Scope of the Divine Eye
Exalt: Alchemical
Caste: Moonsilver
Motivation: Ensure all Outcast's children and Reach-dwelling human a place in the civilized world and a purpose.
Anima: A pillar of glimmering oil, spiraling in a slow, perfect corkscrew pattern.
Intimacies
- Estasia (loyalty)
- Outcasts (sympathy)
- soldiers (comraderie)
- the Militate (loyalty)
- Debok Moom (worship)
Weapons
Melee
- Moonsilver BaneclawX2: Speed 4, Accuracy +3, Damage +3L, Defense +6, Rate 3 (6), Attune 2 (4), Tags: Disarming, Martial Arts
Ranged
- Onslaught Crossbow: Speed 5, Accuracy +3, Damage 12L, Rate 2, Range 300, Attune 6, Tags: 2-handed, Bow – can create own ammo.
- Fowling: +2B
- Frog Crotch: +4L, double enemy armour lethal soak
- Target: +0L, piercing
Attack Pools
Moonsilver Baneclaws: d15
Onslaught Crossbow: d18 + Aim
Defense Values
- Dodge DV: 8 (9 against Ranged)
- Ebon Shadow Form Bonus: 4
- Elusive Flickering Bonus: 4
- Eliminate Penalties with Charm
- Parry DV: 9 (10 against Ranged)
- Ebon Shadow Form Bonus: 4
- Elusive Flickering Bonus: 4
- Eliminate Penalties with Charm
- Mental Dodge DV: 10
- Mental Parry DV: 5
Soak
Total: 22L/26B
Natural Soak: 13L/19B (with Charms)
Shadow-body Natural Soak: +4L/+4B
Silken Armour: 5L/3B (Mobility 0, Fatigue 0)
Hardness: 4L/8B
Speed
- Move: 11 yards (4 invisible)
- Dash: 17 yards
- Join Battle: 11 (16 in Ebon Shadow Form)
Special
- Stealth pool: 15 (19 in Ebon Shadow Form)
- +2 Impossible Joints
Anima Power
- Spend five motes to reduce the Speed of all attacks slower than 3 by 1. Automatically activates at 11+ mote display.
Essence
- Personal: 22/22
- Peripheral: 41/60
- Moonsilver Baneclaws 4m
- Onslaught Crossbow 6m
- Silken Armour 2m
- Galea 4m
- Deception Engine 1m
- Scrying Apparatus 1m
- Essence Capacitor 1m
Attributes
- Strength: *****
- Dexterity: ***** **
- Stamina: *****
- Charisma: **
- Manipulation: ****
- Appearance: ***** **
- Perception: ***** **
- Intelligence: ***
- Wits: ***** **
Abilities
50 points + 10 specialties
- Archery: *****
- Sniping + 3
- Martial Arts: *****
- Melee:
- Thrown:
- War: ****
- Integrity: ***
- Performance:
- Presence: *
- +2 Impersonation
- Resistance: ****
- Survival: ****
- Hunting/Skinning Animals +3
- Craft: *
- Cooking + 2
- Investigation: ***
- Lore: *
- Medicine:
- Occult:
- Athletics: *****
- Awareness: ****
- Dodge: * (***** when paired with Dexterity)
- Larceny: *****
- Disguise +2
- Stealth:*****
- Camouflage +2
- Bureaucracy:
- Linguistics: **
- Ride:
- Sail:
- Socialize: *
- Outcaste communities +1
- Native Language: Autochthonian
- Outcaste Dialects
- Low Realm
Virtues and Such
- Compassion: **
- Conviction: **
- Temperance: **
- Valor: *****
- Essence: ****
- Willpower: ***** *****
Backgrounds
12 BG
Artifacts are 3 dots per BG/BP
- Artifact: *** (Onslaught Crossbow, “Gate to Transcendence”)
- Artifact: *** (Moonsilver Victorious General's Galea)
- Artifact: *+* (Twin Moonsilver Baneclaws, “Tears of Lost Numbers”)
- Artifact: * (Deception Engine)
- Artifact: ** (Scrying Apparatus)
- Artifact: ** (Essence Capacitor, in the Onslaught Crossbow)
- Artifact: ** (Silken Armour)
- Class (free 3): ****
- Charms: 3
- Eidolon: ***
Charms
25 charm slots + 9 Free Excellencies
Excellencies
2nd Dexterity Augmentation
- Spend motes to add successes to a Dexterity roll up to the natural rating, or increase static values associated with Dexterity up to the natural rating. (2m per success)
4th Dexterity Augmentation X2
- Increases natural Dexterity by +2 (Permanent)
4th Appearance Augmentation X2
- Increases natural Appearance by +2 (Permanent)
4th Perception Augmentation X2
