Campaign:Betrayal of the Light/Unnamed Zenith Caste
Basics
Name:
Concept:Crazy religious lady
Caste:Zenith
Motivation: Inspire all beings to exist in accordance with the virtues of the Unconquered Sun.
Intimacies:
Anima Banner:
Anima Effect:
Experience:
Background
Appearance
Attributes
Strength ●● Dexterity ●● Stamina ●● Charisma ●● Manipulation ● Appearance ●● Perception ● Intelligence ●● Wits ●
Abilities
Archery Martial Arts ● Melee ●●●●●●● + Daiklaives ●●● Thrown War ●●●●●●●
Integrity ●●●● Performance Presence ●●●● Resistance Survival
Craft Investigation Lore Medicine Occult ●●●●●
Athletics Awareness ●●●●● Dodge ●●●● Larceny Stealth
Bureaucracy Linguistics Ride Sail Socialize
Backgrounds
Arsenal: ●●●●●●
: Commands a Directional Titan and may obtain up to four dot artifacts for an army, as well as up to five dot artifacts for himself.
Wealth: ●●●●●●
Possesses enough wealth to make infinite non-magical purchases.
Ally ●●●●●
: Legendary lunar companion.
Henchmen ●●●
3 young combat-oriented dragon blooded.
Manse ●●●
1 level 3 manse, 1 level 2 manse, 1 level 1 manse.
Retainers ●●●
2 noncombative dragon blooded.
Core Charms
- Integrity-Protecting Prana: p199
- Reflex Sidestep Technique: p227
- First Integrity Excellency: 1m for 1 die, reflexive.
- Phoenix Renewal Tactic: Pick one Virtue when
- Invincible Ego Shield: 5m1wp, one scene, reflexive. Upon activating Invincible Ego Shield, the character substitutes his Dodge MDV for his Dodge DV to defend against a physical attack (meaning his maximum DV bonus recalculates from his Willpower and Integrity ratings). All current bonuses and penalties that apply to either his Dodge DV or Dodge MDV apply to the DV generated by this Charm. If the Solar dodges the attack, he appears to have exerted no effort to do so as if the attacker just missed.
- Majestic Radiant Presence: 7m, reflexive, one scene. The Solar burns with the incandescent radiance of the Unconquered Sun. This Charm intimidates others, negating any physical or social attack made against the Solar unless the attacker's player succeeds on a reflexive resistance roll. The Solar's player chooses when purchasing this charm whether a difficulty 1 Valor roll or a difficulty 2 Willpower roll is the appropriate form of resistance. The attacker need only succeed only once per action, no matter how many attacks she makes during a flurry. This Charm's effects are a form of unnatural mental influence, and characters can spend 3 Willpower to resist the effects of Majestic Radiant Presence for a scene.
- Husband-Seducing Demon Dance: 10m1wp, Simple (speed 6 in long ticks). Give a performance, rolling Charisma or Manipulation + Performance and adding her Appearance in bonus dice. This Charm exerts unnatural mental influence on all who witness it. Characters with Mental DV less than the Solar's successes must spend two Willpower or fall instantly in love either with the Solar or something the Solar represents. This effect does not depend on gender or sexual preference. Targets incapable of sexual attraction to the Solar suffer starry-eyed infatuation or dedication to the Solar's cause rather than romantic desire. This love is a form of commitment (see core, p.201). Targets can break the commitment naturally but they must spend one Willpower per scene where they deliberately attempt to shake it off.
- Respect Commanding Attitude: 5m, simple (speed 4 in long ticks), one scene. Others listen when the Lawgivers speak. In ancient days, they commanded the attention of Primordials, beasts and gods. This Charm involves a performance or oration, and the Solar's player rolls (an appropriate Social Attribute + Performance) when invoking Respect Commanding Attitude. This charm exerts unnatural mental influence on everyone who can see or hear the character. If the extra successes exceed a given target's MDV, that target suffers a compulsion to stay in the Exalt's company and respectfully observe the performance. Resisting this compulsion for five minutes costs one Willpower, up to a maximum of three Willpower per scene, and such resistance allows the target to leave, heckle, or even forcibly silence the character.
- Phantom-Conjuring Performance: Permanent. Essence enhances the Solar's arts. This Charm allows the Solar to create ghostly images, Essence flares, ethereal music and strange sensory effects when using a Performance Excellency or Presence Excellency. These effects do not seem entirely real, they remain within (Essence x10) yards of the solar, and they cannot be used to confuse or deceive others without a stunt. This Charm has no cost, but the Solar need not use the effects.
- Heart-Compelling Method: 6m, supplemental, one scene. This Charm supplements a Performance-based roll to rouse emotion in others. It exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for a scene. Resisting the influence costs two Willpower.
- Face the Light: 5m1wp, reflexive, one scene. Upon activating this Charm, the Exalt's player rolls (Charisma + Performance), adding the character's Essence in bonus successes. For the rest of the scene, everyone with a Dodge MDV lower than the successes rolled suffers an unnatural compulsion to remain whenever they attempt to leave or avoid any combat, mass combat or social combat in which the lawgiver visibly participates. Falling back to make ranged attacks is not retreating. Resisting this compulsion for the rest of the scene costs three Willpower. Like moths to the flame, afflicted Fair Folk cannot resist. Conversely, afflicted individuals compelled to flee by a botched Morale check or some other fear-based effect must spend Willpower to escape if they have it available, but otherwise collapse in helpless terror for the duration of the effect.
