Ledaal Xienhua

Ledaal Xienhua

Aspect: Earth

Concept: Poison and Alchemy specialist/Aspiring Martial Artist.

Motivation: To safeguard and expand the Realm at all costs.

Age: 23

Skin: Golden brown

Eyes: Emerald green.

Date of Birth: 13th of Resplendent Earth, RY 725.

Attributes:

Strength: 00
Dexterity: 0000
Stamina: 000

Charisma: 00
Manipulation: 00
Appearance: 000

Perception: 000
Intelligence: 0000
Wits: 000

Abilities:

Aspect:

Awareness: 000
Craft: 00000
Integrity: 000
Resistance: 000
War: 0000

Favoured:

Athletics: 0000
Occult: 00000
Martial Arts: 00000

Other:

Archery: 0
Bureaucracy: 000
Larceny: 000
Lore: 000
Melee: 00
Medicine: 00000
-Craft [Genesis]: 000
Performance: 000
Presence: 00
Ride: 0
Socialize: 00
Survival: 00
Linguistics: 000
Stealth: 000

Specialities

Occult (Thaumatugry - Master Alchemist +3)

Backgrounds.

Artifact: 000
Artifact: 000
Aritfact: 00000
Breeding: 0000
Manse: 000
Henchmen: 00
Resources: 0000
Connections: 000 -Thousand Scales

Virtues

Compassion: 00
Conviction: 0000
Temperance: 000
Valor: 00

Willpower

0 0 0 0 0 0 0

Essence

000

Personal: 8+4 = 12
Peripheral: 24+7 = 21 (31-10)
Committed: 10 Peripheral.
Recovery: 7/hour

Health

0 []
-1 [][][][]
-2 [][][][]
-4 []
Inc []

Charms

Awareness:

FIRST AWARENESS EXCELLENCY— ESSENCE OVERWHELMING
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Refl exive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two dice to the roll for each mote spent. The maximum number of dice that can be added to any one roll, however, is equal to the Dragon-Blood’s Ability rating plus any applicable specialty. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. The player rolls one die for every mote spent, up to a maximum number of dice equal to the relevant Ability plus any applicable specialties. Each success on the roll increases the
applicable DV by one.

Characters cannot use this or other Excellencies or dice-adding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. Yet a character who uses this or other refl exive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify.

This is a refl exive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to add dice to any Ability on the tick in which the Dragon-Blood acts. On the ticks between actions, this Charm can only be used to enhance unrolled uses of the Ability to increase an applicable DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase Melee dice between actions to be used for extra attacks.

ALL-ENCOMPASSING EARTH SENSE
Cost: 2m; Mins: Awareness 2, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Any Awareness Excellency

The Earth whispers to its children and warns them of the footsteps of those who approach with hostile intent. While the Charm is in effect, the Dragon-Blood cannot be surprised by any means. The Charm draws upon the intimate connection between the Earth Aspect and the ground beneath his feet, making them as one. Consequently, in order to use this Charm, the Exalt’s feet must rest on the ground. “The ground” includes earth, grass or the lowest fl oor of a building, but if the Dragon-Blood is at sea, up in a tree, on an upper level of a building or simply resting with his feet propped up on a table, the Charm confers no benefi ts. The Dragon-Blood may extend this benefit to companions at a cost of two extra motes per person, affecting a maximum number of people equal to his Essence.

FEELING THE DRAGON’S BONES
Cost: 2m; Mins: Awareness 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: All-Encompassing Earth Sense

With this Charm, the whispers of the Earth grow louder and more informative. As long as she is touching the ground (or in a building doing so), the Dragon-Blood can sense anything else resting on the ground in a radius of (Awareness x 25) feet. The Exalt’s player must roll (Intelligence + Awareness), with the character gaining more information with more successes

Craft

FIRST CRAFT EXCELLENCY—
ESSENCE OVERWHELMING
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Refl exive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two dice to the roll for each mote spent. The maximum number of dice that can be added to any one roll, however, is equal to the Dragon-Blood’s Ability rating plus any applicable specialty. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. The player rolls one die for every mote spent, up to a maximum number of dice equal to the relevant Ability plus any applicable specialties. Each success on the roll increases the applicable DV by one.