- Increases natural Perception by +2 (Permanent)
4th Strength AugmentationX2
- Increases natural Strength by +1 (Permanent)
4th Wits Augmentation X2
- Increases natural Wits by +2 (Permanent)
6th Dexterity Augmentation
- For any Dexterity + Dodge rolls, Melee counts as 5 (Permanent)
Dedicated Slots
Combat
Essence Irradiation Corona
- Converts one die of post-soak damage on an attack into an automatic success, and counts each 10 on the damage roll as 2 successes. (2m)
Protosynthetic Ammunition Synthethizer
- can shoot without ammo, spending 1 mote per shot to create an ammo unit without a resources cost (standard bolts), or a bolt of up to Resources 2 for two motes. Lasts for one minute normally, or the end of the scene if 1wp is spent (Permanent)
- Artillery Synthesis System: Can create ammunition up to resources 4 or artifact 1 for 3m.
Aim-Calibrating Sensors
- remove all external penalties to an enhanced attack. (3m)
Recursive Fractal Targeting Calculations
- creates a magical flurry at full dice pool, with Speed and DV penalty equal to the highest attack in the flurry. Number of actions is the lower of Dexterity or Wits, and ignores Rate. Must all be directed at one opponent. If any attack misses, the next attack receives a one die bonus, that accumulates on subsequent attacks until one hits, reducing the bonus to zero again. (7m, 1wp)
All-Inclusive Targeting Calculations
- Enhances an attack so it cannot be dodged. (5m)
Transmodal Rapid Targetting System
- creates a magical flurry at full dice pool, with Speed and DV penalty equal to the highest attack in the flurry. Ignores Rate, but each attack must be against a different target. May purchase up to Essence +1 (5) targets, and each successful hit refunds 2m. (3m per target)
Accelerated Response System X2
- Eliminates penalty values to either parry and dodge DV equal to Dexterity, can activate both at once without an Array (7) (2m)
Impenetrable Repulsor Field
- Perfect parry against any attack or environmental effect the target is aware of, even unblockable or all-encompassing attacks. Valour Flaw. (6m)
Survival
Subcutaneous Armour Plating X4
- Gives +8L/12B soak and +4L/8B Hardness as armour. (Permanent)
Speed and Movement
Dynamic Reaction Enhancement System
- Reduce the Speed of any action by 2 to a minimum of 3. May benefit any action that uses an attribute for which the Alchemical has an Augmentation. (2m)
- Subsynaptic Accelerator: Increases reduction from -1 to -2.
Transhuman Efficiency Relays
- creates a magical flurry at full dice pool, with Speed and DV penalty equal to the highest attack in the flurry. Number of actions is one more per 2m up to max of Wits, and ignores Rate. May benefit any action that uses an attribute for which the Alchemical has an Augmentation (2m per action, 1wp)
Magnetic Join Bearings X2
- Ignores off-hand penalties. Reduces multiple action penalties by 2. (Permanent)
Social
Thousandfold Courtesan Calculations
- Doubles the MDV maximum penalty and bonus from differing appearance scores. During or up to an hour after sex, anything whispered in the target's ear is considered unnatural mental influence costing two willpower to resist. If used to create an Intimacy of Lust or infatuation towards the alchemical, it costs three wp to resist and is undodgable. (5m)
Stealth And Disguise
Integrated Artifact Transmogrifier
- Retract charms to make them Internal (unseen) indefinitely. If all charms are retracted, then the Infernal can make himself appear human for as long as its active. Can retract his soulgem. (2m)
- Deep Cover Mode: Cost reduced from 5m to 2m.
