Campaign:Betrayal of the Light/Five-Pointed-Eye
Concept: Incredible Magitechie
Motivation: Convince the Solar Deliberative to be compassionate and responsible
Intimacies: +Magitech (Enjoyment), +AD-9 (Duty), +Glacier's Erinyes (Love), +Five's Friends (Loyalty), +the Dragon-blooded (Concern), -the Solar Deliberative (Rebuke), +Necropolis (Pride)
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.
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...
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.
Strength ●● Charisma ●●●●● Perception ●●●●●● Dexterity ●●●●●● Manipulation ●● Intelligence ●●●●●● Stamina ●● Appearance ●● Wits ●
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
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.
(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.
(Occult) Spirit-Detecting Glance: 3m, Reflexive (Step 1), One Scene. Dematerialized entities are valid targets for the Solar's Awareness actions.
(Occult) All-Encompassing Sorcerer's Sight: 6m, Reflexive (Step 1), One Scene. The Solar can perceive Essence patterns. All charms are treated as Obvious with respect to him, dematerialized and invisible creatures and effect are considered visible, artifacts, manses, and demenses are recognized as such, and creatures with Essence 4+ are automatically recognized as supernatural. Does not reveal stealthed creatures fitting this criteria. Does not void disguises, magical or otherwise, but may confer a bonus to piercing them. If the Solar makes a conscious attempt to analyze the perceived, an Intelligence + Occult roll is allowed to do so. Identifying the effects of an unknown charm or spell is difficulty 5, gauging the rating of a person's Essence trait, a demense, or an artifact is difficulty 2.
(Occult) Power from Darkness: 3m per charm+1wp, Simple, Indefinite. The Solar can utilize any charm, Solar or otherwise, that an Eclipse could learn and that he meets the pre-requisites for, so long as he keeps the motes committed and has observed the charm and analyzed it with All-Encompassing Sorcerer's Sight. Limit gain during this charm's duration is increased by 1. May only be used during Calibration.
(Performance) Second Performance Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to a performance roll for every 2 motes spent.
(Performance) Phantom-Conjuring Performance: -, Permanent, Variable. The Solar can create ghostly images, Essence flares, ethereal music, and strange sensory effects when using a Performance or Presence excellency. These effects seem unreal and remain within Essence x 10 (60) yards of the Solar and cannot be used to confuse or deceive others without a stunt.
(Performance) Horizon-to-Horizon Performance Method: 15m+1wp, Reflexive, One Action. May only be activated in open sky during the day. For the duration, any Performance-based social attacks (or informative declarations) made by the Solar transmit to everyone within Essence x 20 (120) miles in every direction. Social counterattacks that require the Solar to be present cannot be used if the Solar is too far away.
(Presence) Second Presence Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to a presence roll for every 2 motes spent.
(Presence) Presence Essence Flow: -, Permanent, Instant. May use Presence excellencies in combos without needing to include them.
(Presence) Enemy-Castigating Solar Judgment: 2m, Supplemental, Instant. Enhances an attack, rendering it Holy and causing it to inflict aggravated damage against creatures of darkness. Also enhances social attacks that create guilt, shame, or fear, or where the Exalt uses a stunt to draw on these emotions. It renders the social attack Holy, causing creatures of darkness to treat it as unnatural mental influence that costs 1 WP to resist. The social attack halves the creature's Dodge MDV to resist. Can enhance rolls based on other abilities.
(Presence) Searing After-Image Passion: -, Permanent, Permanent. The Lawgiver chooses an emotion, one of his intimacies, or his motivation. Social attacks inspiring or furthering his passion cost 2 more WP to resist.
(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.
(Survival) Second Survival Excellency: 2m/success, Reflexive, Instant. Adds 1 autosuccess to a survival roll for every 2 motes spent.
(Survival) Food Gathering Exercise: 3m, Simple (Speed 5 in long ticks), Instant. Affects the Solar or a group of magnitude up to his Essence (6). The Solar may forage in the wild and find enough food for a small meal each. The charm must be used 5 times to keep a group well-fed.
(Survival) Hardship-Surviving Mendicant Spirit: 10m, Reflexive, Indefinite. Negate any external penalties to Survival rolls made for the Solar. Does not protect against environmental damage.
(Survival) Life-Sustaining Shelter Preparation: 10m+1wp, Simple (one dramatic action), Indefinite. The Solar may construct a shelter big enough to protect himself and his entourage (Intelligence + Survival with a difficulty of the group's magnitude, up to Essence rating), protecting all within as per Hardship-Surviving Mendicant Spirit. The camp is immune to inclement conditions of alien worlds, such as the Wyld or Malfeas. Additionally, the Solar's followers suffer no ill effects from food foraged in these worlds. Upgrades Food-Gathering Exercise to secure enough food for the entire camp with one use. The second purchase makes it so that the shelter counts as holy ground, causing creatures of darkness to need to spend 5 WPs to set foot inside it unless formally invited by the Solar.
