THE WHOLE OF THE LAW
Character: Shateishael
Player: Collie
Davidian Seraph
FORCES
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CORPOREAL 6
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Characteristics
Agility 12
Skills: Acrobatics/1 (13-)
Climbing/1 (13-)
Dodge/4 (16-) (add any armor +[check digit:
successful Acrobatics roll])
Move silently/1 (13-)
Horseback riding/1 (13-)
Strength 14* (Power +3)
Skills: Fighting/5 (26-) (add +3 [Power])
Large weapon/1 (21-) (add +3 [Power] +5 [katana])
ETHEREAL 3
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Characteristics
Intelligence 4
Skills: Fighting/5 (11-)
Sword-making/1 (05-)
Precision 8
Skills: Dodge/4 (12-)
Medicine (first aid)/1 (09-) (treatment time: 1 minute;
heals patient's STR)
CELESTIAL 6
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Characteristics
Will 12 (applies to defying hostile Resonance rolls)
Skills: Fighting/5 (23-)
Survival/1 (13-)
Perception 12 (applies to Resonance rolls)
Skills: Dodge/4 (16-)
Singing/1 (13-) (allows "pig-celestial" humming)
- + - + - + - + - + - + - + - + - + - + - + - + - + - + - + -
Vessel (2 identical; the other is in a bodybag)
human/6, charisma +1
Body hits: ([CORP] 6 + [Vessel Level] 6) x 8 = 96 hits
Regular movement
Corporeal: ([Agility] 12 x 6) = 72 yards per 5 second round.
(approximately 74 miles/hr)
Celestial: ([Perception] 12 x 6) = 72 yards per 5 second round.
(approximately 74 miles/hr)
Regular Armor/Protection (accumulates)
Heavy clothing +1
Leather jacket +2 (includes riding leathers, gloves, & boots)
Chainmail +3 (SCA armor only)
Celestial "hand-to-hand"
12 [Will] yards
Hamingjur (spirit allies in animal form)
Aletheia (familiar)
Comanche War Bonnet lead mare
(see chara sheet in BM)
* 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)
Bodybag: level 6
(gift from David)
Dagger: "Icicle"
(when slashing, "freezes" two people every ten seconds)
Unspent Points/Experience: 3/112
- + - + - + - + - + - + - + - + - + - + - + - + - + - + - + -
SONGS: (roll under Force + Song level[1] +2 [+ Essence + time
bonuses (pg. 47)])
ATTRACTION/1 (requires gestures & incantations)
Celestial: this Song works like the resonance of
the Cherubim. The performer must physically touch the
object to which she wishes to attune herself, but may then
divine its location anywhere in the Symphony by making
a successful Perception roll[12] (aided by the check
digit of the Song's successful performance roll). Use
the Cherubim Resonance chart (pg. 96) to determine the
meaning of the Perception roll's check digit.
Unlike the Resonance of the Cherubim, this Song never causes its
performer to generate Dissonance.
Essence Requirement: 1
Degree of disturbance: check digit
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[14] roll.
Essence requirement: 1
Degree of disturbance: check digit + performer's total
Forces[15]
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[6] plus the
check digit of the successful roll. Celestials may add
their Celestial Forces to a Will roll [6 + 12 = 18]
to resist this Song.
Essence requirement: *2*
Degree of disturbance: check digit + [15] performer's total Forces
HEALING/1 Corporeal: Each performance costs 1 Essence and
affects one person. A failure has no effect other than
wasted Essence. This is the corporeal balm of regeneration.
The performer taps into the Symphony to heal hits of damage
equal to the Song's level times the check digit to herself or to
anyone else she can physically touch.
Essence Requirement: 1
Degree of Disturbance: check digit
LIGHT/1 (requires gestures & incantations)
[pg. 84; 1pt each in Corporeal/Ethereal/Celestial,
granting an additional +2 to check digit in all versions]
Corporeal: creates a glowing light around the
performer, extending in all directions for a number of
yards equal to her skill[1] times the Essence spent on the
performance. It lasts a number of minutes equal to the
check digit plus the performer's Corporeal Forces[6]. A
successful Will roll[12] during this time can turn it
on and off.
Essence Requirement: 1, maximum 3.
Degree Disturbance: none.
Ethereal: the performer can sculpt the photons
within range (a number of feet equal to her skill[1]
times the Essence spent on the Song's performance)
to create near-perfect illusions. Observers may make a
Perception roll, minus the performer's Ethereal Forces[3],
to distinguish between reality and the illusion. These
effects last a number of minutes equal to the check
digit plus the performer's Ethereal Forces[3].
The illusion can be literally anything, as long as
it's no larger in cubic feet than the performer's skill[1]
at this Song. Of course, the illusion (being crafted
merely of photons) cannot physicall affect anything
-- but it's always great for a scare.
Essence Requirement: 1, maximum 3.
