ARCHERY---------
ATHLETICS-------
AWARENESS------
DODGE-----------5
INTEGRITY-------
MARTIAL ARTS---
MELEE------------
RESISTANCE------
THROWN---------
WAR--------------
CRAFT-------------4
LARCENY----------
LINGUISTICS------
PERFORMANCE---4
PRESENCE--------
RIDE--------------
SAIL---------------
SOCIALIZE--------
STEALTH----------
SURVIVAL---------
BUREAUCRACY-------4
INVESTIGATION--------1
LORE-----------2
MEDICINE------
OCCULT--------5
SPECIALTIES
Craft (Fate)
Craft (Calligraphy)
Occult (Gods)
While not evil by any means, Lydia will do whatever it takes to complete the task that has been given to her by the maidens, even if that is betraying allies and killing innocents. So long as it means putting the world back on to its correct course. She can be easygoing but has a nasty temper when angry. A bit stubborn, whether or not sheās simply devious or very smart is a matter of opinion. She is careful when asked questions and will only answer if the situation demands it. She loves knowledge and is interested in almost all stories.
Intimacies
Lao Tzu
Motivation(s)
Fixing Creation
Stopping the End of Creation
Making Jupiter Proud
[*][/list]
VIRTUES
COMPASSION: 1
TEMPERANCE: 3
CONVICTION: 5
VALOR: 1
LIMIT BREAK
Upon experiencing Limit Break, Lydia becomes listless, suddenly uncaring about her destiny or the Weave of Fate. Her desire to seek out the worldās secrets or to right the wrongs suddenly disappears and she becomes quiet and tired.
MERITS
Priest
FLAWS
Wanted
PHYSICAL APPEARANCE
BACKGROUND
Born in the city of Yu-shan, Lydia grew up with two loving parents and an older brother. Her father and mother worked as gardeners whose job it was to maintain the city's largest botanical garden. Lydia grew up around a lot of plants and took up a hobby of a horticulturist. She loved exploring and leaving the house to find hidden places to call her secret hideout..
At the age of 8 her father died in an accident at work. Due to the death of her father, her mother became more protective and emotionally distant, trying to keep her locked in doors most of the time. Her brother on the other hand was allowed to venture off and play with his friends while she was locked in doors where her mother could keep an eye on her. As envious of her brother as she was, she still loved him. He would bring her back souvenirs when he went out to play, ice cream, a doll, a new plant he found while playing.
The day Lydia was exalted was one of the greatest things that has ever happened to her. She has read about people being exalted and never thought it would happen to her, she was excited but also a little scared. After the exaltation Lydia was taken in by older Sidereals to train and learn the secrets of fate and destiny. During this time Lydia spent most days training and studying the world and what needed to be done. While studying and gaining information she became more attentive and manipulative with the knowledge she holds and uses them to get her way at times but for the sake of destiny. She strives to advance the goal of her faction when not buried in paperwork.
As a younger sidereal, Lydia rarely has free time and is often spent running throughout Yu-Shan attempting to get the wheels of the bureaucracy to churn.
MAGIC, GEAR AND TALENTS
Essence score: 3
Health: 5/5
Willpower pool: 8/8
Essence motes
Personal: 8
Peripheral: 20
CHARMS
Terrestrial Circle Sorcery (Occult 3 Essence 3 1WP)
Efficient Secretary Technique (Investigation 1 1M Definition: One turn) On learning this technique, the Sidereal spits out a jubilant construct of Essence that resembles a small unmanifested emerald pattern spider. Upon activation of this charm, the spider scuttles off along the wave of fate to retrieve a fact that is not lost or hidden. One turn later it returns and whispers the information in the Exaltedās ear. The spider is indestructible so long as the Exalt lives.
Absence (Dodge 2 1M/Tick Duration: Instant) Predicting the path of a blow well in advance, the Chosen can reduce the target difficulty of any Dexterity+Dodge roll.
