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Started by Corwin, January 31, 2007, 05:28:59 PM

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Corwin

Name: Youko
Occupation: Queen of the Ascendant Sovereignty of Sol-Falena!
Appearance: Wavy hair the color of dark flame framing tanned features and cascading towards the middle of Youko's back. Eyes, blue and sincere, the windows to her inner strength. Of average height, although the adjective feels foreign when used in connection to Youko. Still looks to be in her mid twenties, her appearance unchanged from the moment she Exalted.


Social
Charisma: ****
Manipulation: ***
Appearance: ****

Physical
Strength: **
Dexterity: ***
Stamina: ****

Mental
Perception: ***
Intelligence: **
Wits: **


Favored Abilities: Dodge, Athletics, Resistance, Performance, Presence

Abilities:
Dawn (Caste):
Archery:
Martial Arts: ***** (*** Fans/Wind-Fire Wheels)
Melee:
Thrown:
War: ***

Zenith:
Integrity: *
Performance: ***
Presence: ***
Resistance: ***
Survival:

Twilight:
Craft:
Investigation:
Lore: *
Medicine:
Occult:

Night:
Athletics: ***
Awareness: ***
Dodge: *** (* Multiple Opponents)
Larceny:
Stealth:

Eclipse:
Bureaucracy: *
Linguistics: ***
Ride:
Sail:
Socialize: *


Backgrounds: 7
Allies: * (Hourai, Earth DB outcaste)
Artifact: *** (The Marvelous Dawnbringer)
Backing: ***
Cult: *
Followers: *
Influence: ***
Manse: *** (Manse lvl3: Sol-Falena, Heartstone: Gem of Grace page 386)
Resources: ***

The Marvelous Dawnbringer (A seemingly normal paper fan with the rising sun playing background to the symbol for Grace; the fan's appearance matches the user's outfit. Can be strengthened with Essence to serve as a warfan. Essence can also be used to open the fan fully into a circle, aiding with defense. Has the Two-In-One function, with the fan splitting into two identical ones, which function the same. Accuracy +3, Damage +5L, Defense +3, based on Gloves of Martial Readiness page 79 of Wonders of the Lost Age. Takes 8 motes to attune, 2 more as a reflexive action to gain +2 to Parry DV to melee/ranged at the temporary expense of the second fan for the length of a scene)

Gem of Grace (The gem's possessor evokes mild feelings of awe and respect in others, even other Exalted. The gem adds two dice to Charisma and Manipulation rolls provided the affected being can see the bearer.)


Languages: Riverspeak (Scavanger Lands), High Realm, Old Realm, Forest-tongue


Virtues:
Compassion: ***
Conviction: **
Temperance: *
Valor: ***


Willpower: ******
Essence: **
Personal Essence: 12
Periferal Essence: 29
Committed Essence: 8 (The Marvelous Dawnbringer )
Health Levels: -0x, -1x, -1x, -1x, -1x, -2x, -2, -2, -2, -2, -2, -4, Incapacitated
(Healing, page 151)
Soak: 4B/2L
Intimacies: **

XP: 15/22 (remaining/total)
(Experience, page 276)

Charms:
Martial Arts Excellency (Second)
Demure Carp Feint
Pearlescent Filigree Defense
Lethal Paper Fan Attack
=> Dreaming Pearl Courtesan Form -> Flurry of August Leaves Concentration -> Resplendent Sash Grapple Technique -> Vindictive Concubine's Pillow Book Understanding
(Scroll of the Monk, pages 90-92)

(Resistance) Ox-Body Technique (x2): two -1 health levels, four -2 health levels.


Intimacies: Sol-Falena, Falena's citizens, Youko's idea of invincibility, Kurohime-chan and Hourai!

Motivation: Uniting the East under the banner of the Unconquered Sun, Sol-Falena as the new empire's capital.

