Bridges The Sun and Moon
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Name:
Bridges the Sun and Moon ("Bridget")
Limit0/10
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Exaltation:Solar
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CasteTwilight
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Motivation:
Expand Creation's borders
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Iconic Anima:
The sun setting behind an anvil-shaped mountain peak, glowing red hot
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Limit Break:
Red Rage of Compassion
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Virtues:WillpowerCompassion*ConvictionTemperanceValor
Temporary wp
Permanent wp
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9/9421299
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1000Channels Spent
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Attributes:StrengthDexterityStaminaCharismaManipulation AppearancePerceptionIntelligenceWits
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435511551
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(Base 2)(Base 3)
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Essence:PermanentPersonalPeripheralAnima
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4(21 + 0) / 21(36 + 10) / 4616/16
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2146Totals
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010Committed
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Spent
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Mote Recovery
MotesRateFromwp RecoveryWillpowerRateFrom
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4 or 8hourlyBaseRoll ConvictionNight's SleepBase
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2hourly
Farmer’s Stone*
+1Night's SleepCult
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20hourly
when inside Wood Demense
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*No socket, must be held against skin for mote regen
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Abilities:SkillDotsSpecialityCaste:
Craft, Investigation, Lore, Medicine, Occult
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ArcheryFavored:
Athletics, Awareness, Survival, Resistance, War
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*Athletics0
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*Awareness1
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Bureaucracy
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*Craft (Earth)4
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*Craft (Fire)4
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*Craft (Wood)1
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*Craft (Vitriol)1
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Dodge5
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Integrity1
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*Investigation
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Larceny
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Linguistics1
(Native: Rivertongue, Others: Old Realm)
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*Lore5
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Martial Arts3
(Non-Lethal +1)
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*Medicine4
(Harm I've Caused +1)
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Melee
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*Occult1
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Performance
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Presence
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*Resistance3
(Unreciprocated Levels of Force +1)
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Ride
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Sail
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Socialize
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Stealth
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*Survival5
(Resisting Wyld +1)
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Thrown
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*War1
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Mutations, Merits and Flaws:PointsName
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-2
Allergy (Soulsteel)
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2
Chakra Eye (Third Eye on Forehead)
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-2
Delusion (Evil Twin Brother)
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-1
Disturbing Voice
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2Huge
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-2
Permanent Caste Symbol (In Third Eye)
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Backgrounds:
BackgroundDotsDetails
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Backing 2(Town Council)
The town council is grateful to Bridget, and while they don't have much, what they do they give to her as she needs.
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Contacts1
(Fayvor the Blue Parrotman)
Fayvor (Pronounced Vee) is a Blue Parrotman local to the farm she liberated, who makes a living traveling between nearby towns scrapping; she helps bridget dodge unwanted attention as thanks for intervening on the locals behalf.
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Cult1
(Freed Plantation Slaves)
Bridget liberated a lot of people, and a handful of them seem to take this notion very seriously. Their devotion to her fills her with determination.
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Manse1
(Plantation House)
As long as Bridget gives the farm some TLC, the essence flow in the area seems to be good for the crops. Manse includes password protected powered doors and subtle breath of Sextes Jylis (Wood Favored) for climate control.
Careful around the load bearing lianas, they represent a vulnerability within the manse that could be exploited by someone with genisis engineering experience
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Manse4
(5-dot Wood Demesne)
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Resources4
(Commercial-Quality Farm)
A commercial-quality farm, with magical support, covering multiple square miles, which you own outright, owing no fees or taxes to anybody due to right of conquest.
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Charms:TreeNameCostTypeDurationCombo?Keywords
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AthleticsMonkey Leap Technique3mReflexiveOne sceneCombo-OKMirror
For the rest of the scene, the character can jump with a movement action instead of a miscellaneous action, and she doubles the length of all jumps.
While this Charm is active, the character may reflexively Jump only once per action, on her action tick. This does not replace her Move actions, and she may still only Jump once per action. Jump is strength + athletics yards, or strength + athletic yards x 2 for horizontal leaps. With charm, distance is 18/36 yards.
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Soaring Crane Leap4mReflexive
Until next action
Combo-OKMirror
Until her next action, the character can jump with a Move action instead of a miscellaneous action, and she multiplies the length of all jumps by five. This is not cumulative with the bonus of Monkey Leap Technique.
As a point of clarification, this Charm (along with Monkey Leap Technique) enables the character to take a Jump action reflexively on her action tick, not in place of a Move action. The character may still only Jump once per action.
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Mountain-Crossing Leap Technique10m, 1wpSimple (Dramatic Action)InstantCombo-OKObvious, Mirror
This Charm is a dramatic jumping action, normally taking about five minutes, in which the character leaps up to (Essence x 5) miles.
If the character is interrupted mid-leap and forced to take non-reflexive actions, he continues along the original trajectory—but his landing is considered “falling from a great height” rather than “safely completing a jump.”