Characters cannot use this or other Excellencies or dice-adding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. Yet a character who uses this or other refl exive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify.

This is a reflexive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to add dice to any Ability on the tick in which the Dragon-Blood acts. On the ticks between actions, this Charm can only be used to enhance unrolled uses of the Ability to increase an applicable DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase Melee dice between actions to be used for extra attacks.

FLAW-FINDING EXAMINATION
Cost: 1m for touch or 3m for sight, plus 1wp to repair; Mins: Craft
3, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: One minute
Prerequisite Charms: None

The Dragon-Blood may attempt to fi nd the weak spot in some object. If the Dragon-Blood wishes to eliminate the flaws in an object, his player must roll (Intelligence + Craft) and spend one Willpower point. With a single success, damaged items are repaired instantly, although some things might be so damaged that this Charm must be used multiple times. If the Dragon-Blood wishes to strike at the item’s weak point, any damage infl icted on his next successful physical attack against the object is doubled. If used against armor or a weapon, treat this as a disarming attempt, with a success destroying the item.

Using this Charm requires the Dragon-Blood to spend at least one minute examining the item to be affected. It costs one mote if he can physically touch or handle the item or three motes if he must study it from a distance. This Charm is explicitly allowed to be made a part of a Combo with other Abilities.

Linguistics

WIND-CARRIED WORDS TECHNIQUE
Cost: 1m per message, plus distance; Mins: Linguistics 3, Essence
2; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The wind carries many things, and for the Children of Mela, sound is one of them. With this Charm, a Dragon-Blood can whisper his words aloud and know that the winds will convey them to his intended listener, wherever that listener is. For a base cost of one mote, the character can transmit one message to the ear of any single person within range. The words actually do not need to be spoken, but the Dragon-Blood must at least mouth them. The base range of the Charm is equal to (the speaker’s Essence x100) feet. Also, each additional mote spent increases the range by a factor of 10. Therefore, a character with an Essence of 4 can transmit a message 400 feet for one mote, 4,000 feet for two motesor 40,000 feet for three motes. This total quantity of motes must be expended for each individual message, which can be no more than 25 words in length.

The sending character need not know the exact location of the intended recipient, but she must know her approximate location, which is defined as “within (sender’s Essence x 5) miles.” The targeted location can, however, be some place that the sender has never even been, such as “the command HQ of the Fourth Legion stationed in Arjuf.” This Charm is considered essential to military operations for both the Realm and the Seventh Legion. Most Dragon-Blooded with any military background know this Charm, and all but the least proficient graduates of the House of Bells do.

Resistance

OX-BODY TECHNIQUE
Cost: –; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None

While the Terrestrial Exalted do not have the infernal resilience of the Anathema with whom they struggle, their capacity to endure punishment is still far greater than that of mortal men. This Charm grants Dragon-Blooded additional health levels. Each time this Charm is taken (up to the maximum of her Resistance Ability), the Dragon-Blood gains one -1 health level and one -2 health level.

Lore

ELEMENTAL CONCENTRATION TRANCE
Cost: 5m, 1wp; Mins: Lore 2, Essence 1; Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: None
The simplest of Lore techniques exercised by the savants of Air, this Charm allows a character to meditate on her aligned element to temporarily augment her capacity to absorb knowledge. Provided that the Exalt has all the necessary research material handy, she can absorb a week’s worth of study in a single day. She can continue to use this Charm on subsequent days, but if she uses it more days in a row than a number equal to her Lore trait, she suffers one level of unsoakable lethal damage for each extra day. The Exalt cannot heal this damage while under the effects of this Charm.

Martial Arts:

SECOND MARTIAL ARTS EXCELLENCY—ESSENCE TRIUMPHANT
Cost: 2m per success; Mins: (Ability) 1, Essence 1; Type: Refl exive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The Dragon-Blood can invoke this Charm when making a roll based on the relevant Ability. The Exalt can spend up to (Ability + applicable specialties) in motes. The Charm adds one automatic success to the roll for every two motes spent. If the Dragon-Blood uses Essence Triumphant in combination with Charms that add dice, each success purchased with Essence Triumphant reduces by two the maximum number of dice that she can add. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. For every two motes spent, the Dragon-Blood can increase the applicable DV by one, up to a maximum improvement equal to her Ability trait plus any applicable specialties.

