NameGuillotine of Reckoning
ConceptLoyal, efficient executioner
DescriptionA pale, jagged-looking man in
a dark leather buffcoat and closed-face helm.
MotivationTo destroy all potential
enemies of Sova.
IntimaciesSova (Loyalty)●●●
Professionalism
(Pride)●●●
LanguagesAutochthonic, Old Realm,
Riverspeak
CasteSoulsteel
AnimaA hissing, roaring cloud of smoke
obscuring the silhouettes of distorted figures being executed in
horrible ways. Lightning occasionally crackles through the cloud,
illuminating the figures in horrific detail.
Experience230 unspent/478 total
Essence●●●●○○○○○○
Personal Pool4/18
Peripheral Pool37/44
Respiration Rate4m/hr from elemental core, 4m/hr
relaxed or 8m/hr resting
CommitmentCharms (13m personal), Beamcleaver (3m
peripheral), Reinforced Buff Jacket (3m peripheral), Resplendent Personal Assistant (1m peripheral)
Willpower●●●●●●○○○○
■■■■■■
Compassion●●○○○Conviction●●●○○Temperance●●○○○Valor●●●○○■■■■■■■■■■
Primary
VirtueConvictionClarity□□□□□□□□□□
Strength●●●●●Charisma●●●○○Perception●●●●○
Dexterity●●●●●Manipulation●●●○○Intelligence●●○○○
Stamina●●●●○Appearance●●●○○Wits●●●○○
Archery●●●●○Craft○○○○○Bureaucracy○○○○○
Athletics●●●○○Larceny●●●○○Investigation●●○○○
Awareness●●○○○Linguistics●●●○○Lore●○○○○
Dodge○○○○○Performance●●○○○Occult○○○○○
Integrity●○○○○Presence●●●○○Medicine○○○○○
Martial Arts●○○○○Ride○○○○○
Melee●●●●●Sail○○○○○
Resistance●●○○○Socialize○○○○○
Thrown○○○○○Stealth●●●○○
War○○○○○Survival○○○○○
Artifact●●●●○Madam,
a soulsteel beamcleaver that doubles as a truncheon.
Artifact●●○○○A synthetic
leather soulsteel reinforced buff jacket.
Artifact●●○○○A cubic-yard sized Cache Egg.
Artifact●●○○○A Folding Servant.
Artifact●●○○○A Plasma Tongue Repeater, given filigree to look like it was made for a Terrestrial.
Artifact●○○○○A Resplendent Personal Assistant.
Artifact●●○○○A Scrying
Apparatus elemental core.
Backing●○○○○An honorary junior
member of the Sovan Regulators.
Class●●●○○Status in
Autochthonian society equivalent to a foreman of the Populat, or a
junior member of the Tripartate, and a standard of living of Resources
●●●. Guillotine can request items of up to Resources ●●●● with proper
justification, and receives an extra die to all social rolls when
interacting with characters with a lower Class rating.
Familiar●●●○○A mechanical
servitor requisitioned from the Divine Ministers. If destroyed or
dismissed, a new one will be provided within a day.
Savant●●●○○A special
understanding of the works of the Great Maker. Guillotine gains 3
bonus dice to all Lore rolls involving science or magic, and adds 3 to
Craft, Occult, and Lore for the purposes of meeting requirements to
craft, operate, and maintain magitech.
