to this rule. His attire consists of a technician's many-pocketted pants, a sturdy pair of metal-toed boots, a simple royal blue shirt, and of course a belt of tools and other trappings of his favorite profession. He keeps his brown hair short and neatly trimmed, and bears a pale complexion due to being extremely introverted.

Attributes

Strength  ●●               Charisma     ●●●●●   Perception   ●●●●●●
Dexterity ●●●●●●           Manipulation ●●      Intelligence ●●●●●●
Stamina   ●●               Appearance   ●●      Wits         ●

Abilities

Archery                           Integrity   ●●●●●●          Craft(A/E/F/G/M/Wa/Wo) ●●●●●●       Athletics       Bureaucracy 
Martial Arts ●●●                  Performance ●●●●●●          Investigation          ●●●●●●       Awareness       Linguistics 
Melee                             Presence    ●●●●●●          Lore                   ●●●●●●       Dodge           Ride          
Thrown                            Resistance  ●●●●●●          Medicine                            Larceny         Sail    ●    
War          ●●●●●●               Survival    ●●●●●●          Occult                 ●●●●●●       Stealth         Socialize
 

Specialties

Backgrounds

Allies: Glacier's Erinyes, legendary Lunar ●●●●●
Henchmen: 3 DB bodyguards ●●●
Retainers: 2 DB non-coms ●●●
Savant: +3 to History, Science, Magic checks ●●●
Wealth: May run one city-state, has equivalent to Resources 5.

Charms

(Craft) Second Craft Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to a craft roll for every 2 motes spent.

(Craft) Object-Strengthening Touch: 5m, Simple (Speed 5), One Scene. Increases number of successes needed to damage an object by the Solar's Essence, in addition to successes needed to break object with a feat of strength.

(Craft) Fault-Finding Scrutiny: 2m, Supplemental, Instant. Enhances one attack to ignore soak of non-magical objects or gain piercing against magical ones. If used on an attack that already inflicts piercing, the armor only provides a quarter of its protection value instead.

(Craft) Durability-Enhancing Technique: 3m, Simple (Speed 6, long ticks), Instant. Permanently increases successes needed to damage an object by 1, including successes needed to break object with a feat of strength.

(Craft) Crack-Mending Technique: 10m, 1wp, Supplemental, Instant. Accomplish Essence x 3 hours of repair work per hour invested.

(Craft) Craftsman Needs No Tools: 7m, 1wp, Supplemental, Instant. Removes need for tools in a crafting task, can enhance craft action to build something, accomplishing Essence x 3 (15 or 18) hours of work for each hour invested in the task.

(Craft) Wonder-Forging Genius (x2): -, Permanent, Permanent. Reduces minimum Craft, Lore, Medicine, and Occult requirements for any ability required for the task by one, or two if bought twice.

(Craft) Frenzied Forge Within: 10m, 1wp, Supplemental, Varies. As Craftsman Needs No Tools, but Essence x 5 (25 or 30) hours of work for each hour invested, and only for destructive items.

(Craft) Peerless Paragon of Magitech: -, Permanent, Permanent. +3 automatic successes to all crafting rolls involving magitech.

(Craft) Design Beyond Limit: -, Permanent, Permanent. The Solar may cap a demense with a manse rated 1 dot higher than the demense. He needs only obtain successes for an artifact rated one dot lower than the actual artifact he is constructing.

(Craft) Holistic Miracle Understanding: -, Permanent, Permanent. The Solar instantly knows how to construct any item he makes use of.

(Investigation) Second Investigation Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to an investigation roll for every 2 motes spent.

(Investigation) Divine Transcendence of Investigation: -, Permanent, Permanent. Reduce Essence and Investigation requirements of Investigation charms by 1.

(Investigation) Evidence-Discerning Method: 5m, 1wp, Simple, One Story. Can profile a target someone's personality with an Investigation roll. Must have material evidence of the target's personality. If target gives misleading clues deliberately, subtract target's (Manipulation + Socialize) / 2 from successes. If roll succeeds, each success reduces external penalties on dramatic, social, and mass combat actions the Solar takes against the target. Cannot reduce penalties beyond the character's Essence. Can only have one profile at a time.

