Lifting Night Caste
Contents
Basics[edit]
- Campaign: Anarchy Group Omega
- Name: Burden's Toil
- Concept:Lifts things, Throws things, BLOWS IT ALL UP
- Caste/Aspect: Night
- Motivation: Throw the Neverborn into the Void
- Positive intimacies: Freedom
- Negative intimacies:
- Anima: 2 Massive Hands Rip open the Sky, Down Steps a Titan of Golden Light to mimic his movements
- Experience: /
(write experience points as "unspent / total" plx)
Background[edit]
The youngest son of the chief of a tribe barbarians in the Far East, Toil was raised to serve the tribes interests and those of his elder siblings rather than his own and grew up to be the toughest of a tough tribe. Although not the largest of the warriors he was amongst the strongest and his accuracy with a hurled hatchet was unparalleled. Combined with his strength was a ruggedly handsome physique and one of the brightest minds in the tribe. This mind was perhaps his downfall for one day after pursuing for several days to their encampment and defeating another tribe of barbarians who had kidnapped one of the tribe's children before their shaman could sacrifice the child to their Raksha gods, he discovered a trove of books in the shaman's hut. For some reason he didn't quite know he did not destroy the tomes of magic as the tribe's code demanded and instead hid them under the other loot from their victory.
For a few years he studied the books at night and taught himself of the basics of sorcery, while during the day he worked for the tribe's interest even as he studied how essence moved in the trees and his people. This finally came to an end when on a day when one of the tribe's women came in to inform him of a late arriving caravan and found him with the books, Horrified she screamed for the warriors, and they beat him senseless as he tried to argue how this could, if mastered, boost the tribe to greatness. He awoke several nights later chained in the back of one of the wagons, and his body burned with anger and regret. Anger at his tribes foolishness and bigotry, Regret that he had lost the only family he had, and Even more Anger at these feeble cityfolk imprisoning him DID THEY NOT KNOW HE WAS A PROUD WARRIOR?.
And with one mighty heave he burst the iron shackles they had on him, and stalked out into the camp silent as a hunting serpent. He Strangled the first two guards as they gambled, choking their cries before they alerted the others, with that done he searched the body for weapons, finding a set of long handled throwing knives upon the elder guard's corpse. Then he wrecked bloody murder in the night upon the caravan, until he came upon the master A Dragon-Blooded. Unlike the others he was not caught unaware, and clapped to respect Toil's skill as he built a massive spear of lightning to cleave the life out of this foolish barbarian. Burning with Righteous fury Toil threw his last remaining knife straight for the DBs heart only to have it annihilated by the spear's cast. He couldn't die like this, and he didn't Catching the lightning in his hands as it burned and piercing the heart of the DB with his own weapon. Then he walked into the scavenger lands knowing that tonight, Something had changed in him... and been unleashed back upon Creation.
- EXALTED STUFF STARTS HERE*
After that he spent some time in the scavenger lands learning what he had become, Apparently An Anathema, although he didn't feel particularly wicked, but just in case he made sure he helped those who needed help, protected that sort of thing, but perhaps the most important occurrence was his encounters with agents of the Mask of Winters. After the fall of Thorns he investigated and encountered a twisted version of his own caste in the ruins. A fight ensued, but not one of the loud explosion filled ones that are common when exalted face off... this was subtle, a match of wits. The deathknight was named Lawgivers Torment armed herself with a pair of lightning filled hatchets that she threw with careless abandon slicing through mortals and zombies without them ever realizing it as Toil dodged and dodged. Toil's Own attacks were useless, the Abyssal knew his every move, and merely grabbed out of the air the solar blades he threw. Then Toil finally lured her to an deserted block and with a tremendous leap hurled himself into the air straight at an inn as he Chanted the Invocation of the Titan. Then in the second she hurled both hatchets for a fatal attack his fingers grasped the eaves of the inn's roof and he lifted the entire inn off it's foundation flipping in the air to for a split second stand on the hatchet and told her. "See if you can catch this one." and piledrived the entire inn into her.
