Ok. Let me try to write something. A guardian.
The Shadows Hands of the Forest
There was once a sorcerer, who left his village to see the world. There once was a sorcerer, who in his wanderings, exalted as a Chosen of the Sun. There once was a sorcerer, who came back home, to find his little farming village destroyed and in ruins, his mother and brothers taken away in slavery. There once was a sorcerer who had become very very angry.
They still spoke horror stories of how the guild hall was destroyed, the caravans wiped out, and the merchant princes and their families tortured to death.
The remnants of the village are back there, confused, but grateful, not knowing their rescuer.
The sorcerer left a guardian there, in the thick forests and mountains neighbouring the village. It is a peaceful land, with a quiet people. No one would ever trouble them again. No one.
The Many Handed One
The Many Handed One is a shadowy guardian, that serves as a protective force for Aizawa village. It is meant to protect them from misfortune, danger, and.... enemies. It is a lurking horror, that lurks in the corner of eyes and within fallen logs. It is the clattering of pebbles within darkened caves, the feeling of being watched in the forest. It is the hands reaching out towards the threats to its charges, creeping in the moonlight, inching ever closer. It is the teeth and eyes glinting in the darkness.
Merits:
Naturally stealth: The Many Handed One is meant to be a stealthy and subtle protector, one that does not disturb things in its presence. During nighttime, or in darkness, the Many Handed One gains 3 successes to any rolls involving stealth.
Innate guardian: The protector selects an area no more than 3 miles across, a set of people no more than 10,000 or a single person. From that point onwards, anyone with hostile intent towards the person that comes within 2 miles is detected automatically by The Many Handed One.
Shadow genius Loci: The protector is both enhanced by darkness, yet chained by it. Weakened by light, yet damaged by it. Within total darkness, it gains a -3 penalty to any actions. Between candlelight and the noonday sun, it can manifest as normal. Upon contact with sunlight during the noon, or by a solar flaring totemic, it shrieks in pain, sustaining 2L every action.
Charms:
One was left, and then there were none
Duration: One scene, Cost: 5m
During an attack, fight, or confrontation, the guardian rolls its Stealth + Manipulation against a certain difficulty, depending on how great the disturbance was. Slaying a single mortal bandit is difficulty zero. Slaying two dozen mortal raiders is difficulty 2 or 3. Killing a veteran dragonblooded or starting solar is difficulty 5. On a success, the confrontation goes unnoticed, and all traces are removed. All attempts to investigate gain a -3 penalty.
Destructive touch
Duration: One scene, Cost: 10m
The shadows that compose the guardian's form, can be infected with the destructive power of Oblivion. The attacks ignore soak, and upon hitting living flesh, the character must roll Stamina + Resistance against Difficulty 4, with failure causing the character to shrivel up and die. Objects damaged in such a way instead roll their Resource cost against difficulty 3. Upon failure, they crumble into nothingness. Spirits slain in such a way die as if struck by ghost eating technique.
A/N: Ok guys, this is.. something I had. For quite some time. Basically, its a combination of a Wight, from 'The Haunting of Alaizabel Cray', and Pride, from 'Fullmetal alchemist'. Its basically a guardian servitor, that's used to protect the village of a occult-focused solar. Meant to be on the ballpark of a second circle demon or above. It manifests as deadly shadows in the area, that can leap at you and basically cut you to bits, or transform you into a shrivelled, wrinkled corpse for your comrades to find. What I'm finding issue, is that I realized that I kinda suck at balancing this shit. Is it too powerful? Too strong? Did I write it wrong? So... yeah. Any suggestions?