(Investigation) Oracular Magistrate Understanding: Permanently enhances Evidence-Discerning Method, making its duration instant, and profiles no longer require committed motes, valid until the subject's motivation or virtues change. The Solar may roll Wits + Investigation one month before the individual he has profiled is planning to commit a crime at a difficulty of the target's (Intelligence + Larceny) / 2, rounded down. Success grants the Solar an idea of what the subject plans to do, including at least the general location and nature of the crime. May also make this roll to realize from subtle context clues whenever a profiled subject comes within Investigation x 10 (60) miles of him. May also predict non-premeditated crimes at -3 external penalty.

(Investigation) Lawgiver's Parable Defense: 3m, Reflexive, Indefinite. Make Wits + Investigation roll to detect impending threats to any person or location he has an Intimacy toward, even those posed by individuals Solar has not profiled. Difficulty is always 5, warning is a week in advance. Spending a wp gives context clues as to where to begin investigation.

(Integrity) Second Integrity Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to an integrity roll for every 2 motes spent.

(Integrity) Integrity-Protecting Prana: 5m, 1wp, Reflexive, One Day. Exalt is protected from shaping attacks that would affect his mind, body, spirit, or traits, even if undodgeable or unblockable.

(Integrity) Phoenix Renewal Tactic: -, Permanent, Instant. Whenever the Solar would otherwise recover one or more willpower points from stunts or natural recovery, he can instead recover one point point (channel) of Conviction instead.

(Integrity) Temptation-Resisting Stance: 6m, Reflexive (Step 2), One Scene. Increase Dodge MDV by Temperance for remainder of scene.

(Integrity) Elusive Dream Defense: 5m, Reflexive (Step 2), Entire Story. Sorcerously forges an intimacy to protect against incoming mental influence.

(Integrity) Sun King Radiance: -, Permanent. Characters loyal to the Solar add his Integrity score instead of their Essence when calculating mental defense. Also subtracts 2 dice (-2 internal penalty) from the dice pools of the Solar's loyalists when they are actively trying to betray that loyalty. No effect on other Solars or Abyssals.

(Integrity) Final Ray of Light: -, Permanent, Permanent. Once per season, instead of dying, revive at half HLs, half WP, half motes. At end of scene, lose 1 Essence.

(Integrity) Glory to the Most High: 0m, Reflexive, One Day. Gain the ability to buy Essence up one additional dot higher than age would normally allow, treated as real, permanent Essence for all standard purposes. When charm is active, anima banner fully flares. Gain 10 motes of Essence (+3 Personal, +7 Peripheral), but when charm ends, roll Essence or primary virtue, gain Limit equal to successes.

(Lore) Second Lore Excellency: 2m/success (1m/success with Lore Essence Flow), Reflexive, Instant. Adds 1 autosuccess to a lore roll for every 2 motes spent (or 1 with Lore Essence Flow). (Upgraded by Supreme Perfection of Lore)

(Lore) Third Lore Excellency: 4m (3m with Lore Essence Flow), Reflexive, Instant. This charm allows the Exalt to reroll and take the better result if he prefers it. (Upgraded by Supreme Perfection of Lore)

(Lore) Wyld-Shaping Technique: 20m+1wp, Simple (Dramatic Action), Instant. This charm allows an exalt to create many things out of the Wyld, with costs and time depending on the thing being created.

(Lore) Wyld Cauldron Technology: -, Permanent, Instant. This charm greatly enhances Wyld-Shaping Technique, making anything it creates permanent and real. Some of the rules and benefits of creating certain things are changed and/or improved.

(Lore) Divine Transcendence of Lore: -, Permanent, Permanent. Reduce Essence and Lore requirements of Lore charms by 1.

(Lore Lore Essence Flow: -, Permanent, Instant. May use Lore excellencies in combos without needing to include them.

(Lore) Supreme Perfection of Lore: -, Permanent, Permanent. Upgrades Lore excellencies when used with Lore Essence Flow.

(Lore) Shinmaic Communion: 30m, Simple, Instant. Alter universal principles using pure force of will in order to alter a created landscape according to Nirupadhika, Dharma, Nirvishesha, Nishkriya, or Nirvikalpa.

(Lore) Shinmaic Calibration: 20m, 1xp, Simple, Instant. Must be activated in a region altered by Shinmaic Communion. Cause a miracle to affect altered landscape according to Nirupadhika, Dharma, Nirvishesha, Nishkriya, or Nirvikalpa.

