[ Campaign ] [ Description ] [ Sheet ] [ Build Audit ] [ Chronicles ]
Character Sheet
Fundamentals
Concept: Scholar, sorcerer-monk
Caste: Twilight
Essence: 5
Anima: Dragon of incandescent flame with a roar like a blazing furnace at full banner
Motivation: The acquisition of lost, ancient knowledge and arcane lore.
Languages: High Realm, Low Realm, Old Realm
Attributes
Physical | Social | Mental |
Strength | 3 | Charisma | 2 | Perception | 3 |
Dexterity | 5 | Manipulation | 2 | Intelligence | 5 |
Stamina | 3 | Appearance | 3 | Wits | 4 |
Abilities
Dawn | Zenith | Twilight | Night | Eclipse |
Archery | 0 | Integrity | 3 | Craft | 0 | Athletics | 2 | Bureaucracy | 0 |
Martial Arts (Fighting Gauntlets +3) | 5 | Performance | 0 | Investigation | 2 | Awareness | 3 | Linguistics | 2 |
Melee | 0 | Presence | 0 | Lore | 4 | Dodge | 5 | Ride | 0 |
Thrown | 0 | Resistance | 3 | Medicine | 0 | Larceny | 0 | Sail | 0 |
War | 0 | Survival | 0 | Occult (Sorcery +3) | 5 | Stealth | 0 | Socialize | 0 |
Underlined abilities are caste/favored.
Advantages & Health
| Compassion | Conviction | Temperance | Valor | Willpower | Peripheral Essence | Health (B/L/A) |
Maximum | 1 | 4 | 2 | 3 | 10 | (28+60=88) 79 | 10 |
Depleted | 0 | 0 | 0 | 0 | 0 | 0 | 0/0/0 |
Regain [(2*(Manse=3))+1]=7 motes/hour when outside Manse. Inside, regain [(4*(Manse=3))+1]=13 motes/hour.
Mobility & Defenses
Type | Yards | Formula |
Move | 5 | (DEX=5) + (Mobility=0) |
Dash | 11 | (DEX=5) + (Mobility=0) + 6 |
Jump (Vrt) | 6 | (STR=3) + (Athletics=3) + (Mobility=0) |
Jump (Hrz) | 12 | [(STR=3) + (Athletics=3) + (Mobility=0)]*2 |
Climb/Swim | 3 | (DEX=5)/2 |
Defense | Value | Formula |
Dodge DV | 9 | [(DEX=5) + (Dodge+Bracers=5+3) + (ESS=4) + (Mobility=0)]/2) |
Parry DV: Punch | 6 | [(DEX=5) + (Martial Arts=5) + (Specialization=0) + (Weapon=2)]/2 |
Parry DV: Kick | 4 | [(DEX=5) + (Martial Arts=5) + (Specialization=0) + (Weapon=-2)]/2 |
Parry DV: Clinch | 5 | [(DEX=5) + (Martial Arts=5) + (Specialization=0) + (Weapon=0)]/2 |
Parry DV: Spirit Sword | 8 | [(DEX=5) + (Occult=5) + (Specialization=3) + (Weapon=2)]/2 |
Soak (natural) | 3B/1L | (STA=3) Bashing / [(STA=3)/2] Lethal |
Soak (w/armor) | 11B/13L | +8 Bashing / +12 Lethal, 0 Mobility |
Hardness (w/armor) | 3B/3L | +3 Bashing / +3 Lethal |
Attacks
Attack | RNG | DEF | SPD | RAT | ACC | DMG | Note | Cost |
Punch | M | 2 | 5 | 3 | 11 | 5B | | |
Kick | M | -2 | 5 | 2 | 10 | 8B | | |
Clinch | M | 0 | 6 | 1 | 10 | 5B | | |
Fighting Gauntlets (Fine) | M | 2 | 5 | 2 | 15 | 10B | | |
Spirit Sword | M | 2 | 4 | 3 | 15 | 12L | Ignores mundane armor, cannot parry mundane weapons, hits spirits | 12m |
Brilliant Raptor | 1800 | 0 | 5 | 1 | 15 | 12+5L | Knockdown, -1 Internal all Dex rolls per 2 damage; 1 tick later 4L (Tr 3) within 3yds, everything ignites, burns 1L/tick (Tr 2) in area. 1L/tick (Tr 1) to those that leave, put out with action. Burns 10 ticks. | 10m |
Charms, Spells, & Anima
Ability | Charm Name | Cost | Type | Duration | Note |
Occult | Terrestrial Circle Sorcery | 1w | PER | Permanent | Allows 1st Circle sorcery actions. |
Occult | Celestial Circle Sorcery | 1w | PER | Permanent | Allows 2nd Circle sorcery actions. |
Occult | First Occult Excellency | 1m per die | REF | Instant | Adds dice to a roll, maximum (Int + Occult) |
