Argent/MagnificentIvoryBlossom

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The End of the World | Introduction | Characters | House Rules | Missions | Player Notes | disposition of the Sidereal Shards | Storyteller notes

= Magnificent Ivory Blossom =`

http://www.domuscygna.com/hosting/Sketchpad/Ivory-800-2.jpg

Pencils and ink by me (Argent), colors by the esteemable Brightfires.

ATTRIBUTES

Str **

Dex ****

Sta **

Cha **

Man ***

App ***

Perception ****

Intelligence ****

Wits ***


ABILITIES

JOURNEYS Endurance o

Survival o

SERENITY

  • Craft ooo (Fate, Calligraphy, Ink paintings)

Dodge ooo

Linguistics o (Native: Riverpeak, Old Realm)

  • Performance oooo

Socialize ooo

BATTLES

Archery o

Presence o

SECRETS

  • Investigation oooo
  • Larceny ooo
  • Lore ooo
  • Occult ooo
  • Stealth ooo

ENDINGS Awareness ooooo

  • Athletics ooo

Bureaucracy ooo

  • Martial Arts ooo

Medicine o

ESSENCE ooo (personal 11, Peripheral 32 of which 14 are committed) WILLPOWER ooooo

VIRTUES Compassion oo Temperance oo Conviction ooo Valor oo

BACKGROUNDS Backing: Bureau of Destiny o (free) Backing: The Gold Faction o (free) Backing: The Division of Secrets o (free) Sifu: Winter Mist ooo (1 dot free) Familiar oo (1 free) Salary oo Artifact ooooo (Visor of the Incomparable Sentinel) Savant ooo Celestial Manse ooo (Gem of Grace) Sorcery ooo

CHARMS World-Shaping Artistic Vision: In Cities x1 Perfection in Life Defense of Shining Joy Hot-Eyed Snake Whispering Marvelous Inclusion of details Systematic Understanding of Everything The Methodology of Secrets Blinding the Boar Secrets of Future Strife Blade of the Battle Maiden Efficient Secretary Technique Terrestial Circle Sorcery

SORCERY Summon Demon of the First Circle Banish Demon of the First Circle (I´m no fan of banishing spells being separate, but what do you do?) (Terrestial) Countermagic

BONUS POINTS USED: 18 SPENT ON: Abilities (12 points), raising Artifact from 3-5 (4 points), raising Salary from 1-2 (1), raising Sifu from 2-3 (1)


Sifu *** : Winter Mist, an aged agent of the Division of Secrets. Well-versed in sorcery as well as various forms of supernatural martial arts (advanced instructor in Terrestial Circle Sorcery, plus Celestial: Mantis and VboS, and Sidereal: Charcoal March of Spiders Form.) She is a graying lady – think old warrior nun with a distinct ”Mysterious scholar” bent; inspired by the sneaky mentor from Knights of the Old Republic II. Yeah, I´m derivative.

Celestial Manse *** : The White Place. Positioned on the top of an apartment tower. The interior dimensions of this Manse is dependent upon the wishes of its´ owner – it shifts and remodels itself according to a set of pre-chosen patterns. When you move through it, the walls and floor seem to shift and reshape themselves to bring you to your destination; the twenty-six rooms are thus conected not by normal spatial relations, but by the manipulations of the inhabitant. It is speculated that the actual number of rooms are actually either thirty-two or (less likely) one hundred and three, but that the ritual codes to access the other rooms are lost. In either case, it houses luxurious living quarters far larger than the outside walls seem to indicate as well as a lovely view of its´ part of the Heavenly City. Produces a Gem of Grace, which evokes mild feelings of respect and awe; it grants its´bearer +3d to any relevant Charisma and/or Manipulation rolls. (see Bo3C)

Artifact ***** : Visors of the Incomparable Sentinel : This is a two-part artifact constructed at one time by an unknown Sidereal spymaster. The most prominent part are a pair of glasses, black volcanic glass lenses set in thin frames of starmetal. On the lenses are painted the old hexagrams KE and WAI, which spells the end of mysteries. The other part is a thin belt of silk woven with starmetal that cojoins six circular settings. Five of these are for specially made crystals aligned to the Maidens and the last one is a setting for a Hearthstone – required to power the artifactm and anything less than a level 3 loses its´ special benefits, working only to provide the artifact with essence for as long as it remains in the setting.

The visors has a plethora of powers; at its´ most basic (and this is active even without a Hearthstone) it provides. its´ user with essence sight. Its´ true powers is more spectacular, though; it anaylzes patterns of Essence, Fate and Destiny, and paints the users vision with colorful overlays of hexagrams and patterns. It works to percieve, match and decipher these patterns and deliver them to the user through the visual interface.This does several things:


• It effectively adds six dice to any Investigation rolls and Awareness rolls that involve sight and patterns.

• It allows the user to ”scan” opponents in combat; this is a dice action that takes a Per+Awareness roll; add the number of successes (to a maximum of the users Perception) as extra dice to defensive actions toward that opponent, and half that (rounded down) to offensive actions against him/her.

• It replicates the Solar Charm Incomparable Sorcerers Sight. Finally, the user can record images and store them in the belt crystals; each crystal holds ten minutes of visual information, enhanced by the usual capabilities of the visor.

The user will need to have an Occult and Lore of at least 5, modified as usual for Savant, to make sense of the information. Anything less and he/she takes a penalty of 2d to all actions that require visual senses. The visors have a commitment cost of 4m.

Equipment:

• Starmetal Daiklaive, Fortious Centipede (Commitment 5m)

• Starmetal Living Sheath (commitment 5m, can be reflexively sent to Elsewhere incl. the daiklaive within but has to be physically present to grant the other powers.)

• Jade sheath for prayer strips, as well as exquisite calligraphy materials.

• Exotic investigation tools, such as powder and various lenses.


XP & Experience use

Last updated: 050824 Total XP gained: 36

General XP: 32 total, 14 left

Dedicated XP:

3 for Investigation & related Charms
1 for Occult & related traits such as spells, Charms etc.
1 for buying specialties
1 for raising Bureaucracy

Total XP spent: 18 (raising essence from 2 to 3)

Argent