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Campaign:Golby's Beautiful Placeholder/Double Solar
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{{delete|A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore}} == Basics == *'''Campaign:''' [[http://1d4chan.org/wiki/Campaign:Golby%27s_Beautiful_Placeholder | Golby's Beautiful Placeholder]] *'''Name:''' Rin Darksbane *'''Concept:''' Warrior King Nation Builder *'''Caste/Aspect:''' Dawn *'''Motivation:''' Build first age kingdoms once more/Reestablish Deliberative *'''Positive intimacies:''' His Kingdom, His people, Solars *'''Negative intimacies:''' Fair Folk, Wyld Barbarians *'''Anima:''' *'''Anima Banner:''' Pure White Tyrant Lizard *'''Experience:''' 0/300 ''(write experience points as "unspent / total" plx)'' === Background === ''(write your background here. i like short, concise, to-the-point backgrounds that tell me all the important things you want me to know about your character. this space is meant mostly for character history, but try and talk a bit about his personality as well.)'' === Appearance === ''(what other people see when they look at your character.)'' == Attributes == Strength βββ Charisma βββ Perception βββ Dexterity βββββ Manipulation ββ Intelligence βββ Stamina βββ Appearance ββ Wits βββ == Abilities == ''Solar/Abyssal Block'' '''Archery''' βββ Integrity ββ Craft * Athletics β Bureaucracy '''Martial Arts''' βββ Performance Investigation '''Awareness''' βββ Linguistics ββ '''Melee''' βββββ '''Presence''' β '''Lore''' βββββ '''Dodge''' βββ Ride '''Thrown''' Resistance Medicine Larceny Sail '''War''' ββββ '''Survival''' ββ Occult Stealth Socialize Languages: Old Realm, Flametongue, Foresttongue Craft: Fire βββ === Specialties === ''(Write here your specialties, if any)'' == Backgrounds == Artifact: βββββ (6xp) Artifact: ββββ (3xp) Manse: βββββ (12 xp) Manse: βββ (9 xp) Manse: βββ (9 xp) Resources: βββββ (15 xp) Backing: βββββ (15 xp) Followers: βββββ (15 xp) Influence: ββββ (12 xp) == Charms == ==='''MELEE'''=== '''2nd Melee''' <br/> HURR DURR EXCELLENCY <br/> '''One Weapon Two Blows''' <br/> Cost: 1m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1) <br/> Keywords: Combo-OK <br/> Duration: One action <br/> Prerequisite Charms: Any Melee Excellency <br/> This Charm increases the accuracy and speed of the Exalt's Melee weapon by one each. <br/> '''Peony Blossom Attack''' <br/> Cost: 2m per attack; Mins: Melee 3, Essence 2; Type: Extra Action <br/> Keywords: Combo-OK, Obvious <br/> Duration: Instant <br/> Prerequisite Charms: One Weapon, Two Blows <br/> can buy up to essence +1(+3) attacks at 2 motes each, rate is ignored, no penalities apply to the attacks, Dv penalty only equals highest penalty for any one attack <br/> '''Iron Whirlwind Attack''' Cost: 5m, 1wp; Mins: Melee 5, Essence 2; Type: Extra Action <br/> Keywords: Combo-OK, Obvious <br/> Duration: Instant <br/> Prerequisite Charms: Peony Blossom Attack <br/> Flurry for Dex +1(+3) attacks regardless of rate, no penalities to the attack, dv penalty only = highest of any single <br/> '''Invincible Fury of the Dawn''' - 8xp<br/> Cost: -; Mins: Melee 5, Essence 4; Type: Permanent <br/> Keywords: Combo-OK, Obvious <br/> Duration: N/A <br/> Prerequisite Charms: Iron Whirlwind Attack <br/> add 2 to the maximums of Iron Whirlwind and Peony Blossom, may also work with other custom melee charms at story tellers discretion. <br/> '''Call The blade'''<br/> Cost: 1m; Mins: Melee 2, Essence 2; Type: Reflexive (Step 2) <br/> Keywords: Obvious <br/> Duration: Instant <br/> Prerequisite Charms: None <br/> Returns weapon to hand if it is within essence x 10 yards and has a valid way back.<br/> '''Iron Raptor Technique'''<br/> Cost: 2m or 4m; Mins: Melee 3, Essence 2; Type: Simple (Speed 5) <br/> Keywords: Combo-OK, Obvious <br/> Duration: Instant <br/> Prerequisite Charms: Call the Blade <br/> This Charm causes the Solar's weapon to fly from and return to her hand, making a Melee attack at a target withing essence x 8 yards <br/> '''Summoning the loyal Steel'''<br/> Cost: 1m; Mins: Melee 3, Essence 2; Type: Simple (Speed 3) <br/> Keywords: Combo-OK <br/> Duration: Indefinite <br/> Prerequisite Charms: Call the Blade <br/> Committing some Essence, the Solar may store Elsewhere a Melee weapon that she has used to inflict damage. She may then draw the weapon from Elsewhere as if she still had it in her possession, or through the use of Charms such as Call the Blade. <br/> '''Blazing Solar Bolt''' - 8 exp<br/> Cost: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Simple (Speed 4) <br/> Keywords: Combo-OK, Holy, Obvious <br/> Duration: Instant <br/> Prerequisite