Campaign:Era of Dreams/Triune Thought

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Basics

Name: Triune Thought
Concept: Principal Artificer for the Division of Applied Logic
Caste: Twilight
Motivation: There must exist a singular, universal method of sorcery from which all others flow. I shall be the one to find and make it my own.
Intimacies(Pos):
Intimacies(Neg):
Experience: 30/30

Background

Triune Thought's meteoric rise through the ranks of sorcerers began almost immediately. As a mortal, his general aptitude for logic aided him in acquiring a job sorting important sorcery books a the city library. This job he worked for nearly a half a decade without incident.

The proprietor and head librarian had no issue with allowing the young man to read the texts in his offtime, knowing no harm could come of it. Triune Thought held knowledge in too high an esteem to risk damaging the precious books. He happily sorted and read, carefully avoiding stepping on any important Dragon Blood or Deliberator's footsteps. The library was his treasure.

Everything was in a stable equilibrium until Triune Thought was splattered with mud by a passing chariot. Short on time, and on sense he reminisced later, he nevertheless appeared at the library hoping to clean himself before going about his duties. There he encountered the very rider of the chariot who had so skillfully hit the mud puddle.

Disgusted at the appearance of the page, the terrestrial demanded his immediate and permament vocation termination. At first Triune Thought said and did nothing, wisely avoiding angering the patron futher. However, the lack of any noticeable reaction only spurred the haughty man further. Hoping to procure a reason to give a beating, he suggested in no subtle terms that he had the clout to prevent Triune Thought from ever working in a respectable library ever again. When that failed, he even suggested he would have the library deconstructed and built into a new manse designed purely for base and carnal gladiatorial entertainment.

He did indeed provoke a reaction, but before he could understand what was going on he, and everyone in the area, became completely paralyzed by a confounding problem. Immediately engrossed with the koan, "The ultimate answer is 42, the ultimate question; what do you get when you multiply 6 by 9?", no one noticed Triune Thought slip away, avail himself of the library's facilities, and return.

As the terrestrial attempted to resume his tirade, Triune Thought nodded sagely as the man railed on how one should attend to cleanliness in public places, from the lowest page to the highest authority and so on. The raving slowed as the terrestrial slowly noticed first the glowing caste mark upon the page's brow, then the strangely pristine clothes he was wearing, and finally that his own cloak and dress were horribly soiled.

"I must say," remarked the new exalt, "I do find your argument infallible, if hypocritical."

The terrestrial became confounded once more, this time without the use of sorcery.

Triune Thought's exaltation became something of a meme amongst the Dragon Bloods. "Getting Paged" referred to any terrestrial exalt who thoroughly embarrassed themselves for several decades after the incident. Meanwhile, Triune Thought himself had devoured his education, and quickly moved on to what truly interested him, sorcery.

The years spent pouring over books in the library were not wasted upon him. With a mental dexterity and aptitude impressive for even a Solar Exalt, he quickly surpassed expectations.

He was much slower in adjusting to the rigors of Solar social and political life. The Deliberative, while a logical structure, seemed bogged down in unnecessary trifles. Slowly he decoded the framework of politics and high society and added them to his repertoire of skills.

Using them he secured a minor position in the boundless hierarchy of Yu Shan. As Principal Artificer for the Division of Applied Logic, Triune Thought's position and power are minuscule, but he is well attuned to the work, and to those who dwell in power above him.

Triune Thought is a Faithful of the Deliberative. Still relatively young, his voice in the deliberative is seldom heard, but when it is he speaks from a solid base of logic, reason, and reality. Few can argue with the duties assigned by the Unconquered Sun, after all.

Appearance

(what other people see when they look at your character.)
Gender: Male
Height: 6' 1"
Weight: 180 lbs
Age: 132
Hair: Silky White, mid-back length
Eyes: Deep blue
Skin: Caucasian

Description

While far outshone by many of his celestial peers, Triune Thought is incredibly handsome by mortal standards. His silky white hair draps loosely down his front and back, parted carefully so as not to obscure his face. Three skin mount amulets form a triangle in the center of his chest, but are in most cases obscured.

Fine and flexible blue robes adorn his tall frame, flowing but unobtrusive. With extensive martial arts training, it can be impossible for even expert eyes to discern his movements. Though his body is dextrous and formed, Triune thought thinks little of his physical characteristics. Again, his peers exceed him by leaps and bounds, and to them he is but a novice.

What distinguishes Triune Thought is his mastery of social, political, and particularly sorcerous matters. Without pause or misstep he dances between these skills, and the masks they require.

