Xian (
shintaiprotagonist) wrote2019-12-13 02:53 am
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[mechanics] character sheet record-keeping
I'll clean this up later.
Xian
Caste: Sovereign
* +3 Initiative when resetting to base Initiative when bonfire or iconic
*For 10m, reset all Charms with a reset condition 1/day
* +3 dice to all rolls to instill fear or awe, or intimidate
Attributes: Strength 2, Dexterity 4, Stamina 2, Charisma 5, Manipulation 2, Appearance 4, Perception 4, Intelligence 5, Wits 3
Abilities: Athletics 2, Awareness 3, Craft 3 (Cooking), Dodge 5, Linguistics 4, Lore 5, Occult 5 (MHM), Medicine 4, Performance 5 (Oration), Presence 5 (Force of Personality), Integrity 5, Investigation 4, Resistance 3, Socialize 3, Survival 1, Thrown 5 (Comet-Gaze), War 3
Willpower: 10
Essence: 5
Merits: Eidetic Memory, Fast Reflexes, Savant of Three Circles (technically Savant of the Glass Libraries because guess who initiated him), Infernal Nobility (as a Sovereign initiated into sorcery), [others n/a]
Charms:
Excellencies: Theion, SWLIHN (glorious, commanding, ostentatious/constructive, precise, analytical)
Ultimate Sovereign Fundament (disabled, prereq only)
Invincible Crown Halo x2 (+10 soak for the scene; weapons that do no damage shiver and wail for 2 turns, marking their location)
The Weight of Glory (reduce withering or decisive damage of an attack on Xian or a character loyal to him by 4 dice)
King of All Kings Numen (ignore parry DV penalties, block movement to within 3 yards; increase cost to block 7 yards, penalize ranged attacks, allow loyal characters to move freely)
Imperishable Majesty Stance (perfect parry; 1/scene, unless reset by reducing the final damage of 3 attacks to 0)
Empyreal Invincibility Declaration (ignore environmental warping, prevent directed Shaping from denying core concept, protect loyal characters)
Empyrean Mandate Tongue (speak only Old Realm, auto-translate for other characters, -2 Resolve when commanding or inspiring/-5 to loyal characters when using Excellency)
Elysian Ignorance Prelation (treat all commands as unacceptable influence; influence phrased as non-commands unaffected)
Cosmic Tyrant Decree (crowned in white fire on speaking a command; if speaking in support of a Major Intimacy or to a loyal character, increase effective supporting Intimacy level by 1 or assume a Minor Intimacy if none exists)
Burning Gaze of the Firmament (+5 successes to notice or analyze the subject of any Intimacy, unless they’re stronger than him or he fears them; can instantly flip the intimacy into righteous anger if required)
Glorious Vassal Illumination (get information about anyone he sees: power level, two favorite skills, favorite special power)
Twin Suns Dawning x2 (immune to blindness, see through obstacles to perceive loyal characters)
Green Sun Nimbus Flare (invoke cosmic fire to do extra 2 levels of damage on successful attack)
* Kissed by Hellish Noon (removes range restriction on attacks for GSNF)
* Godscorch Invective (affect dematerialized spirits; affected spirits become visible)
* Wrath-Stoked Bonfire Soul (increase extra levels up to 5, burns target to ash if slain, aggravated damage to gods)
Apocalypse Comet Gaze x2 (EYE LASERS, light artifact thrown weapon with Lethal, Charismatic (add Cha instead of Str to damage), Thrown (medium), can target characters seen through barriers)
Universe Emperor Shintai (become a blazing empyreal flame, both material and immaterial (use the worst for enemies), environmental hazard, commands automatically instill fear and awe, upgrades Apocalypse Comet Gaze to heavy artifact Thrown (Long))
Transcendant Desert Creature (can forage in any environment, no negative effects from places of desolation, perfect metabolism, can’t be tracked)
Factual Determination Analysis (detect deliberate lies, must be used actively)