Charm SlotCharmArrayInstallation Mode
DedicatedOptical
EnhancementFree-DedicatedFirst Dexterity AugmentationFree
DedicatedParabolic Leap Overcharger DeviceFree-
UnusedStrain-Resistant Chassis
ModificationFreeTwo -1 health levels
DedicatedPlasma Thruster AssemblyFree-
DedicatedTrans-Chosen EmulatorFree-
DedicatedPersonal Gravity Manipulation ApparatusFree-
DedicatedAccelerated Response System
(Parry)Free-
DedicatedImpenetrable Repulsor FieldFree-
GeneralFirst Perception
AugmentationFree-
UnusedFourth Manipulation AugmentationFree-
UnusedFourth Manipulation AugmentationFree-
UnusedPersonality Override SpikeFree-
UnusedIdentity Recalibration SignalFree-
GeneralAura-Dampening
ComponentFree-
GeneralOptical ShroudFree-
GeneralIntegrated Artifact
TransmogrifierFree-
UnusedAim-Calibrating
SensorsFree
DedicatedThird Strength AugmentationFree
UnusedFirst Manipulation AugmentationFree
UnusedFourth Dexterity AugmentationFree
DedicatedPiston Driven Megaton HammerFree
DedicatedUnstoppable Impulse EngineFree-
CharmMinimumsCostsTypeDurationKeywordsEffects
Third Strength AugmentationStrength 1/Ess
10-5m, [1m]Reflexive (Step 4 or
6)InstantCombo-OKThe character's
musculoskeletal system has received exacting calibration, bringing it
into synch with the Machine God's designs. When used, this Charm
allows the character's player to reroll a single Strength-based check,
and keep the result of choice. Alternately, double the attribute for
the purposes of calculating a single static rating. The cost of this
Charm is variable, based on the immediate location: 0m inside the Pole
of Crystal, 2m inside an Autochthonian city, 3m inside an uncorrupted
area of the Reaches, and 5m everywhere else.
Piston-Driven Megaton HammerStrength 2/Ess
23m [1m]SupplementalInstantCombo-OK,
ObviousThis Charm is a powerful soulsteel piston ringed with
Essence injection vents, built into one of the character's arms. When
used to augment a close combat attack using that limb, successes on
the attack roll are counted twice for the purposes of determining
damage, or thrice if the character is unarmed. Firing this Charm is
extremely noisy.
Unstoppable Impulse EngineStrength 5/Ess 44m
[2m]SupplementalInstantCombo-OK,
ObviousThis Charm enhances the Piston-Driven Megaton Hammer
by replacing the bones of the character's arm with a powerful mass
driver. When fired, the driver makes an attack from the augmented limb
unblockable. This Charm may enhance any close combat attack, or any
attack involving a solid projectile Archery attack provided by another
Alchemical Charm. It may also be used when hurling a solid projectile,
tripling the range in addition to making the attack unblockable. This
Charm is even noisier than its prerequisite.
Fourth Dexterity AugmentationDexterity 1/Ess
1- [1m, first installation
only]PermanentPermanentObvious,
StackableThe character's joints and nerves have been
precisely but obviously calibrated and augmented to increase overall
coordination, reaction time, and flexibility. Each installation of
this Charm (which may be installed up to Ess/2 times, rounded up)
boosts the character's Dexterity by 1, which counts as a natural
increase for the purposes of Charm prerequisites, but not for the
costs of improving the attribute. Each installation also increases the
character's Dexterity cap by 1.
Accelerated Response System (Parry Variant)Dexterity
3/Essence 22m [1m]Reflexive (Step
2)InstantKCombo-OK, InternalSynthetic
starmetal-and-orichalcum nerve clusters are wired into the character's
arms and torso. When activated, they remove up to (Dexterity) points
of penalties from the character's Parry DV.
Strain-Resistant Chassis ModificationStamina 2/Ess
2[1m, 0m for each installation beyond the first
two]PermanentPermanentObvious,
StackableThe character's body is reinforced with redundant
systems, armored plates, and metal struts, adding two additional -1
health levels or three additional -2 health levels. The configuration
of this Charm may be changed at a Vats Complex, and it is presently in
-1 health level mode.
First Manipulation AugmentationManipulation 1/Ess
11m/die [1m]Reflexive (Step 1 and
2)InstantCombo-OKThe character's voice and
body language have received exacting calibration, making them more
convincing. When used, this Charm adds up to (Manipulation) dice to a
single Manipulation-based check, or adds up to (Manipulation) to the
pool used to calculate a static Manipulation-based value.
