Saga of the Seven Sins - The Second Cycle

Well, the Sin of Gluttony has some... interesting effects on Shadowlands... But you'll have to wait and see WarDragon.


And FYI, take you time with the sheets and stuff, finals are next week for me so I'll be studying like mad.
 
Sherwood said:
Cool character idea. I like it.
Thanks, actually I'm drawing a lot of inspiration by Christopher Nolan's Dark Knight's trilogy. I would like my character to heavily enforce an oath of no killing, and have a little custom artifact that when you're dropped to incapacitated by it, instead of taking away your last unconscious levels of health and killing you, it would "kill" either an intimacy, a permanent dot of willpower, or a permanent dot of virtue by sparing the life of the victim. Artifact is still on the works, and I will welcome feedback on power level.


But basically my character will be a ruthless anti-hero, but having the compassion not to kill is what separates him from the rest of evil-doers, hence it's vital for him to hold onto it.
 
So, how do you respond to others in the group that do not share your non lethal approach to combat? You see Viktor rip the head off of a enemy Exalt; what do you do?
 
Well it would really depend on the motive of the killing, are you doing it for fun and giggles? Having said that, it might be difficult to reconcile such ideal while hanging out with such a "unique" group of Exalts haha. We'll see, I'll think on it, if I find a way to make it work if not I might drop that bit.
 
Personally, my character as a servant of the Maiden of Endings is fine with killing, but only when it is needed. I see it as a part of my work, not something to be considered a joke or for pleasure. Don't know if that helps you decide on what route to take, but there it is.
 
Aww, we can bond over not killing people. Compassion 5 FTW. I also beat people unconscious and string them up by their toes batman-style.
 
I don't see any big conflicts with my character and a servant of the Maiden of Endings on that aspect, if only the victim in such case was of particular importance or significance to my character, he might try to convince you that his/her ending is not yet at hand. But a scenario like that might happen very rarely if ever I think. Although he is opposed to breaking his self-imposed oath, he doesn't need to save every single person around him from being killed by their own actions or the enemies they make, so if they die because they pissed off the wrong people, that's it.
 
I definitely thought I saw some Batman in that backstory, yeah. Interesting concept, but expect to be heavily patronized, especially for the "no killing" thing. Viktor definitely has no problem killing (Compassion 1, Conviction 5), and will probably make heavy use of the old classic, "Kneel before Baal," with an "or I'll kill you" strongly implied.
 
Makes me curious, are we starting out knowing each other? or will we make character introductions in game? If the former, maybe we could start throwing out some ideas as to how we all got together in the same place.
 
I know Darian (We fought at the Heptagram), and I know Viktor. I don't think I know Renost, though Renost and Darian almost certainly at the very least know of one another. I don't believe anyone else has met, but I'm open to suggestions you might have for where you might have met Opal. She isn't particularly interested in crime or vice, as she considers these part of the natural order of things. She could plausibly have been causing trouble or investigating anyone who was the center of Astrological manipulation, which can be handwaived as anyone with a particularly interesting fate. She spends most of her time in the Threshold, but has been all over the South, including deep into the Wyld and the Elemental Pole of Fire.


What were you thinking?
 
Well, the most likely way for Viktor to have met a crime-fighting Solar or either of the Sidereals before, would be as an antagonist. He was at least nominally working for the Yozis before he got tired of their bullshit, and was a Guild merchant prince dealing in artifacts, weapons, and slaves on his own time. Not to mention that a group of Solars is the reason he has an artificial heart.


So, maybe for the best if they only know each other by reputation. If not, then Viktor's willing to put aside old scores in the name of present advantage; nothing personal (unless you made it personal, of course...).
 
I have a situation that might bring all of you together regardless. It's basically a tournament in Gem in an attempt to drag out one particular corrupt Dragon-blooded out of hiding. You can have your own history or find your own reason to attend, it's ultimately up to you.
 
Well since we're starting out in Gem, I'm guessing I would be focusing more on the south. Probably targeting demon cults, slave traders, and all kinds of criminal related groups, which might or not have targeted a group related or linked to Viktor in some way, probably better to leave of a direct encounter (or confrontation) at a later date. As for the Sidereals, it could have been easy to link to them because I'm planning on having an Armor of the Unseen Assassin, meaning there's a big gape in the Loom wherever he goes, somebody probably would have thought of investigating that anomaly sooner or later.


Now Random's suggestion could be an interesting one, a relation between Viktor and my character could have born out of a respectful enmity if you're willing to go with that.
 
Hey @Lord\-Leafar, any word on the progress? I'm getting twitchy to game!
 
Don't be reasonable! I expect instant satisfaction! ( :P )
 
Tell me about it. I'm now out of school, but I have spent many years at the local community college working on my degree that has turned out to be a complete waste of time and money. Can't get a job without experience, and can't get experience without a job. (:<)
 
Haha, I'm an academic. I won't be out of school for at least another five years, but at least once you get passed undergrad they mostly dispense with exams and start paying you instead of you paying them.


 
Tell me if this is too powerful. I considered adding Intelligence instead of Strength for base Unarmed damage, adding the same Obvious effect to attacks.

Sleight of Mind (Miralai’s Folly)


Artefact 5, Attunement 8m, single Hearthstone setting


The paranoid No Moon Lunar who forged these gloves sought to steal the secrets of her enigmatic warden and thereby restore her lost memories. She successfully pilfered her secrets from its mind, committing suicide shortly thereafter, her morose guardian carrying her body out to the besieging Dragonblooded for a proper burial.


