There's a couple things I need to get approval for from Draco, but here's what I'm thinking:(Picture edited by CandyLips)
Name: Infinite Sky
Anima: A blue book with gold lettering containing thousands of secrets in Old Realm
Motivation: Recreate a First Age workshop
Strength 2 Dexterity 5 Stamina 2
Charisma 2 Manipulation 2 Appearance 3/6
Perception 4 Intelligence 4 Wits 3
*Archery 5 (Essence Pulse Cannons +3)
*Craft 5 (Air, Earth, Fire, Magitech, Wood)
*Dodge 1 (Flying +3)
Linguistics 1 (Old Realm)
Martial Arts 3
Artifact: Siege Devastator 3
Artifact: Wings of the Raptor 4
Manse: Labyrinthine Eye 1
Cost: 2m; Mins: Archery 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Prerequisite Charms: None
The character charges an arrow with Essence. The effects are based on the character’s ﬁghting style and anima. This Charm always adds the character’s Essence in damage to an Archery-based attack. In addition, players can pick one of the following effects when purchasing this Charm.
Righteous Judgment Arrow: The Solar can spend a third mote on this Charm to add four extra dice of damage to the attack. This variation has a distinctive visual effect usually related to the character’s anima. For example, if a Twilight’s anima display shows a mandala of blue and gold light, her Righteous Judgment Arrow might have streamers of blue and gold that congeal into a mandala symbol in front of the target as the arrow hits.
Characters can purchase additional effects for this Charm at a cost of one experience point each or one bonus point for both.
Cost:—(1m per attack); Mins: Archery 3, Essence 2; Type: Permanent
Prerequisite Charms: Essence Arrow Attack
The bane of the mortal archer is her dependence on ammunition, but Lawgivers can use this Charm to shape sparkling arrows of Essence. This Charm permits a Lawgiver to make ranged attacks without using ammunition. Each such attack costs one mote of Essence. The Exalt can attack as if using any form of ammunition without Resources cost, such as a broadhead, fowling, frog crotch or target arrow. This Charm permanently enhances the Exalt’s capabilities. Therefore, shaping motes into ammunition is an unrolled reﬂexive action and not a Charm activation.
Cost: 1m; Mins: Archery 3, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK, Merged, Mirror (Banished Bow Arsenal)
Prerequisite Charms: Phantom Arrow Technique
The Chosen may set aside their weapons for a time, but a life of peace can never be their fate. The Solar ﬁrst draws a ranged weapon that he owns and has used to inﬂict damage in battle. This Charm banishes that weapon to Elsewhere. The Solar can then draw the weapon directly from Elsewhere later, using a miscellaneous action. The Charm ends when he does so. If he cancels the Essence committed to this Charm while the weapon is Elsewhere, the weapon falls to the ground at his side.
Merged: Summoning the Loyal Steel (Melee).
Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Reflexive
Keywords: Combo-OK, Enhanced
Duration: One action
Prerequisite Charms: None
The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its Accuracy by one and its Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action.
Enhancement: This Charm adds the magical material benefits of orichalcum to the Solar’s natural attacks while Solar Hero Form is active.
Cost: 1m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Martial-ready
This Charm drops a supplemented attack’s Speed to 3.
Martial-ready: Archery, Melee, Thrown.
Cost: 3m; Mins: Investigation 2, Essence 1; Type: Reﬂexive (Step 1)
Duration: One scene
Prerequisite Charms: Any Investigation Excellency
The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies all deliberate lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another Charm contests these effects (see p. 179), add the character’s Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.
Cost: 3m; Mins: Occult 2, Essence 2; Type: Reﬂexive (Step 1)
Duration: One scene
Prerequisite Charms: None
Spirits cannot hide from the Lawgivers. Spirits such as demons, ghosts and gods often move through the world in dematerialized form, completely hidden from all observers. This Charm lets the character see, hear, smell and feel—but not touch—dematerialized creatures. It makes dematerialized creatures within the normal range of the character’s senses valid targets for the character’s Awareness actions, including reﬂexive Awareness actions.
Cost: 6m; Mins: Occult 5, Essence 2; Type: Reﬂexive (Step 1)
Duration: One scene
Prerequisite Charms: Spirit-Detecting Glance
Nothing is hidden from the Lawgivers. The character augments his vision with the ability to see patterns of Essence. This Charm allows the character to see motes, Essence-fueled effects,
power and invisible but magical creatures and effects. These things become valid targets for the character’s visual Awareness rolls, including reﬂexive visual Awareness rolls.
The ability to perceive Essence patterns has the following effects: All Charms are treated as Obvious with respect to the character. Dematerialized and invisible creatures and effects are considered visible. The character recognizes all artifacts, manses and demesnes as such. The character can automatically recognize a creature with Essence 4+ as a supernatural creature. Characters using Stealth to avoid detection are not automatically revealed by their Charms, Essence trait or carried artifacts—for the same reason that colorful clothing does not automatically void mundane attempts at stealth. Instead, add the target’s Essence in dice to any attempt by the character to pierce mundane or magical Stealth. Similarly, this Charm does not automatically void disguises, magical disguises and similar deceptions, although circumstances might warrant a bonus to see through them.