With a soft smile and pleasent manner, he easily endears himself to the people and to their courts. With a burning passion, he fathoms the untouched possibilities of sorcery. With grace and poise, he speaks movingly in politics. Yet masks these remain, facets and personas behind which lies the genuine man, unseen.

Triune Thought's true nature is cold, logical, and callous. Mortal problems are their own creation, and solving them is only a worthwhile pursuit insofar as it furthers his goals. Alliances and positions are carefully calculated. Even charitous acts without any seeming reward are planned and considered at length for the effects they have on perception and reputation. His true purpose is delayed by these distractions.

Sorcery is still a vastly unrefined art, or so Triune Thought believes. The special traits exhibited by the masters of various absortion techniques belief a greater realm of sorcery untouched and unnoticed. He seeks that infinity, and to bring it to Creation along with the solutions and advances it provides. That shall be his gift to mortals and exalted alike, and yoking him with petty tasks and burdens beforehand only delays a greater age.

Yet even this secret he uses to his advantage. In combat and adversity, he allows his emotionless, logical nature a leash, hiding a fraction as one mask among many others. Foes are crushed and torn apart in the unmerciful jaws of logic, while he ostensibly fights for a noble virtue or righteous cause.

Beneath it all he awaits his chance, and slowly moves his pieces into place.

Contacts

Kirie
A skilled but young student of Fire Dragon style martial arts. Enamored with the warm, kindling face of Triune thought and his subtle praises, she became his body guard at his behest and the recommendation of her sifu. Though his motives remain a mystery and his methods often perplexing, Kirie believes unfalteringly in the man she is sworn to protect.

Kontropian, Modus Operandi of Structured Minds
The head of the Bureau of Logic. At one time intimidated by Triune Thought's quick ascension through the ranks, this god has long since ceased seeing his employee as a threat and instead as an irreplaceable asset. So long as Triune Thought is more concerned with furthering his place in sorcery's annals than logic's, the god is content to reap the benefits of his subservient's work.

Numeron the Fundamental Order of Counts
The head of the Bureau of Mathematics in Yu Shan and thus all matter mathematical. The Bureau of Logic and by extension Triune Thought's own division are subservient to this god. So encompassing is his station that without him, much of Creation's laws would turn astray. While he has many favorites within his vast domain, Triune Thought's relative youth yet profound understanding of his field kindles a soft admiration. Numeron is far above Triune Thought in station, but nevertheless considers him worthy of better, if only he had more experience.

Cantankerous Giver of Suns
The god governing dispensations pertaining to Solars. Despite seeing potential and having high hopes for Triune Thought's ideals and dreams, the Exalt's position is too low to warrant a higher salary, at least until he finds some way to expand it.

Escinvelo, Eater of the Solar Hoard
The god governing collection of Ambrosia relating to Solar cults. His interactions with Triune Thought are many, as the exalt entered Yu Shan's service at a considerably earlier age than most. Afraid that such a youth would be easily corrupted by the potential of Ambrosia, Escinvelo came to speak with Triune Thought. Surprised by his calm candor and easy nature, Escinvelo shook off his fears. While he is certain that Triune Thought's amicability and penchant to go abroad will earn him adoration beyond the norm for a Lawgiver, he firmly believes it is an unintended side effect.

Attributes

Strength  2        Charisma     3        Perception   4
Dexterity 4        Manipulation 5        Intelligence 5
Stamina   4        Appearance   3        Wits         4


Abilities

Archery      0     Integrity   5     Craft{Air}    4     Athletics 2     Bureaucracy 5
Martial Arts 5     Performance 4     Investigation 2     Awareness 5     Linguistics 5
Melee        0     Presence    5     Lore          3     Dodge     5     Ride        1
Thrown       0     Resistance  5     Medicine      1     Larceny   0     Sail        0
War          0     Survival    0     Occult        5     Stealth   0     Socialize   5

Specialties

Bureaucracy : +3 Blame Redirection [1.5 BP]
Occult: +3 Threefold Binding
Presence: +3 Bending the Lesser Mind [1.5 BP]
Socialize: +2 Logical Retort [1 BP]

Languages

(Native: Old Realm, Earthtongue, Flametongue, Skytongue, Riverspeak, Forest-tongue)

Backgrounds

Arsenal 3
Backing(Yu Shan) 1
Connections(Yu Shan) 4
Cult 1
Henchmen 2 [1 BP]
Manse 3
Panopoly 3
Salary 1
Wealth 4