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CraftFirst Craft Excellency1m per dieReflexive (Step 1 for attacker, Step 2 for defender)InstantCombo-OK
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Craftsman Needs No Tools7m, 1wpSupplementalInstantCombo-OK
This Charm supplements a Craft action. It removes the need for tools as well as penalties for crafting without tools. The character still needs raw materials. This Charm can enhance a Craft action to build something, in which case the character accomplishes (Essence x 3) hours of work for each hour invested.
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LoreSecond Lore Excellency
2m per success
Reflexive (Step 1 for attacker, Step 2 for defender)InstantCombo-OK
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Third Lore Excellency4mReflexive (Step 4 for attacker, Step 6 for defender)InstantCombo-OK
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Harmonious Academic Methodology10m, 2wpSimple (Dramatic Action)One week
Obvious, Touch, Training
Conviction, Temperance, Perception, Intelligence, Craft (Air, Earth, Fire, Water or Wood), Investigation, Lore, Linguistics, Performance, Presence or Socialize.
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MedicineFlawless Diagnosis Technique1mReflexiveInstantCombo-OKMirror
If the Solar uses this Charm in the process of a formal diagnosis, normally a dramatic (Perception + Medicine) action with a Speed of 5 long ticks, this Charm protects her from any error in diagnosis. If she has enough information, she accurately identifies each condition, its source and its additional effect. If she does not have enough information—as when a target who caught an unknown disease from eating infected human brains successfully conceals his cannibalism—she recognizes that some key piece of the puzzle is missing.
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Ailment-Rectifying MethodPermanentInstantTouch, Mirror
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ResistanceDurability of Oak Meditation2mReflexive
(Step 7)
InstantCombo-OKMirror
The Solar adds (Essence + Resistance) to his bashing and lethal soak against a single attack.
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Iron Skin Concentration2mReflexive
(Step 7)
One tickCombo-OKMirror
All attacks against the Solar have their minimum damage reduced by one die for the duration of this Charm.
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Iron Kettle Body—(+4m)PermanentPermanentMirror
This Charm upgrades Durability of Oak Meditation. The Solar may pay a surcharge of four motes to increase the soak bonus of the Charm to (Essence + Stamina + Resistance) and extend its duration to one scene.
He cannot do so if he is wearing armor; donning armor later immediately ends any upgraded activations of Durability of Oak Meditation.
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Soul Fire Resurgence—(1wp)PermanentPermanentNative
The player of a character with this Charm may pay one Willpower to roll (Valor) dice, healing a number of health levels equal to the successes on the roll. Moreover, the resilience of the Solar Exalted is only equaled by their courage; a Lawgiver using this Charm reverses even the most grievous of wounds, canceling them out by denying their existence through force of will. Characters who wish to substitute another Virtue for the purposes of this Charm may do so if dramatically appropriate. This Charm may not be used to heal damage from self-inflicted wounds, including damage incurred as part of the activation cost of a Charm. A character may not use Soul Fire Resurgence more than once per action. This Charm’s Virtue roll may not be enhanced by other Charms or magic; Virtues enhanced by Epic Zeal of (Virtue) are never applicable for this Charm’s effects.
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SurvivalSecond Survival Excellency
2m per success
Reflexive (Step 1 for attacker, Step 2 for defender)InstantCombo-OK
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Hardship-Surviving Mendicant Spirit10mReflexiveIndefiniteCombo-OKMirror
This Charm negates any environmental external penalties to Survival rolls made for the Solar. This means that the coldest glacier and the hottest desert are no more deadly for the Solar than the gentlest rolling plain. She can find food and water easily, she ignores inclement weather even when lightly dressed, and she does not suffer undue blisters, bug bites or plant poison even walking barefoot through the Far East. This Charm does not protect against environmental damage, however, so if the environment is deadly enough to force regular Resistance rolls, the Solar needs Element-Resisting Prana to endure it.
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Element-Resisting PranaPermanentPermanentMirror
This Charm enhances the character’s Hardship-Surviving Mendicant Spirit. When using that Charm, the character now becomes immune to environmental hazards. She can survive in a bonfire, underwater, in a volcano’s caldera or in a pool of boiling acid, all with ease. She takes damage or suffers Poison, Crippling or Sickness effects only when directly inflicted upon her by some character’s action. Environmental damage inflicted via Charms, spells, etc. are replicating natural environmental damage, but it isn’t actually natural. These are supernatural assaults that are directly inflicted upon characters. So, for example, Dragon Vortex Attack would, in fact, be able to inflict damage to someone under the aegis of Element-Resisting Prana.
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Food-Gathering Exercise3mSimple (Speed 5 in long ticks)InstantCombo-OKMirror
This Charm affects the character or a group she leads with a Magnitude no greater than her Essence. The character or group may forage in the wild and find enough food for a small meal each. It takes five applications of this Charm per day to keep a group well fed. If the Solar has dependents not foraging with her, food found with this Charm can be brought back to them.
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Spells:CircleNameCost
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NoneNone0
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Thaumaturgy Procedures:
None
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