If the character makes a conscious attempt to analyze what he sees, this Charm allows an (Intelligence + Occult) roll to do so. Identifying the exact effects of an unknown Charm or spell is difﬁculty 5. Gauging the rating of a person’s Essence trait, a demesne, a manse or an artifact has difﬁculty 2.
Compassion 2 Conviction 3 Temperance 2 Valor 2
Essence 2 Willpower 9
Personal Essence: 15
Peripheral Essence: 32 (7 committed, 25 uncommitted)
Limit: Heart of Flint
Past Lives 2
Exceptional Chain Shirt: +2B/+4L - Mobility -0 - Fatigue 0
Good Luck Charm
Incomplete set of First Age tools
The Unconquered Sun (Apologetic Devotion)
The First Age (Forlorn Nostalgia)
Celestial Exalts (Respect)
The Immaculate Order (Disdain)
Bonus Points: Abilities 9, Specialties 1, Backgrounds 2, Willpower 4, Merits 2
When you're young and innocent, the sky looks as though it goes on forever. Of course, anyone familiar with Heaven Leaves knows the truth: the sky has a limit, and anyone who reaches that firmament is dealt with by the god who keeps the sky clear. In a way, Sky is grateful that her parents didn't know that when she was named, since it might have completely changed her life for the worse.
Curiosity is a fire that never seems to go out unless smothered. In that regard, Sky was fortunate to be a resident of Nexus, with its vast library free to any citizen of the city. She showed enough aptitude to be a scholar, and as she grew older, she took up the position of an apprentice.
Some of the things she read didn't make any sense, but she filed them away in her mind, hoping that someday she would understand. It never seemed to be enough to explain everything, and it started to become apparent that she may have to grow old and die before she even began to truly understand. Others told her to be patient, that only time brought understanding. She couldn't accept that. It made life completely meaningless.
She started to branch out her work, taking on apprenticeships with others like blacksmiths and jewelers in order to put together the gaps that books didn't fully explain. Any normal person would give up. Any sane person would give up. She knew, of course, that she wasn't Terrestrial and had no chance of Exaltation, but she could always give it up as hopeless later.
It was around then that she saw a golden necklace that she recognized from one of the books. She couldn't be absolutely certain, of course, but she felt sure she recognized the winged designs as far more than just the simple imitation of a hearthstone amulet. She had to save up for months to get it, but the merchant was kind enough to hold it for her.
It took over a year of toying with the device, learning the circuitry, understanding the bits, even getting enough Essence to test it over. Her Exaltation, however, didn't come until she put it on, intuitively attuning the device and spreading her new Wings of the Raptor.
Everything was downhill from there, and yet she knew how much further she had to climb. Even though memories from the First Age put things together that she couldn't possibly have comprehended before, she could hardly be satisfied simply repairing things. Instead, she put her new talents to use in getting enough money to try her own project, something she'd been working on before the Usurpation.
The giant device took her a full year to practice upon, during which she learned so much about the rest of how the world really worked. She saturated herself upon every book left in the library, found herself a minor underwater manse which had been long forgotten in the Age of Sorrows.
The project could be simply explained, even if the actual design was anything but. Most weapons were designed to be held in the hand, perhaps braced on the shoulder or gripped by both hands in order to provide stability. This meant that siege weaponry had to be placed upon turrets and properly braced, because it would break the wrist of anyone who attempted to use it. Her design worked instead of completely enveloping the hand, combining the basic principles of a Concussive Essence Cannon with the Charm of Phantom Arrow Technique in order to form a blast of Essence and then amplify it.
It was huge and heavy in order to get the desired effect (not to mention that she wants to get the proper design done before attempting to miniaturize it) and would keep her from being able to properly use her arm below the elbow while she had it attuned, but such were minor concerns.
She's made one. The rest is just a matter of perfecting the design. It was rough going, though, and the tools she has available just haven't been what she's used to. If she's ever going to get everything going again properly, she's going to need one of the workshops straight from the First Age.
Siege Devastator: Speed 6 - Accuracy 14 - Damage 16L/21B - Range 210 - Rate 1 - F, P
Bashing damage does not exceed incapacitated, ignores non-magical metal armor. Targets are also hurled back and suffer injury if slammed into objects as though the attack was enhanced
by Heaven Thunder Hammer (see Exalted, p. 242), though knockback damage caps at 25L.
Dodge DV 6 (-2 Siege Devastator, +3 Wings of the Raptor = 7 in combat)
Mental DV: 6
Soak: Bashing 4 - Lethal 5 - Aggravated 4
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Inc: [ ]
Personal Essence: 6 / 15 (9 committed)
Peripheral Essence: 25 / 25
Willpower: O O O O O O O O O
Limit: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]