These beautiful gloves woven of Dreamsilk and Moonsilver can take on almost any shape and colour the wearer desires, blending in with any wardrobe. They grant supernal swiftness of the hands and a rippling dreamlike aura of Wyld energy to steal that most elusive and precious of possessions: memory. All Larceny rolls involving deftness of the hands and unarmed Martial Arts attacks gain the bearer’s Essence in bonus non-charm dice. The bearer may pilfer a memory or thought from a sentient target within reach when out of combat or after successfully striking a target with an unarmed Martial Arts attack which deals at least one die of post soak damage by posing a question and making a Larceny+Wits roll - gaining three bonus successes if targeting a surface thought - opposed by the target’s (Integrity or Awareness)+Wits. If the bearer wins, a relevant memory or thought is immediately revealed to her as she draws a shimmering silver strand from the target, which can be as simple as, ‘I don’t know,’ but it must be honest. When used to supplement a Martial Arts attack, this effect is Obvious as the fabric of Creation seems to ripple and her strike passes into her opponent’s body. A memory or thought so stolen is not lost to its bearer. Should revealing the requested information go against the target’s Motivation, they may reflexively resist the theft by spending two points of Willpower.


The mark of the true master thief, however, is the ability to place a forgery upon the pedestal and leave none the wiser. If the bearer succeeds by 3 or more successes, she may instead place a thought, memory, or perception within the target’s mind which they believe to be their own. This can generate hallucinatory effects as well as delusions. The target may resist this mental influence by spending a single point of Willpower.
 
[QUOTE="Random Word]Haha, I'm an academic. I won't be out of school for at least another five years, but at least once you get passed undergrad they mostly dispense with exams and start paying you instead of you paying them.
 
Tell me if this is too powerful. I considered adding Intelligence instead of Strength for base Unarmed damage, adding the same Obvious effect to attacks.

Sleight of Mind (Miralai’s Folly)


Artefact 5, Attunement 8m, single Hearthstone setting


The paranoid No Moon Lunar who forged these gloves sought to steal the secrets of her enigmatic warden and thereby restore her lost memories. She successfully pilfered her secrets from its mind, committing suicide shortly thereafter, her morose guardian carrying her body out to the besieging Dragonblooded for a proper burial.


These beautiful gloves woven of Dreamsilk and Moonsilver can take on almost any shape and colour the wearer desires, blending in with any wardrobe. They grant supernal swiftness of the hands and a rippling dreamlike aura of Wyld energy to steal that most elusive and precious of possessions: memory. All Larceny rolls involving deftness of the hands and unarmed Martial Arts attacks gain the bearer’s Essence in bonus non-charm dice. The bearer may pilfer a memory or thought from a sentient target within reach when out of combat or after successfully striking a target with an unarmed Martial Arts attack which deals at least one die of post soak damage by posing a question and making a Larceny+Wits roll - gaining three bonus successes if targeting a surface thought - opposed by the target’s (Integrity or Awareness)+Wits. If the bearer wins, a relevant memory or thought is immediately revealed to her as she draws a shimmering silver strand from the target, which can be as simple as, ‘I don’t know,’ but it must be honest. When used to supplement a Martial Arts attack, this effect is Obvious as the fabric of Creation seems to ripple and her strike passes into her opponent’s body. A memory or thought so stolen is not lost to its bearer. Should revealing the requested information go against the target’s Motivation, they may reflexively resist the theft by spending two points of Willpower.


The mark of the true master thief, however, is the ability to place a forgery upon the pedestal and leave none the wiser. If the bearer succeeds by 3 or more successes, she may instead place a thought, memory, or perception within the target’s mind which they believe to be their own. This can generate hallucinatory effects as well as delusions. The target may resist this mental influence by spending a single point of Willpower.


Mmm, this artifact seems a bit too incomplete to me.


As of Errata 2.5, a lot of magical effects come with appropriate keywords on the nature of the magic at hand, is it considered mental influence? is it a shaping effect? a compulsion? This are needed because they can provide a way for an essence channeler to defend itself. Secondly, Intelligence for Strength to deal damage with does not seem appropriate, you're after all making a regular attack roll in the midst of combat. Second, the defender should have Willpower in his/her defense pool somewhere, like Willpower + Integrity, or maybe the option of using Manipulation + Socialize, as that's the common roll to hide one's thoughts or motives in social combat. I would even allow for a character being targeted to use Manipulation + Socialize to give you a false thought (although with a higher difficulty of sorts) or a lie to your initial answer. Secondly, how does this power interact with magical effects that hide a character's thoughts? I believe Solars and Lunars have charms to that effect, and their charms should have some sort of use against this artifact. Lastly, Intimacies should come into play as well, I would say that if the defendant has strong intimacies unknown to the attacker, those would be available first to be stolen maybe? Or something along those lines, in general the artifact sounds cool but I think it needs a lot of polishing before it can be used in game.

[/QUOTE]
 
I considered the Manipulation angle for producing fake results, but I didn't want to clutter it up with extra rules that could easily be stunted and resolved by the ST in play. I could also have included rules for even noticing the attempt was being made - after all, if you don't realize someone's trying to steal something you can hardly come up with a fake. You'd also need to know what they were stealing to falsify the result, which would be even harder. Do Artifacts carry keywords? I know Charms do. Thought/perception placement is clearly Mental Influence, thus the 1 WP to resist as usual, but the theft doesn't really have an appropriate keyword.


I'm really against including Willpower in the pool. It's almost impossible to beat Willpower because almost everything ends up having 10 or nearly 10 at the celestial power level. Willpower is just a terrible stat to include in anything because it exceeds everything else by so much, and is responsible for the silliness that is the Dodge Mental Defense Value. I could add Essence to the pool for both sides to give an advantage to more powerful targets.
 

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