Degree Disturbance: none.
Celestial: Control over light, the most basic
component of reality, gives the celestial being an
enormous range of abilities. The Celestial Song of Light
can strike any target within sight of the performer with
a tightly-focused beam of light. The victim takes hits
of damage equal to the check digit of the successful
roll plus the Essence spent, and is also dazzled (-2 to
any skill involving Agility or use of the eyes) for the
same number of rounds. If the target of this Song is in
her celestial form she takes celestial damage instead,
but is not dazzled. Observers must make a Perception
roll, plus the performer's skill at this Song,
to see the brief flash of light and know which direction
it came from!
Essence Requirement: 1, maximum 3.
Degree Disturbance: none.
MOTION/1 (requires gestures & incantation)
[pg. 84; 1pt each in Corporeal/Ethereal/Celestial,
granting an additional +2 to check digit in all versions]
Corporeal: not only grants freedom from gravity;
it lets the performer propel herself at great speed in
any direction she wishes (but not through solid matter)
on the physical plane. For a number of minutes equal
to the check digit of a successful roll, the performer
can fly through the air at her normal running speed
plus a number of yards equal to her skill with
the Song[1], times the amount of Essence she put into
it. If the Song ends with the performer in mid-air,
she drifts to the ground unharmed. The performer can
carry with her a number of pounds equal to 10 x her
Corporeal Forces[6].
Essence requirement: *2*
Degree of Disturbance: check digit
Ethereal: lets the singer manipulate the world
with her thoughts. She can mentally control a number
of pounds equal to her Ethereal Forces[3] times the
amount of Essence spent in its performance. This lasts
for a number of minutes equal to the check digit of
the successful roll. Throwing something with this Song
requires a roll of the performer's Precision[8], plus
the Song's check digit, to hit a target. Items thrown
with this Song may be Dodged!
This Song's range in yards equals the performer's
skill[1], and items move a number of feet per combat
round equal to her Precision[8]. Any attempt to use this
Song to take something out of someone's hands may be
resisted by Strength, plus any Essence the item contains;
successful resistance negates the whole attempt!
Essence requirement: *2*
Degree of Disturbance: check digit
Celestial: The Celestial Song of Motion lets the
singer change an object's location within the Symphony --
put simply, it's teleportation. The object must be within
sight of the performer (needless to say, even blind,
the performer is always "within sight" of herself). The
destination must be some place on Earth the performer
has been before.
The base cost of this Song, 2 Essence, allows someone to
teleport herself and a number of pounds equal to 10 x her
Celestial Forces[6]. Every additional 30 pounds costs another
Essence. The performer's skill determines her range: 1,
the check digit in feet, 2, the check digit in yards;
3, (check digit x 10) in yards; 4, (check digit x 100)
in yards; 5, the check digit in miles; 6, (check digit x
10) in miles. As above, this may be resisted by Strength
plus Essence if the target is being held by someone.
Essence requirement: 2
Degree of Disturbance: check digit
NIMBUS/1 (requires gestures & incantation)
[pg. 84; 1pt each in Corporeal/Ethereal, granting an
additional +1 to check digit in all versions]
Corporeal: the singer glows with a halo-like
effect. This "halo" makes it clear on which side of the
War the performer is aligned -- angels glow with bright,
pure colors. Halos cannot be faked. Even mundanes
instinctively recognize what the halo conveys about the
performer's nature -- but how someone reacts depends
on how she feels about Heaven or Hell, or if she even
believes in them!
Besides making an impression on mortals, halos are painful
for the Enemy. Non-mundanes will find it uncomfortable to
look directly at someone of another side surrounded by a
Corporeal Nimbus, and physical contact will be painful
but non-damaging. Non-mortals with less than 6 Forces
must make a Will roll, minus the Essence spent on the
Nimbus, or be unable to attack or confront the performer
for a number of minutes equal to the check digit of the
failed Will roll.
Essence requirement: 1
Degree of disturbance: check digit plus performer's total
Corporeal Forces[6]
Ethereal: the Nimbus is invisible, but perceptible
all the same. Everyone within a number of yards equal
to the performer's skill level times any Essence spent
will be aware of her presence at all times, and find her
impossible to ignore. Most will perceive an "aura of
authority" or a powerful, dominating personality radiating
from her. Exactly how this affects reactions is up to
the GM -- in most cases it will improve them, but some
people will be turned off by such a forceful personality,
and it greatly depends on the singer's behavior!
Essence requirement: 1
Degree of disturbance: check digit plus performer's total
Ethereal Forces[3]
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 digit + CORP(6)] combat rounds,
during which no physical attack can get through to those
so defended.