Valor Limit Break:
Under the limit break, Youko loses her sense of self, and considers herself the very incarnation of the Unconquered Sun, far above anyone else, be they mortal or Exalted. Others exist to serve her, or not at all. To question her divine writs is to forfeit one's very soul in the face of her righteous anger! The ones to fall quickly before Youko's fury in this state are the truly blessed beings.

Partial Control:
Youko's compassion allows her to distinguish between friend and foe. Though she is galled by any behavior that departs from total obedience, she is capable of acknowledging her friends' past accomplishments for her. Anything done by them that doesn't qualify as actively opposing her can be forgiven.

Trigger:
Anyone interfering with Sol-Falena's destiny as the glorious capital of the eternal Falena empire.


Join Battle: Wits + Awareness
Attack (melee/MA): Dex + Melee/MA + Accuracy + Specialty (one less die for weapon in off hand)
Attack (ranged/gun): Dex + Archery + Accuracy + Specialty (one less die for weapon in off hand)
Damage (melee/ranged): Str + Weapon Damage + Successes
Damage (gun): Weapon Damage + Successes
Dodge DV: [(Dex + Dodge + Specialty + Essence)/2] - Armor Mobility (round up)
Parry DV: (Dex + MA/Archery/Melee/Thrown + Specialty + Weapon Defense)/2 (round up)

Join Battle: 5

Weapon: The Marvelous Dawnbringer (an orichalcum warfan, +1 to Accuracy, Defense and Rate)
Artifact weapon: Speed: 5, Acc: +4, Damage: +5L, Rate: 4, Defense 4, Range: --
Attack: 15, Parry DV: 8 (10 with the fan's shield in use), Damage: 7L+

Dodge DV: 4
Dodge DV (Multiple Opponents): 5

Social Kombat~

Presence Attack: Speed 4, Rate 2, Accuracy 9 (14 in Courtesan form)

Parry DV: [Cha/Man + Inv/Perf/Pres + Specialty] / 2 (round up)
Dodge DV: [Willpower + Integrity + Specialty + Essence] / 2 (round up)

Parry DV: 4 (5 with hearthstone, 6 in Courtesan form, 7 with both)
Dodge DV: 5
<Steph> I might have made a terrible mistake

Ebiris

Name: Ramaya
Occupation: Martial Artist/Preacher
Appearance: Slim but evidencing wirey muscle, Ramaya is a dark skinned man seemingly in his early thirties with expressive

brown eyes and stringy charcol hair that's typically cut short yet still long enough to provide a certain untamed look. As

far as clothing goes, he usually dons himself in simple yet flowing saffron robes that allow a full unimpeded range of

motion.

Experience

Gained: 21
Available: 3

Attributes

Strength: ***
Dexterity: *****
Stamina: ***

Charisma: *****
Manipulation: **
Appearance: **

Perception: **
Intelligence: **
Wits: ***

Abilities

Caste
Integrity: **
Performance: ****
Presence: ***
Resistance: ***
Survival:

Favoured
Dodge: ***
Medicine: **
Occult: ****
Athletics: ***
Martial Arts: ****

Remaining
Archery:
Melee:
Thrown:
War:
Craft:
Investigation:
Lore: *
Awareness: **
Larceny:
Stealth:
Bureacracy:
Linguistics: ** (Native: Low Realm. High Realm, Riverspeak)
Ride:
Sail:
Socialise: *

Backgrounds

Allies:
Artifact: ** (Embodiment of Scarlet Devil - Red Jade Serpent Sting Staff)
Backing:
Cult:
Followers: **
Influence: *
Manse:
Resources: **

Charms

Name
Cost: , Type:
Duration:

Ox-Body Technique
Cost: -, Type: Permanent
Duration: Permanent
Gain two -1 health levels.

Body Mending Meditation
Cost: 10m, Type: Supplemental
Duration: Until the day ends
Roll stamina + resistance. Success speeds healing by a factor of 10. Requires one hour without a stunt or another charm.


Second Martial Arts Excellency
Cost: 2m per success, Type: Reflexive
Duration: Instant
Adds one success for every 2 motes spent, up to maximum of half Attribute + Martial Arts.