After the battle he took the hatchets as a prize and left the doomed city to head north along the coastland of the Inland sea. Along the way he rescued a young girl by the name of "Bright Fated Flower" although she kept telling him the SHE was there to rescue him from the wyld hunt, She apparently didn't do a good job, they had captured her and were about to put her to death for being an Anathema. Before she left she warned him to avoid a wheat field 5 miles north. Investigating he found out to be the site of a legendary cursed tower built by an Anathema long ago, strange mechanical monsters guarded it, and lightning forever blasted the wheat field it stood in.
This seemed like a manse to Toil, at least that's what the sorcery books and other texts he had picked up called them. It took a while to scout it out, and it was really more a gatehouse then a tower. Sneaking in he dodged past the lightning as bolt after bolt chased him. Deceived the first line of Spider-Guardians to make it into the inner parts of the gatehouse wherein he solved the riddle of the everchanging gearworks to make it to the center gear at whose heart a brilliant white gemstone gleamed. He of course took it, and gained the manse with it's strange spider-guards who would only speak of opening the gate to the Maker.
For the next 4 years after this he travelled across the shorelines and near portions of the north, gathering a loyal band of followers as he did so. Then once more he did battle with a Deathknight, but this one was weak, fresh in his power and untrained compared to the Night caste. Worried by the deathknight as well as the rise of shadowlands, and remembering thorns he sought out a passage to the Underworld and for a year posed as a ghost learning of the Deathlords and the Neverborn's plans for creation. Coming back to the growing town his followers had set up near his manse, he encountered Bright Fated Flower once more. And so she explained what was occurring, and escorted him to Yu-Shan
Appearance[edit]
Tall Easterner Man with black hair tied in a pony tail. Has a tattoo of an ox on one cheek that moves with his facial expressions and wears a white buff jacket padded with armor plates under the lining, while old realm script lines its stitching. A Glowing white gem is set in the left shoulder pad like a badge of rank, and a pair of white jade and moonsilver hatchets hang from his belt.
Attributes[edit]
Strength ●●●●● ●● Charisma ●●●●● Perception ●●●●● ●● Dexterity ●●●●● ●● Manipulation ●●●●● Intelligence ●●●● Stamina ●●●●● ●● Appearance ●●●●● Wits ●●●●● ●●
Abilities[edit]
Solar/Abyssal/Infernal Block Archery Integrity ●●●●● ●● Craft * Athletics ●●●●● ●● Bureaucracy ●●●●● ●● Martial Arts ●●●●● ●● Performance ●●●●● ●● Investigation ●●●●● ●● Awareness ●●●●● ●● Linguistics ●●●●● ●● Melee ●●●●● ●● Presence ●●●●● ●● Lore ●●●●● ●● Dodge ●●●●● ●● Ride ●●●●● Thrown ●●●●● ●● Resistance ●●●●● ●● Medicine ●●●●● ●● Larceny ●●●●● ●● Sail ●●●●● ●● War ●●●●● ●● Survival ●●●●● ●● Occult ●●●●● ●● Stealth ●●●●● ●● Socialize ●●●●● ●●
Craft (Water) ●●●●● ●● Craft (Earth) ●●●●● ●● Craft (MagiTech) ●●●●● ●● Craft (Wood) ● Craft (Air) ●● Craft (Fire) ●●
Languages: All of them Except Claw-Speak (all of them referring to those listed in Dreams of the First age book 2)
(write aspect/caste and favored abilities in bold, please. also, you do not have a free dot in every ability. I put them for ease of comprehension.)