(War) Divine Transcendence of War: -, Permanent, Permanent. Reduce Essence and War requirements of War charms by 1.
(War) Heroism-Encouraging Presence: 5m or 5m+1wp if mass combat, Reflexive, One Scene. Renders allies fearless within Essence x 20 yards of the Solar (120). Whenever the Solar or an ally affected by this charm would channel valor, add autosuccesses rather than extra dice at a rate of 1 success per die. If the action succeeds, refund the spent WP.
(War) Unending March: -, Permanent, Permanent. Upon death, the Solar's po spirit does everything in its power to ensure that the Solar's army continues on as intended. A po spirit empowered by this charm retains the Solar's general charms, the ability to manifest in a form indistinguishable from the original Solar's, indestructibility save via Ghost-Eating Technique, etc, and the Solar's abilities, attributes, Essence rating, and an array of dangerous arcanoi. When a reincarnation of the Solar emerges, the spirit seeks it out and trains it in the Solar's War ability.
(War) Tiger Warrior Training Technique: 10m+2wp, Simple (Dramatic Action), One Week. If the Solar trains a unit for at least 5 hours during a week (up to 5 weeks), the unit's Drill increases by 1, to a maximum of 5. During each week of training, the Solar chooses Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts, or Melee. Each member of the unit has that trait increased by 1, to a maximum of 4. The Solar can train with a unit or as a solo unit, increasing his own traits. He cannot increase others' traits past his own.
(War) Legendary Warrior Curriculum: -, Permanent, One Week. Upgrades Tiger Warrior Training Technique, allowing the Solar to train others in military abilities he possesses at 4+ (in addition to the abilities trained by Tiger Warrior Training Technique, this also adds Thrown, War, Integrity, Resistance, Survival, relevant Craft, Medicine, Athletics, Awareness, Stealth, Ride, and Sail), Willpower (up to 7), or bonus dice (+2 dice or +1 success for an activity defined by the Solar) toward a task of military relevance. This bonus is considered a 2-die specialty and can stack with any 1-die specialty.
An Industry Within One Man: Second Craft Excellency, Craftsman Needs No Tools, Frenzied Forge Within
(Celestial) Travel Without Distance: 25m, Targets the Caster or a unit of a Magnitude no greater than the sorcerer's Essence (6). The sorcerer can choose to reappear in any location he has seen before, either with his own eyes or through magic, so long as the destination is within 10 miles per Essence (60 miles) and is not warded against magical travel. The character must take two Celestial sorcery actions before being able to join a conflict. If this is interrupted, it disorients the caster and he suffers a -2 internal penalty to all actions for 8 - Stamina (6) hours. The character's arrival point is always a safe section of the destination area. If the shaping time of this spell is increased to long ticks, the caster can transport a unit of magnitude no greater than his Essence which the caster must be attached to. If the arrival is interrupted, the entire unit is disoriented instead.
(Solar) Incantation of the Invincible Army: 50m, Targets One Army. As long as the sorcerer's arms remained raised and the sun remains in the sky, units he can see receive bonuses to their Might scores equal to his Essence (6) or their Magnitude, whichever is lower. The units are considered to have perfect morale and to be composed of supernatural beings for the purposes of enemy route checks. The blessing extends to Essence x 5000 (30,000) soldiers, grouped in units no larger than legions. Clouds will not naturally block the sun during this effect, but for every hour the sorcerer holds his arms raised, he must pass a Stamina + Resistance roll or drop his arms from tiredness. If his arms do fall, he has an action to attempt another roll at +1 difficulty to renew the effect. Otherwise, the spell only ends when the sorcerer wills it, the sun sets, or the battle ends.
(Solar) Wrath of the Five Elements: 45m, Targets One Creature. The sorcerer must obtain 3 mystical links to the target (hair, blood, etc.). Once the spell is cast, the target suffers five deadly attacks, one every five ticks. Each attack requires a separate Intelligence + Occult, with autosuccesses equal to the sorcerer's Essence against the target's Dodge MDV. A perfect dodge charm lets the target avoid one attack per action. Each attack deals environmental damage (15L, Trauma 4), and no conceivable external defenses apply, since the attack comes from within the target's body. The victim applies nothing but innate soak from Stamina or charms. A target killed by this spell becomes an elemental with the same permanent Essence the victim had, serving the sorcerer for a year and a day.