Striking Cobra Technique
Cost: 3m, Type: Supplemental
Duration: Instant
Adds a number of success to the Join Battle roll equal to Martial Arts score.

Serpentine Evasion
Cost: 3m, Type: Reflexive
Duration: Instant
Gives a +2 Dodge or Parry DV against a single attack.

Snake Form
Cost: 5m, Type: Simple (Speed 3, DV -1)
Duration: One scene
Add Martial Arts score to bashing soak. Opponent subtracts Essence from attack pool.


Shadow over Water
Cost: 1m, Type: Reflexive
Duration: Instant
Ignore all penalties to Dodge DV against a single attack.


Spirit Detecting Glance
Cost: 3m, Type: Reflexive
Duration: One scene
Can see, hear, smell, and feel dematerialised creatures.

Spirit-Cutting Attack
Cost: 1m, Type: Supplemental
Duration: Instant
Deals aggravated damage to spirits. Allows targetting of dematerialised creatures.


Second Performance Excellency
Cost: 2m per success, Type: Reflexive
Duration: Instant
Adds one success for every 2 motes spent, up to maximum of half Attribute + Performance.

Heart Compelling Method
Cost: 6m, Type: Supplemental
Duration: One scene
If targets' MDV is less than extra successes on Performance roll, desired emotion is inspired intensely for duration of scene

- Unnatural mental influence. Resisting costs 2 Willpower.


Virtues

Compassion: ****
Conviction: **
Temperance: ****
Valour: **

Motivation

To convince the Immaculate Order of the righteousness of the Unconquered Sun and show them the error of their Anathema

fearing ways.

Intimacies

Faith in the Unconquered Sun.
Sol Falena.
The Immaculate Order.

Compassion Limit Break

Overcome with the need to alleviate suffering, Ramaya throws himself into helping the victims in the most direct and dramatic

way possible. Will not resort to violence unless attacked or already in combat.
Partial Control: Can aid those who are suffering in a more considered and effective manner.
Duration: One scene in combat or one day otherwise.
Condition: Witnessing innocents suffering through no fault of their own.

Limit: 1

Derived Values

Willpower: ********
Essence: ***
Personal Essence: 17
Peripheral Essence: 41 (31 left after artifact commitment)


Health Levels
0: *
-1: ****
-2: **
-4: *
Incapacitated: *

Combat

Weapon: Embodiment of Scarlet Devil (Red Jade Serpent Sting Staff - 10 motes committed)
Artifact weapon: Speed: 4, Acc: +0, Damage: +11B, Defense: +4, Rate: 3
Attack: 9, Parry DV: 7, Damage: 14B + Successes

Punch: Speed: 5, Rate: 3, Attack: 10, Parry DV: 6, Damage: 3B + Successes
Kick: Speed: 5, Rate: 2, Attack: 9, Parry DV: 4, Damage: 6B + Successes
Clinch: Speed: 6, Rate: 1, Attack: 9, Parry DV: -, Damage: 3B + Successes

Dodge DV: 6
Join Battle: 5

Unarmoured Soak: 3B/1L
Chain Shirt Soak: 4B/4L

Rezantis

Name: Indri

Player: Rez

Caste: Night

Anima:
Indri's anima, on the occasion she lets it show, glows with a golden aura that shimmers like a heat haze, rendering her blurry and indistinct.  Her totemic image is a huge white strix, outlined in purple.


Appearance
Indri is a slender woman, slightly shorter than the average, with pale blue eyes and shoulder length black hair that she usually keeps tied or pinned back in some way.  She's pretty, but not remarkably so and her skin is tanned from spending a lot of time in the sun of late.  

Motivation:  To bring the justice of the Unconquered Sun to the world.