Optical ShroudAppearance 2/Ess 23m
[2m]ReflexiveIndefiniteCombo-OKThe
character's skin is studded with small, fine crystals that shimmer
faintly under bright lighting. When activated, the character ripples
and becomes completely invisible. So long as he does nothing to give
himself away, all attempts to detect him via mundane scent or hearing
at a penalty of (Essence) or (Appearance), whichever is lower. Touch
and taste will reveal the character normally. This effect persists as
long as the character moves at a yard or less per tick, though faster
movement will reveal him as an Obvious blurry heat-mirage in the air.
The blur ends on the tick the character slows to an acceptable speed,
though if he comes to a complete stop, attackers ignore the protection
of this Charm. Rapid or violent movement, including attacks, terminate
this Charm.
Dynamic Cloaking Module (3)Essence 3Each installation of this submodule allows the Alchemical to move one more yard while using Optical Shroud. Gil can move a maximum of 4 yards without blurring his camouflage.
Sense-Countering Upgrades: SmellEssence 3Sense-Countering Upgrades allow the Alchemical to thwart extranormal senses when using his Optical Shroud; in this case, he is incapable of being smelled by those with extranormal senses of smell.
Essence VeilEssence 4With this submodule installed, Guillotine of Reckoning cannot be seen, even with Essence sight and similar senses.
Kinetic CompensatorEssence 4With this submodule installed, so long as Guillotine has activated his cloak once before in the scene, any further activations of his cloak do not count as a charm use for the purpose of determining actions.
Aura-Dampening ComponentApperance 2/Ess
2-PermanentPermanentInternalWhite-jade
baffles mute the character's Essence displays. While installed, this
Charm causes all Essence spent on Stealth and Disguise Charms to count
as personal for the purposes of anima flare. Additional Charms may be
augmented using this Charm, though it adds a 1m surcharge to any
Augmentation activations.
Integrated Artifact TransmogrifierAppearance
1/Essence 25m [1m]Simple (Speed
3)IndefiniteCombo-OK, InternalThis Charm
consists of multiple patches of artificial flesh that cover and
obscure the character's other Charms. When activated, any and all
non-Internal Charms the character possesses may be given the Internal
keyword for the duration of this Charm. If the Character uses an
Obvious Internal Charm, it becomes Obvious as usual for the duration
of its usage, to the degree that is necessary to perform its function.
If all of the character's Charms are Internal, he may transmute and
vivify his flesh so as to appear completely human. Gravitic
compensators hide the character's true weight, and he may reflexively
hide or change the appearance of his soulgem. Gil has installed the Loom Server Migration submodule; when he dons his disguise, he may set himself up so that he has a small, innocuous fate. This way, he does not cause trouble with the Loom of Fate.
First Perception AugmentationPerception1/Ess
11m/die
[1m]InstantCombo-OKThe character's
senses have received exacting calibration and refinement. When used,
this Charm adds up to (Perception) dice to a Perception-based check,
or adds up to (Perception) to the pool used to calculate a single
Perception-based static value.
Aim-Calibrating SensorsPerception 2/Ess 23m
[1m]SupplementalInstantCombo-OKThis
Charm is a metallic bulge on the side of the character's forehead,
with wires connecting to his inner ear and eyes. When activated, it
automatically compensates for and removes all external penalties to a
single attack.Ocular EnhancementsPerception
3/Ess 2-
[2m]PermanentPermanentNoneThis
Charm consists of a number of useful ocular implants, as detailed in
its submodules.
Thermal VisionEssence
3This Charm is a set of ruby lenses that allow the character
to see using heat instead of light while they are deployed. Objects
that are warm will stand out from cooler surroundings, though if the
character comes within (Essence) meters of an extremely hot object, he
will be blinded without the use of Flash Shutters or similar gear.
Turning thermal vision on and off is a reflexive action that may be
used once per tick at most.
Ultraperipheral AwarenessNo
additional minsA number of jeweled sensors are set around the
character's head, allowing him to sense movement all around him. He
may apply his DVs against all opponents normally when
surrounded.