Husk-Shaping Apparatus
- Reshape your appearance, performing a quick disguise action using Appearance + Larceny (12) that can be maintained until released, which always has a difficulty of 1 (or 2 for a specific person). Can make almost any sort of modification that a human body could have. (6m, 1wp)
- Identity Distortion Mirage: Supernatural senses and people with Perception Awareness 11+ no longer automatically breach your disguise
- Vocal Modulator Field: Mimick any sound
Optical Shroud
- become invisible; attempts to locate by sight have a penalty equal to higher of Essence or Appearance (7). If attacking or making other violent action, charm terminates; if move faster than one yard per tick, becomes an obvious heat blur until you slow down. (3m)
- Dynamic Cloaking Module X3: Increases movement limit by 3 yards (to 4).
- Essence Veil: Invisible to Essence sight
Aura-Dampening Component
- motes spent on Stealth and Disguise charms count as Personal; they do not flare anima. May extend to any charm used for stealth and disguise purposes; may be extended this way to Augmentations for a 1m surcharge. (Permanent)
Analystic and Cognitive
Anticipatory Sensory Protocol
- Can negate unexpected attacks, making them expected, or can be used on an expected attack to remove onslaught and coordinated attack penalties associated with the attack. Cost is 2m normally, 3m for those outside of Fate or Design of Auto, or 1m for mortals (1-3m)
Optical Enhancement
- Gives 12 XP of optical submodules and the option to buy more with XP. (Permanent)
- Telescopic Lens: Can see up to a mile clearly, and can fire ranged weapons up to their upper range limits with no penalty.
- Motion-tracking Targeting Glance X2: Changes Aim bonus dice to bonus successes, and negates called shot penalties to all attacks (upgraded by second purchase)
- Ultra-peripheral Awareness: See in 360; can apply DV to all targets who surround.
General Slots
Excellencies
4th Stamina Augmentation X2
- Increases natural Stamina by +2 (Permanent)
Labour and Utility
Manifold Transhuman Implants
- Gives 8 points worth of mutations (Permanent)
- Gazelle's Pace: +4 Dexterity for moving during combat, +4 Strength for jumping distances, +2 dice to rolls representing competitive running, long term movement per horse (2)
- Impossible Joints: +2 Athletics and +2 Stealth for folding yourself in strange ways (2)
- Inexhaustible: Never suffers fatigue from any source (2)
- Thick Skin: +2B/+2L soak (2)
Other
Perfected Lotus Matrix
- Can learn Martial Arts charms. (Permanent)
Martial Arts Charms
Ebon Shadow Style
Image of Death Technique
- Play dead for up to a day as an Illusion. a successful (Perception + Medicine) roll, difficulty 3, is necessary to determine that the character is actually still alive. The martial artist using this Charm can hold her breath 10 times as long as normal, and she does not need to eat or drink. Although the character’s senses of hearing, touch and smell function normally, she cannot see or move. She can act normally the action after she chooses to end this Charm. (2m)
Wall Climbing Technique
- Move and dash along walls, ceilings, chains and other vertical surfaces as if floor. Can climb simply by running up the surface without halving move rate. Must be activated every action that one is vertical to remain standing first. (1m)
Distracting Figure-Gesture Attack
- Delay the target's action by a number of ticks equal to Eye's MA score (5), preventing DV refresh. The target cannot flurry on his next action. (2m)
Ebon Shadow Form