Intimacies: Her family, being seen as a hero, the Unconquered Sun, Kestrel

Attributes:
-----------
Strength:       ooo     Charisma:       ooo     Perception:     ooo
Dexterity:      ooooo   Manipulation:   o       Intelligence:   oo
Stamina:        ooo     Appearance:     ooo     Wits:           oooo


Abilities:
----------
Archery:                Integrity:      o       Craft:
Martial Arts:   o       Performance:            !Investigation: oooo
!Melee:         oooo    Presence:       oo      !Lore:          oo
Thrown:                 !Resistance:    o       Medicine:      
War:            o       Survival:               !Occult:        oo

!Athletics:     ooooo   Bureaucracy:    
!Awareness:     oooo    Linguistics:    
!Dodge:         ooooo   Ride:           o
!Larceny:       ooo     Sail:          
!Stealth:       oooo    Socialize:      o




Backgrounds
-----------
Artifact:       ooo (Short Daiklaves - Refracted Sunbeams)
Artifact:       o (Orichalcum chain shirt)
Artifact:       o (The Black Treatise)
Resources:      oo
Contacts:       oo



Virtues
-------
Compassion:     oo
Conviction:     ooo
Temperance:     o
Valor:          oooo
----------

Virtue Flaw: Reckless Abandon.
 
Indri is generally somewhat reckless and a thrillseeker; she loves the adrenaline, but it's more than that.  Part of why she stands as a hero of the sun is because of her ego.  She's a champion of the sun, she's Exalted, she's one of the best in Creation.
 
When the curse takes hold of her she loses her caution; the concept of danger or consequence simply doesn't enter her head before she acts, and she acts on her impulses as soon as they hit her.
 
Partial Control: Indri might not think things through, but she can recognize once she [i]has[/i] gotten herself in over her head and retreat or try to manage the situation.  She still doesn't regain her caution though - the moment she thinks she's on top of it and that it's all under control . . .  
 
Duration: One full day.
 
Limit Break Condition: Indri accomplishes something particularly impressive, heroic or awe-inspiring, reinforcing her feelings of confidence and invulnerability.

Limit: o o o o  (4 / 10)

--
Essence:        ooo (3)
Willpower:      ooooo oo (7)

Personal Essence: 16
Peripheral Essence: 38 (30) - 6 to Daiklaves, 2 to Chain Shirt.

Join Battle: 8

Parry DV: 6  (Unarmed: 4)
Dodge DV: 7

Dodge MDV: 6
Parry MDV: 4  (Charisma+Investigation)

Move: 5 yards
Dash: 11 yards

Lethal Soak: 8 (1 unarmoured)
Bashing Soak: 8 (3 unarmoured)
Hardness: 3L/3B

Health Levels: -0, -1, -1, -2, -2, -4, Incap
--

Refracted Sunbeams (Short Daiklaves):
            Speed 4 - Accuracy 14 - Damage 7L - Rate 3
Punch:       Speed 5 - Accuracy 7 - Damage 3B - Rate 3
Kick:        Speed 5 - Accuracy 6 - Damage 6B - Rate 2
Clinch:      Speed 6 - Accuracy 6 - Damage 3B - Rate 1

--
Artifacts:
----------

Refracted Sunbeam (3 dot artifact)

These two blades are always linked, no matter the distance. As well as causing no off-hand penalty when wielded together, the one attuned to these blades can place one close to something that must be watched. By spending two motes, Indri can cause the blade she leaves behind to be transparent as glass; but when she glances into the partner's reflection, she can see as if she dwelled within the other blade.

Popular among the night caste, who by their very nature go to see what some think the sun cannot, they have one more useful feature; as long as the wielder holds one sword, they can cause the partner blade to suddenly shatter, the strands of gold weaving their way back to the original owner in an instant. Nothing else is taken; the sword alone makes the journey.  

Indri keeps these two daiklaves wrapped up in a cloth bundle and tied to her pack, normally.  If she doesn't have her pack or she's somewhere she knows is safe, they're more likely to be visible on her belt.  It only takes one person to realize what golden weaponry means to get one in trouble.

