Rebel Rose; The Golden Guardian

Golden Guardian of the Dawn

Description:
Info
Name: Rebel Rose – The Golden Guardian Caste: Dawn Supernal: Archery
Anima: Blooming Rosebush
Attributes
Strength: 3 Charisma: 3 Perception: 4
Dexterity: 4 Manipulation: 2 Intelligence: 2
Stamina: 4 Appearance: 2 Wits: 3
Abilities
Archery Caste 5
Athletics Favored 3
Awareness Caste 3 Specialty: Ambush
Brawl 1
Craft Favored 3
Dodge 2
Integrity 1
Linguistics 1
Lore Favored 3 Specialty: Folk Tales
Martial Arts Caste 5 Specialty: Firewands
Medicine 1
Occult 1
Presence 2
Resistance Caste 3
Ride Favored 3 Specialty: Yeddim
Survival Favored 2
War Caste 4
Anima & Essence
Willpower 5
Permanent Essence 3
Personal Mote Pool 19
Peripheral Mote Pool 27 (47)
Committed Motes 20
Mote Regeneration 5
10 motes At bonfire/iconic anima display, the Dawn adds half her Essence score (round up) to her base Initiative upon resetting to base after a successful decisive attack.
10 motes Combat and movement Charms with outstanding reset conditions are automatically reset. This effect can only be used once per day, becoming available again at sunrise.
10 motes The Dawn Caste inspires terror in her foes. She adds half her Essence score (round up) in dice to all intimidating social influence. She may also intimidate targets which do not feel fear, such as automatons, golems, and certain undead.
Weapons Specialty – Firewands
Join Battle: 6
Artifact Range (Flame) Weapon ACC: C:11 S:15 M:13 L:11 E:9
Weapon Name: DMG OVW Tags
Dragon Sigh Wand: (Repentant Sigh) 18 5 Lethal, Archery (Short), Flame=+4DMG, Slow=Reload Action,No Extra Action charm(unless otherwise stated) Attunement:5
Range (Flame) Weapon ACC: C:10 S:14 M:12 L:10 E:8
Fire Wand; Left side: (Trusted) 15 1 Lethal, Archery (Short), Flame=+4DMG, Slow=Reload Action,No Extra Action charm(unless otherwise stated)
Firewand; Right side: (Friends) 18 5 Lethal, Archery (Short), Flame=+4DMG, Slow=Reload Action,No Extra Action charm(unless otherwise stated); Bayonet: Treat as Short Spear
Ashlar Special Fire Wand;) 9 1 Lethal, Archery (Close), Flame=+4DMG, Slow=Reload Action,No Extra Action charm(unless otherwise stated), Concealable
Firewand; Right side: (Friends) 18 5 Lethal, Archery (Short), Flame=+4DMG, Slow=Reload Action,No Extra Action charm(unless otherwise stated); Bayonet: Treat as Short Spear
Artifact Range Weapon ACC: C:10 S:14 M:12 L:10 E:8
Immaculate Golden Bow: (Unnamed) 15 4 Lethal, Archery (Long) Attunement:5
Range Weapon ACC: C:7 S:13 M:11 L:9 E:7
Composite Bow: (Rattler) 12 4 Lethal, Archery (Long), Mounted
Close Combat Weapons
Weapon Name: ACC DMG DEF OVW Tags
Dragon Sigh Wand: (Repentant Sigh) 13 13 5 4 Bashing, Martial Arts, Shield=-2DAM,Can Flurry “Full Defense”
Fire Wand; Left side: (Trusted) 12 10 5 1 Bashing, Martial Arts, Shield=-2DAM,Can Flurry “Full Defense”
Firewand; Right side: (Friends) 12 12 5 1 Lethal (Bayonet), Martial Arts
Defense
Natural Soak: 4 Evasion: 3 Rush: 6 Resolve: 2 Guile:1 Disengage: 4
Silken Armor: Soak 9 HRD 4 MP -0 Silent, Special Attune:4
Command
The Golden Guardians
Size 3 Might 0 Drill: Average Magnitude: 10
Essence: 1 Willpower: 3 Join Battle: 5 dice Health Levels: -0/-1×2/-2×2/-4/Incap.