(Lore) Chaos-Repelling Pattern: 8m, Simple, One Hour. The Lawgiver's immediate vicinity - out to Essence (6) yards functions as an island of Creation.

(Occult) Terrestrial Circle Sorcery: -, Permanent, Instant. May take Terrestrial Sorcery actions.

(Occult) Celestial Circle Sorcery: -, Permanent, Instant. May take Celestial Sorcery actions.

(Occult) Solar Circle Sorcery: -, Permanent, Instant. May take Solar Sorcery actions.

(Occult) Second Occult Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to an occult roll for every 2 motes spent.

(Occult) Occult Essence Flow: -, Permanent, Instant. May use Occult excellencies in combos without needing to include them.

(Occult) Black Mirror Revelation: -, Permanent, Permanent. May learn Abyssal charms as if an Eclipse caste.

(Resistance) Durability of Oak Meditation: 3m, Reflexive, Instant. The Solar invokes this charm after an attack hits but before damage is rolled. Set Hardness to 8 against that attack.

(Resistance) Iron Skin Concentration: 2m, Reflexive, Instant. The Solar invokes this charm after an attack hits but before damage is rolled. Roll Stamina + Resistance against difficulty equal to attacker's Essence. On a success, prevent all damage from the attack. On a failure, the charm still gives +4A/+8L/+8B soak.

(Resistance) Spirit Strengthens the Skin: 1m per pre-soak damage die removed, Reflexive, Instant. The Solar invokes this charm after an attack hits but before damage is rolled. Reduce the raw (pre-soak) damage of the attack by one die per mote spent, can reduce to zero.

(Resistance) Adamant Skin Technique: 4m, Reflexive, Instant. The Solar invokes this charm after an attack or similar effect hits but before damage is rolled. Perfect soak. Bears Conviction flaw of Invulnerability.

(Resistance) Ruin-Abasing Shrug: 5m or 7m or 7m+1wp, Reflexive (Step 10), Instant. As Adamant Skin Technique, except done after damage has been rolled. Can instead spend 7 motes to extend to one tick, or 7 motes and 1 wp to extend to one action. Bears Conviction flaw of Invulnerability. If the Solar has 2+ Limit, drop flaw of invulnerability, but damage is reduced to Limit / 2, rounding down.

(War) Divine Transcendence of War: -, Permanent, Permanent. Reduce Essence and War requirements of War charms by 1.


Combos

An Industry Within One Man: Second Craft Excellency, Craftsman Needs No Tools, Frenzied Forge Within

Spells

Essence

Essence: ●●●●●● (●●●●●●● with Glory to the Most High)
Regeneration: 8/hour if maxing and relaxing, 4/hour if just relaxing
Personal Essence Pool: 28(31)/28(31)
Peripheral Essence Pool: 72(79)/72(79)
Committed Essence: 0

Willpower

Willpower: ●●●●●●●●●●
Temporary: □□□□□□□□□□

Virtues

Virtues:

  • Compassion ●●●●●
  • Conviction ●●●●●
  • Temperance ●●●●●
  • Valor ●●●●●

Virtue Flaw: Heart of Flint
Limit Break: □□□□□ □□□□□

Inventory

Manses and Hearthstones

Combat

Dodge DV:
Dodge MDV:
Soak: B: L: A:
Hardness: B: L: A:

Attacks

Health

□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated

Advancement

Spent 8 XP to purchase the charm Glory to the Most High.

Spent 40 XP to purchase Essence 6.

Spent 20 XP to purchase Intelligence 6.

Spent 20 XP to purchase Perception 6.

Spent 20 XP to purchase Dexterity 6.

Spent 9 XP to purchase Lore 6.

Spent 9 XP to purchase War 6.

Spent 9 XP to purchase Occult 6.

Spent 9 XP to purchase Integrity 6.

Spent 36 XP to purchase Craft 6 (Air, Earth, Fire, Magitech).

Spent 8 XP to purchase the charm Shinmaic Communion.

Spent 8 XP to purchase the charm Shinmaic Calibration.

Spent 8 XP to purchase the charm Terrestrial Circle Sorcery.