Essence requirement: 1
(range: [Essence spent x Corporeal(6)] 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 x Ethereal(3)] 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 x Celestial(6)] minutes)
STONE/1 Ethereal: This Song causes earth and stone to yield
to the performer's desire. It has a range equal to the
Song's level in yards, and can affect a mass equal to 10
pounds per Essence spent. For [check digit] minutes plus
the performer's Ethereal Forces[3], the affected mass will
become animated and move as the performer commands, at a
maximum speed equal to the performer's Precision[8] in yards
per turn. Whatever form the earth or stone is in when the
Song ends is how it will remain, though an unstable formation
will collapse.
TALK TO ANIMALS/1 (requires gestures & incantation)
[fill in later]
THUNDER/1 Creates a powerful combined attack of Corporeal, Ethereal,
and Celestial Forces -- a sonic explosion across all
three levels of reality. Range is a number of yards
equal to the performer's skill level times the amount of
Essence used in its performance. Everyone within range
of the Song's effects, except the performer, will be
stunned for a number of combat rounds equal to the check
digit of the successful roll. Victims may resist with
successful Will rolls. Also, its general chaos masks
all other disturbances to the Symphony for a number of
minutes equal to the performer's total number of Forces
times the Essence used in its performance.
Essence requirement: 1
Degree of disturbance: check digit plus performer's total
Forces[15]
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[1]
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[3] 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 6 [CORP]
yards. Combined with a successful Chemistry roll,
this will let them identify complex materials such
as gunpowder.
(Geomancy) This attunement gives its possessor the ability to perceive
patterns of energy generated by rock formations. Most
students of geomancy refer to these patterns as ley lines, and
those who can perceive them can put the ley lines' energy to
use. With a successful Perception roll [12-] made within an
hour of dawn, the attunement's holder can discern the most
advantageous place to stand at dawn. This causes her to
regenerate 2 Essence at sunrise in stead of the usual single
Essence. If the Perception roll's check digit is an unmodified
6, then she regenerates 3 Essence! A Servitor must make a new
Perception roll every time she invokes this attunement, since
factors like solar flares and subtle shifts in the planet's
magnetic field make it unlikely that the same exact spot will
serve as a ley line nexus more than once.
(Flowers, Choir)An aura of peace emanates from the Seraphim of
Novalis. To take a violent action in the vicinity
of such a Seraph, anyone must make a Will roll minus the
angel's total Forces[15], +1 for every yard apart they are.
(War: Howl) When the servants of Michael howl their frightening war
cry, it stuns all foes within a number of feet equal to
the angel's Corporeal Forces[6] on the next combat round. As
usual, the angel can dodge but not attack for that round.
(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 [6], reducing the
foe's movement per turn by a number of yards equal to
the angel's Celestial Forces [6]!
Inevitability: Enemies of Stone don't get away from the
consequences of their actions easily. For the cost of 5
Essence, whenever the angel pursues someone until she
breaks pursuit, deliberately slows to a walk, or catches
her enemy, the enemy can only move at half speed, in
or out of a vehicle. Also all his Running, Swimming,
and Driving check rolls are divided by 2.
ETHEREAL Slate can manifest Numinous Corpus: Turn to Stone as
GLAMOUR: a gigantic winged gargoyle in the winter half of the
year, and a huge solar lion in the summer half. Both
forms can fly, via Slate unconsciously using a variant
of the Corporeal Song of Motion.
SONG OF INANNA: "Queen of all the ME, Radiant Light
Life-giving Woman, beloved of An and Urash
Hierodule of An, much bejeweled,
Who loves the life-giving crown, fit for High Priestesshood,
Who grasps in your hand the seven ME
My Queen, you who are the Guardian of All the Great ME,
You have lifted the ME, have tied the ME to Your hands,
Have gathered the ME, pressed the ME to Your breast."
Will strengthen Astarte (when sung, once per day restores
one Essence to her). Can also allow singer to strengthen
someone's Will if they are trying to free themselves
from danger (allows singer to apply -1 to result of
a Will roll OR +1 to CD of a successful roll; MUST be
declared beforehand).
Essence requirement: 1 Essence to aid Will roll; 1
Essence to give Astarte 1 Essence.
Degree of disturbance: check digit
DISTINCTIONS: Vassal of Stone: the physical vessel of the angel
cannot be harmed by earth or stone.
Friend of the Subterranean World: The Friend
automatically detects the presence of underground cavities
(rivers, springs, cellars, caves, etc.) within CORP Forces
[6] x 100 yards.
Davidian Sect: The Cavers
Silent Angel
Norse AllFather: +2 Essence (total: 17)
RITES: Personal rite from David: Any time Shateishael spends
three or more hours helping a community he receives
two Essence.
Personal rite from David: Any time Shateishael spends four
straight hours building a structure of stone -- not metal but
stone -- by hand, he will receive an Essence; two if he spends
six straight hours.
Gift from David: access to a bubble-shaped stone room
in Stone's realm in Heaven. When Shateishael meditates there
on one of Stone's rites, it receives two Essence instead of one.