Actions: Senses: 4 dice; Stealth: 5 dice; Threaten: 4 dice; Tracking: 4 dice Appearance 1, Resolve 1, Guile 1 Combat Attack (Long Bow): 11 dice at short range (Damage 14) Attack (Short sword): 9dice (Damage 14, minimum 2) Attack (Grapple): 7 dice (5 dice to control)
Combat Movement: 4 dice Evasion 3 Parry 3 Soak/Hardness: 9/0 (Reinforced Buff jacket)
Battle Group Rules (already calculated above)
Drill: Average Quality battle groups inflict no penalty to command rolls and enjoy a +1 Defense bonus.
Size: 3 Battle group adds +3 to its attack pools, +3 to its raw damage, +3 to its soak, and has 3 extra points of Magnitude.
Merits
Martial Artist 4
Artifact: Dragon Sigh Wand – Repentant Sigh 3
Familiar: Charlie Jr. 3
Manse: The Golden Briar 3
*Heathstone: The Health Stone
Artifact: Silken Armor – Desert Mirage 5
Languages 1
Command: The Golden Guardians 2
Intimacies
Name Intensity
The Truly wicked must be punished Defining
There’s Nothing like a good meal with great company Major
Whose a good girl? Charlie’s a good girl! Minor
Relics Alter will always be my home Minor
Charlie was my one True Love Minor
Protective of my charges old and new Minor
Charms
Name Cost Description Type
Ox-Body Technique n/a -1×1 -2×2 Health Levels Added Permanent
Blossom of Inevitable Demise 3m Double 10 rule on damage roll of a decisive attack. Can extend the range of a firewand attack to medium but requires an aim action as usual 10’sx2, firewands=Archery (Medium) Supplemental
Cloud of Ebon Devils 2m When martial artist aims she may also reload her weapon (and/or draw it) without need for a separate action. If there are any enemies at close range to her, she must succeed on a (Wits + Martial Arts) roll at difficulty 2 to successfully execute this maneuver. On a failed roll, she successfully loads the weapon, but does not gain the advantages of aiming. Enemies whom she has successfully intimidated or chastised with social actions during that fight do not count for this restriction (even if they spent Willpower to resist).reload+draw+aim. Supplemental
Kiss of the Sun Concentration 3m Kiss of the Sun Concentration adds any dice from aiming to the post-soak damage of a withering attack, or converts them to a single die added to the raw damage of a decisive attack. Disarm gambits, or any other gambit that could benefit from superhuman precision, add the full amount of aim dice to their Initiative roll instead of a single die. +3d to post soak withering DMG. OR, 1d to raw dam decisive. Supplemental
Wise Arrow 1m The Exalt may use this Charm to supplement a withering or decisive attack, reducing the benefits of cover. The defense bonus of heavy and light cover is reduced by one, while characters under no cover suffer a -1 penalty to their normal Defense. In addition, after taking an aim action, the Solar may activate this Charm to strike an opponent in full cover. The Exalt shoots along an arc or angle that perfectly matches her opponent’s position. So long as there is some opening where an arrow can get through, Wise Arrow treats a character in full cover as if he merely has +3 Defense. Supplemental
Sight Without Eyes 1m The Exalt opens her eyes not to the visual world, but to the world of Essence, sensing her target in that fashion. She may make an Archery attack without penalties for visual conditions. Smoke, fog, and pitch darkness are no longer a problem for her, though other factors such as high winds and cover still apply against the attack. Reflexive
Phantom Arrow Technique 1m Palming a mote of Essence, the Lawgiver pulls a thorn from her heart and fires it at the breast of her enemy. With this Charm, the Solar may continue firing her bow even when she has run out of arrows. In addition, once per scene, the Exalt may suffuse a phantom or physical arrow with the import of one of her Intimacies. Doing so gives her attack a number of non-Charm bonus dice equal to the Intimacy’s strength, but also temporarily numbs her to that Intimacy. She may not use this attack again until she has spent significant effort in restoring or remembering the Intimacy, or in the case of a negative Intimacy, has been reminded of her motivation for her ire. Reflexive
Graceful Crane Stance 3m The Solar draws Essence through her pores and into her bones, suffusing and lightening her form and steadying her step. For the rest of the scene, she has perfect balance, and can stand or run on things too narrow or weak to support her normally, with no chance of falling or breaking through. She can run on a guy wire, stand on a crumbling parapet, balance on the tip of a pine tree, and perform many similar feats without needing to roll (Dexterity + Athletics). Reflexive
Monkey Leap Technique 2m Using this technique, a Solar may automatically leap forward or straight up one range band. A Solar using this Charm can easily leap to the top of a twenty foot wall or cross a Nexus street over rooftops, without having to roll. This Charm counts as the Solar’s movement for the turn. If the Solar continues to leap to a different range
band each turn, the cost is reduced to one mote after the first activation.