Analytical Modeling Intuition x2 (per + inv + essence vs guile, tear an answer from the target’s mind, can use psychometrically with no roll)
Counterpoint Inquisition Defense (reflexively scan anyone who uses magic to exert social influence on him)
Essence-Dissecting Stare (magesight, see dematerialized spirits)
Counter-Conceptual Interposition (perfect parry, 1/scene, resets by successfully parrying 3 attacks with PIO by shaping appropriate counterphenomena)
Collective Convergence of Principles (basic Wyld-shaping)
Ego-Infused Pattern Primacy x3 (perceive and reverse shaping effects, 1/minute or instantly for a surcharge)
* Wholeness Rightly Assumed x5 (also reverse Poison, Sickness, Crippling and damage; damage costs Essence)
* Pattern-Reassertion Touch (apply EIPP to others, cannot be instant, 15m)
Mind-Hand Manipulation x2 (telekinetic manipulation to Short range, any mundane weapon template with Piercing and either Bashing or Lethal, can be used to grapple, use Willpower + Occult with Essence as Strength, can sacrifice 2 levels of damage to inflict a Crippling amputation)
* Manifest Consciousness Extrusion (add WP to effective Strength as non-Charm dice for one turn)
* Illimitable Boundaries Assertion (increase range to Medium, causes knockback, can move grappled targets without a roll)
* Principle-Invoking Onslaught (shape any phenomenon into existence, add any desired tags to weapon attacks, may transform destroyed targets into any material with Resources value less than Essence, may set grapples to be self-maintaining (hold only))
* Unseen Force Manipulation (MHM manipulations are invisible, -2 DV, unblockable unless target can wield or perceive Essence)
* Will-Crushing Force (sacrifice 1 level of damage to strip 1 WP from target; targets reduced to 0 WP are destroyed and replaced by p-zombies)
* Precision Thought-Force Exercise (can deliver Touch effects, can Defend Other within normal attack range at +2 DV)
* Force-Draining Exigence (analyze target’s Essence/MP regain abilities, drain motes/MP with attacks by sacrificing damage/small default drain)
Force-Suppression Barrier (increases MHM Defense bonus by +5, piercing/smashing attacks do not reduce DV)
Crystal-Fire Barrier Technique (create barriers of force, up to 100 yards of continuous shape)
Ascendant Objectivity Stance (create a flying crystal platform, move 5x speed while active)
Tool-Transcending Constructs x2 (via reality-shaping, always have access to the equivalent of a master’s workshop and the tools required for any task)
Heuristic Logos Shintai (reconfigure self into crystalline geometries resembling self surrounded by crystalline spheres; can’t physically interact without MHM, triple strength for MHM, range extends to Long and doubles damage against battle groups, increase soak by 20, Will-Crushing Force always activates and can convert battle groups, no cost for PIO)
Heretical Charm: Numinous Prowess Subordination (requires Essence-Dissecting Stare, Glorious Vassal Illumination): Drawing from Theion’s majestic authority and the precise comprehension of the Principle of Hierarchy, Xian developed this Charm to share in the skills of his allies. It duplicates the Solar Occult Charm Gloaming Eye Understanding, save that no mote commitment is required to learn Eclipse Charms from loyal characters (though such Charms still count against the maximum of 5 at a given time).
Heretical Charm: Iron Circle Necromancy (Adamant Circle Sorcery, Transcendant Desert Creature, Empyreal Invincibility Declaration, Collective Convergence of Principles): Drawing from the principles of no less than three of the Titans, his own sorcerous learning and the tutelage of the deathknight Shadow of Future Strife, Xian has initiated himself into the least secrets of necromancy. It remains to be seen how much further his understanding will extend.