Charms

Presence

  • First Presence Excellency: (1m per die, Instant, Reflex) Adds rolls up to Attribute + Ability.
    • Hypnotic Tongue Technique: (10m + 1wp, [Charisma] Days, Simple) Roll [Manipulation + Presence]. If the result exceeds a target's MDV, the target is compelled to follow one order. They must spend [1 Willpower] per day to resist the order and [4 Willpower] to remember the influence thenceforth.
      • Worshipful Lackey Acquisition: (12 + 1wp, [Charisma] Days, Simple) Roll [Charisma | Manipulation + Presence] against a persuadable target, subtracting MDV from successes as an external penalty. Compels loyal servitude. [1 Willpower] to resist per day.
      • Majestic Radiant Presence: (7m, One Scene, Reflex[2]) Social and Physical attackers must succeed on a reflexive [2 Willpower] resistance roll or the action is negated. [3 Willpower] to resist for a scene.

Resistance

  • Ox-Body Technique: (-1, -2 x2)
  • Essence-Gathering Temper (1m, Instant, Reflex[8]) Roll 2x[Enemy Damage Rolls]. Receive motes equal to [Essence * Successes(Max: [Stamina])].

Occult

  • Alacritous Shaping Method: (-, Indefinite, Permanent)[Requires: Occult 5, Essence 5, Solar Circle Sorcery] The mind of the Lawgiver is as keen as a blade, and dances around thoughts and concepts that confound the wisest of their foes. This Charm reduces the number of shaping actions required to perform sorcery by one. Sorcery which no longer requires a shaping action may be cast on the sorcerer's turn as a [Speed 5, DV -2] action.
  • Judge's Duplicitous Mind: (15m + 1wp, One Day, Simple) [Requires: Occult 5, Essence 5] The Lawgiver holds the scales of justice, and must consider both sides of any dispute. While each perspective may be contrary to the other they both seek the same goal, truth. By using this Charm the sorcerer may supplement up to [Essence] Shape Sorcery action that day, creating a ghostly visage of themself at the time of shaping. This phantom mirrors the sorcerer's action, shaping a duplicate of their spell or adding [Essence] successes where duplication would be redundant. The visage's spell functions as if cast by the sorcerer at the same target.
  • Terrestrial Circle Sorcery: First Circle Magic
    • Paralyzing Contradiction: (15m) Anyone with [Intelligence 2] or higher within 50 yards must use their action to make cumulative [Intelligence + Lore] rolls with difficulty [Essence] until they have gained [Lore] successes as their action. Only automatic defenses will continue functioning. Attacked characters will immediately break free.
    • Fugue of Truth: (10m) Four extra successes for Perception-based rolls to perceive illusions, see through disguises, read motivations, and rolling to find or notice hidden things. Also gains perfect defense against normal, Manipulation-based social attack rolls. Supernatural attempts to control the mind can be resisted with a reflexive [Perception + Integrity] roll, difficulty the would-be-controller's Essence. Sorcerer is treated as stunned [-2 non-reflexive rolls] for physical actions during the trance. The stupified and distracted demeanor inflicts a -1 penalty to all social rolls. Trance ends on a botched roll, wounding, loss of consciousness or voluntary release. Only counterable during casting. Casting requires 1 hour of meditation.
    • Flying Guillotine: (10m) Roll [Perception + Occult] with automatic [Successes] of [Essence]. Requires a stunt or charm to parry. If a surprise attack, +2 difficulty to spot. Deals [18 + Successes] [Lethal Damage]. Decapitates if target passes incapacitated.
  • Celestial Circle Sorcery: Second Circle Magic
    • Threefold Binding of the Heart: (30m) Binds the victim under an unnatural mental influence creating a Complusion effect, an Emotion effect (love) and a Servitude effect. Against Essence wielders, roll [Manipulation + Occult], with [Essence] auto successes against the target's [MDV]. Against mortals it automatically succeeds. The victim may use 1wp to resist a command or 3wp to resist for a scene, but only with an overwhelming reason to do so. Eroding the Intimacy requires [Occult + Essence] successful social attacks. Each day that passes the Intimacy regenerates by 1 attempt. On the victim's birthday, they roll a reflexive [Wits + Integrity] against [Essence].
    • Whirlwind of Fate: (20m) Establish a goal. Roll [Intelligence + Occult]. Each success adds two to a finite pool of bonus successes. Successes may be added to any roll, maximum [Essence] that furthers the stated goal. The pool lasts for [Essence] hours. Successes may stack with any other bonus or excellency. If the stated goal is not completed by the end of the spell's duration, suffer an internal penalty to all actions equal to the number of bonus successes used until such time as the goal is met or the next sunrise.
    • The Faithful Ally: (20m+) 8 hours to perform. Requires [Resource 3: Sapphire Dust], caster's and willing target's blood. Roll [Perception + Craft{Air}] difficulty 4 to tattoo. [Perception + Occult] diffculty 4 or [Perception + Lore] difficulty 5 to recognize spell. Max [Essence] tattoos. [0m] to communicate. [20m] to teleport one to the other, blockable by wards, erases tattoos.
  • Solar Circle Sorcery: Third Circle Magic
    • Technique Mirror: (50m) When cast and when the effect is used, the sorcerer appears to be surrounded by several body-sized mirrors. Each time the sorcerer is attacked, a perfect duplicate of the attacker appears and uses the same attack against the foe. Attacks and other dice pools are rolled again. Mirror has 10L/14B soak and 20 health levels.
    • Total Annihilation: (65m) Creates a fist-sized orb of emerald fire. Sorcerer flings the orb into the air, directing it with their will toward any target within 200 yards. The sphere constitutes a perfect attack unless opposed by magic-enhanced dodges or parries, in which case the sorcerer rolls [Dexterity + Occult] to hit. Upon striking, the orb explodes into a column of bright green light 50 yards wide and five miles high, dealing 50L to everything within the area. For [Essence x 5] ticks it sweeps outward at a rate of 10 yards per tick, inflicting another 25L per action to everyone caught inside for that action. Once exploded, the light cannot be parried and may only be dodged or soaked by means of perfect defenses. Total Annihilation may be countered until the moment the sorcerer hurls the orb. After that, Adamant Countermagic can only parry it.