Reflexive
Sensory Acuity Prana 5m For the rest of the scene, the Exalt’s Awareness rolls benefit from double 9s. If the effect of any Unsurpassed (Sense) Discipline applies, reroll 6s until they cease to appear. Use of Sensory Acuity Prana comes without the danger of sensory overload; the Charm helps the Solar manage her senses more effectively. Reflexive
Keen Sight Technique 3m or 6m1wp This Charm represents an array of mechanical benefits: the Solar may perform difficulty 2 or 3 sight-based actions without a roll. She gains an additional two dice to notice hidden persons or devices, to catch sleight of hand and see through disguises. In dim conditions, she sees as well as in broad daylight. Deeper visual hindrances such as dense smoke or fog represent less of a struggle: reduce the difficulty of seeing in such conditions by 1, and remove the -1 penalty to detect hidden threats in such environments. These effects reflect the Exalt’s ability to notice and process hundreds of minute details, as well as to focus and manage light sources more effectively. The Solar’s visual range is also increased: she can see tiny details at 100 yards, quickly count masses of troops, and notice threats well in advance of her position. Special activation rules: The player may choose to activate Keen Sight Technique by paying six motes, one willpower. Doing so sets the duration of this Charm to Indefinite. Despite being Simple type Charms, each Keen (Sense)
Technique can be activated simultaneously by paying the full cost of each. In addition, these Charms are compatible
Simple
Master Horseman’s Technique n/a Horse-Summoning Whistle: The Lawgiver can spend
one mote reflexively to call a loyal mount to her side. The mount makes its way to her as circumstances best allow. Spirit-Steadying Assurances: The Solar can spend one mote reflexively to stop a mount from panicking. For one instant, the mount shakes off all natural or supernatural fear, and may not be intimidated by direct effort for (Essence) rounds, or indirect circumstances for the scene’s duration. Harmony of Spirits Style: The Lawgiver can spend one mote reflexively to stop herself from falling off a mount. The Exalt can activate this effect when she is asleep, unconscious or otherwise incapacitated, and will not fall off the mount from being asleep or otherwise unconscious during ordinary travel. Against any attack which might knock her from her mount, she gains +1 Defense.
Permanent
Durability of Oak Medication 3m A child cannot cleave a tree with a dull knife, nor can a foe hope to strike down the Solar with his petty blade. Against a withering or decisive attack, this Charm reduces raw damage by two. Against a decisive attack it also grants the Exalt four hardness. Note that the hardness bonus cannot be applied during crash. Reflexive
Food-Gathering Exercise 3m The land gives its strength to the Lawgiver. The Solar may use this Charm to make a ([Charisma or Wits] + Survival) roll against a difficulty assigned by the Storyteller. Each extra success on this roll represents enough food gathered to feed a single person for a day. The fare guaranteed by this Charm is of a meager sort—berries, grubs, nuts, seeds, insects, and small animals—but the Solar has no need of a spear or bow or net to hunt such game. If the Storyteller decides there simply isn’t any sort of sustenance in the region, or the player fails the roll, the Solar still finds enough food to feed at least one person. In addition, for every hour the Solar continues to use this Charm, the Solar works toward a climactic encounter with the rawest expression of survivalist skill possible. This
guarantees that after repeated use, the Solar will have at least one chance per day to catch a large fish, kill a game animal, trap a large bird or find a fruit-bearing tree. This encounter will happen regardless of Storyteller decree, but is still contingent on a difficulty 6 roll in the worst
case scenario.