Sorcery and Necromancy
Sorcery: Adamant Circle
Necromancy: Iron Circle
Shaping Rituals: Sevenfold Art Invocation (stunt incantation for stunt + 2 sm, 1/scene or on control spells), Glory-Binding Inspiration (gain (rating) sm when instilling or strengthening an Intimacy of fear, awe or loyalty), The Conqueror’s Art (when decisively defeating an enemy, gain 1 sm/Essence or Magnitude of the enemy, at most Essence x2 per scene)
Control Spells: Peacock Shadow Eyes (eyes alive with luminous colors, +1 App when fascinating, hard to disguise), Magma Kraken (flame coils into tentacles, heat when he gets angry), Death Ray (no visible effect/spell improvement)
Spells Known: Virtuous Guardian of Flame, Incantation of Effective Restoration, Thunder Wolf's Howl, Death of Obsidian Butterflies, Flight of the Brilliant Raptor, Stormwind Rider, Ivory Orchid Pavilion, Infallible Messenger, Travel Without Distance, Blood of Boiling Oil, Rain of Doom, Total Annihilation, Gaia's Rebuke, Blood Mirror Speech, Dusk Eyes, Invisible Doorway, Raise the Skeletal Horde
Spell Mechanics:
Since I resurrected a couple of old spells, mostly because they were badass or hilarious, here are their 3E rough conversions.
Blood of Boiling Oil: The sorcerer gathers Essence between his palms, blazing forge-fire bright before dulling to the red of hot iron. As he claps his hands together, the seething globe vanishes; the only sign of the deadly spell is a pattern of sullen vermillion glyphs covering both hands, waiting to discharge at the merest touch.
The sorcerer must successfully touch the target with either bare hands or any limb or ability which allows Touch effects. Doing so transmutes the unfortunate victim's blood to boiling oil. This horrible transformation is modeled as a poison dealing (Essence)L/round, with a Duration of the caster's Willpower, and a Penalty and Difficulty equal to his Occult. Mortals invariably perish in agony, with only the swiftest medical intervention granting any chance at survival.
A caster with Blood of Boiling Oil as his control spell feels the heat of it in his blood when he casts. While gathering sorcerous motes, any successful Decisive attack against the caster exposes any characters at Short or closer range to a spray of boiling blood. This is a one-time environmental hazard with Damage (Essence/2)L, Difficulty (Occult). The caster takes no additional harm from this gruesome display.
Total Annihilation: The sorcerer condenses his Essence into a globe of viridian annihilation, compressing and refining it until nothing but destruction remains. When it burns as brightly as Ligier, the Green Sun, he casts it forth, targeting any point he can see for obliteration.
The spell erupts into a sphere of emerald light with a radius of 25 yards. All within its confines are exposed to an environmental hazard with damage 15L/round, difficulty 5; the roll to resist is Stamina + Occult. Worse, the globe expands an additional 25 yards of radius each round, until (Essence) rounds have passed, at which point it silently implodes into a brilliant spark which fades into nothingness.
Even those outside the spell's confines are not completely safe, as the devastating light is blinding. Each round in which a character looks directly at the light, they must roll Stamina + Resistance at difficulty 3 or be blinded by it. Exalts and other similar beings recover their vision with the next dawn, but mortals are blinded permanently.
[control spell: doesn't matter at this point because Xian is rocking Death Ray instead.]
Gaia's Rebuke: Driving a palm against the ground, the sorcerer sends his Essence through earth and stone, sending cracks darting at his unfortunate enemy. He makes a Decisive gambit using Intelligence + Occult, adding (Essence) automatic successes; the difficulty of the gambit is the target's current Initiative. On a success, a seething column of red-gold light blasts the ground on which the target is standing into the air with titanic speed, reaching the height of a mile in seconds before flickering out. The target has one round to react before the chunk of earth flips over, driving them back into the ground with meteoric force.
A target unlucky enough to be the victim of this spell takes damage as if from an extreme-range fall twice: once from their own fall and once from the mass of earth and stone which bore them skyward. Should they somehow survive, they will still be pinned under the rubble, requiring a difficulty 7 Feat of Strength to extract themselves. Characters in Initiative Crash instead take uncountable damage (once). During their round of reprieve, the target may use any means they have available (flight, teleportation, immateriality) to escape their platform of stone; this generally calls for an appropriate roll at a difficulty of the sorcerer's Occult, depending on the specific nature of the solution.
A sorcerer with Gaia's Rebuke as a control spell is beloved of the earth. So long as he travels across bare earth or stone, he reduces the difficulty of any Athletics roll to keep his footing or balance by (Occult/2). In addition, he may cross any cracks, canyons or crevasses in such a surface so long as they are no wider than he could cross in a round; chunks of earth and stone tear free to support his footsteps in midair for just long enough.