This is a refl exive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to purchases automatic success on any action made on the tick in which the Dragon-Blood takes a normal action. On the ticks between actions, this Charm can be used only to enhance an unrolled use of the relevant Ability to improve a DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase automatic successes between
actions to be used for extra attacks.

Crimson Pentacle Blade Style (Scroll of the Monk, page 64.)


NORTHERN ICE BLOSSOM POSTURE
Northern Ice Blossoms are formidable assassins and duelists. Their minimalist approach to speardancing expresses itself through devastating sweeps with their weapons. Those who use this posture prefer the poleaxe or similar polearms and receive a +1 bonus to their Martial Arts pools in a duel or one-on-one fi ght.


GRACEFUL TORTOISE TECHNIQUE
Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None

Rather than armor or even thick clothing, speardancers rely on their shields to defl ect arrows or turn aside weapon strikes. Using this Charm, the speardancer incorporates his shield effortlessly into his deadly blade dance—even a shield that would otherwise be too large or cumbersome to use. After activating the Charm, the martial artist does not suffer any mobility penalty for using his shield for one scene. He may use a long spear or poleaxe one-handed as long as he uses a buckler or target shield on his other arm.

SPEARDANCER CONCENTRATION
Cost: 3m; Mins: Martial Arts 3, Essence 1; T
ype: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Graceful Tortoise Technique

While using this Charm, the martial artist’s familiarity with the extra reach her weapon provides allows her to strike first in hand-to-hand combat. Upon activating this Charm, the martial artist adds a number of extra successes equal to her Essence to the result of her Join Battle roll. When characters attack each other on the same tick, a speardancer who uses this Charm resolves her attack first. (If her opponent also uses a Charm that lets him act first, the characters remain tied.)

CRIMSON PENTACLE BLADE FORM
Cost: 5m; Mins: Martial Arts 3, Essence 1;
Type: Simple (Speed 3)
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Speardancer Concentration

To master this Form-type Charm, the martial artist has trained his muscles to supple perfection, and he can easily perform graceful leaps and impressive acrobatic feats on any sort of terrain—from a muddy battlefield to a rocking ship’s deck to the desert’s scorching sand. The martial artist can also deliver great, sweeping attacks with unerring precision while doing so.

When this Charm is activated, the martial artist’s player may add the Exalt’s Essence score to all Martial Arts rolls for the rest of the scene. Also, add the martial artist’s Essence score to her Athletics Ability for purposes of determining how easily she keeps her balance in a situation of unstable footing. That is, add (Athletics + Essence) and compare that value to the situation’s instability rating. Should the instability rating of the situation exceed that value, the player must still make a (Dexterity + Athletics) roll for the character to maintain her balance. (See “Unstable Footing” on p. 155 of Exalted.) The player does not add the character’s Essence to that pool as extra dice: She adds the character’s Essence to the result of the roll as extra successes.

Finally, when a character using this Charm acts as a group’s commander in order to coordinate the group’s attack against an opponent, the character gains a number of extra successes equal to her Essence on the required (Charisma + War) roll. (See “Coordinating Attacks” on p. 144 of Exalted.)


Volcanic Devastation Style:

Mountain Abides Meditation

Cost: 3m; Mins: Martial Arts 2, Essence 2;
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Nothing can truly diminsh the mountain. Air, water, and wood may win temporary victories, but the deep roots and burning heart of the earth ensures that it will endure. This Charm allows the martial artist to draw on this incredible durability. Channeling earth-aspected essence through her chakras, the Molten Fist can shrug off attacks that would cripple or kill lesser mortals.

This Charm may be activated in response to an attack. When activated, the martial artists' Temperance is added to her bashing soak.

Surging Magma Kata.

Cost: 4m; Mins: Martial Arts 2, Essence 2;
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

A volcano is unpredictable by its very nature. There are few that can predict when or how it will erupt. And when it does, the eruption quite often comes sooner than most expect. Emulating this unpredictability, the martial artist may activate this charm at the beginning of combat to add her Valor to the Join Battle Roll as fiery essence speeds her actions.