Flash ShuttersNo additional
minsA pair of semitransparent shutters cover the character's
eyes and protect against visual overstimulation. At the ST's
discretion, this may protect against Charms that temporarily blind in
other ways.Light-Intensification
FiltersNo additional minsChrome-colored
augmentation improves the character's low-light vision, negating all
light-related penalties except for those imposed by total darkness. If
exposed to bright light, the character suffers a -1 internal penalty
to all actions unless Flash Shutters or similar effects are
used.Transcendant Multimodal Artifact
MatrixWits 3/Ess 2Variable
[1m]SimpleIndefiniteCombo-OK,
ObviousThis Charm consists of a complex webwork of the
character's caste material woven into his body; when the Charm is
activated, it takes on the form of a single artifact. Extruded
artifacts are a part of the character's body unless it would impede
their function, and may not be disarmed without amputating the Charm.
Only non-unique artifacts with templates stored in the Charm may be
emulated, and no template may have an artifact rating greater than the
character's Essence. If an extruded artifact has a magical material
bonus, it must be formed of the Exalt's caste material. Templates must
not be significantly larger than the Alchemical, and they must not be
designed to consume themselves on use. Artifacts with repair ratings
or external power requirements may not be taken as templates. Further
templates may be downloaded at the Vats for the cost of 3xp per
artifact dot. The cost to use this Charm is equal to the attunement
cost of the extruded artifact, or 1m if the artifact has no attunement
cost. Currently, the character's Transcendent Multimodal Artifact
Matrix has an integrated assault crossbow (5m attunement) and an
essence pulse cannon (5m attunement).
Personal Gravity Manipulation ApparatusStrength 2/Ess
24m [1m]ReflexiveOne SceneCombo-OK,
StackableEssence capacitors and reinforced leg joints hidden in the Alchemical's legs make up this charm. When activated, Gil may use it in one of two ways; he may lower his weight to as little as 15 percent of his normal body weight, letting him double his movement rate and jumping distance, but also doubles penalties from high wind and knockback distance, as well as any other effects that the ST deems appropriate. He may also choose to alter his personal gravity's direction, letting him walk along walls or ceilings as though the were floors. Moving the soles of his feet more than (Essence) number of yards from a surface means that gravity's normal pull resumes; he can perform all sorts of acrobatics this way.
Plasma Thruster AssemblyStrength4/Ess 3Varies; [1m]ReflexiveCombo-OK, ObviousGil has a bulge on his back the size of a small pack that protrudes through his buffcoat. When he activates this charm, the bulge unfolds into a set of three thrusters, and all three plus the bottoms of his boots erupt into essence-colored plasma. He may fly through the air utilizing this Charm
First Dexterity AugmentationDexterity 1/Ess 11m per die [1m]ReflexiveInstantCombo-OKGil's reflexes have been wired so that he may add motes of essence to increase his reaction time, reflexes, or accuracy in a pinch. He can add up to (Dexterity) dice to a Dexterity-related action, or add up to (Dexterity) to the pool used to calculate a static Dexterity-based value.
Parabolic Leap Overcharger DeviceStrength3/Ess 23mReflexiveOne SceneCombo-OK, ObviousWith a component behind each of Gil's knees, the Alchemical has modified his Personal Gravity Manipulation Device so that he may leap incredible distances, leaving behind a contrail of his current anima color behind his feet. This functions exactly the same as Monkey Leap Technique as listed in the original Exalted sourcebook, page 233, save that this functions as a standard Jump action. Gil may choose instead to triple his jumping distance at will.
Plasma Thruster AssemblyStrength4/Ess 3Varies; [1m]ReflexiveInstant or one hourCombo-OK, ObviousGil has a bulge on his back the size of a small pack that protrudes through his buffcoat. When he activates this charm, the bulge unfolds into a set of three thrusters, and all three plus the bottoms of his boots erupt into essence-colored plasma. He may accelerate in a sudden burst of speed moving 200 yards in a single burst once per action. This costs him 2 motes normally. If he uses it to close the distance with his enemy for an attack, it costs 4 motes and 1 willpower, and doubles the damage of the attack. He can also, for 10 motesr, fly at 80 miles an hour as long as he wishes, so that he may travel wherever he likes.
