Campaign:Conquering Of Canals/Arbiter Dawn
- Campaign: []
- Name: Dread of the Guilty (Yes it's an assumed name, no he does not answer to his previous name which he does not talk of)
- Concept: Realm Magistrate, SECRETLY AN ANATHEMA
- Motivation: Restore True Justice to the Realm
- Positive intimacies: Justice
- Negative intimacies: The Immaculate who made him swallow a blazing coal
- Anima: A Glorious Burning Red Set of Scales
- Experience: 7/27
(write experience points as "unspent / total" plx)
The boy who would grow into Dread had a fairly standard life growing up in the lap up to the age of 11, where while picking fruit in the Triangle a group of other kids of similar age threw rotten fruit from hiding onto a travelling Immaculate Monk. Enraged the monk whirled around and focused on the youth with fruit in his hands that the monk could see. He grabbed him and accused him of the fruit, and my character said "it wasn't me". The Monk didn't even bother listening and went. "YOU ARE A LIAR, AND HERE IS HOW LIARS ARE DEALT WITH." and freed a hand and summoned a blazing coal of essence which he then stuffed down my guys throat, burning out his tongue and nearly killing him, the monk left him for dead and the other youth ran off as soon as he was out of sight in terror.
A little while later an elderly Magistrate walked through the triangle to relax after a long mission out in the countryside came upon the boy as he lay on the brink of death. Taking pity on this poor soul he brought him to his rooms at a nearby inn to recover so he could return the boy to his family. But upon hearing the rumor that spread that a boy was slain in the triangle for attacking an Immaculate he realized the connection, but something stayed his hand from turning the boy over to justice or quietly slaying him, himself. Instead he felt in his heart that this boy was innocent and so in the dark of night he hid the boy amongst his gear as he left the city and travelled out to oversee his protectorate. In time the boy recovered although his tongue was ash, and his throat burnt to leave him weak of breath.
And so in his last years the Magistrate trained the boy to act as his sole Archon, training him in the carrying out of law, and the art of fighting. For the Magistrate in his youth had been part of the Splendid and Just Arbiters of Purpose and followed the ways and tenets of the Path of the Arbiter Style, which he trained the boy in although as a mortal he could not learn charms.
then a little over 5 years ago during his second trip to the isle with his master to deliver their reports the old magistrate feel deathly ill. Realizing his time was up he called in all of his favors a debts and gained a boon from the Scarlet Empress herself, although he died without making it back to tell him himself. And so on that rainy day when he ignited the pyre as according to the wishes of his master, two members of the Legion of Silence accosted him and brought him before the Empress herself. She had a servant hand him his master's symbol of office, and informed him that was to take up the duties of a magistrate, and what those duties were, and then she laughed and told him she would be interested in what his report in 5 years would hold.
So he began his duties. And they were made hard by the fact that he had to give any orders and judgements in writing, and that others treated him merely as a joke. And then a year later the Empress disappeared. Suddenly things were even more unsure for him, and now he didn't have the protection of Imperial Justice as strongly behind him anymore as factions arose in her absence. And so a little over 6 months ago, when he should have been reporting he was instead going into an anathema tomb that recently began devastating the countryside with wild energies. And thus when he gets inside he find demons, knowing that if there are demons then there must be some foul summoner within, likely an anathema. Thus knowing the odds against him he proceeds to fight the demons, amazingly he defeats all of the guardians and feeling heady with energy confronts the summoner at the heart of the tomb. And the demon summoning cultist blasts him with a spell designed to rip his soul from his flesh, all while cursing him and his kind for defeating his masters. but he bulls through the dark energies and rams his sword through the Summoner pinning him to the central pillar of the chamber. Then out of the corner of his eye, by the coffin of the Anathema whose tomb this is he see's himself in a gilded mirror, and sees the castemark of the Forsaken upon his brow.
At this point before he could dwell upon this the pillar began spurting energy, blasting away the body of the cultist to ash, as well as his sword. Then Shouting a word of command he turned off most of the essence drawing engines in the manse reducing the massive plume of gold energy, to a river of almost liquid energy that sluggishly flowed forth and out the tomb-manses door. He then sat stunned, because he had lost his tongue over 15 years ago, so he reached in his mouth and yanked on it. "Ow" then he sat on the coffin, and looked at the graven image of the Anathema and too his surprise saw his own face there.
After he spent the night in the tomb pondering his situation he realized that he never made any pact with dark powers yet here he was an Anathema... and since the Immaculates had always abused their power from what he had seen they must have been lying about them as well. but he lost his sword what was he going to do, then he put down his hands to jump off, and the blade in the effigy's grip shifted with it... so he pulled the gleaming sword out and knew it was his by some deep instinct.