Simple
Flawless Handiwork Method 6m The Solar capitalizes on her own genius. Her hands and Essence flow in tune with the spirit of her craft, turning even the shoddiest materials into sublime masterworks. Craft rolls supplemented by this Charm reroll 10s until 10s fail to appear. At Craft 3+, this Charm may be repurchased, allowing the Exalt to also reroll 6s until 6s fail to appear. Supplemental
Ideal Battle Knowledge Prana 3m The Sun’s Chosen speak in tongues of valor and know the ways of war. As one who has studied or waged war for a lifetime, the Solar simply knows what to do in any combat situation. This Charm applies the double 9s rule to all of the Solar’s order actions (p. 209). At War 5, Essence 3+, the Exalt may pay six motes, three Initiative to enhance her orders with double 8s. Supplemental
Flashing Thunderbolt Steed 4m By tapping her own spirit, the Solar can imbue her mount
with endless energy. The mount can run at full speed for an hour without becoming fatigued, and gains an automatic success toward all movement and balance-related actions. Furthermore, while this Charm is active the Exalt may use the Athletics Charms Graceful Crane Stance and Monkey Leap Technique (p. 261) while mounted, allowing her mount to keep its footing on the worst terrain and to leap across gaps or over obstacles.
Reflexive
Firey Arrow Attack 2m Charging her arrow with Essence, the Exalt fires a heavy shot that rends the air as it passes onto her target, lighting the arrow on fire. If the arrow strikes flammable materials, a violent blaze instantly seeks to consume the struck object. This fire is natural, and may spread to surrounding objects or cause combustible materials to explode. When used in a decisive attack against a target, it adds one automatic success to the damage roll. If the attack does at least three health levels of damage, the target catches on fire, and must contend with (Solar’s Essence) lethal dice of damage every turn until he’s able to extinguish himself. Supplemental
Righteous Devil Form 5m Creation itself seems to hold its breath as the stylist cloaks herself in the majestic and terrible stillness of the Righteous Devil Form. An inescapable gravity seems to exude from her confident, unwavering posture, sending the innocent scurrying away to safety and calling the unjust to reap the whirlwind of judgment they’ve sown. The first time the Righteous Devil enters this form in a fight, she may roll (Charisma + Presence + Essence) to intimidate all enemies or inspire them with an emotion of shame, guilt, or remorse as appropriate to their sins. Affected enemies take a penalty equal to the stylist’s Charisma on disengage, withdraw, or Stealth-based actions unless they pay Willpower to resist. Additionally, at the beginning of each turn, the Righteous Devil may reflexively aim against any enemy whose Resolve was overcome by the activation of this form, or by a similar influence roll made in combat (even if he resisted). Additionally, while in this form, the Righteous Devil can use firewands effectively in close combat, using the butt or handle of a flame weapon to effectively bludgeon enemies. When used in this way, they are treated as medium weapon with the bashing, martial arts, and shield tags. Firewands with an affixed bayonet instead have the lethal tag. While this use is not compatible with effects that specifically modify ranged attacks, such as the range extension of Blossom of Inevitable Demise, it can still benefit from other Charms of this or other staff or spear-compatible styles. Special activation rules: Whenever the stylist successfully lands a decisive attack after taking an aim action on her previous turn, she may reflexively activate Righteous Devil Form.
Immaculate Golden Bow 5m1wp Honing her skill and focusing her will, the Exalt births a stunning varicolored bow from her palm. This Charm creates a weapon with stats identical to a powerbow, described on page 598. The weapon is made of solidified Essence forged in all the colors of Solar anima, and glows like a torch.