Mechanics:
They have the standard combat statistics for Orichalcum Short Daiklaves.
Speed 4 - Accuracy +5 - Damage +4L - Defense +2 - Rate 3

The blades are undetectable to anyone with less essence than the wielder.  When a blade is placed, Indri rolls Stealth+Intelligence+Essence to set the difficulty of seeing the blade; anyone with an essence equal to or greater than Indri's will see it if they beat that difficulty with their own Perception+Awareness+Essence.

Recalling a blade is a reflexive action; if the blade hasn't isn't currently 'in place', this action costs two motes of essence.

-

Orichalcum Chain Shirt (1 dot artifact)

This is a very simple artifact, simply a chain shirt crafted from orichalcum.  It's stronger than steel and as easy to wear as linen, but given how obvious and memorable orichalcum tends to be Indri prefers to wear it concealed under other clothing.

-

The Black Treatise (1 dot artifact)

This is a sorcerous tome, one of the most common, that contains complete explanations of five spells - Emerald Countermagic, First Circle Demon, Stormwind Rider, Death of Obsidian Butterflies and Infallible Messenger.

Unfortunately, it's also in High Realm, which is a language Indri doesn't know.  She might, however, be able to fence it for a tidy sum.

-

Assorted other gear:
--------------------

Random junk assortment.

--

Charms:

Second Melee Excellency: Essence Triumphant

Body Mending Meditation - 10 motes, supplemental, must spend one hour without stunts or charms, heal 10x faster until the end of the day.

Monkey Leap Technique - 3 motes, Reflexive; for the rest of the scene the character can jump with a move action instead of a miscellaneous action and all jump lengths are doubled.

Shadow Over Water - 1 mote, Reflexive, may ignore all pealties to Dodge DV for one attack.

Seven Shadow Evasion (Valor) - 3 motes, Reflexive, Perfect Dodge.

Reflex Sidestep Technique - 1 mote, Reflexive, This unexpected attack is now expected.

Second Investigation Excellency: Essence Triumphant

Crafty Observation Method - 5 motes, Instant, Simple (DV -1) - This charm functions exactly as a dramatic Investigation action that takes up to 15 minutes, but the character performs it in a few seconds and doesn'tneed to ransack the scene.

Easily Overlooked Presence Method - 3 motes, Simple; for the remainder of the scene all awareness/investigation rolls fail unless the Solar is joined in battle or the observer has a minimum of +2 from circumstances.

Invisible Statue Spirit - 5 motes, Simple; User cannot be detected by any senses save touch. The charm fails immediately if the Solar joins battle or moves (read: takes a move or dash action).  This charm fails five ticks/seconds after someone detects the Solar by touch.

--



Bonus Point Spending:
3 for 1 Virtue Point
11 into Abilities
1 into Backgrounds

--
XP Earnings:

Mecha Intro: 5 xp
Rethala Capital: 6 xp
Skywalker Ranch: 6xp
I am the justice, NOT YOU!: 1xp

Total Earnings: 18xp
--
XP Spendings:

Occult (1->2): 1xp
Essence (2->3): 16xp
Lore (1->2): 1xp

Total spending: 18xp
--

Unspent XP: 0

--

Virtue Channels (As of jumping the gorge)
Compassion: 2/2
Conviction: 2/3
Temperence: 1/1
Valor: 3/4

Hangin' out backstage, waiting for the show.

Brian

Player      : Brian            
Name        : Fantine                   Concept : Bureaumancer
Caste       : Eclipse                   Anima   : (See below)
Motivation  : Overthrow the dragon-blooded grip on politics/governance

Intimacy(/ies): Youko, Sol-Falena, Fantine's Cult
----------------------------------Attributes------------------------------------
Tertiary                Primary                       Secondary
Strength    : OO        Charisma    : OO              Perception  : OO
Dexterity   : OOO       Manipulation: OOOOO           Intelligence: OOO
Stamina     : OO        Appearance  : OOOO            Wits        : OOOO