Trembling Earth Prana

Cost: 4m; Mins: Martial Arts 3, Essence 2;
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Mountain Abides Meditation

As the volcano wakes, the earth quakes and splits with pain and trepidation, sending animals into flight and making even the soundest footing unstable and treacherous. Bringing her foot down in a mighty kick, the Molten Fist can knock her foes off-balance as the ground heaves and buckles. As she activates this Charm, all foes inside her Essence rating in yards must make a Dexterity + Athletics roll against a difficulty equal to the martial artist's temperance, or be knocked down.

Flowing Lava Strike:

Cost: 3m; Mins: Martial Arts 3, Essence 2;
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Surging Magma Kata

Nothing can long endure the heat and ferocity of a river of molten rock. Lava bores
through stone, vaporizes metal, and cooks flesh in instants. So it is with this Charm. Charging her fists with burning Essence, the martial artist's attack ignores levels of an opponents Bashing and/or Lethal soak equal to her Valor

Volcanic Devastation Form

Cost: 6m; Mins: Martial Arts 4, Essence 3;
Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Flowing Lava Strike, Trembling Earth Prana

Taking a low, centered stance and flashing her fingers through the Old Realm signs for Fire, Earth and Harmony, the martial artist assumes the Volcanic Devastation Form. Earth essence envelops her fists and feet, along with lines of glowing fire-aspected essence, giving an impression of churning, molten rock. If the martial artist is an Earth or Fire aspected Terrestrial Exalt, the display is even more impressive.

For the duration of this Charm, the martial artist adds her Temperance to her Martial Arts for the purpose of calculating Parry DV, as well as adding dice equal to her Valor to raw damage before soak. In addition, she may choose to inflict lethal, rather than bashing, damage as fiery essence sears and consumes the target's flesh. This Charm is a spectacularly obvious display of supernatural puissance, however, and reduces any attempt at stealth as per a 4-7 mote Anima banner for its duration.

Inviolate Volcano Stance

Cost: 4m; Mins: Martial Arts 4, Essence 3;
Type: Reflexive
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Volcanic Devastation Form

Even in the midst of an eruption, the volcano is involate. In time, even the short-term devastation of the eruption will only add to its grandeur and majesty. On assuming the Inviolate Volcano Stance, the martial artist may ignore up to her Temperance in wound penalties.

Explosive Caldera Technique

Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3;
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Volcanic Devastation Form

Sometimes, the volcano erupts not where one would expect, but in an entirely new location, as the fiery essence at its heart seeks new ways to reach the surface. Applying this lesson to her fighting-style, the marital artist may activate this Charm to attempt to have her next attack blindside her opponent. If she succeds at a contested Dexterity + Stealth + Valor roll against her opponents Perception + Awareness, for all intents and purposes, the attack counts as unexpected.

Pyroclastic Flow Assault (capstone)

Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3;
Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Inviolate Volcano Stance, Explosive Caldera Technique

The most devastating effect of a volcanic eruption is known as a pyroclastic flow. Lava may be avoided, or blocked with enough effort. The earthquakes may be endured. However, there is no escape from the terrible power of Earth and Fire in complete harmony that is the pyroclastic flow.

As the martial artist activates this Charm, she gains a magical flurry of attacks equal to her Temperance score. These attacks begin at her full Dexterity + Martial Arts pool -1 for the first attack, with each attack beyond that gaining a further -1 penalty. In addition, she counts all successes on her attack roll twice for raw damage. If Volcanic Devastation Form is active, the dice granted by Valor are not doubled.

Example: Ledaal Xienhua attacks a hapless Lookshyan Officer. Activating Pyroclastic Flow Assault, she gains three attacks (from her Temperance of 3). Not having specialties, artifacts, or other Charms activated, her first attack will be at 8 Dice ( for her Dex + Martial arts of 9, minus one), her second at 7 dice, and her third at 6 dice.

Medicine

SECOND MEDICINE EXCELLENCY—ESSENCE TRIUMPHANT
Cost: 2m per success; Mins: (Ability) 1, Essence 1; Type: Reflexive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The Dragon-Blood can invoke this Charm when making a roll based on the relevant Ability. The Exalt can spend up to (Ability + applicable specialties) in motes. The Charm adds one automatic success to the roll for every two motes spent. If the Dragon-Blood uses Essence Triumphant in combination with Charms that add dice, each success purchased with Essence Triumphant reduces by two the maximum number of dice that she can add. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. For every two motes spent, the Dragon-Blood can increase the applicable DV by one, up to a maximum improvement equal to her Ability trait plus any applicable specialties.