Charms: Iron Raptor Technique <br/> Melee based attack pool = dex + melee + essence range = essence x 10 cannot be blocked or dodged short of charms or other magic ignores cover, but cannot strike around obstacles. Deals lethal damage = str + willpower + successes. Creatures of Darkness take aggravated damage <br/> ==='''War'''=== Second War Excellency 8 exp <br/> Rout Stemming Gesture 8 exp<br/> Mob-Dispersing Rebuke 8 exp <br/> Fury Inciting Presence 8 exp <br/> Heroism Encouraging Presence 8 exp <br/> Tiger Warrior Training 8 exp <br/> Legendary Warrior curriculum 8 exp <br/> ==='''Lore'''=== First and Second Excellencies <br/> Lore Essence Flow - 8 xp <br/> Harmonious Academic Methodology 8 exp <br/> Legendary Scholar Curriculum 8 exp <br/> Terrestial Edification Program 8 exp <br/> ==='''Athletics'''=== '''Monkey Leap Technique'''<br/> Cost: 3m; Mins: Athletics 1, Essence 2; Type: Reflexive <br/> Keywords: Combo-OK <br/> Duration: One scene <br/> Prerequisite Charms: None <br/> Jump as a move action, double jumping distance <br/> === C-C-C-Combo's === '''Dawn to Dusk'' Cost: 11m+ 3 wp <br/> Iron Whirlwind Attack + Monkey Leap Technique + Blazing Solar Bolt + Foe Clearing Halberd power Rin Slams into his opponent smashing him repeatedly into the air with his halberd, at the last time as his foe begins falling he crys out in a blaze of power slamming them down with Solar Fury. (this may cause falling damage) <br/> == Essence == '''Essence:''' βββββ<br/> 72 exp '''Regeneration:''' 16/20/24 ''(twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)''<br/> '''Personal Essence Pool:''' 25/25<br/> '''Peripheral Essence Pool:''' 39/59<br/> '''Committed Essence:''' <br/> ''(write your essence pools as "current / maximum". current should be lower than maximum if you have motes committed to artifacts or if we finished a session while you wasn't at your maximum essence. commit from peripheral.)'' == Willpower == '''Willpower:''' βββββ βββββ<br/> Temporary: 10/10<br/> == Virtues == '''Virtues:''' <br/> Compassion βββββ Conviction ββ (3 xp) Temperance ββ Valor βββββ '''Virtue flaw:''' Foolhard Contempt (Valor)<br/> '''Limit:''' β‘β‘β‘β‘β‘ β‘β‘β‘β‘β‘<br/> '''Limit Break Condition:''' Cowardly Acts.<br/> == Inventory == ===Artifact: βββββ | Glitterwings, Ori Celestial Battle Armor=== Soak Hardness Mobility Fatigue Attune<br/> +14L/14B 9L/9B -0 1 10<br/> Stuff for the Armor<br/> Filtration Baffles*: +2 bonus to Resistance against poison or all forms of disease (including wound infection); one-hour supply of fresh air (refilling the tank in fresh air takes one minute per 10 minutes of air added to the tank).<br/> Sensory Augmentation Visor*: As a reflexive action, the wearer gains a +2 bonus to Awareness. Alternatively, the wearer can reflexively activate Essence sight (see p. 85) for three motes per scene, which also automatically pierces any dragon armor cloaking device. In addition, the lenses that provide Essence sight for this armor are coated with thin films made from a mixture of orichalcum, starmetal and soulsteel. As a result, when the character activates the armorβs Essence sight, she can also see unmanifested spirits, ghosts, living beings and enchanted objects (including walking dead and automatons) as glowing presences. In addition, the wearer can see the Essence-flows of demesnes and manses at the range of her normal vision and can easily tell the power of these locations and if their Essence flows have been properly capped.<br/> Exomuscular Fibers*: +2 dots to Strength for feats of strength, calculating jump distance and inflicting damage with attacks.<br/> Peripatetic Greaves: Doubled movement rate; 10mph marching movement rate.<br/> Reinforced Gauntlets/Boots: As weapons, the gauntlets and boots can parry lethal attacks without a stunt (as an exception to the standard βNβ tag), and have the following respective statistics:<br/> Name Speed Acc. Damage Def. Rate Tags<br/> Gauntlet 5 +2 +5B +3 4 N<br/> Boot 5 +1 +6B -1 3 N<br/> Adaptive Camouflage Subsystem*: +2 bonus to Stealth while moving or +3 while stationary. This ability specifically defends against Essence sight. In addition, this color-changing feature can also be used to provide the armor with the appropriate colors and imagery for parades and other formal occasions.<br/> 3 Powah Features<br/> -Enhanced Healing: The energies of this armor are focused on repairing the wearerβs flesh. While wearing this armor, the owner heals one level of bashing damage every tick and one level of lethal damage every hour.