MoGateOfQuietStillness

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Name: Gate of Quiet Stillness
Caste: Day

Attributes

Strength: 2, Charisma: 4, Perception: 4
Dexterity: 4, Manipulation: 3, Intelligence: 4
Stamina: 2, Appearance: 0, Wits: 3

Abilities

Arc: 0
Bra: 0
Mar: 2
Mel: 0
Thr: 3

End: 0
Per: 0
Pre: 3 (Intimidating +1)
Res: 1
Sur: 1 (North +1)

Cra: 0
Inv: 2
Lor: 1
Med: 1
Occ: 0

Ath: 2
Awa: 3
Dod: 2
Lar: 3
Ste: 4

Bur: 1
Lin: 1 (ST; RS)
Rid: 0
Sai:0
Soc: 2

Charms

Theft of Face: 5, 1Hr, Si
Concealing Distraction: 4, 1Sc, Si
Encounter-Banishing: 3/tar, I, R
Raiton's Nimble Perch: 3, 1Sc, R
Spider Pounce: 1, 1Sc, R
Flitting Shadow: 1/2, I, R
Hungry Missile: 1/die, I, Su
Aid of Ill Wind: 2+, I, Su
Incomparable Assassin: 2, I, Su
Essence Discerning: 6, 1Sc, Si
Elegant Tyrant's Majesty: 4, 1Sc, Si

Backgrounds

Artifact: 3
Liege: 1
Whispers: 1
Resources: 1
Spies: 2
Manse: 2
Connections:2 (White Wall underworld)
Familiar: 1 (Raven)

Virtues

Compassion: 2 Temperance: 3
Conviction: 3 Valor: 2

Willpower: 6
Health: 0/1/1/2/2/4MoGateOfQuietStillness/I
Essence: 2
Essence pool:
Personal: 12/12
Peripheral: 10/30
Comitted: 20

Equipment

-Mundane
Handful of silver; Common Knife; Signit of the Bishop

-Magical

-Gem of Thorns - Lv 2 Hearthstone
Allows character to reflexively harden plants into effective thrown weapons, usually daggers.

-Mindforce Gloves - 10 motes, must have both.

These black fabric gloves appear normal except for the blood-red pentacles on the palms which glow when used, and the soulsteel around the wrists

The Mindforce Gloves are capable of the following:

  • As an action, the character may extend one glove and apply force at a distance. The character rolls WP. If the gloves are used more than once in a round, than multiple actions apply. This force acts at a distance of up to the character's WP. Every success on the WP roll acts as a dot of Str which is applied to the object. This force can be in any direction. If used to move an object in a straight line to or from the character, sufficient force is all that is needed. Any other sort of targeting requires a Wits+Thr roll. Success on this roll count as attack successes if used appropriately. If both gloves are used, then the Wp roll receives 1 automatic success, and more complex actions, such as rotating are allowed on a succssful wits roll with a DC of at least 2.
  • The Gloves may be used to augment a thrown attack by splitting the character's dice pool to throw a weapon and direct force into the attack. In that case, every success on the WP roll adds 50% to the weapon's range, and 1 to the weapon's damage.
  • The character may revert to a parry and use the gloves to parry an incoming ranged attack. Successes on the WP roll count as parry successes.
  • The gloves have no effect on living targets, though they may affect a target's clothes or posessions. Objects and weapons may be torn free, or the target's clothes or armor may be manipulated. However, living targets can not be controlled for an extended duration by the gloves, no matter what the character has ahold of, for the target's life force interferes. So, a brief force may be applied to a target, but he may not be suspended in midair. This effect may be dodged, but not parried.
  • The character must be able to clearly see an object he wishes to affect.


-Cloak of Night - 10 motes

The cloak of night appears to be a large matte black cloak of fine quality. However, the clasp is a small soulsteel raptor claw, and the cloak is very powerful, especially at night.

The Cloak of Night confers the following bonuses:

  • +6L/+6B soak, does not stack with armor.
  • +2 DC to spot in the dark.
  • 1 HS setting in the clasp, much concealed by a small soulsteel claw.
  • Can see perfectly in the dark.
  • Flight, up to normal movement speed as part of movement. Allows for agile flight and hovering, and requires little concentration. However, no charms can be used while in flight, and it only works at night.

Combat

Base initiative: 7
Soak: 8B/7L/6A
Dodge: 6
-Attacks
Rose Dagger: Spd:7 Acc:7 Dmg:4L Rt:3 Rng:15


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