----------------------------------Abilities-------------------------------------
-->2 pts, performance, 2 pts linguistics, 1pt socialize, 4 pts specialties<--

-Dawn-                                      -Zenith-

xArchery    : OO                            xIntegrity  : OOO
M. Arts    :                               xPerformance: OOO
Melee      :                               xPresence   : OOO
Thrown     :                                Resistance : O
War        :                |               Survival   :

                       -]Eclipse[-

                      Bureamancy : OOO
                      Linguistics: OOOO
              --      Ride       : O           --
                      Sail       :
                      Socialize  : OOOO

-Twilight-                  |               -Night-

Craft (Air): O                              Athletics  :
'vestigat'n: OOO                            Awareness  : O
Lore       : O                             xDodge      : OOO
Medicine   :                                Larceny    : O
Occult     :                                Stealth    :


Specialties:

     Archery -- Powerbow (x2)
     Presence -- Seduction (x2)
     Performance -- Lyre
     Bureamancy -- Commerce (x2), Bribery

--------------------------------Backgrounds-------------------------------------
-->2 pts, resources<--

Artifacts   : OO
Cult        : OO
Followers   : OO
Resources   : OOO
-----------------------------------Charms---------------------------------------
-->4 pts, Sagacious Reading of Intent<--

First Archery Excellency: 1 mote per +1 die to cap of (dex+archery)

Second Integrity Excellency: 2 motes per 1 success
Temptation Resisting Stance: 6 motes and 1 willpower, + temperance to MDV, 1 scene

Reflexive Sidestep: 1 mote, reflexive
     Turns an unexpected attack into an expected one

Mastery of Small Manners: 1 mote

First Performance Excellency: 1 mote per +1 die to cap of (manipulation+performance)

First Presence Excellency: 1 mote per +1 die to cap of (manipulation+presence)
Hypnotic Tongue Technique: 10 motes +1 willpower
     Compell a target to follow one order.  Lasts (charisma) days

Ox-Body technique
     (one: -1, two: -2)

Second Linguistics Excellency: 2 motes per 1 success
Letter-Within-a-Letter Technique: 6 motes
     Hide a letter within another letter (add linguistics in successes to
                 socialize rolls to targets that are not expecting the attack)
Sagacious Reading of Intent: 3 motes
     See through another's statements (negates social attacks opposed
                 to motivation)
------------------------------------Anima---------------------------------------

Fantine's anima shines like a filmy halo of white-gold -- as though a great and
terrible beacon were burning just behind her, casting her into shadow while
hinting at greater glory beyond.

-----------------------------------Weapons--------------------------------------

Short Powerbow (Orichalcum)
1 Hearthstone setting
Speed: 6
Accuracy: +2 (+1)
Damage: +2L (+1)
Rate: 2
Range: 250 (+50)
Attune: OO
Cost: 4
Tags: 2, B

Artifact 2

-----------------------------------Virtues--------------------------------------

Limit Break : Contempt of the Virtuous
Limit:  0/10

Compassion : O
Conviction : OOO
Temperance : OOOO
Valor      : O

Willpower  : 7/7
-----------------------------------Essence--------------------------------------

Essence    : OO
Personal   : 13
Peripheral : 30
Committed  : 2 (Powerbow)
--------------------------------Merits/Flaws------------------------------------

None
------------------------------------EXPS----------------------------------------
Session 1 (Meeting with Miki): 4 +1 (letter)
Second letter: +1
Session 2 (bros. Karel intro): 4
Next three letters: +2
Session 3 (chat with Karel Tien Sei and Samui Amilar):
Session 4a (aquisition of Tyris):
Letter to Vince:
Letter to Karel Tien Sei:
Session 4b (Mostly pointless chat with Karel Tien Sei):



Total: 12


Spent EXPS:

1st Performance Exellency: 8
3rd rank of Presence: 3

Total: 11
I handle other fanfic authors Nanoha-style.  Grit those teeth!  C&C incoming!
Prepare to be befriended!

~exploding tag~