For additional purchases, players may add custom Evoca-tions to Immaculate Golden Bow. Players should work with their Storyteller to create Evocations that fit the character’s personality or iconic anima manifestation. In ad-dition, Immaculate Golden Bow has the following power: Sky-Eater’s Crest: For four motes, Immaculate Golden Bow is transformed for a single turn, growing wings, spines, fins, or other appendages appropriate to the Exalt’s iconic manifestation, providing a barrier of heavy cover against ranged attacks.
Simple
Battle Path Ascendant 5m The tide of battle turns, and the Lawgiver feels her body exult with renewing power, her very Essence moving to join the flow of battle. Whenever her army unleashes an attack which causes a battle group’s Magnitude to empty, the Solar may use this Charm to roll Join Battle. Reflexive
Azure Abacus Meditation 4m1wp Closing her eyes, the Righteous Devil perceives the ebb and flow of Essence around her through a mandala of blue rings, nine notched discs of silver-blue light that spin around her foes in her mind’s eye. If her anima banner is at the bonfire level, this azure abacus becomes visible to all within its light, the silvery rings orbiting around the stylist and aligning as she lines up a shot. Firing through this reticule mandala hones in on an enemy’s weakest point, granting benefits commensurate to the enemy’s level of cover.
• Enemies that do not benefit from cover lose all soak against the attack, except for that provided by Charms and other magical effects. Artifact armor is not considered a magical effect.
Enemies under light cover halve their mundane soak against the attack.
• Enemies under heavy cover subtract -1 from their mundane soak for every extra success on the attack roll, but not below half their full value.
• Enemies under full cover are unaffected.
Azure Abacus Meditation may only be used once per scene, unless reset by successfully landing a decisive attack against an enemy under light or heavy cover and then building up to Initiative 12+.
Supplemental
Phoenix Flies on Golden Wings 3m A halo of gold and cobalt Essence rings the tip of the firewand’s barrel as the Righteous Devil sights a foe, sending six golden wings spiraling forward to speed the tongue of flame towards him. This Charm boosts the damage of an attack based on the distance it’s made from, adding +4 against an enemy at close range, +3 against an enemy at short range (and so on, if magic is used to extended the range of the attack). This bonus is added as successes on a withering attack or dice on a decisive attack. Supplemental
Increasing Strength Exercise 3m or 3i per dot The Solar draws remarkable strength from deep within her core. For every three motes of Essence or Initiative the Exalt spends, her Strength score increases by one. Each dot of increase also raises the base damage of her decisive attacks by one. The Solar’s Strength cannot be increased by more than her Essence rating through use of this Charm, and this Charm may not grant her more than double her Strength score. Through use of Increasing Strength Exer-cise, Solars can reach the Strength minimums required to attempt certain feats of strength (p. 229). Simple
There is no Wind 3m The Solar graces her shot with unerring precision and fires it along a flow of Essence, causing it to slice through the air between the arrow and its mark. Her attack ignores penalties from non-visual conditions such as high winds, bad weather, flawed ammunition, and so on. In addition, her withering attack accuracy is calculated as if it were made from short range regardless of the distance she’s firing from. With appropriate Awareness Charms, the Solar may use this Charm to make attacks from extreme long range. Reflexive
Burning Judgment Halo 5m4i Pointing the tip of her firewand at the ground, the stylist draws the Burning Judgment Halo, a ring of flames that encompasses all characters at close range to her, with the traits of a bonfire (p. 230). It is not necessary to create the full circle of flame—if the stylist is standing between a brutal slaver and his victims, she may choose to create only a semi-circle of fire, for example. The flames created by this Charm will continue to burn for as long as the Righteous Devil remains at their center. Once she takes a movement action to move from that point, they will continue to burn for a single round more, then die down on her next turn. Moving through the blaze created by this Charm never damages the stylist—the devil walks through hell unscathed. Simple