Xian
Caste: Sovereign
* +3 Initiative when resetting to base Initiative when bonfire or iconic
*For 10m, reset all Charms with a reset condition 1/day
* +3 dice to all rolls to instill fear or awe, or intimidate
Attributes: Strength 2, Dexterity 4, Stamina 2, Charisma 5, Manipulation 2, Appearance 4, Perception 4, Intelligence 5, Wits 3
Abilities: Athletics 2, Awareness 3, Craft 3 (Cooking), Dodge 5, Linguistics 4, Lore 5, Occult 5 (MHM), Medicine 4, Performance 5 (Oration), Presence 5 (Force of Personality), Integrity 5, Investigation 4, Resistance 3, Socialize 3, Survival 1, Thrown 5 (Comet-Gaze), War 3
Willpower: 10
Essence: 5
Merits: Eidetic Memory, Fast Reflexes, Savant of Three Circles (technically Savant of the Glass Libraries because guess who initiated him), Infernal Nobility (as a Sovereign initiated into sorcery), [others n/a]
Charms:
Excellencies: Theion, SWLIHN (glorious, commanding, ostentatious/constructive, precise, analytical)
Ultimate Sovereign Fundament (disabled, prereq only)
Invincible Crown Halo x2 (+10 soak for the scene; weapons that do no damage shiver and wail for 2 turns, marking their location)
The Weight of Glory (reduce withering or decisive damage of an attack on Xian or a character loyal to him by 4 dice)
King of All Kings Numen (ignore parry DV penalties, block movement to within 3 yards; increase cost to block 7 yards, penalize ranged attacks, allow loyal characters to move freely)
Imperishable Majesty Stance (perfect parry; 1/scene, unless reset by reducing the final damage of 3 attacks to 0)
Empyreal Invincibility Declaration (ignore environmental warping, prevent directed Shaping from denying core concept, protect loyal characters)
Empyrean Mandate Tongue (speak only Old Realm, auto-translate for other characters, -2 Resolve when commanding or inspiring/-5 to loyal characters when using Excellency)
Elysian Ignorance Prelation (treat all commands as unacceptable influence; influence phrased as non-commands unaffected)
Cosmic Tyrant Decree (crowned in white fire on speaking a command; if speaking in support of a Major Intimacy or to a loyal character, increase effective supporting Intimacy level by 1 or assume a Minor Intimacy if none exists)
Burning Gaze of the Firmament (+5 successes to notice or analyze the subject of any Intimacy, unless they’re stronger than him or he fears them; can instantly flip the intimacy into righteous anger if required)
Glorious Vassal Illumination (get information about anyone he sees: power level, two favorite skills, favorite special power)
Twin Suns Dawning x2 (immune to blindness, see through obstacles to perceive loyal characters)
Green Sun Nimbus Flare (invoke cosmic fire to do extra 2 levels of damage on successful attack)
* Kissed by Hellish Noon (removes range restriction on attacks for GSNF)
* Godscorch Invective (affect dematerialized spirits; affected spirits become visible)
* Wrath-Stoked Bonfire Soul (increase extra levels up to 5, burns target to ash if slain, aggravated damage to gods)
Apocalypse Comet Gaze x2 (EYE LASERS, light artifact thrown weapon with Lethal, Charismatic (add Cha instead of Str to damage), Thrown (medium), can target characters seen through barriers)
Universe Emperor Shintai (become a blazing empyreal flame, both material and immaterial (use the worst for enemies), environmental hazard, commands automatically instill fear and awe, upgrades Apocalypse Comet Gaze to heavy artifact Thrown (Long))
Transcendant Desert Creature (can forage in any environment, no negative effects from places of desolation, perfect metabolism, can’t be tracked)
Factual Determination Analysis (detect deliberate lies, must be used actively)
Analytical Modeling Intuition x2 (per + inv + essence vs guile, tear an answer from the target’s mind, can use psychometrically with no roll)
Counterpoint Inquisition Defense (reflexively scan anyone who uses magic to exert social influence on him)
Essence-Dissecting Stare (magesight, see dematerialized spirits)
Counter-Conceptual Interposition (perfect parry, 1/scene, resets by successfully parrying 3 attacks with PIO by shaping appropriate counterphenomena)
Collective Convergence of Principles (basic Wyld-shaping)
Ego-Infused Pattern Primacy x3 (perceive and reverse shaping effects, 1/minute or instantly for a surcharge)
* Wholeness Rightly Assumed x5 (also reverse Poison, Sickness, Crippling and damage; damage costs Essence)