Duck Fate (Dodge 3 / Absence 4M Duration: Instant) The Chosen sees impending danger rippling towards her and chooses not to meet it. Her player rolls Dodge+Dexterity with a difficulty equal to her opponentās essence. If the roll succeeds, the Chosen avoids undesirable effects, including attacks she is not aware of, AoE attacks, attacks with no physical component, and attacks that have continuous deleterious effects. She must duck fate the moment her opponent makes the attack roll or as soon as she is aware of the attack, whichever is applicable. She needs Duck continuous attacks only once.
Excellent Implementation of Things (Craft 3 2M Duration: Permanent) Superb works of craftsmanship can become tools of destiny in the right hands. With this charm the SIdereal makes it clear that destiny cannot wait for completion of the project. She may divide the length of time any craft project would normally take by her Essence.
Icy Hand (Bureaucracy 2 1M Duration: Five Days) This charm activates when the sidereal touches a target. A bright spark flashes from the Siderealās eyes as she compels her target. Roll (Charisma+Bureaucracy) against the targetās mental defense. Success means the target must perform its duties honestly and to the best of its abilities.
Terminal Sanction (Bureaucracy 4 3M Prerequisite: Icy Hand Duration: One Scene) The Sidereal rolls (Charisma+Bureaucracy) against the essence score of present god or elemental the sidereal. Regardless of success the spirit is forced to materialize and remain solid until the end of the scene. If the roll did succeed, the Sidereal is able to do one of four things should the spirit die in this scene. She can permanently destroy the spirit, turn the spirit into an artifact for a year and a day, demand its service for a year and a day, or allow it to reform in its sanctum with a harsh warning.
COMBOS
SORCERY
Bite of the Lightning Spider 5M
This spell involves casting a prayer (Or several) to the Storm Spiders in the Northeast that crawl among the highest, cloud-scraping treetops. A sorcerer who has the Lightning Spider spell is marked as a friend to spiders. They can communicate (crudely) with spiders and spiders will not intentionally harm them without great provocation. The sorcerer also attracts spiders, they will gather in her vicinity.
The prayer strips dissolve into lightning which arcs towards forward, this is a ranged decisive attack against any targets up to one band past long range using the sorcererās Perception + Occult on the attack roll. After striking the target (even if it inflicts no damage), or being parried it flares out into a ball of sparks, inflicting the sorcererās [Essence] dice of hardness-ignoring decisive damage on everything within short range of the target. This blast inflicts double the normal dice of damage on battlegroups.
If the targets are on or in water the damage dice gain the double 9s rule on both the initial and secondary effect. The bolts do 3 levels of aggravated damage to most enemies, but 5 levels of lethal damage to structures. In addition, she can unleash a number of Eldritch Bolts equal to her Essence + 1
Astrological Houses
The Sorcerer 1
The Shipās Wheel 1
The Wheel 1
The Quiver 1
The Mask 1
The Treasure Trove 1
The Key 1
The Banner 1
Resplendent Destinies
!!!!!BONUS POINTS!!!!!
0/10 (6 to Essence, 3 artifact, 1 Conviction )
PREFERRED FIGHTING STYLE
EQUIPMENT AND POSSESSIONS
The Maidens Paralzying Prayer (3 dot artifact)
This seemingly fragile looking Prayer srip is surprisingly heavy. If the owner spends 3M to attune to it, the Prayer Strip is absorbed by the skin and appears as a tattoo. At any point from then on she can point at someone within 10 yards causing the Prayer Strip to spring forth, begin to multiply, and attempt to attach itself to her target. The wielder rolles Dexterity+Occult while the victim may roll Perception+Dodge to escape, taking appropriate penalties for already being restrained or being surprised. The Prayer Strips have the same effect as grave-prison chains. They stop the use of essence, prevent movement, and are virtually unbreakable. The Prayer Strip remain affixed for one hour or until released by the wielder
2 Jade Cases
10 Prayer Strips
10 Fine Brushes
4 Vials of Ink
5 Blank Prayer Strips
Longbow
Quiver of arrows