Spent 8 XP to purchase the charm Second Occult Excellency.

Spent 8 XP to purchase the charm Occult Essence Flow.

Spent 8 XP to purchase the charm Black Mirror Revelation.

Spent 16 XP to purchase the charm Fault-Finding Scrutiny.

Spent 16 XP to purchase the charm Frenzied Forge Within.

Spent 8 XP to purchase the charm Lore Essence Flow.

Spent 8 XP to purchase the charm Crack-Mending Technique.

Spent 16 XP to purchase the charm Wonder-Forging Genius twice.

Spent 10 XP to purchase the combo "An Industry Within One Man".

Spent 56 XP to purchase Craft (Water, Wood) 6.

Spent 8 XP to retroactively purchase the charm Chaos-Repelling Pattern. (Whoops!)

Spent 28 XP to purchase Craft (Genesis) 6.

Spent 28 XP to purchase Resistance 6.

Spent 60 XP to purchase Willpower 10.

Spent 8 XP to purchase the charm Durability of Oak Meditation.

Spent 8 XP to purchase the charm Iron Skin Concentration.

Spent 8 XP to purchase the charm Spirit Strengthens the Skin.

Spent 8 XP to purchase the charm Adamant Skin Technique.

Spent 8 XP to purchase the charm Ruin-Abasing Shrug.

Spent 8 XP to purchase the charm Celestial Circle Sorcery.

Spent 8 XP to purchase the charm Solar Circle Sorcery.

Spent 8 XP to purchase the charm Temptation-Resisting Stance.

Spent 8 XP to purchase the charm Elusive Dream Defense.

Spent 8 XP to purchase the charm Sun King Radiance.

Spent 8 XP to purchase the charm Final Ray of Light.

Spent 8 XP to purchase the spell Travel Without Distance.

Spent 8 XP to purchase the spell Incantation of the Invincible Army.

Spent 8 XP to purchase the charm The Time Is Now.

Spent 8 XP to purchase the spell Wrath of the Five Elements.

Spent 28 XP to purchase Investigation 6.

Spent 8 XP to purchase the charm Divine Transcendence of Investigation.

Spent 8 XP to purchase the charm Divine Transcendence of War.

Spent 33 XP to purchase Survival 6.

Spent 8 XP to purchase the charm Heroism-Encouraging Presence.

Spent 8 XP to purchase the charm Unending March.

Spent 8 XP to purchase the charm Hardship-Surviving Mendicant Spirit.

Spent 8 XP to purchase the charm Second Survival Excellency.

Spent 8 XP to purchase the charm Food-Gathering Exercise.

Spent 8 XP to purchase the charm Life-Sustaining Shelter Preparation.

Spent 8 XP to purchase the charm All-Encompassing Sorcerer's Sight.

Spent 8 XP to purchase the charm Power from Darkness.

Spent 8 XP to purchase the charm Tiger Warrior Training Technique.

Spent 8 XP to purchase the charm Legendary Warrior Curriculum.

Spent 8 XP to purchase the charm Second Investigation Excellency.

Spent 8 XP to purchase the charm Evidence-Discerning Method.

Spent 8 XP to purchase the charm Oracular Magistrate Understanding.

Spent 8 XP to purchase the charm Lawgiver's Parable Defense.

Spent 28 XP to purchase Performance 6.

Spent 8 XP to purchase the charm Second Performance Excellency.

Spent 8 XP to purchase the charm Phantom-Conjuring Performance.

Spent 8 XP to purchase Horizon-to-Horizon Performance Method.

Spent 28 XP to purchase Presence 6.

Spent 8 XP to purchase the charm Second Presence Excellency.

Spent 8 XP to purchase the charm Presence Essence Flow.

Spent 8 XP to purchase the charm Enemy-Castigating Solar Judgment.

Spent 8 XP to purchase the charm Searing After-Image Passion.

Spent 21 XP to raise Conviction to 5.

Spent 27 XP to raise Compassion to 5.

Spent 27 XP to raise Valor to 5.

Spent 27 XP to raise Temperance to 5.

Spent 36 XP to raise Charisma to 5.

Totals: Charms/Combos 410, Abilities/Specialties 306, Attributes/Virtues 198, Essence/Willpower 90, Discretionary 20