- Pronouns
- She/Her
Regent of the Sunlit Throne
- 40 points total
- 1 point merits
- [X] Natural Leader
- [X] Dragons Never Die
2 point total
- 2 point merits
- [X] Bardic Gift
- [X] Enchanting Voice
- [X] Haven Affinity
- [X] Refined
- 8 points, 10 total.
- 3 point merits
- [X] Lucky
- [X] Soothing Voice
- 6 points, 16 total
- 5 point merits
- [X] Charmed Existence
- 5 points, 21 points total
Natural Leader: Subtract 3 diff from all social rolls
Dragons Never Die: Stunt as an exalt.
Bardic Gift: Subtract 2 from the diff of any Social-based roll that involves speaking, poetry, music or song
Enchanting Voice: You have an almost magical voice, beautiful beyond words. You may add two dice to all rolls directly involving the use of your voice, such as Leadership, Seduction, Singing, etc. Depending upon the circumstances, the Storyteller may allow you to use two extra dice when making any type of roll involving Presence.
Haven Affinity: Your territoriality rivals that of a Lupine. When acting on "home soil" (your main haven, not auxiliary havens), you gain an additional die to all your Dice Pools. You may also home in on your haven by making an unmodified Perception roll (difficulty variable; 6 if across town, 8 if in another state or country, 9 if across the Globe). Haven: Palace area/throne room
Refined: You are a member of the elite. You are at home in high society and you never feel out of place around the 'beautiful people'. The difficulty of all Etiquette rolls involving high society are reduced by three
Lucky: You were born lucky – or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.
Soothing Voice: Your voice is calm and soothing, almost entrancing. You may add 2 dice to all rolls that directly include use of your voice: singing, preaching, leadership, etc.
Charmed Existence: Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore any "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.
This leaves 19 points for Gifts, which I will do later if no one else does. I think it's a very good social build, adding 5 dice and subtracting 5 difficulty to most leadership rolls that involve public speaking. Thanks to Degorium for Dragons Never Die.
- 40 points total
- 1 point merits
- [X] Natural Leader
- [X] Dragons Never Die
2 point total
- 2 point merits
- [X] Bardic Gift
- [X] Enchanting Voice
- [X] Haven Affinity
- [X] Refined
- 8 points, 10 total.
- 3 point merits
- [X] Lucky
- [X] Soothing Voice
- 6 points, 16 total
- 5 point merits
- [X] Charmed Existence
- 5 points, 21 points total
Natural Leader: Subtract 3 diff from all social rolls
Dragons Never Die: Stunt as an exalt.
Bardic Gift: Subtract 2 from the diff of any Social-based roll that involves speaking, poetry, music or song
Enchanting Voice: You have an almost magical voice, beautiful beyond words. You may add two dice to all rolls directly involving the use of your voice, such as Leadership, Seduction, Singing, etc. Depending upon the circumstances, the Storyteller may allow you to use two extra dice when making any type of roll involving Presence.
Haven Affinity: Your territoriality rivals that of a Lupine. When acting on "home soil" (your main haven, not auxiliary havens), you gain an additional die to all your Dice Pools. You may also home in on your haven by making an unmodified Perception roll (difficulty variable; 6 if across town, 8 if in another state or country, 9 if across the Globe). Haven: Palace area/throne room
Refined: You are a member of the elite. You are at home in high society and you never feel out of place around the 'beautiful people'. The difficulty of all Etiquette rolls involving high society are reduced by three
Lucky: You were born lucky – or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.
Soothing Voice: Your voice is calm and soothing, almost entrancing. You may add 2 dice to all rolls that directly include use of your voice: singing, preaching, leadership, etc.
Charmed Existence: Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore any "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.
This leaves 19 points for Gifts, which I will do later if no one else does. I think it's a very good social build, adding 5 dice and subtracting 5 difficulty to most leadership rolls that involve public speaking. Thanks to Degorium for Dragons Never Die.