This is a refl exive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to purchases automatic success on any action made on the tick in which the Dragon-Blood takes a normal action. On the ticks between actions, this Charm can be used only to enhance an unrolled use of the relevant Ability to improve a DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase automatic successes between
actions to be used for extra attacks.


Combat Maneuvers

Clinch 6 +0 +0B –- 1 Str • – C, N, P
Kick 5 +0 +3B -2 2 Str •, Dex •• – N
Punch 5 +1 +0B +2 3 Str • – N

Join Battle: 6
Join Debate: 6
DV - Dodge: 3
DV - Parry: 5(Unarmed)
5(Daikalbar)
6(Daikalbar/Shield)
MDV - Dodge: 4
MDV - Parry: 2

Artifacts

White Jade Daikalbar ("Serenity in Perfection")
Speed Accuracy Damage Defense Rate Minimums Attune Cost Tags
4 +3 +9L +2 2 Str ••, Mrt • 5 •• 2, R
Set with a Kata-Sculpting Gem

White Jade Hearthstone Bracers
[Artifact ••, Attune: 4]
-1 Speed for hand-to-hand or ranged attacks.
Set with a Memorial Iron Stone

Blue Jade Hearthstone Amulet
[Artifact •, Attune: 1]
Regain one extra mote of Essence per hour.
Set with a Gem of Safe Harvest

Cache Egg
[Artifact •, Repair: 1 Attune: 0]
Provides one cubic foot of storage space.
Spend 1 mote to open, 20 motes to banish or
recall the egg from Elsewhere. Cannot
contain anything living.
(WotLA pg. 58)

Red Jade Subtle Smashfists:

Spd Acc Dam Def R Min Attune Cost Tags
5 +0 +10B +2 2 Str •• 6* ••* M, P
6 +0 +9B 1 Str •• 6* ••* C, M, P

Made for the Exalt who prefers discretion and style over brute displays of power, these artifacts come in a wide variety of forms: Simple gloves, unusual arrangements of bracelets, decorative plates, and rings, fine mesh gloves made from the Magical Materials, elaborately worked with gems, and so on. What they all have in common, however, is that they are made to look unobtrusive and/or decorative, until activated.

These artifacts function along the same principles as a pair of Gloves of Martial Readiness (Wonders of the Lost Age, page 78): They have a hearthstone setting, can change color at the user's whim, and pass unnoticed by those not aware of their function (unless using All-Encompassing Sorcerer's Sight or similar Charms). Unlike the artifact they are based on, Subtle Smashfists do not project an Essence-shield. Instead, the user pays 2 motes to sheathe the gloves in plates of Essence appropriate to the Magical Material the gloves incorporate in their design. This effect lasts for a scene, and turns the gloves into fully functional Smashfists.

Sphere Of Genesis (Artifact 5, Attune 10)

Appearance:

A featureless sphere of moonsilver, it always feels slightly cool and slick to the touch.

Powers:

Recorded Knowledge: The sphere has a comprehensive record of information in it's area of interest. It can serve as a trainer for Occult, Craft (Water), Medicine, or Craft (Genesis) up to a rating of 5, as well as giving +2 dice on rolls related to such knowledge after a five minute consultation. Additionally it knows a version of every Alchemy and Acupuncture Ritual, as well as the templates for a number of Genesis artifacts of essence 3 or less.

Protean Laboratory: By committing 5m to activate this power, the sphere unfolds into a complicated looking series of tubes, beakers, burners, tanks, and other strange things. This serves as a Flawless Workshop, specialized in Craft (Water), Alchemy, and Craft Genesis.

Battle Armor of the Sun-and-Shadow Princess

A set of delicate seeming hand covers made of jeweled rings and intricate chains that run up to a silken choker which is attached to a lovely black and white cloak. The chest of the model is covered by a delicate confection of silken lace and and orichalcum wire, which leads down to a girdle of looped orichalcum chain with a hearthstone setting in the buckle. The silken panties have straps which run down to attach to a set of complex looking orichalcum and leather sandals which lace up to the upper thigh.