- Move with the grace of a silhouette for the scene. Add your Martial Arts rating to your Join Battle roll (5). Adds Essence to Stealth rolls and to DV (4). Any MA attack with fists, feet, sais or fighting chains can inflict bashing or lethal damage as desired. If you die, your body becomes black smoke. (5m)
Seven-Points Weakness Strike
- Subtract your martial art rating (5) from the target's armour soak for your attack, based on the kind of damage done. Does not effect Hardness, natural soak, or defense from Charms. (3m)
Limb-Immobilizing Method
- Touch a target, and paralyse a limb of your choice (not necessarily where you touched. Does not work against undead, automata, or other things without vitals. (3m)
Paralyzing Touch Attack
- Disrupt a target's nervous system. Roll a Dexterity + Martial Arts (12) attack inflicts no damage, but the Exalt’s player rolls a number of dice equal to her character’s (Martial Arts + the number of extra successes she made on the attack) against a difficulty equal to the target’s Essence. Each extra success the player rolls above the difficulty reduces the target’s Dexterity by one dot for the scene. If the target’s Dexterity drops to 0, he is paralyzed. A target with Medicine and MA of 3 or more can mitigate the effects with a roll of Wits + Martial Arts roll against difficulty 3, which takes a Speed 6 simple action and restores movement for their next action. The Martial Artist can disguise the attack as an innocuous jostle or nudge with Wits + Stealth (12) at difficulty 1. (6m, 1wp)
Elusive Flicker Invasion
- Add Essence (4) to DV for one action. Outside of combat, add dice to your Dodge roll equal to Essence (4), which can put it over normal maximums. If Dodge pool or DV is rendered 0 by a penalty, this charm provides a base rating of Essence (4). (4m)
Blow-Concealing Gesture Technique
- Prevents a target from noticing or reacting to one of your attacks. Target cannot apply DV against it unless using a reflexive DV charm. The target must make a Wits + Awareness roll against the attacker's Essence difficulty (4) to use reflexive charms or abiltiies to counter the attack; if she fails, she may only use charms that expressly work on attacks that she's unaware. Prevents the target from noticing your anima flare, as well. (2m, 1wp)
Shadow-body Style
- Become a shadow. You can fit into any area large enough to get your fingers through. You cannot be identified by clothing or features, save perhaps by distinctive gear. Only his caste mark shines; even his iconic anima seems shapeless and dark. Add Essence (4) to bashing and lethal soak, does not stack with charms that upgrade natural soak beyond instant duration. Can see as easily in total darkness as in light, but cannot see through smoke and other obstructions that are not shadow. (4m, 1wp)
Panopoly
Merits and Flaws
- Obligation - -3
- Nightmares – -1
BP
40 BP +4 Flaw points
- Willpower to 10 (3)
- Valour to 5 (2)
- Perception to 5 (3)
- Wits to 5 (3)
- Motion Tracking Targeting Glance (1)
- 3xp of modules (Dynamic Cloaking Module +3) (1)
- Essence Veil (1)
- Identity Distortion Mirage (1)
- Vocal Modulator Field (1)
- Deep Cover Mode (1)
- Artillery Synthesis System (1)
- Subsynaptic Accelerator (1)
- Charm: Subcutaneous Armour Plating X3 (9)
- Charm: Magnetic Joint Bearings
- Charm: Transhuman Efficiency Relays (3)
- Charm: Thousandfold Courtesan Calculations (3)
- Spare charms (7)
XP
- Total 20 XP, 1 BP
Session 1: 8 XP, 1 BP
Session 2: 12 XP
Session 3 : 15 XP
- Reserve: 15 XP
Ultra-peripheral Awareness (1 BP)
Survival Speciality (Hunting/Skinning Animals +3) 3 XP, discounted War to 3 (4 XP) War to 4 (6 XP) Linguistics to 2 (2 XP) Craft to 1 (3 XP) Craft Specialty (Cooking +2) 2 XP, discounted