Vidicon, Twilight Caste
Abilities Granted by Essential Awareness Enlightenment:
Outside Fate: See above.
Identify Character: The character may view his own character statistics at any time. No time passes while doing so, allowing the character to survey a battlefield or plan tactics in safety, though the character cannot affect the environment or other characters while doing so. The character may also observe other characters, gaining knowledge of their names, character type, Essence rating and mote pool(s), etc.
Discern Artifact: Identify on sight any artifacts usable by the character, and how many motes needed to attune and use. Artifacts with more esoteric requirements are also identified, as are any negative qualities possessed. Artifacts unusable by the character will remain unidentified by this power, and must be identified by other means.
PC's Body: Automatically restore motes and health levels upon awakening from sleep. Sleeping in a bed indoors grants complete restoration; less suitable conditions hamper restoration. Also speeds healing and mote respiration as follows:
Outside combat, regain 5 motes, 2 hl/1 lhl/.5 ahl/hour.
In social combat, regain 2 motes/3 long ticks.
In combat/mass combat, regain 2 motes, 1 hl/.5 lhl/.25 ahl/3 ticks.
Adds [Essence] automatic successes to all rolls made to resist Poison and Sickness effects. Crippling effects automatically regenerate after 1 week, or 3 days of total bed rest.
PC's Mind: Automatically restore WP and Virtue channels upon awakening from sleep. Sleeping in a bed indoors grants complete restoration; less suitable conditions hamper restoration. Also speeds WP and Virtue regain as follows:
Outside combat, regain 3 WP, 2 Virtue channel/hour.
In social combat, regain 1 WP, .5 Virtue channel/3 long ticks.
In combat/mass combat, regain 1 WP, .5 Virtue channel/3 ticks.
May always roll to resist mental influence, Compulsion, Emotion and Illusion effects, even if normally irresistible; adds [Essence] automatic successes to all such rolls.
Inventory: Allows storage of items Elsewhere. Any items that the character can carry may be stored, up to [Willpower + Essence]. Small items, such as arrows, may be stored in stacks, up to [Willpower + Essence] x10 per stack. Items in Elsewhere are in stasis, and emerge from Elsewhere in the same condition as when they entered.
Party Invitation: Allows the character to invite other characters to join a party. Party members gain all benefits of
Essential Awareness Enlightenment while in the party, though Sidereal party members may still use their powers as if they were inside fate. (The party members interpret the information provided by
Identify Character and
Discern Artifact as an Illusion effect, preventing madness.) Up to [Essence + Sum of all Virtues] characters may be in a party at once. The character cannot invite beings with an Essence rating of [characters' Essence+2] or higher, or beings incapable of using Essence. Creatures of darkness invited to a party are treated as if they were not creatures of darkness so long as they remain in the party. Any being that does not possess a Motivation may not join a party; this includes akuma and the Ebon Dragon.
Killing and Looting: All beings slain by the character or party members drop items thematically appropriate to the being in question. A bandit may drop an axe and leather armor, for example. Animals will drop meat and other appropriate body parts, such as a lion's fang or a crab's shell. If no one takes them, items dropped will remain where they are for 2 weeks, upon which the hoarders of Madame Marthesine, goddess of lost things, show up to claim them for her.
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I was interrupted by a knock at the door. Crossing the room - such a lush carpet! - I opened the door to find a box and a note, with nobody in sight. Shrugging, I picked up the box and carried it in, setting it on a table before going back and closing the door. Pulling up a chair, I opened the note first, absently noting that it wasn't Canadian English; obviously, I could now read and speak Old Realm.
"I took the liberty of visiting the quartermaster for you, and picked out some artifacts I believed would be suitable to your new status. Tomorrow is Calibration; I will meet you at the entrance of the Salient tomorrow morning at 9 o'clock to escort you to the Calibration banquet in Meru, for your official debut in the Solar Deliberative. - Chejop Kejak, Chosen of Jupiter"
Huh. Nice of him to help me out; he was obviously going to keep track of me the old fashioned way, seeing as how I was Outside Fate. Let's see what he picked out for me...
Orichalcum Reaper Beamklave: Very few of these wondrous blades exist in Creation at present, all of them the handiwork of Autochthon himself. Few even realize such weapons are possible; craft gods and Twilight craftsmen alike have failed to duplicate these items thus far. Stats: Speed 4, Accuracy +4 (+5), Damage +4L, Defense +1 (+2), Rate 3 (4); mundane weapons used to parry are destroyed, natural weapons used to parry cause defender to suffer 2 lhl (extras have natural weapons amputated as a Crippling effect); all parry successes vs. beamklave are halved (rounded down); mundane armor has bashing and lethal soak permanently reduced by [attacks' raw Damage], to a minimum of 0 -- if both soak values are reduced to 0, the armor is destroyed. Cost: 3 motes to attune, 5 motes to activate blade for one scene; one hearthstone socket. (It's basically an Exalted lightsaber, but using the wielder's Essence instead of a built-in power cell; numbers in brackets are from magical material synergy.)
Orichalcum Discreet Essence Armor: Two bracers and two anklets comprise this artifact, and may be worn with light clothing or robes. Stats: Soak +5B/5L (+7B/7L), Hardness 2B/2L (3B/3L), Mobility -0, Fatigue 0. Increases difficulty of all Stealth rolls by 2 when active. Cost: 5 motes to attune, 3 motes to activate for one scene; one hearthstone socket. (Basically a personal force field; numbers in brackets are from magical material synergy.)
Robes: Just ordinary red robes with a Twilight caste mark on the upper left chest, albeit of high quality silk, befitting a First Age Solar. Quite comfy.
Undergarments: You don't really need me to describe these, I hope. As with the robes, these are high quality silk. Also quite comfy.
Shoes: Self-explanatory. Rubber doesn't exist in Creation, but these seem durable enough.
I quickly dress and equip my DEA, holstering my beamklave in a thoughtfully provided belt holster. The clock chimes 10 am; time to explore the Salient of the Unconquered Sun!
Hope I don't get too lost...