The Gloves act as Power Maces. The Cloak is a set of Wings of the Raptor. The chest part is a combined set of Whispersilk Armor and Essence Armor, granting 5L/5B passive soak and 10L/10B soak when the essence shield is active (costs 3m), along with 3L/3B Hardness. The Whisper bonus in this case is a +2 to MA. And the sandals are equivalent to Perfected Boots. The design of the whole thing means that it counts as a social combat weapon granting +2 to performance. The ensemble costs 8m to attune and requires a hearthstone of at least level 3 to be inserted into the system to function at all.

Hearthstones

GEM OF SAFE HARVEST (MANSE •••) - Earth

This hearthstone looks like an irregular lump of
unpolished, dark-yellow amber. It transmutes anything
eaten or drunk by the bearer into safe and nourishing
food. Nothing the bearer ingests can cause her any harm,
even if it is poisoned with the deadliest alchemical
venom. The bearer finds a diet of seawater, Yozi venom
and fragments of driftwood to be as safe and nourishing
as the finest meals served to princes and kings.
(Oadenol's Codex, page 90)

KATA-SCULPTING GEM (MANSE ••) - Water

This pearly white disk glows with a faint white
light that brightens and dims in time with its bearer’s
heartbeat. The gem allows a Dragon-Blooded martial
artist to focus her Essence so that she can activate any
known Celestial-level Form-type Charms without her
player having to succeed at a (Dexterity + Martial Arts)
roll. Only Terrestrial Exalts with Martial Arts of 3 or
more possess the precision needed to use the instinctive
knowledge of fighting katas provided by this hearthstone.
This stone also reduces the Essence cost to activate all
Martial Arts Form-type Charms by 2 motes (minimum
of 1); all Exalted can gain this benefit.
(Oadenol's Codex, page 96)

STONE OF GENDER TRANSFORMATION (MANSE •• [•••]) - Water

This peach-colored, almond-shaped crystal enables
its bearer to change gender at will. This transformation is
instantaneous and can be made as a refl exive action.
The transformation leaves the character moderately
recognizable. The stone does not signifi cantly
alter the character’s size or features: A tall, muscular
man, for instance, becomes a tall, muscular woman.
Any character who knows the bearer can recognize
her with a successful (Perception + Awareness) roll.
Factors that may increase the roll’s diffi culty include
radically different clothing, a hidden face or not having
seen the transgendered character in a long time.

MEMORIAL IRON (MANSE •) - Fire

This hearthstone looks like a smooth nugget of
polished iron. Its bearer can vividly recall (and mentally
relive) any particularly positive and will-reinforcing
memory. This recollection fi res her resolve, enabling
her to recover one point of temporary Willpower each
day. This is in addition to any Willpower recovered
through the normal, daily Conviction roll.
(Oadenol's Codex, page 92)

Appearance:

Ledaal Xienhua is a tall, golden-skinned woman, seemingly in her mid-twenties, with a somewhat bookish air. This is aided by the fact that she habitually wears spectacles, even though she doesn't need them. She prefers to wear her hair in a single braid or pony-tail, although if the situation requires it, she'll sport fantastically elaborate hairstyles. As an Earth-aspect, her hair is the colour of green marble, shot through with strands of white and gold, and her skin sometimes seem to glint like polished stone if the light strikes her at the correct angle.

Xienhua prefers practical rather than extravagant clothing, and tends to choose fairly subdued and non-descript clothing for everyday wear, as this helps her avoid undue notice. Her preferred image is the non-descript bureaucrat; neat, utilitarian, and bland. In private, she tends to be more relaxed, and when required, such as for a family function or official party, she'll clean up rather nice. She does her best to avoid this, though, as it wouldn't do for her to draw too much attention to herself.