- Horizon-to-Horizon Performance Method: 15m 1wp, reflexive, one action. By the authority of the Unconquered Sun, his Chosen may command the very heavens to become a vessel for their glory. This Charm may be activated only under the open sky, during the day. The clouds above shuffle themselves into the precise likeness of the Law giver, lit by the sun's that they glow from within. The Solar’s words boom out over the countryside, inescapable. For the duration of the Charm, any Performance-based social attacks (or simple informative declarations) made by the Solar are transmitted to everyone within (Essence x 20) miles in every direction. Because the Solar cannot see or hear through his heavenly manifestation, social counterattacks that require the target to actually be present may not be invoked in response to this Charm.
A second purchase of this Charm at Performance 7+, Essence 7+ expands its range to (Essence x 50) miles. A third and final purchase at Performance 9+, Essence 9+ expands the range to (Essence x 100) miles.
- Demon-Wracking Gloryx3: Variable +1 wp. This Charm expands Phantom Conjuring Performance. The maximum radius for evoking unnatural effects extends to (Essence
x 100) yards, or (Essence – 5) miles if the Solar has Essence 6+. More importantly, the Exalt may use these effects to cause physical injury to creatures of darkness within (Essence x 10) yards. The Charm causes harm through blatantly supernatural
and suitably Solar effects. Attacks take the form of bright fires, scorching beams of sunlight, phantom executioners and the like.
Demon-Wracking Glory inflicts harm in three ways. The Solar chooses between them each time she uses the Charm. Two methods last as long as the Abyssal continues to sing, play, orate or the like, and spends Essence each action to maintain the Charm. The third is an instant attack. For each form, however, the Solar’s player must roll (Charisma + Performance) to initiate the attack. A character can use only one attack form at a time. Activating the Charm costs Willpower. Continuing it merely costs Essence (for the two continuing effects).
Area, Continuing: The Solar inflicts one level of aggravated damage per two motes spent each action, to a maximum of (Essence) damage. Targets can soak this damage only with Stamina or soak-enhancing Charms. The Solar’s aggravating performance affects every creature of darkness whose Dodge MDV is less than the number of successes from the attack roll. Continuing the attack counts as the character’s Charm use for each action.
Single Target, Continuing: The Solar’s chosen victim suffers one level of unsoakable aggravated damage per action that the Solar continues the Charm. This effect costs three motes per action. The initial attack roll must exceed the victim’s Dodge MDV. Continuing the attack counts as the character’s Charm use for each action.
Single Target, Instant: The Abyssal spends up to her (Stamina + Essence) in motes and inflicts that many dice of aggravated damage, plus extra successes from the attack roll. The target can resist this damage only with Stamina or soak-enhancing Charms. The attack cannot be parried without a Charm or stunt, but it can be dodged like a normal ranged attack.
- Enemy-Castigating Solar Judgment: 2m supplemental. The Solar ignites her spirit with the Essence of the Unconquered Sun. This can enhance a physical attack, making it Holy and causing it to inflict aggravated damage against creatures of darkness. This Charm can also enhance social attacks that create shame, guilt, or fear, making the attack Holy, and causing them to treat it as unnatural mental influence that costs 1 WP to resist. This halves the creature's base MDVs against the attack.
Other Charms
- Honored Companion of the Sun: p142 Scroll of Errata, p82 Lords of Creation. Permanently adds a weapon (in this case, the Daiklaive of Celestial Conquest) as a part of your soul, may spend 1m to recall it to your hand, and adds +(Essence) to attack, defense, rate, and damage, as well as increasing minimum damage by 1 and counting 10s twice and damage rolls.
Spells
- Technique Mirror: p97 White and Black Treatises.
- Unity of the Closed Fist: p98 White and Black Treatises.
Essence
Essence: ●●●●●●●
Regeneration: 4(8 when resting)/hour
Personal Essence Pool: 31, or 3 with Infinite Melee Mastery up
Peripheral Essence Pool: 55/68
Committed Essence: 13
Willpower
Willpower: ●●●●●●●●●●
Temporary: □□□□□□□□□□
3, 6, 9, 12
54
Virtues
Virtues:
- Compassion ●●●●●
- Conviction ●●●
- Temperance ●●●●●
- Valor ●●●●●
Primary Virtue:Valor
Limit Break:Berserk Anger
Limit: □□□□□ □□□□□
Combat
Dodge DV:11
Dodge MDV:11
Soak: 19B/18L/17A
Pierced: 11B/10L/10A
Hardness: 12B/12L/12A
Attacks (number after slash is with Infinite Melee+Second Melee Excellency
Daiklaive of Celestial Conquest (Speed 5, Accuracy 26/+7 auto, Damage 17L, Parry DV 16/21, Rate 9, Tags )