Dancing Devil Trigger Finger 10m, 3i, 1wp; Fire seems to take on a wrathful life of its own as it pours from the barrel of the Righteous Devil’s weapon, flaring off into howling, winged devils of fire that spiral hungrily towards her foes. Dancing Devil Trigger Finger allows the stylist to apply a decisive attack against all enemies in a ninety-degree arc. She may catch up to one enemy at close range, two enemies at short range, and three enemies at medium range (if extended using Blossom of Inevitable Demise), but only if they are positioned on the battlefield so that this targeting makes sense. She makes a single decisive attack roll, rolling damage separately against each enemy. Special activation rules: Dancing Devil Trigger Finger can only be used once per fight, unless reset by upholding an Intimacy that represents dedication to Righteous Devil style’s philosophy or a similar code of ethics. Simple
Caress of 1,000 Hells 6m;1wp There is no sin beyond redemption in the fires stoked by the Righteous Devil. The Caress of 1,000 Hells sets an enemy ablaze with the fires of judgment, engulfing him in a swirling vortex of cobalt and gold flames. Within this hellish pyre, disembodied voices recount his sins and misdeeds, and offer him a single choice—repent, or burn. If the enemy chooses to repent, the flames fade away, leaving him changed but unscathed. He forms a Defining Intimacy reflecting the nature of his atonement, chosen by that character’s player. A Guild merchant prince who has made his fortune in the slave trade might form a Defining Tie of hatred for all slavers, while a hedonistic Abyssal mass murderer might form a Defining Principle of pacifism and simple living. An enemy who’s atoned will generally retreat or surrender, and crashes to -10 Initiative if he attempts to reestablish hostilities after repentance. On the other hand, if an enemy chooses to burn, the aftermath is far simpler. He suffers a number of levels of aggravated damage equal to the Righteous Devil’s Essence in addition to the damage of the attack, as the fires erupt in a blinding conflagration. Mastery: An enemy who chooses to repent also forms a Major Tie towards the Righteous Devil appropriate to her role in his atonement—fear, grudging respect, unwavering loyalty, or so forth. Those who choose to burn also suffer a crippling penalty from the pain of their burns on all actions, equal to the levels of aggravated damage that remain in their health track. This penalty persists until the end of the scene. Supplemental
Craftsman Needs No Tools 6m A Solar who has mastered this Charm can work directly with her chosen material, shaping it with hands, breath, and voice. Without the need for tools or a workshop, the Exalt can start basic and major projects as soon as she has the proper ingredients, and can complete such works with blazing speed, often in just minutes or seconds. Using Craftsman Needs No Tools does allow for the Solar to gain craft point bonuses from her handiwork, and can be used equally well in both building and repair projects. Addi-tionally, if the Solar uses tools to assist her work, the cost of the Charm is reduced by two motes. This Charm does not meaningfully speed the completion of superior or leg-endary projects. Simple
War God Descendant 3m Solars descend from the highest war god in Heaven. They speak armies into existence, and their mere presence is a call to arms. This Charm supplements the Strategic Maneuver roll (p. 211); as the Lawgiver develops a tactic for victory, fighters of the world are drawn to her call to glory. Ignore the -1 penalty for troops with poor drill, and increase the battle group’s effective Size by one upon joining battle. Supplemental
Bio:
Experience Tracking
Total XP 175
Total XP Spent 159
Total Gold XP 8
Total Gold XP Spent 0
Spent On:
Ability: War 2 & 3 4 xp Charm: War God Descendant 8xp
Background: Command 2 6 xp
Charm: Ideal Battle Knowledge Prana 8 xp
Charm: Flashing Thunderbolt Steed 8xp
Charm: Firey Arrow Attack 8xp
Charm: Righteous Devil Form 8xp
Charm: Immaculate Golden Bow 8xp
Athletics: Rating 3 3xp
Lore: 2, 3 4xp
Ability: War 4 5xp
Ability: Martial Arts 5 7xp
Charm: Azure Abacus Meditation 8xp
Charm: Battle Path Ascendant 8xp
Charm: Increasing Strength Excercise 8xp
Ability: Archery 5 7xp
Charm: There is No Wind 8xp
Charm: Burning Judgement Halo 8xp
Charm: Dancing Devil Trigger Finger 8xp
Charm: Caress of 1,000 Hells 8xp
Ability: Craft 3 3xp
Charm: Craftsman Needs No Tools 8xp

Rebel Rose; The Golden Guardian

Exalted Foxcalibur Sulker