Night Caste: Sedulous Cormorant
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NameSedulous CormorantWillpower●●●●●Health Levels
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PlayerAndrew GeorgeEssence-0
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ConceptSky PiratePersonalCommitted
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CasteSolar NightExperienceSolar XP4139-1
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click for character portrait303033PeripheralTemp Will-2
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Iconic AnimA nor'easter, the sun shining through a white out.63355-4
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Limit Trig.Selfishness gets his friends in trouble.LimitNoneIncap
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AttributesAbilitiesMisc PoolsSpecialties
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PriStrength●●●ArcheryOccultJoin Battle6Awarenes
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Dexterity●●●●●AthleticsCas●●●Perform.Parry6MeleeSpears
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Stamina●●●AwarenesCas●●●PresenceFav●●●Evasion5Dodge
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SecCharisma●●●●Brawl●●Resistan.Soak6
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Manipulation●●●Bureaucr.RideHardness0
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Appearance●●●DodgeCas●●●●SailFav●●●●●Com. Mov8
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TerPerception●●Integrity●●SocializeRush/With.8
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Intelligence●●Investig.StealthCas●●●Resist P/D4
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Wits●●●LarcenySup●●●●●SurvivalSenses5
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Martial Arts StylesLinguisticsThrownFav●●Resolve3
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StyleRatingLoreWarFav●●Guile2
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MedicineMar. ArtsSpear
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MeleeFav●●●●Craft
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CustomCustom
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C/F/SC/F/S
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MeritsIntimacies
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●●●●●Artifact (1st Age Airship) The Harlequin BirdAct in the best interest of my ship (Harlequin Bird) and crew (Sedulous' Six).Defining/Tie
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●●●Artifact (Longfang) Longing for LibertyObstructing the slave trade.Major/Principle
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●●Retainer (Ship's crew!)I never wait for permission.Minor/Principle
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Unjust laws should be broken.Minor/Principle
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The Song of the Harlequin Bird (Loves hearing it.)Minor/Tie
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Night Caste Anima
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• For two motes, the Night can dampen her anima, treating all Peripheral Essence expenditures as if they were Personal for one instant.
• For three motes, the Night can ignore up to (higher of 3 or Essence) penalties to a Stealth attempt for one instant. These motes are always considered Personal, regardless of the pool they’re spent from.
• When the Night’s anima is at the bonfire/iconic level, it wraps around and suffuses her form, hiding her figure and masking her visage in flame. She is merely a fearsome silhouette shrouded in all the hues of evening. It becomes impossible to discern her identity. This is considered a perfect effect, and cannot be pierced by Eye of the Unconquered Sun (see p. XX) or other all- seeing magic.
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When your character spends five or more motes of Peripheral Essence in an instant, her anima ignites and intensifies by one level for every five Peripheral motes spent. Personal motes don’t agitate the anima, nor do smaller expenditures of Peripheral. Some Charms may only be used at specific anima levels, while others can mute, diminish, or extinguish the display entirely.
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that an Exalt can channel only a limited amount of Essence without causing friction between
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—but even the
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Chosen are limited by the amount of power that a human frame can contain. Savants recognize
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himself and the world around him. When an Exalt calls upon his Essence, it escapes from him—
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and if it is drawn too rapidly, it passes through his anima, causing a brilliant display.
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Your character’s surface Essence is known as his peripheral mote pool, while the Essence
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residing in the depths of his spirit is called the personal mote pool. Both pools contain a reserve
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of motes, which power Charms. It’s helpful to have a piece of paper or two handfuls of
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differently-colored beads or poker chips to help you keep track of how many motes you have
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remaining.
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builds in power, it might reveal an Exalt to everyone in the room, then everyone in the building,
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As the display
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and finally everyone in the city!
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[BEGIN TABLE]
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Anima Level Effects
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Dim The Solar’s anima is invisible to all senses, masking her Exalted nature. This is the default level at which a Solar’s anima resides when not spending Essence.
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Glowing The character’s anima glows and pulses, outlining him with the colors of the sun. His Caste mark appears on his brow, shining through anything placed over it. Any attempts at stealth or disguise suffer a -3 penalty.
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Burning The character’s anima blazes brightly, subsuming his Caste mark into its radiance, though the mark may reappear when he uses powerful Charms. Wisps of bright power coil off his body and rise into the air. Anything subjected to his anima may become warm to the touch afterwards, or take on the faint scent of a summer afternoon. Stealth becomes impossible.
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Bonfire/Iconic The Solar’s anima ignites in a grand display of iconic splendor, depicting personal iconography chosen by the player—one Solar warrior’s anima may depict a tiger whose roar shakes the heavens, while a savant may be surrounded by a storm of whirling parchment covered in the lore of bygone ages. This phantasmal display then collapses into a raging bonfire of spiritual power stretching high into the air, visible for miles. This level of display illuminates the area around the Solar out to short range, banishing shadows. His Caste Mark behaves as in the previous progression, and the iconic display may also reappear at dramatic moments.
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[END TABLE]
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It takes about an hour for the anima to vanish from its full brilliance—fifteen minutes to recede from bonfire to burning, the same length to go from burning to glowing, and then about half an hour until the glowing anima dims and vanishes.
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Anima Effects
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A character’s anima is her most instinctive expression of Essence, granting access to a number of small miracles. A few of these are available to all Solars, while most are unique to a Caste. Where anima effects enhance a dice pool, they do not count as dice added by a Charm (p. XX).
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By feeding a mote of Essence into their anima, all Solars can evoke the following effects:
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• The Solar may feel the brilliant presence of the sun relative to herself and know the exact time of day thereby. This works even if she’s underground or in the Wyld beyond Creation.
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• The Solar may cause her Caste Mark to appear and display itself for as long as she desires.
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In addition to these universal effects, Solars of each Caste enjoy a number of innate benefits:
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