BURNING MAN
Character: Shateishael
Player: Collie
Davidian Seraph
FORCES
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CORPOREAL 4
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Characteristics
Agility 7
Skills: Dodge/4 (11-) (add any armor)
Move silently/1 (08-)
Horseback riding/1 (08-)
Strength 11 (Power +1)
Skills: Fighting/5 (20-) (add +1 [STR] +1 [armored clothing])
Large weapon/1 (16-) (add +1 [STR] +5 [katana])
ETHEREAL 2
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Characteristics
Intelligence 4
Skills: Fighting/5 (11-)
Sword-making/1 (05-)
Precision 4
Skills: Dodge/4 (08-)
Medicine (first aid)/1 (05-)
(treatment time: 1 minute; heals patient's STR)
CELESTIAL 5
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Characteristics
Will 10 (applies to defying hostile Resonance rolls)
Skills: Fighting/5 (20-)
Survival/1 (11-)
Perception 10 (applies to Resonance rolls [pg. 57])
Skills: Dodge/4 (14-)
Singing/1 (11-) (allows "pig-celestial" humming)
- + - + - + - + - + - + - + - + - + - + - + - + - + - + - + -
Vessel
human/5, charisma +1
Body hits: (Corp/4 + Vessel Level/5) x 8 = 72 hits
Regular movement
Corporeal: (Agility[7] x 6) = 42 yards per 5 second round.
(approximately 17 miles/hour)
Celestial: (Perception[10] x 6) = 60 yards per 5 second round.
(approximately 25 miles/hour)
Regular Armor/Protection (accumulates)
Heavy clothing +1
Leather jacket +2 (includes riding leathers, gloves, & boots)
Chainmail +3 (SCA armor only)
Celestial "hand-to-hand"
Will[10] yards
"Familiar"
Aletheia (see chara sheet)
Comanche War Bonnet lead mare
Hamingjur (spirit allies in animal form)
Geri & Freki (war wolves)
(+2 Strength to Slate)
Artifacts
Katana: Mamori ("protection")
(Power +5, Accuracy +0)
(short silent invocation required for use/1pt)
(kept in "pocket dimension"/3pts)
Davidian Sect
The Cavers
Personal Rite of Essence (from David)
Any time Slate spends three or more hours helping a community,
he receives one Essence.
Unspent Points/Experience: 7/35
- + - + - + - + - + - + - + - + - + - + - + - + - + - + - + -
SONGS: (roll under Force + Song level[1] +2 [+ Essence + time
bonuses (pg. 47)])
ENTROPY/1 (requires gestures & incantation)
[pg. 84; 1pt each in Corporeal/Celestial, granting
an additional +1 to check digit in all versions]
Corporeal: Gives the caster control over the
ravages of time. She can cause something to age, or grow
young, by a number of years equal to the check digit of
a succesfull roll times the amount of Essence used in
its performance. The subject of this Song may attempt
to resist the field of entropy with a Strength roll.
Essence requirement: 1
Degree of disturbance: check digit + performer's total Forces
Celestial: Causes a complete and systematic
breakdown of a creature's psyche. The target hallucinates,
and can take no action at all for a number of rounds
equal to the performer's Celestial Forces[4] plus the
check digit of the successful roll. Celestials may
add their Celestial Forces to a Will roll[4 + 10 = 14]
to resist this Song.
Essence requirement: 2
Degree of disturbance: check digit + performer's total Forces
NUMINOUS CORPUS: Turn to Stone/1 (requires gestures & incantation)
(half speed, Power +2, Accuracy +0, Protection +5, ignore
all weather or temperature that wouldn't harm stone)
Essence requirement: 1
SHIELD/1 (requires gestures & incantation)
[pg. 84; 1pt each in Corporeal/Ethereal/Celestial,
granting an additional +2 to check digit in
all versions]
Corporeal: Manifests as completely surrounding
miniature cyclone of whirling air which buffets any
Corporeal Force approaching it. Air cushion lasts for
[successful roll's check + Corp (4)] combat rounds,
during which no physical attack can get through to those
so defended.
Essence requirement: 1
(range: [Essence spent * Corp (4)] feet from caster)
Ethereal: Creates green field of energy (observers
need PER roll to spot) which no attunement, resonance,
or Essence-based attack can pierce. Physical attacks &
blasts of pure Will can.
Essence requirement: 1
(range: [Essence spent * Ethereal (2)] feet from caster)
Celestial: Can artificially enhance
previously-existing environmental condition (i.e. smoke,
fog, darkness, thick brush) to create temporary barrier
to observation which no celestial force (resonance
or attunement) can pierce. Disturbances in Symphony
within confines of Shield are delayed until Shield goes
down. This is only shield cast on area, and does
not move with caster.
Essence requirement: 1
(range: [Essence spent * Celestial (4)] minutes)
TONGUES/1 (requires gestures & incantation)
[pg. 84; 1pt each in Ethereal/Celestial, granting
an additional +1 to check digit in all versions]
Ethereal: The Ethereal Song of Tongues lets the
subject communicate mentally with anyone within range
(a number of yards equal to the performer's skill level
times any extra Essence poured into the Song). This is
full two-way telepathy. If a receiver is unwilling to
listen to the voices in her head, she may make a Will
roll minus the performer's Ethereal Forces to push them
away. The check digit of the successful roll determines
the Song's duration in minutes.
Essence requirement: 1
Degree of disturbance: check digit
Celestial: This version of the Song of Tongues
may only be used on someone the performer has already
met. It allows the performer to bind a brief message
(no more than 15 words) into a bit of Essence and then
loose it into the cosmos, where it makes its way directly
to the mind of the receiver. The receiver, wherever she
is, will get the message whether she wants it or not,
plus an additional point of Essence in the bargain
(if she isn't already full).
There is no way for the sender to use this Song to track
down the receiver, or vice versa -- nor does this Song
open a channel for discussion. It's just a celestial
message in a bottle which seldom fails to wash up on
the right shore.
Essence requirement: 1
Degree of disturbance: check digit
ATTUNEMENTS:
(Stone, Choir) David's Seraphim taught humans the art of mining, and in
general how to live off the land. They can detect
presence and quality of all minerals within 4 [CORP]
yards. Combined with a successful Chemistry roll,
this will let them identify complex materials such
as gunpowder.
(Malakim of Foliage parts for the passage of a Malakite of
Flowers) Novalis, allowing her to move freely. Plants may also
entangle her enemies if the angel is within a number of
yards equal to her Corporeal Forces [4], reducing the
foe's movement per turn by a number of yards equal to
the angel's Celestial Forces [5]!