Occult | Second Occult Excellency | 2m/1s | REF | Instant | Adds successes to a roll, maximum (Int + Occult)/2 |
Occult | Third Occult Excellency | 4m | REF | Instant | Reroll and choose best. Adds (Occult/2) to relevent DVs. |
Occult | Infinite Occult Mastery | 1w, 2+m | SIM | One Scene | Excellency cost reduced by 1m per 2m spent. |
Occult | All-Encompassing Sorcerer's Sight | 6m | REF | One Scene | Can see Essence patterns. (Ex2 pg. 222) |
Occult | Spirit-Detecting Glance | 3m | REF | One Scene | Can perceive dematerialized creatures. |
Dodge | Seven Shadow Evasion | 8m | REF | Instant | Perfectly dodge a (not unexpected) attack. Flaw: Conviction |
Dodge | Shadow Over Water | 1m | REF | Instant | Ignore all penalties to Dodge DV. |
Integrity | Righteous Lion Defense | NA | PER | Permanent | Treat any mental influence to betray or forsake an Intimacy as unacceptable. |
Integrity | Shedding Infinite Radiance | NA | PER | Permanent | When anima flare at 11+ motes, sorcery costs (Ess x2) less or halved, whichever is less, min 1 mote. |
Resistance | Ox-Body Technique | NA | PER | Permanent | Gain one -1 and two -2 health levels. |
Resistance | Essence Gathering Temper | NA | PER | Permanent | 10-mote overdrive pool. Refilled: +1 non-damaging attack, +2 bashing, +3 lethal to me or allies. |
Resistance | Willpower-Enhancing Spirit | 4m | REF | Instant | When damaged, may roll 1 die for each Health lost. Gain 1 temp Willpower plus 1 per success. |
Fire Dragon | Searing Fist Attack | 3m | SUP | Instant | -1 Internal penalty to all actions for rest of scene. Stackable. |
Fire Dragon | Perfect Blazing Blow | 3m | SUP | Instant | Automatically hits DV of less than ESS |
Fire Dragon | Flash-Fire Technique | 1m | SUP | Instant | Add dice equal to (Martial Arts) to Join Battle. |
Fire Dragon | Flame-Flicker Stance | (Up to ESS)m | REF | Until next action | Increase Parry and Dodge DVs by 1 per mote. |
Fire Dragon | Firey Hand Attack | 4m | SUP | Instant | Add (Martial Arts) damage, all damage is Lethal. Target rolls (Stam + Resistance) or take 4L for (Martial Arts) actions, ignoring armor. A (Stam + Resistance) Diff 3 reduces to bashing on each action. |
Fire Dragon | Fire Dragon Form | 5m | SIM | One Scene | Increase Dodge DV by (Martial Arts /2). All Bashing damage is Lethal. |
Terrestrial Spell | Cost | Note |
Conjuring the Azure Chariot | 15m | Flying chariot carries 4 passengers or (Essence x 200) lbs at 200mph. Passengers have 90% cover. Ends at sunset. |
Curtain of Quartz | 10m | All within 3 yds suffer -2 external penalty to DVs and all rolls. Immaterial ranged attacks suffer (ESS) external. Lasts 1 scene. |
Emerald Countermagic | 10 or 20m | As a reflexive 0 tick action, protect self from spells (10m) or shatter existing sorcery or one being cast (20m) |
Flight of the Brilliant Raptor | 10m | Fiery exploding eagle, see Attacks. |
Impervious Sphere of Water | 15m | Breathable water (or air if underwater) barrier 10ft radius around caster for as long as he concentrates. 20L/20B soak, 35 Health. |
Infallible Messenger | 10m | Cherub delivers message up to five minutes long to one target anywhere in Creation or Yu-Shan. |
Invulnerable Skin of Bronze | 20m | Until sun next crosses horizon, gain +6L/+12B soak, +6L/+12B hardness, +2 dice damage barehand attacks, +100 lbs |