History:

Ledaal Xienhua is known for being a somewhat tragic figure in Dynastic society; her lineage is impeccable, yet she has shown no aptitude for the Sorcery the House values so highly. A brilliant scholar and graduate of the Heptagram, she's taken up a minor bureaucratic position as an assayer in the Thousand Scales, where her gifts and talents are wasted (some say as punishment from the House Elders for an unkown infraction). While her lineage and breeding would make her a desirable catch for most Houses, the cloud hanging over her has discouraged most of her suitors. By all accounts, Ledaal Xienhua has been consigned to a minor and unimportant role in the great enterprise of the Realm.

And that is just the way she wants it.

The truth is that Xienhua is a valued operative for the All-Seeing Eye. Recruited just after graduating from the Heptagram, her knowledge of poisons and alchemical formulae has proven invaluable in several cases. Her position in the Thousand Scales is a smoke-screen deliberately designed to give her plausible excuses for traveling to wherever her skills are needed. The lack of suitors doesn't bother her much, as she's being kept far too busy with her work to take the time she feels would be necessary to sufficiently vet a prospective husband.

Recent Developments:

Lately, Xienhua resigned her position in the Thousand Scales to start up a business venture with V'neef Vala and Vala's husband, Ragara Soras Polu. The business in question is a cosmetics company, utilising Xienhua's skill at Alchemy to create and supply the Dynasts and Patricians of the Realm with various quality items such as make-up, shampoo and perfumes/deodorants. She's also begun developing her own unique Terrestrial Martial Art: Volcanic Devastation Style

OTHER NOTES:

Experience points used:

Occult 5 - 7 XP

Thaumaturgy - Alchemy Initiate 8 XP
- Alchemy Adept 8 XP
- Alchemy Master 8 XP
Medicine 2 - 2 XP
Medicine 3 - 4 XP
Crimson Pentacle Form Charm - 10 XP
Athletics 1 - 3 XP
Athletics 2 - 1 XP
Athletics 3 - 3 xp
Athletics 4 - 5 xp
Charm: All-enc-Earth sense - 10 xp
Charm: First Awareness Ex. - 10 xp
Charm: Feeling the Drag. Bones - 10 xp
Linguistics 3 - 4 xp
Wind-Carried Words Charm: - 12 xp
Resources 4 - 3 xp
Mountain Abides Meditation Charm - 10 xp
Sphere of Genesis (Artifact 5) - 15 xp
Surging Magma Kata - 10 xp
Trembling Earth Prana - 10 xp
Flowing Lava Strike - 10 xp
Manse 4 - 3 xp
Charm: Volcanic Devastation Form - 10 xp
Charm: Inviolate Volcano Stance - Free.
Charm: Explosive Caldera Technique - Free
Charm: Pyroclastic Flow Assault - Free
Charm: Elemental Concentration Trance - 10 xp
Stealth 1 -> 3 - 9 xp
Performance 2 & 3 -> 6 xp
Craft 5 -> 7 xp
Medicine 4 -> 5 - 14 xp
Craft: Genesis (Medicine Spec) - 9 xp
Charm: Second Medicine Excellency - 12 xp


Essence 3 - 20 XP
Connections 3 - 9 XP
[Craft Earth 3 - 7 xp] - Refunded due to rules-change (and bad maths)
[Craft [Genesis] 1 - 5 - 19 xp] - Refunded due to rules-change
[Craft (fire) 1 - 3] - Refunded due to rules-change
[Craft (fire) 2 - 1] - Refunded due to rules-change
[Craft (fire) 3 - 3] - Refunded due to rules-change

XP Total: 285
XP Spent: 285
XP Avaliable:
XP Reserved:
Free Charms: 4

Henchmen:

Hwang Li - Xienhua's private secretary and confidante. The one doing the actual bureaucratic work, and well-compensated for it. His efforts have ensured that Xienhua's cover is much tighter than most.

Tai Liyan - Officially Xienhua's maid, Liyan acts as a combination of body-guard and (occasionally) assassin, should her mistress need an absolute water-tight alibi as someone keels over from an exotic poison.

Note: She only has two henchmen, despite having two dots in the background. If possible, I would like this to reflect that both Li and Tai are quite competent at what they do, perhaps moreso than regular henchmen. If this doesn't work, feel free to throw in whatever you think will suit the story best. ^_^

Mother: Ledaal Jiao
Father: Mnemon Tobruk

The Company

Size 3, Competence 3, Influence 2, Wealth 2, Reach 4