Specialties[edit]
Athletics: Feats of Strength +3 Thrown: Things Larger than He is +3 Stealth: When Lifting Large Things (Feats of Strength) +2 Performance: Piety +2
Backgrounds[edit]
Artifact: ●●● ●● (Pimp buff jacket) Panoply: ●●● ●●● (Stuff From Yu-shan) Wealth: ●●● ●●● (Monies from Yu-shan... kind of useless right now but it's shiny.) Followers: ●●● ●● Manse: ●●● ●● Cult: ●●● ●● Artifact: ●●● (Lightning Torment Hatchets) Contacts: ●●● ●● (Bright Fated Flower: Gold Faction Sid. A Rogue Abyssal, 3 others)
Charms[edit]
Excellencies (30) First Excellency: First Excellency for Martial Arts, thrown, dodge, larceny, stealth, awareness, athletics, performance, resistance, integrity (10 slots) * Essence Flow: And can use them as innate abilities (10 slots) P Second Dodge and Thrown Excellency (2 charm slots) Third Dodge and Thrown Excellency (2 charm slots) Infinite Dodge, Thrown and Martial Arts Mastery (3 charm slots) Supreme Perfection of Thrown and Performance and Dodge (3 charms DOFTA: 55)
Martial Arts: 28 Core: All Snake Style (9 charms) 242 Monk: All Mantis Style (10 charms) 99 All Tiger Style (9 charms) 109 DOTFA:
Thrown: 16 charms Core: Joint-Wounding Attack 197 Observer-Deceiving Attack 197 Mist on Water Attack 197 Falling Icicle Strike 198 Triple Distance Attack Technique 198 Cascade of Cutting Terror 198 Returning Weapon concentration 198 P Call the Blade 199 Spirit Weapons 199 From Abyssals: Wind Full of Knives 134 Branding Judgement Attack 134 Deft Hands Deflection 135 Fiery Solar Chakram 136 P From DOTFA: Torrent of Inner Light 57 Acuity of the Far Flung Hand 58 P Maelstrom of Celestial Dominance 58 Integrity: 4 Core: Integrity Protecting Prana 201 Destiny Manifesting Method 201 Spirit Maintaining Maneuver 203 DoTFA: Sacrosanct Soul Retribution 58 Performance: 3 Core: Heart Compelling Method 204 Husband-Seducing Demon Dance 205 DOTFA: Catching the Sun's glance 59
Resistance: 21 charms Core: Durability of Oak Meditation 208 Spirit Strengthens the Skin 209 Iron Skin Concentration 209 Iron Kettle Body 209 Adamant Skin Technique 209 Essence Gathering Temper 209 Willpower enhancing Spirit 209 Battle-Fury Focus 210 Bloodthirsty Sword-Dancer Spirit 210 Ox-body x7 210 7 -1 hls 14 -2hls Unbreakable Warrior's Mastery 210 Immunity to Everything Technique 210 Body-Mending Meditation 210 DOTFA: Wound Mending Purity stance 60 Endurance of 10,000 cuts 60
Lore: 7 Core: Immanent Solar glory x 7 220 +70 motes perph
Occult: 5 Terrestrial Sorc 222 -Spirit of Might -Emerald CounterMagic Spirit Detecting Glance 223 Spirit Cutting Attack 223 Ghost-Eating Technique 223
Athletics: 15 Core: Graceful Crane Stance 224 Monkey Leap Technique 225 Soaring Crane Leap 225 Mountain-Crossing Leap Technique 225 Foe-Vaulting Method 225 Thunderbolt Attack Prana 225 (KICK TO THE SHINS!) Lightning Speed 226 Racing Hare Method 226 Spider-Foot Style 227 Feather-Foot Style 227 Eagle-Wing Style 227 Increasing Strength Exercise 227 Abyssals: Hill Hurling Might 167 Dotfa: Unparalleled Acumen Meditation 63 Unconquered Might 63 Awareness: 8 Core: Keen (Sense) Technique x3 227 Unsurpassed (Sense) discipline x3 228 Surprise Anticipation Method 228 Eye of the UCS 228 Abyssals: DOTFA: Dodge: 6 Core: Shadow over water 229 Seven shadows evasion 229 Reflex Sidestep Technique 229 Flow Like Blood 229 Leaping Dodge Method 229 Abyssals: DOTFA: Refinement of Flowing Shadows 64
Larceny: 8 Core: Flawless Impenetrable Disguise 229 Perfect Mirror 230 Flawless Pickpocketing Technique 230 Stealing from Plain Sight Spirit 231 Lock-Opening Touch 231 Door-Evading Technique 231 Abyssals: DOTFA: Shroud of Night's Law 64 Elsewhere Fingers 64 Stealth: 5 Core: Easily Overlooked Presence Method 232 Mental Invisibility Technique 232 Vanishing From Minds Eye Method 232 Invisible Statue Spirit 232 Abyssals: DOTFA: Going Elsewhere Stance 65
Combos[edit]
Impending Justice Stance 3wp 24m+
- Adamant Skin Technique
- Maelstrom of Celestial Dominance
all thrown attacks have 5 times normal range and apply 7 times to all targets in a 90 degree arc.
