The World Born Dead
Motivation: To possess the treasures of the ancients
- Virtues: Compassion 5, Conviction 2, Temperance 1, and Valor 3
- Virtue Flaw:
- Personal Essence 13m
- Peripheral Essence 34/46m with 12m committed
- Willpower 4
Backgrounds: Artifact 3, Artifact 3, Contacts 3, Cult 2, and Resources 1
- Artifact Dark Rider. Dark riders are foot-high statuettes chipped from obsidian and attached to a thin base of magical material. The figures are humanoid but vaguely monstrous. They often show horns, large teeth or elongated normal features such as fingers or eyes.
A character activates the dark rider by committing 6 motes to it, making the statuette blur into the character’s shadow. The shadow takes the form depicted by the statuette. From there, it watches the character’s back, making it impossible to surprise him. The monstrous shadow also lends the character a frightening appearance, adding three dice to social rolls that benefit from the unnerving mien.
The dark rider can also be used offensively. A character mentally commands the rider and may insinuate it into another person’s shadow, where it conceals itself near-perfectly. Rolls to detect the rider are difficulty 5. The character can see through the shadow’s eyes at will, which causes both the character’s and the rider’s eyes to burn crimson (decreasing the detection difficulty to three). He can command the rider to return if it is within 10 miles, or to envelop a target. The rider then inflicts an eight-die clinch attack that, if the rider maintains it for at least two actions, forces the victim Elsewhere. The dark rider must then immediately return to its master and deposit the victim back in Creation.
Bright light (such as that of a Solar anima at the 11+ mote level) and fire both burn away the shadow instantly, ending the attunement and leaving nothing but a small statuette in its place
- Artifact Lightning Torment Hatchets. Teak handled axes forged from moonsilver and white jade, these throwing axes are the assassin’s friend. Lightning torment axes come in in pairs, and an Exalt must commit 3 motes into each hatchet to activate their powers. In addition to their use as deadly hand to hand or thrown weapons, lightning torment hatchets have two additional powers. The first power is that they return to their wielder’s hand after they’ve been thrown. However, this will not occur if their return is blocked or they must travel more than 100 yards from the wielder. In these cases, the wielder must recall them through Elsewhere as a reflexive action by spending 1 mote of Essence. The hatchets can be recalled until the committed Essence fades (about one day after they’ve last been held). The second power is the one that gives them their name, a target struck by a hatchet is surrounded by crackling blue sparks until the end of the scene. The pain and muscle spasms this causes cost the target a 1 die penalty to all dice pools, which is cumulative to a maximum of 4 dice.
Caste Abilities: Athletics 2, Awareness 3, Dodge 2, Larceny 4, and Stealth 3
Brawl 1, Linguistics 3, Performance 1, Presence 3, Resistance 3, Socialize 2, and Thrown 5
Languages: Flametongue, Guild Cant, Low Realm, and Tengese
Specialities: 2 die presence specialty of Appearing Trustworthy, and +2 die stealth speciality of Shadowing Marks
- Easily-Overlooked Presence Method
- Flawless Pickpocketing Technique
- Graceful Crane Stance
- Monkey Leap Technique
- Precision of the Striking Raptor
- Reaping the Bloody Wheat
- Reed in the Wind
- Ricochet Weapon Technique
- Sensory Acuity Prana
- Stealing from Plain Sight Spirit
- Whirling Razor Guardian Technique
Attributes: Dexterity 5, Stamina 2, Strength 2, Appearance 4, Charisma 2, Manipulation 3, Intelligence 2, Perception 3, and Wits 4