Medium height, Black hair and Black eyes with no facial hair and heavy but faded burn scars on his mouth and throat. Wears a black hooded cloak that obscures his features for the most part, and a breastplate with the symbol of the Golden Lord on the front right breast. Smokes a lot and speaks in a wheezing whisper. Carries a leather belt with a regular sword sheathed on it and has what has to be a daiklave strapped to his back, but it is wrapped and wrapped and wrapped with black cloth. Also carries a necklace with his seal of authority tucked inside the throat of his breastplate.
Bastard: Big Brown Horse, seems to be smirking, and tries to bum smokes from anyone with them, he also bites.
Strength ●●●● Charisma ●●●● Perception ●● Dexterity ●●●● Manipulation ●●● Intelligence ●● Stamina ●●● Appearance ●● Wits ●●
Solar/Abyssal Block Archery Integrity ●● Craft * Athletics ● Bureaucracy ● Martial Arts ●●●●● Performance ●●● Investigation ●●● Awareness ● Linguistics ●● Melee ●●● Presence ● Lore ●● Dodge ●●● Ride ● Thrown * Resistance ●●●●● Medicine * Larceny * Sail * War ● Survival * Occult Stealth Socialize
Languages: Low Realm, Old Realm, Flametongue
(write aspect/caste and favored abilities in bold, please. also, you do not have a free dot in every ability. I put them for ease of comprehension.)
Performance (Citing Obscure Laws and Regulations +2)
Artifact : ●●●●● Resources: ●●● Manse : ● Backing : ●
MEDITATION ON THE ENEMY Cost: 3m; Mins: Martial Arts 2, Essence 1; Type: Simple Keywords: Combo-Basic Duration: Indefinite Prerequisite Charms: None Old is the tradition of, “Know thy enemy,” and important for those who would pass judgment. This Charm grants a Martial Arts specialty of one die against something the Arbiter has set herself to judge. The motes must be committed in the presence of that thing—be it a person, a group, or an idea—and so long as they’re committed, the specialty remains. It acts in all ways like a normal specialty dot. While Meditation on the Enemy is active, the martial artist may spend experience to learn the specialty dot, with training times reduced as if she had a tutor. Buying a dot in this fashion ends the Charm. If she ever succeeds in utterly eliminating her enemy, though, the character will gain the experience back.
MEDITATION ON THE HEART Cost: 2m per die; Mins: Martial Arts 3, Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Meditation on the Enemy The Arbiter summons all of her devotion and belief into a single act of power. This Charm supplements any action for which the character channels through one of her Virtues. Dice gained through the channeling may be converted into successes at a cost of two motes per die.
THE PATH OF THE ARBITER FORM Cost: 5m+; Mins: Martial Arts 4, Essence 2; Type: Simple Keywords: Form-type, Obvious Duration: One scene Prerequisite Charms: Meditation on the Heart The character’s inner radiance bulwarks her aura, and her passion shows itself in every line in her face, filling her gaze with fire. This Charm notifies Fate of the Arbiter’s current status and intentions, and thereby entirely negates the possibility of collateral damage through any accident of the character’s actions or anima (should it become relevant, this should be treated as a perfect defense against anything that could make the character cause unintended harm). It also adds her Martial Arts to the relevant pool for the purposes of calculating her Mental Defense Value. Self-sacrifice is a integral part of true dedication. A character using the Path of the Arbiter Form may, at any time, reflexively sacrifice as many aggravated health levels as she wishes in order to instantly gain an equal number of Willpower points. This effect cannot raise her temporary Willpower pool above her permanent Willpower. Finally, as the martial artist completes her initial posture, this Charm gathers the spiritual equipment gained through the Charms Forging the Soul-Born Sword and Forging the Armor of Integrity (see below). Once she finishes activating the Path of the Arbiter Form, she may choose to summon either or both of these items immediately and reflexively, for 5 additional motes each and 1 Willpower point. This Form can be activated from horseback.
STUDY OF DEEPEST DEVOTION Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Reflexive Keywords: Combo-OK Duration: One scene Prerequisite Charms: The Path of the Arbiter Form Fortified by the certainty that she is in the right, the martial artist draws even more validation from her own greatness. For the remainder of the scene, when she performs Martial Arts stunts, they count as one level higher only for the purposes of regaining Essence or Willpower. This Charm may only be used when the character is fighting for an Intimacy or her Motivation.
SECRET OF BRIGHT-BURNING PASSION Cost: 3m; Mins: Martial Arts 5, Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: The Path of the Arbiter Form When it is truly necessary, the character has learned that she can put forth absolutely everything she has to give—and more. This Charm can be used to supplement any action, including reflexive actions such as resisting mental influence. When she spends the motes, the Arbiter may also spend up to three Willpower points at once (five if the relevant action is intended to further her Motivation). Only one of these may be used to channel through a Virtue—the rest must be spent on automatic successes or in some other normally allowable way, so long as they are all spent on a single action. The Willpower spent through this Charm must be recovered normally. Secret of Bright-Burning Passion cannot be used to let characters spend Willpower on rolls that don’t allow for its expenditure, such as damage.