* Pattern-Reassertion Touch (apply EIPP to others, cannot be instant, 15m)
Mind-Hand Manipulation x2 (telekinetic manipulation to Short range, any mundane weapon template with Piercing and either Bashing or Lethal, can be used to grapple, use Willpower + Occult with Essence as Strength, can sacrifice 2 levels of damage to inflict a Crippling amputation)
* Manifest Consciousness Extrusion (add WP to effective Strength as non-Charm dice for one turn)
* Illimitable Boundaries Assertion (increase range to Medium, causes knockback, can move grappled targets without a roll)
* Principle-Invoking Onslaught (shape any phenomenon into existence, add any desired tags to weapon attacks, may transform destroyed targets into any material with Resources value less than Essence, may set grapples to be self-maintaining (hold only))
* Unseen Force Manipulation (MHM manipulations are invisible, -2 DV, unblockable unless target can wield or perceive Essence)
* Will-Crushing Force (sacrifice 1 level of damage to strip 1 WP from target; targets reduced to 0 WP are destroyed and replaced by p-zombies)
* Precision Thought-Force Exercise (can deliver Touch effects, can Defend Other within normal attack range at +2 DV)
* Force-Draining Exigence (analyze target’s Essence/MP regain abilities, drain motes/MP with attacks by sacrificing damage/small default drain)
Force-Suppression Barrier (increases MHM Defense bonus by +5, piercing/smashing attacks do not reduce DV)
Crystal-Fire Barrier Technique (create barriers of force, up to 100 yards of continuous shape)
Ascendant Objectivity Stance (create a flying crystal platform, move 5x speed while active)
Tool-Transcending Constructs x2 (via reality-shaping, always have access to the equivalent of a master’s workshop and the tools required for any task)
Heuristic Logos Shintai (reconfigure self into crystalline geometries resembling self surrounded by crystalline spheres; can’t physically interact without MHM, triple strength for MHM, range extends to Long and doubles damage against battle groups, increase soak by 20, Will-Crushing Force always activates and can convert battle groups, no cost for PIO)
Heretical Charm: Numinous Prowess Subordination (requires Essence-Dissecting Stare, Glorious Vassal Illumination): Drawing from Theion’s majestic authority and the precise comprehension of the Principle of Hierarchy, Xian developed this Charm to share in the skills of his allies. It duplicates the Solar Occult Charm Gloaming Eye Understanding, save that no mote commitment is required to learn Eclipse Charms from loyal characters (though such Charms still count against the maximum of 5 at a given time).
Heretical Charm: Iron Circle Necromancy (Adamant Circle Sorcery, Transcendant Desert Creature, Empyreal Invincibility Declaration, Collective Convergence of Principles): Drawing from the principles of no less than three of the Titans, his own sorcerous learning and the tutelage of the deathknight Shadow of Future Strife, Xian has initiated himself into the least secrets of necromancy. It remains to be seen how much further his understanding will extend.
Sorcery and Necromancy
Sorcery: Adamant Circle
Necromancy: Iron Circle
Shaping Rituals: Sevenfold Art Invocation (stunt incantation for stunt + 2 sm, 1/scene or on control spells), Glory-Binding Inspiration (gain (rating) sm when instilling or strengthening an Intimacy of fear, awe or loyalty), The Conqueror’s Art (when decisively defeating an enemy, gain 1 sm/Essence or Magnitude of the enemy, at most Essence x2 per scene)
Control Spells: Peacock Shadow Eyes (eyes alive with luminous colors, +1 App when fascinating, hard to disguise), Magma Kraken (flame coils into tentacles, heat when he gets angry), Death Ray (no visible effect/spell improvement)
Spells Known: Virtuous Guardian of Flame, Incantation of Effective Restoration, Thunder Wolf's Howl, Death of Obsidian Butterflies, Flight of the Brilliant Raptor, Stormwind Rider, Ivory Orchid Pavilion, Infallible Messenger, Travel Without Distance, Blood of Boiling Oil, Rain of Doom, Total Annihilation, Gaia's Rebuke, Blood Mirror Speech, Dusk Eyes, Invisible Doorway, Raise the Skeletal Horde
Spell Mechanics:
Since I resurrected a couple of old spells, mostly because they were badass or hilarious, here are their 3E rough conversions.