Unleashed Justice 1wp 36m
- TOIL 14m
- DHD 4m
- JWA 3m
- ODA 3m
- MOWA 3m
- COCT 5m
- FIS 1m
- TDAT 3m
+2 acc 28L holy attack with 2100 yard range is unexpected unless targets beat 7 sux on a wits + awareness roll. if unexpected damage sux double. doubles all sux on the attack roll before defense is applied and is undodgeable. each level of damage inflicted applies JWA effects, MOWA applies for one turn. and Perfect defense against ranged attacks.
Essence[edit]
Essence: ●●●●● ●●
Regeneration: (twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)
Personal Essence Pool: 31/31
Peripheral Essence Pool: 73/73 +70/70 (ISG MOTES)
Committed Essence:
(write your essence pools as "current / maximum". current should be lower than maximum if you have motes committed to artifacts or if we finished a session while you wasn't at your maximum essence. commit from peripheral.)
Willpower[edit]
Willpower: ●●●●● ●●●●●
Temporary: 10/10
Virtues[edit]
Virtues:
Compassion ●● Conviction ●●●●● Temperance ●● Valor ●●●●●
Virtue flaw: (Valor)
Limit: □□□□□ □□□□□
Limit Break Condition:
Inventory[edit]
(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of. don't itemize your tacklebox, this isn't D&D)
Manses and Hearthstones[edit]
Gateway to the Eight Divinities (●●●●●) Lightning Aspect Manse This manse was built late in the first age by an ambitious solar who sought to breach the seal of Eight Divinities via building a manse that resonated with the core of Autochton's Essence to open the way. It takes the form of a massive Clockwork Gatehouse standing in the middle of a lightning wracked wind-blown field of wheat. the interior of the manse is filled with winding clockwork gears and is filled with arcing lightning making it very dangerous to mortal flesh. (Habitability ●●●) and the clockwork mechanisms and lightning generators require minor daily adjustments to ensure proper operation which can be provided by the Clockwork Guardian Spiders.
Powers (0/17 pts) Otherworld Gate (Autocthonia: Currently SEALED) 5 pts Guardian Force 4 pts Exotic Aspect (Lightning) 1 pt Ultra Deadly Perimeter Defenses 4 pts Zone of Influence 3 pts
Combat[edit]
Dodge DV: (dex+dodge+Ess)/2 round up
Dodge MDV: (will+integ+Ess)/2 round down
Soak: 0A/0L/0B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/0L/0B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)
Attacks[edit]
Attack Name Speed Accuracy Damage Parry DV Rate Range Tags Clinch 6 14 7B 0 1 - C,N,P Punch 5 14 10B 6 2 - N Kick 5 15 7B 8 3 - N LTH 5 16 12L 8 2 - T LTH Thrown 5 15 12L - - 20 (Lightning Torment)
Health[edit]
□ -0 □□□□□ □□□□ -1 □□□□□ □□□□□ -2 □□□□□ □ -2 □ -4 □ Incapacitated □□□□□ □□ Dying
Advancement[edit]
4 bp Infinite Martial Arts Excellency 4 bp Cult 4 + 5 2 bp Artifact 2 + 3 5 bp Contacts 1 + 2 + 3 + 4
Shopping list[edit]
it's also helpful (but optional) if you write out charms you intend to buy