Impenetrable Repulsor FieldDexterity 5/Ess 36 motesReflexive (Step 2)InstantCombo-OK, ObviousBrass power couplings in Gil's shoulders power crystalline repulsor arrays in his hands. He can project a crackling wall of force in his anima's color for an instant, which appears around his body wherever he ends up needing the force. This functions as a perfect parry, with its only flaw being that after using it, he must wait for his DV to refresh twice before he can move away from the opponent he used it upon. He will resist any attempts to move him, though not violently.
Trans-Chosen EmulatorAppearance 2/Ess 3-PermanentPermanentObvious, ShapingThanks to changes in his Essence vessel "heart", Gil can modify his anima banner to imitate any other kind of Exalt's anima banner as he sees fit, allowing him to appear to be any other kind of Exalt by flaring his anima. He also has the Metatotemic Calibrator submodule installed, meaning that not only can he emulate any anima banner he wishes, but he can also modify them as he sees fit; he can even modify his own personal anima banner to appear to be whatever he wishes. In essence, his anima banner is whatever he chooses it to be, whenever he chooses it to be. If he emulates a Dragon-Blooded anima, he gains the properties of Anima Flux. However, Gil cannot copy any Anima Power with this Charm; his Anima Power will always stay the same.
Personality Override SpikeManipulation 4/Ess
210m, 1WP [1m]Reflexive(Step Ten)Until BrokenObviousGil has a spike mounted in the back of his right hand. If he inserts it into someone's neck (Damageless if willing or held, otherwise Speed 5, Accuracy +2, Damage +3L, Defense +0, Rate 3, Tags P) he uses the higher of Manipulation or Wits + Presence to make a clinch roll. The enemy resists using Wits + Integrity. If he succeeds, he forces the enemy into a mindscape that he controls, where they are only vaguely aware of his presence. This functions exactly as though they're clinched.
Identity Recalibration SignalManip 5/Ess
3-- [1m]ReflexivePermanentIllusion, Internal Shaping, Stackable, TrainingGil is capable of rewriting someone's personality utilizing his Spike. He does so by making a "Crush" attack utilizing his mental clinch. It costs one Willpower to resist this Crush, and if someone successfully resists his crush, it does not end the clinch. If they do /not/ resist it, however, Gil becomes capable of changing their personality in any of the following ways; attempting an impossible action wastes the action. He may add a number of Intimacies equal to his own limit, one at a time. He may remove an Intimacy as an Illusion effect, and will learn what was erased when doing so. He may remove memories from a timespan up to five years in length, or all memories associated with a particular Intimacy he has deleted. Gil does not learn those memories. This is also an Illusion effect. Gil may increase or decrease Virtues, one dot at a time, up to a maximum of five dots and a minimum of one dot. Gil can also add or subtract permanent Willpower, up to a maximum of 8 and a minimum of 1. When finished, the spike painlessly recedes. These effects are permanent to mortals, who can spend experience to heal these changes, though temporary to Essence Users if they decide to spend four Willpower to fix the damage done. This can be done in installments or all at once. This is a Training effect for mortals and Exalts, though Exalts can also choose to have these effects last for a single day, therefore not costing anything. Essence users can restore memories by building up an Intimacy to them.
-0□6 hours rest
-1□□□□2 days rest
-2□□□□□□4 days rest
-4□2 weeks rest
Incapacitated□2 weeks rest
Dying□□□□2 weeks rest
PossessionsMUNDANE
POSSESSIONS1 pair of wrist-binding iron cuffs. They are yellow-and-black striped. Three segments of cord, each three feet long. A set of Autochthonian-issue rations that should last him a week. These will likely go untouched, save maybe the water. A roll of synthetic cord. This is interesting because instead of being ropelike, it's flat and made of synthetic material. It's also black-and-yellow striped, similarly to the cuffs. He has 20 feet of it. Several pages of paper, an ink pot, and a quill. A bedroll with headrest attached. Also, a blanket. And naturally a backpack to carry all of this in.