Dodge

  • Reflex Sidestep Technique: (1m, Instant, Reflex[2]) An attack is no longer unexpected.
  • Shadow Over Water: (1m, Instant, Reflex[2]) Ignore all Dodge DV penalties. Undodgeable attacks are still 0 DV.
    • Leaping Dodge Method: (3m, Instant, Reflex[9]) After using Dodge DV against an attack, leap up to [Strength + Dodge] x 3 yards vertically or twice that horizontally. This can be any direction and distance so long as it is away from the attacker. This is treated as a counterattack.
    • Seven Shadow Evasion: [Conviction Flaw](3m, Instant, Reflex[2]) Dodge any expected attack.

Bureaucracy

  • Third Bureaucracy Excellency: (1m per die, Instant, Reflex) Allows one reroll, or adds [Bureaucract / 2] to DV.
    • Indolent Official Charm: (4m, Indefinite, Simple) Roll [Intelligence | Charisma + Bureaucracy], subtracting the target's [(Intelligence + Bureaucracy) / 2] from successes if opposed. If successful, multiply the time to begin a project by [Essence + 1] or apply an external penalty toward progressing of [Essence].

Linguistics

  • Sagacious Reading of Intent: (3m, Instant, Reflex[2]) Identifies the motivation behind a read/heard statement. Negate any hostile social attack.
    • Twisted Words Technique: (6m + 1wp, Instant, Supplmental) Enhances a written attempt to compel or deceive, making it unnatural. Roll [Manipulation + Ability], targets whose MDV this exceeds must spend 3 [Willpower] or become committed to the instilled message/intention/belief. Lasts until broken, 1 [Willpower] per scene to resist. Increase MDV by three on multiple uses.

Social

  • First Social Excellency: (1m per die, Instant, Reflex) Adds rolls up to Attribute + Ability.\
    • Understanding the Court: (20m + 1wp, Instant, Simple) Roll [Perception | Intelligence + Socialize] adding [Essence] successes, [Difficulty 1]. Misleading cues subtract [(Manipulation + Socialize + Magnitude) / 2] successes. Provides profile of people and relationships, reducing external penalties to manipulating present social groups by a maximum of [Essence] successes.
  • Mastery of Small Manners: (1m, Next Action, Reflex) [Appearance + 1], Treat enemy groups as [Magnitude - 1] in social combat, and acts as an [Investigation] roll with three successes on all present.

C-C-C-Combo's

Irrefutable Premise [? exp]
Seven Shadow Evasion, Leaping Dodge, Reflex Sidestep Technique
Description of Combo right here.