Blood of Boiling Oil: The sorcerer gathers Essence between his palms, blazing forge-fire bright before dulling to the red of hot iron. As he claps his hands together, the seething globe vanishes; the only sign of the deadly spell is a pattern of sullen vermillion glyphs covering both hands, waiting to discharge at the merest touch.
The sorcerer must successfully touch the target with either bare hands or any limb or ability which allows Touch effects. Doing so transmutes the unfortunate victim's blood to boiling oil. This horrible transformation is modeled as a poison dealing (Essence)L/round, with a Duration of the caster's Willpower, and a Penalty and Difficulty equal to his Occult. Mortals invariably perish in agony, with only the swiftest medical intervention granting any chance at survival.
A caster with Blood of Boiling Oil as his control spell feels the heat of it in his blood when he casts. While gathering sorcerous motes, any successful Decisive attack against the caster exposes any characters at Short or closer range to a spray of boiling blood. This is a one-time environmental hazard with Damage (Essence/2)L, Difficulty (Occult). The caster takes no additional harm from this gruesome display.
Total Annihilation: The sorcerer condenses his Essence into a globe of viridian annihilation, compressing and refining it until nothing but destruction remains. When it burns as brightly as Ligier, the Green Sun, he casts it forth, targeting any point he can see for obliteration.
The spell erupts into a sphere of emerald light with a radius of 25 yards. All within its confines are exposed to an environmental hazard with damage 15L/round, difficulty 5; the roll to resist is Stamina + Occult. Worse, the globe expands an additional 25 yards of radius each round, until (Essence) rounds have passed, at which point it silently implodes into a brilliant spark which fades into nothingness.
Even those outside the spell's confines are not completely safe, as the devastating light is blinding. Each round in which a character looks directly at the light, they must roll Stamina + Resistance at difficulty 3 or be blinded by it. Exalts and other similar beings recover their vision with the next dawn, but mortals are blinded permanently.
[control spell: doesn't matter at this point because Xian is rocking Death Ray instead.]
Gaia's Rebuke: Driving a palm against the ground, the sorcerer sends his Essence through earth and stone, sending cracks darting at his unfortunate enemy. He makes a Decisive gambit using Intelligence + Occult, adding (Essence) automatic successes; the difficulty of the gambit is the target's current Initiative. On a success, a seething column of red-gold light blasts the ground on which the target is standing into the air with titanic speed, reaching the height of a mile in seconds before flickering out. The target has one round to react before the chunk of earth flips over, driving them back into the ground with meteoric force.
A target unlucky enough to be the victim of this spell takes damage as if from an extreme-range fall twice: once from their own fall and once from the mass of earth and stone which bore them skyward. Should they somehow survive, they will still be pinned under the rubble, requiring a difficulty 7 Feat of Strength to extract themselves. Characters in Initiative Crash instead take uncountable damage (once). During their round of reprieve, the target may use any means they have available (flight, teleportation, immateriality) to escape their platform of stone; this generally calls for an appropriate roll at a difficulty of the sorcerer's Occult, depending on the specific nature of the solution.
A sorcerer with Gaia's Rebuke as a control spell is beloved of the earth. So long as he travels across bare earth or stone, he reduces the difficulty of any Athletics roll to keep his footing or balance by (Occult/2). In addition, he may cross any cracks, canyons or crevasses in such a surface so long as they are no wider than he could cross in a round; chunks of earth and stone tear free to support his footsteps in midair for just long enough.