FORGING THE SOUL-BORN SWORD Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent, affects Form Keywords: None Duration: Permanent Prerequisite Charms: Study of Deepest Devotion, Secret of Bright-Burning Passion Bravery is one of the Arbiter’s great advantages, and with this Charm, she can call forth a weapon of righteous fury directly from her own strength. With a cry, she executes a kata as though she were wielding it, and as she comes around, the weapon is in her hands. Arbiters call this the Soul-Born Sword, but in practice, it takes the form of a custom artifact version of the character’s Path of the Arbiter Style signature weapon—save that it appears to be made entirely of eye-searing light. The player should design whatever artifact weapon she feels is best for her Arbiter, as long as its effective level is no higher than half the character’s Valor, rounded up. The weapon requires no commitment and its effective magical material bonuses are those of jade. Players and Storytellers are encouraged to keep in mind that the character has no conscious control over the way her Soul-Born Sword manifests—it is a direct expression of her deepest emotions and ideals. The martial artist cannot reforge her Soul-Born Sword unless her Valor score changes enough to change its effective rating, at which point the player may—if she wishes—entirely redesign the weapon from the ground up (as long as it remains the same type, of course). After it has been forged, the weapon shimmers and disappears Elsewhere, ready to be drawn through the use of the Path of the Arbiter Form.
FORGING THE ARMOR OF INTEGRITY Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent, affects Form Keywords: None Duration: Permanent Prerequisite Charms: Study of Deepest Devotion, Secret of Bright-Burning Passion The undaunted Arbiter can defend herself solely with honor, just as she can strike with only her courage to aid her. Similarly to Forging the Soul-Born Sword, she creates a suit of armor that vanishes Elsewhere, to be recalled by the Path of the Arbiter Form. The player should design artifact armor for her character, with a maximum effective rating equal to half her Temperance, rounded up. The armor requires no commitment, and its effective magical material bonuses are those of jade. The Armor of Integrity seems made of blazing light of the same hue as the Arbiter’s Soul-Born Sword. It always bears the Arbiter’s personal emblem, and it may also display the crest of a person or cause she has sworn to follow. As with Forging the Soul-Born Sword, the armor is a manifestation of deep-rooted personality traits. Its powers cannot be consciously controlled by the character, and it will keep the same form unless her Temperance score shifts enough to change its effective Artifact rating, at which point, the player can redesign it.
FORGING THE BOND OF FELLOWSHIP Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent, affects Form Keywords: None Duration: Permanent Prerequisite Charms: Study of Deepest Devotion, Secret of Bright-Burning Passion Her heart yearning for a true companion to share her dangers and triumphs, the Arbiter sends out a mental and emotional call. Unlike her Soul-Born Sword and Armor of Integrity, the mount summoned by this Charm is a living creature; it does not go Elsewhere when the character doesn’t need it, and its substance isn’t spiritual. The mount is, in all ways, a normal Familiar with a dot rating equal to half the character’s Compassion, rounded up. If the Arbiter already has a mount, she may choose to either make it into a Familiar or, if it’s already a Familiar, to improve its rating up to the new one. She may also decide to bring forth another one—in this way, the character can end up with more than one Familiar. Although she does not have to, if the martial artist’s mount dies, she may use this Charm again to call a new one. If the character’s Compassion score shifts enough to change the Familiar’s rating, then the Familiar may gain (or lose) whichever capabilities the character’s player thinks appropriate.
MEDITATION ON JUDGMENT Cost: 2m, 2wp, 1ahl; Mins: Martial Arts 5, Essence 3; Type: Simple Keywords: Combo-Basic, Obvious Duration: Until discharged Prerequisite Charms: Forging the Soul-Born Sword, Forging the Armor of Integrity, Forging the Bond of Fellowship The Arbiter names her enemy’s crimes and proclaims judgment. In her mercy, she gives the target one last chance to surrender, repent and do penance. This proclamation is a social attack with a speed of 5 ticks; it must be heard and understood, and may only exert Natural Mental Influence on the target. The character’s foe is aware that the Arbiter’s burning will is empowering her words, and that his fate now depends on his choice. He has until the martial artist’s next action to decide, and if he tarries longer, then he will have chosen not to surrender. If the Arbiter’s enemy verbally surrenders to her and takes no offensive actions against her, then the martial artist is considered bound not to intentionally harm him as if an Eclipse Caste with an Essence score of 1 had used the Eclipse anima power to ensure it. Moreover, if the enemy’s Essence is equal to or lower than the Arbiter’s Essence, then he, too, is bound: He is similarly sealed into a bargain not to attack the martial artist and to mend his ways and cease the crimes with which the Arbiter has charged him. If he breaks his oath, then the effect keeping the Arbiter from harming him dissolves. Regardless of what happens, so long as the Arbiter is not bound against assaulting the target, her next Martial Arts attack against him is empowered by her judgment. Whether the Arbiter next attacks the target of this Charm on the following action or in the following century, so long as she has kept the motes committed to this Charm, then the total external penalty on her attack roll (including any applicable DVs) will be reduced by her (Essence + Destiny). Furthermore, the strike cuts through every shred of positive fate surrounding him, doing aggravated damage. No matter how long it has been since the Meditation on Judgment was first invoked, the magical nature of this terrible blow will be Obvious. A character who decommits the Essence to this Charm will not be disempowering the bindings on either herself or her opponent; she will merely be letting go of the power that would otherwise have enhanced her next attack.