ArtifactsMadam, a soulsteel beamcleaver with a
blood-red blade. When activated for a cost of 5m, a blade of blood-red
energy shaped like a guillotine blade projects from the end, trailing
ash in its wake. The energy blade is difficult to deflect, effectively
halving the PDV of anyone attempting to parry it--and if the
opponent's PDV is greater than 0, any nonmagical weapon used to parry
is destroyed. If a natural weapon is used to parry, the owner of said
weapon suffers amputation if they are an extra, or an unsoakable 2L if
they are not. Nonmagical armor is damaged by successful attacks with
the blade, losing bashing and lethal soak equal to the raw damage of
the attack, and if reduced to 0 soak, the armor is destroyed.
Inanimate objects suffer the same effects, though if they are
significantly larger than the wielder, this damage is limited to a
smaller section of the object. A soulsteel reinforced buff jacket. A
Starmetal-Steam elemental core of the Scrying Apparatus model, which
looks like an eight-faceted crystal covered with starmetal filigree.
The owner may gaze into an unadorned side and spend 3m to scry upon a
location up to (Essence x 10) yards away regardless of obstacles. This
may be blocked by magics that prevent scrying. The core retains its
power for one season before it must be taken to a Core Refinery or
Mobile Meta-Core Reactor to be recharged. Gil possesses a Plasma Tongue Repeater, designed to look like it was made for a Terrestrial Exalt, as well as a Resplendent Personal Assistant. The Resplendent Personal Assistant keeps time and functions as a compass that tracks his speed, as well as his position relative to the Pole of Elemental Earth, or Elemental Metal in Autochthonia. He also has a cubic yard-sized cache egg, which he can store nonliving material in and banish or reacquire with a cost of 20 motes either way. It is impossible to steal the egg or its contents when banished. He possesses a Folding Servant, capable of crafting mundane items using any of the Crafting stats save for Water, as well as alchemical ammunition for his Plasma Tongue Repeater.
Join
Battle/Debate5Parry DV (Soulsteel
Beamcleaver)5
Parry MDV3Parry DV
(Unarmed)3Dodge
MDV5 (8)Dodge DV4,
5*Natural
Soak4B/2L/0AArmor
Soak12B/9L/9ATotal
Soak16B/11L/9APierced
Soak10B/6L/4AArmor
Hardness6B/6LMovement4 (5*)
move, 10 (11*) dash
*Reflects Dexterity score of 5, as enhanced by Fourth Dexterity Augmentation.
AttackSpeedAccuracyDamageRateRangeDefenseTags
Punch56
(7*)5B3-3N
Kick55
(6*)8B2-2 (3*)N
Clinch65
(6*)5B1--NCP
Soulsteel Beamcleaver514
(15*)17L/42-5O**Soulsteel
Assault Crossbow (Target Bolt)511
(12*)10L1250-2BP***Essence
Pulse Cannon613 (14*)10L or
14B1200-FP
Plasma Tongue Repeater510 (11*)10L120-F
*Reflects Dexterity score of 6, as enhanced by Fourth Dexterity Augmentation.
**This weapon also drains (Essence) motes whenever it causes damage to
a living target. It has other properties, described in 'Artifacts',
above.
***This weapon loses 2 Accuracy and 2 Damage when used against anything other than a
living target.
****This weapon loses 2 Accuracy and 2 Damage when used against anything other than a
living target. Bashing damage caused by this weapon never spills over
into Lethal. Targets slain by Lethal damage from this weapon
disintegrate, leaving any indestructible possessions behind, though
this effect does not interfere with the target's soul in any way.
Nonmagical metal armor applies only a third of its soak against damage
caused by this weapon.
AttackSpeedCharismatic
AccuracyManipulative
AccuracyRateCharismatic
DefenseManipulative Defense
Presence466233
Performance655133
Investigation555233