Spirit Sword | 20m | Sword (or paired swords) of fiery spirit energy. See Attacks. |
Summon Elemental | 10+m | 4 hours to cast. Elemental will serve up to 1 lunar month, or perform task taking up to a year and a day. |
Solar Spell | Cost | Note |
Adamant Circle Banishment | 20+m | As Emerald Circle Banishment, 1st / 2nd circle demons within (Ess x 15) yards banished, 3rd circle needs contest of wills. |
Adamant Countermagic | 20 or 25m | As Emerald Countermagic but shatters up to Third Circle spells. |
Essence Inversion | 50m | Perfect attack (Int+Occult if dodged/parried with charms) dealing 10 lethal every 5 ticks, soaked only with Stam and Charms. |
Light of Solar Cleansing | 30m | Creatures/objects of darkness within (Ess) miles take (Ess x2) aggravated damage, ignoring armor. |
Rune of Singular Hate | 10m | Debilitating curse, see B&WT pg 96. |
Anima: If after damage has been rolled, a Twilight Exalt will lose health levels, she may instead spend five motes of Essence to strengthen her anima in an attempt to resist the attack. Subtract one health level from the damage for every dot of Essence she possesses. This effect can turn an otherwise deadly blow or reduce a weak attack to harmlessness. This effect comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence.
Anima (Dragon-Blooded): By spending five motes of Essence, the Exalt may surround himself with a corona of flames for the duration of the scene. These flames inflict no damage on his body or possessions, but affect anything else he touches as normal flames would. Any bare-handed or grappling attacks against the Exalt cause the attacker to suffer a number of lethal damage dice equal to the Exalt’s Essence, and any similar attacks made by the Exalt inflict an additional number of damage dice equal to his Essence as well. The Exalt can also ignite flammable materials with a touch.
Artifacts & Hearthstones
Type | Name | Note |
Artifact: 2 | Hearthstone Bracers, Orichalcum | +3 to Dodge, +2 damage on all attacks |
Artifact: 2 | Silken Armor | Soak: +3B/+5L, Mobility=0, Fatigue=0, stacks with other armor. |
Artifact: 1 | Hearthstone Amulet, Orichalcum | Gain +1m/hour |
Artifact: 1 | Chain Shirt, Orichalcum | Soak: +5B/+7L, Hardness: +3B/+3L, Mobility=0, Fatigue=0 |
Hearthstone: 3 | Key of Mastery | Affinity: Spirit Sword, reduces mote cost by Essence x2, maximum of half. |
Hearthstone: 2 | Hearth's Fire | Creates 2 meter diameter flame that burns without fuel. Can snuff with a thought. |
Hearthstone: 1 | Memorial Iron | +1w regained per day. |
Backgrounds
Type | Name | Note |
Breeding: 3 | Hot Blooded | +3 Personal Essence, +5 Peripheral Essence |
Mentor: 2 | Teacher's Pet | stuff |
Manse: 3 | stuff | Dragon's Nest (Fire), Archive, Well Flavored Aspect |
Resources: 2 | Modest Stipend | stuff |
Artifact: 2 | Hearthstone Bracers, Orichalcum | Attunement: 4, Hearthstone: Key of Mastery |
Artifact: 1 | Hearthstone Amulet, Orichalcum | Attunement: 1, Hearthstone: Memorial Iron |
Artifact: 1 | Chain Shirt, Orichalcum | Attunement: 2, Concealable under normal clothes |
Merits & Flaws
Type | Name | Note |
Flaw | Oathbound: 1 | No alcohol (loses 2 points of Martial Arts: Fighting Gauntlets specialty for 24hrs) |
Flaw | Beacon of Power | Personal Essence pool folded into Peripheral Essence Pool |