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
- Compassion ●●●●●
- Conviction ●●●●●
- Temperance ●●●●●
- Valor ●●●●●
Virtue Flaw: Heart of Flint
Limit Break: □□□□□ □□□□□
Fivefold Harmonic Adapter (Artifact 1): Installed in an artifact constructed from an "incompatible" magical material (Starmetal for a Solar, for instance), it removes the penalty for attunement for the exalt.
Starmetal Celestial Battle Armor (Artifact 5): Five's personal power armor is constructed from starmetal and fitted with a Fivefold Harmonic Adapter to assist with attuning. It comes with three hearthstone sockets, one of which much contain an inert hearthstone used to power the armor and do nothing else. In addition to its damage resistance, the wearer gains certain benefits: +2 bonus to Resistance against poison or other forms of disease, an hour's worth of breathable air, +2 Awareness (as a reflexive action), optional Essence sight which is activated by spending 3 motes in a scene and offers detection of Essence signatures, in addition to the effects of Spirit-Detecting Glance, which also pierces the cloaking fields of dragon armor, +2 Strength for feats of strength, jumping distance, and inflicting damage with attacks, doubled movement rate, 10mph marching movement rate, gauntlets and boots that can be weaponized and parry attacks without a stunt, +2 Stealth while moving (+3 while holding still), can dematerialize (spend 1 WP and 10 Essence to dematerialize as a spirit does), and enhanced healing (wearer heals one level of bashing damage per tick and one lethal per hour). +12B/12L, -1 post soak lethal damage per hit.
Atlas of the Unconquered General (Artifact 5): Provides a tactical display of the battlefield when laid flat and charged for a day with 5 motes. Adds +3 to the owner's War rating for rolls pertaining to the scanned area and/or units. User gains all the information that would be provided from the charm General of the All-Seeing Sun. Can also run a predictive simulation on any commander present on the battlefield, at the cost of 5 motes and a Intelligence + War roll against a difficulty of the targeted commander's War rating. If successful, the user may ask the targeted commander what he would do in certain situations, and can receive any answer the target desires, but they must produce their stated course of action unless they spend a WP.
Orichalcum Dragon's Tear Diadem (Artifact 2): 2 mote commitment, +1 to perception pools, +3 dice to any task that requires geomantic or occult sensitivity, and has one hearthstone setting.
Skin Like The Mountains Oil (Artifact 2): Rubbed on a character’s skin before battle and lasts for one scene. It can be used in conjunction with armor or used by itself, and it does not count as armor for the purposes of martial arts. As long as the character is wearing skin-like-the-mountains oil, it gives her skin a metallic blue-gray patina. Skin-like-the-mountains oil adds +12L/+10B to the character’s soak and provides her with a hardness of 9L/9B. Five has fixed himself up with all he needs, so the boost is figured above.
Hand of the Great Maker (Artifact 3): Spend 8 motes to activate Chaos-Repelling Pattern to attune, which raises its duration to indefinite. This artifact takes the form of an intricate orichalcum and adamant gauntlet with clockwork components and bubbling motonic condenser rods that fill with lightning-white Autochthonian Essence while worn. Has a 5-dot solar hearthstone slot.
Manses and Hearthstones
Gemstone of the White Jade Tree (Manse 3): This blue-violet cabochon glows with a pale inner light. This stone hardens the bearer’s skin; any damage the character suffers after soak is cut in half (rounding all fractions upward). This same hardness reduces the possessor’s movement speed by half, rounding all fractions down. This penalty applies to all forms of movement, but can be cancelled by removing the stone from its setting. Doing this also instantly cancels the stone’s beneficial effects.
The Freedom Stone (Manse 3): This stone is a murky blue-black, full of shifting colors. A character who bears this hearthstone can never be physically restrained, only confined. All grapple, clinch, hold and throw maneuvers against her automatically fail.
Windhands Gemstones (Manse 3): This hearthstone is perfectly clear -- so clear it becomes invisible in water. Against ranged attacks, the bearer may apply his DV (parry or dodge) without defense penalties or onslaught penalties and can parry lethal attacks unarmed.
Gem of Adamant Skin (Manse 4): This hearthstone is a glittering, flawless black ovoid. Lethal damage done to the character is automatically converted to bashing, before soak is applied.
Dodge DV: 6
Dodge MDV: 11
Soak: B:24 L:25 A:24
Hardness: B:9 L:9 A:9
I'm just going to have my army hit you, really.
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 16 XP to purchase the charm Ruin-Abasing Shrug twice.
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 Spirit-Detecting Glance.
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 16 XP to purchase the charm Life-Sustaining Shelter Preparation twice.
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 36