Ox Body Technique +1 -1 HL +2 -2 HLs
Combo Name 1wp 0m+
- Charm Name
- Adamant Skin Technique
- Cause Gem to explode.
Regeneration: (twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)
Personal Essence Pool: 17/17
Peripheral Essence Pool: 30/40
Committed Essence: 10
(write your essence pools as "current / maximum". current should be lower than maximum if you have motes committed to artifacts or if we finished a session while you wasn't at your maximum essence. commit from peripheral.)
Willpower: ●●●●● ●●●
Compassion ● Conviction ●● Temperance ●●●●● Valor ●●●
Virtue flaw: Foolhardy Contempt (Valor)
Limit: □□□□□ □□□□□
Limit Break Condition: Challenges to his authority
Artifact ●●●●● Daiklave of Conquest -Path of the Arbiter Charm Items- Red Jade Daiklave Speed 5 Acc +3 Damage +9L Defense +2 Rate 3 Red Jade Reinforced Breastplate +10L/+9B Soak 8L/8B Hardness -1 Mobility 0 Fatigue
Manses and HearthstonesEdit
The Tomb of Forgotten Light (MANSE •) (formally MANSE •••••)
Currently Minimally Habitable (••) due to large portions including the central tomb/hearthroom/control chamber, being flooded with Solar Essence. was Merely Uncomfortable (•) due to being designed as a tomb to appease the soul of an anathema. Also reduced Hearthstone (••••) was always present, but due to the massive damage this does not count either.
Essence vents 4, a current of solar essence pours from the manse to mix with the nearby river setting it alight at night, while the original Tidal wave of power has left multiple glowing essence pools in the surroundings nearby. Inside large portions are flooded, but a few rooms on the surface level merely have the flow of essence heading outwards within them. This power subsumes the central control room (••) with the sarcophagus of Dreads last incarnation and has destroyed the Ultra Deadly Traps (•••) that protected the manse from interlopers. Also destroyed, but by the demon summoner were the Bound Servant Force and Guardian (••• each) automatons that protected and maintained the manse. Due to the lack of power and the damage and inaccessibility of the control room, the geomantic subtlety (••) passwords to activate the systems (•) and self destruct (•) are all unusable
BEACON OF THE UNCONQUERED SUN (MANSE •)
Despite its name, this gold-spangled crystal cabochon works for any Exalt. When its bearer places the beacon to her forehead and expends a mote of Essence, her caste mark blazes and projects a beam of light for the rest of the scene. In conditions of less than perfect lighting, this beam provides clear vision to a range of 15 yards, and (if necessary) murky vision out to 30 yards. However, the narrow beam illuminates an area only 5 yards wide at the end of clear vision, or 10 yards wide at the end of murky vision.
Dodge DV: 5(dex+dodge+Ess)/2 round up
Dodge MDV: 7(will+integ+Ess)/2 round down
Soak: 0A/1L/3B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/1L/3B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)
one Dying level per dot of Stamina
15 bp base Flaws +9 pts Intolerance: Immaculates: bunch of repressive jerks, they preach that people should stay downtrodden and be content, and that Dragonbloods can do no wrong and are always right, and then use that as justification to abuse the people of creation for their own power. needs 3 on a compassion roll to not be a jerkass to them back, 1 willpower to resist for a scene. 4pts Diminished Attribute (Mental) Lose 1 dot of said mental attributes to use at char creation 3pts Oathbound: Always Be Just (1 dot of conviction lost if violated) 3pts Merits -3 pts Ambidextrous 1 pt Past Lives 1 pt Common Sense 1 pt Bp: -22 pts Essence 3: 7 pts Ma 5: 2 pts Performance Specialty: 1 pt Artifact 5: 4 pts Conviction 2 3 pts Temperance 5 3 pts Backing 1 1 pt
it's also helpful (but optional) if you write out charms you intend to buy