<br/> -Explosive Protection: By spending five motes of Essence, the wearer can generate a pulse of concentrated Essence that blasts out from the armor. This attack affects everyone within range and can be dodged but not parried. The shockwave generated by this attack also halves (round down) the soak value of all non-magical armor. This attack is specifically designed to allow an Exalt to clear away large numbers of attackers. Speed Acc. Damage Rate Range Tags 5 +4 10L 2 20* P** * This attack has no extended range. This is the maximum range of the effect. ** Against non-magical armor only<br/> -Essence Wings (orichalcum only): If the wearer spends five motes, this armor produces a pair of glowing golden wings made from solid Essence. These wings have a wingspan of 12 feet. After activating the wings, the armor can fly at a speed of 20 yards per tick for one scene. For six motes, the user can fly at up to 100 miles per hour for a number of hours equal to the wearerβs permanent Essence, but maneuverability is limited. Roll (Dexterity + Athletics), difficulty 1, for the Exalt to make any sudden change in course.<br/> ===Artifact: ββββ | Injustice's End: Ori Foe-Clearing Halberd=== Speed Accuracy Damage Defense Rate Minimums Attune Tags<br/> 5 +3 +15L/4 +3 3 Str β’β’β’ 10 2, O, P, R<br/> This halberd is made in the classic form developed during the early days of the First Age. The design remains popular in both the Realm and Lookshy and consists of a haft as tall as the wielder, surmounted by a long dagger blade affixed perpendicularly to the haft that is topped by a small sphere made from a mixture of the five magical material. When the owner spends 10 motes to attune herself to this halberd, it immediately changes length to be exactly her own height. Even neglecting the powerful enchantments placed upon this item, it is an extremely deadly weapon that can be used to strike mounted and walking foes with equal ease.<br/> This weapon becomes even more useful when the character reflexively spends two or four motes of Essence when she swings this weapon. This Essence is focused and directed by the sphere that surmounts this weapon into a shockwave that radiates outward from the weapon. The user can choose to have this shockwave radiate out in all directions, or to affect only those targets in front of and on either side of her. If the wielder spends two motes, this shockwave affects everyone within (the characterβs Essence + Melee) yards. The players of all characters within range must make a successful (Dexterity or Stamina + Athletics or Resistance) roll, difficulty 2, or their characters suffer knockdown. If the wielder spends four motes, then the players of everyone within the same range must make a successful (Dexterity or Stamina + Athletics or Resistance) roll, difficulty 4, to stay in place. Characters who fail this roll all suffer a number of yards of knockback equal to the number of successes the wielderβs player rolled on her attack roll. Then, players of characters who failed the first roll must all make a (Dexterity or Stamina + Athletics or Resistance) roll, difficulty 3, to avoid their characters suffering knockdown. The target the character initially attacks suffers these effects, but the knockback or knockdown occurs immediately after the attack. (First the target takes damage from the halberd, if any, then his player rolls for him to resist knockdown or knockback.) When used against crowds of extras or even against large numbers of non-Exalted elite troops, this weapon can clear away a dozen opponents every action, allowing the wielder to swiftly fight her way across a battlefield to get to a worthy opponent. This weapon can be made from any of the five magical materials and gains the normal bonuses from its construction. It also contains a socket for a single hearthstone.<br/> === Manses and Hearthstones === ''(write what hearthstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on) == Combat == '''Dodge DV:''' 7 ''(dex+dodge+Ess)/2 round up''<br/> '''Dodge MDV:''' 9 ''(will+integ+Ess)/2 round down''<br/> '''Soak:''' 0A/0L/0B ''(add armor and 0A/(Sta/2 round down)L/(Sta)B)''<br/> '''Pierced''': 0A/0L/0B ''(add half from armor and full from stamina)''<br/> '''Hardness:''' 0A/0L/0B ''(armor only)''<br/> === Attacks === ''(example:)''<br/> ''Example Attack'' (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)<br/> === Health === β‘ -0<br/> β‘ -1<br/> β‘ -1<br/> β‘ -2<br/> β‘ -2<br/> β‘ -4<br/> β‘ Incapacitated<br/> β‘ Dying<br/> ''one Dying level per dot of Stamina'' == Advancement == Virtues 12 bp 2 melee 2 bp 1 war 1 bp Essence 5 = 72 exp Lore 5 = 12 exp === Shopping list === ''it's also helpful (but optional) if you write out charms you intend to buy''
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