Essence

Essence: 5
[7 BP] Personal : 23/23 Peripheral Essence Pool: 41/41[54] (13 Committed) Additional Essence Pool: 12/12

Willpower

Willpower: 8/8

Virtues

Virtues:

  • Compassion 1
  • Conviction 3
  • Temperance 5
  • Valor 2

Limit Break: □□□□□□□□□□
Virtue Flaw: Affirming the Consequent
Suddenly, all that Triune Thought has conceived of falls apart around him. He becomes entirely convinced that a fundamental premise or step in the logic of his plans is flawed. The normally unbreakable, composed man chips aways in pieces as he tries in vain to resolve the error. In short order, he is reduced to an introverted, muttering mess. In this state he is treated as having only 1 dot in Social, Bureaucracy and Occult and is unable to shape any sorcery. Lasts until the next sunrise. Triggered when an attempt to persuade others of his plans fails.

Inventory

- Skin Mount Amulet (x3) (•)[Wealth/Panopoly] Add [3 * Rating] of socketed hearthstone to [Peripheral Essence].

- Bracers of Universal Crafting (•••)[Wealth/Panopoly] Spend [2m] to activate for [One Scene]. Add [Essence] automatic successes to fine manipulation rolls. Allows crafting of ambrosia and quintessence without a charm.

- Gloves of Martial Readiness (•••)[Wealth/Arsenal] -Speed Accuracy Damage Defense Rate Minimums Attune - 5 +3 +6L +4 1 - 8

Spend [2m] to convert one katar to a shield, providing [+2 DV].

- Discrete Essence Armor (••)[Wealth/Arsenal] - Soak Hardness Mobility Fatigue Attune

 7L/7B   4L/4B        0       0       5     

Manses and Hearthstones

Memory Stone (•)
The character who carries this iridescent white, cubical hearthstone will never forget anything. Every image or incident, from a face seen in a crowd last week, to the contents of a treaty that he hurriedly read before being chased off by guards, will be remembered in perfect and exact detail. The wearer’s player can even make [Perception + Awareness] rolls after the fact for his character to notice further details about an event. Although this hearthstone does not allow the wearer to learn Abilities, Charms or spells any faster or easier, the wearer could read an ancient 1,000-page tome and perfectly remember every word and illustration 50 years later. These unnaturally sharp memories begin to fade to normal memories if the character ceases to be attuned to this stone for more than one day.

Stone of Recognition (••)
The bearer of this irregular, blue-white orb can make other people believe they have met or heard of her before, which may help in many deceits or attempts at persuasion. Whenever the bearer wishes, her player and the player of a designated target make a reflexive and resisted [Willpower + Essence] roll. If the target’s player fails, that character assumes he has either met or heard of the bearer before and thinks well of her. On a botch, the target has positive memories of spending time with or hearing many stories about the bearer and considers her a good and honorable person whom he likes. The stone’s bearer gains two dice on any Social roll against the target that involves trust or convincing the target to believe something. If the target’s player wins or ties the roll, however, the target feels only a vague sense that the bearer seems somewhat familiar.

Gem of Desire (•••)
This transparent yellow hearthstone is shaped like a faceted heart. Once per day, the bearer can inflame someone with desire for some specific object or person. Such desires can range from a sudden thirst for any strong alcohol to a passion for a specifi c person. To inflict this desire on someone, the bearer’s player must succeed in a reflexive, resisted [Willpower + Essence] roll while the character is no more than 10 yards from the target. If the target succeeds, she is unaffected by this desire. If she fails, she feels this until the sun next rises. If she botches this roll, she feels this desire for the next week. For this duration, the target must make a Willpower roll with a difficulty equal to half the bearer’s Essence (round up) to avoid any opportunity to satisfy her desire.

Senmai Matoshokan (•••)
A fantastic library full of advanced books on sorcery, it was within a this manse a previous self owned that Triune Thought also exalted. {Archive(Sorcery), Well Flavored Aspect}

Theatre of Twisted Minds (••)
Ages ago many wondrous plays and other theatrics entertained many guests and politicians. Many a secret pact and deal was made here, their stories recorded and kept for the annals of history. {Archive(Social)}

Home of the Spell Seeker (•)
The comfortable abode of Triune Thought on Meru. Devoid of any texts, its windows allow light and images from outside to spill in. A perfect place for repose and thought. {Comfort Zone}

Combat

[] denote familiar
Dodge DV: 7[7]
Dodge MDV: 9[9]
Soak: B:11 L:9 A:7
Pierced: B:0 L:0 A:0
Natural: B:4 L:2 A:0
Hardness: B:0 L:0 A:0

Join Battle: 9[9]

Attacks

Gloves of Martial Readiness (Speed 5, Accuracy 12, Damage 8L, Parry DV 7, Rate 4, Tags M)


Health

Health Levels: -0/-0/-1/-1/-1/-2/-2/-2/-2/-4/I

Advancement