Campaign:Enfolding Ice/Lasemu: Difference between revisions
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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 == | == Basics == | ||
'''Campaign:''' [[Campaign:Enfolding Ice|EI]]<br/> | |||
'''Name:''' Lasemu<br/> | '''Name:''' Lasemu<br/> | ||
'''Concept:''' White Mage<br/> | '''Concept:''' White Mage<br/> | ||
Line 5: | Line 7: | ||
'''Motivation:''' Become Immortal<br/> | '''Motivation:''' Become Immortal<br/> | ||
'''Intimacies:''' Knowledge, His wife, Solars<br/> | '''Intimacies:''' Knowledge, His wife, Solars<br/> | ||
'''Experience:''' 2/ | '''Experience:''' 2/176 <br/> | ||
''(write experience points as "unspent / total" plx)'' | ''(write experience points as "unspent / total" plx)'' | ||
Line 26: | Line 28: | ||
''Solar/Abyssal Block'' | ''Solar/Abyssal Block'' | ||
'''Archery''' ●●●● Integrity ● Craft ●●● Athletics Bureaucracy | '''Archery''' ●●●● Integrity ● Craft ●●● Athletics Bureaucracy | ||
Martial Arts Performance Investigation | Martial Arts Performance Investigation ●●● '''Awareness''' "●●●● '''Linguistics''' ●● | ||
Melee Presence Lore ●●●● Dodge ●● Ride | Melee Presence Lore ●●●● Dodge ●● Ride | ||
Thrown '''Resistance ''' ●●●● Medicine ●●●●● Larceny Sail | Thrown '''Resistance ''' ●●●● Medicine ●●●●● Larceny Sail | ||
War Survival ●● Occult ●●●●● Stealth Socialize | War Survival ●● Occult ●●●●● Stealth Socialize | ||
Craft: Air ●●● (+2) | Craft: Air ●●● (+2) | ||
Craft: Fire ●●● (+2) | Craft: Fire ●●● (+2) | ||
Craft: Wood ● (+2) | |||
Craft: Magitech ●●● (+1) | |||
(Craft: Earth +4) | (Craft: Earth +4) | ||
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'''Essence:''' ●●●●<br/> | '''Essence:''' ●●●●<br/> | ||
'''Regeneration:''' ''(10 per hour under normal conditions. an additional 4 motes per hour when you're resting)''<br/> | '''Regeneration:''' ''(10 per hour under normal conditions. an additional 4 motes per hour when you're resting)''<br/> | ||
'''Personal Essence Pool:''' | '''Personal Essence Pool:''' 16/16<br/> | ||
'''Peripheral Essence Pool:''' | '''Peripheral Essence Pool:''' 33/38<br/> | ||
'''Committed Essence:''' 5<br/> | '''Committed Essence:''' 5<br/> | ||
== | == Willpowah == | ||
'''Willpower:''' ●●●●● | '''Willpower:''' ●●●●● ●●<br/> | ||
Temporary: □□□□□ | Temporary: □□□□□ □□<br/> | ||
== Virtues == | == Virtues == | ||
Line 97: | Line 101: | ||
* Valor ●●<br/> | * Valor ●●<br/> | ||
'''Flawed Virtue:''' Conviction<br/> | '''Flawed Virtue:''' Conviction<br/> | ||
'''Limit Break:''' | '''Limit Break:''' XXXX□□□□□□<br/> | ||
== Inventory == | == Inventory == | ||
Resplendent Satchel of | Resplendent Satchel of Healing | Artifact ●●●● | Attune for an additional 5 motes and wrap a band held inside around a crippled limb or stump. Take 5 minutes and a Difficulty 3 (Int + Medicine) roll, and it regrows, in one day for Exalts and 3 days for Mortals.<br/> | ||
Wound-Mending Needles | Artifact ●●●● (Part of Satchel) | Heal 1 Bashing HL/minute for 1 mote/HL, 1 Lethal HL/15 minutes for 3 motes/HL, or 1 Aggravated HL/4 hours for 5 motes and 1 willpower/HL. This use requires a (Perception + Medicine) check, Diff 1 for healing someone else and Diff 3 for healing me. Can also cure Poison<br/> | Wound-Mending Needles | Artifact ●●●● (Part of Satchel) | Heal 1 Bashing HL/minute for 1 mote/HL, 1 Lethal HL/15 minutes for 3 motes/HL, or 1 Aggravated HL/4 hours for 5 motes and 1 willpower/HL. This use requires a (Perception + Medicine) check, Diff 1 for healing someone else and Diff 3 for healing me. Can also cure Poison<br/> | ||
Rod of Cleansing the Body | Artifact ●●●● (Part of Satchel) | Roll Perception + Medicine, spend 1 mote: Cure a disease, Diff as normal. For every extra mote, reduce the difficulty by 1. | Rod of Cleansing the Body | Artifact ●●●● (Part of Satchel) | Roll Perception + Medicine, spend 1 mote: Cure a disease, Diff as normal. For every extra mote, reduce the difficulty by 1. | ||
Perfect Buff Jacket | Resources ●●● | Perfect Buff Jacket | Resources ●●● | ||
=== Manses and | === Manses and Hearthstones === | ||
Tree shaped to channel Wood Essence, grants Survival Stone (semi-permanently used to power Satchel)<br/> | Tree shaped to channel Wood Essence, grants Survival Stone (semi-permanently used to power Satchel)<br/> | ||
First Age Ruins, grant Gem of the Master's Hand | First Age Ruins, grant Gem of the Master's Hand | ||
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* 8 Sapphire Countermagic | * 8 Sapphire Countermagic | ||
* 8 Adamant Skin Technique | * 8 Adamant Skin Technique | ||
* 7 Investigation 3 | |||
* 3 Craft (Wood) 1 | |||
* 3 Craft (Magitech) 1 | |||
* 1 Craft (Magitech) 2 | |||
* 3 Craft (Magitech) 3 | |||
* 5 Awareness 4 | |||
* 12 Willpower 7 | |||
[[Category:Campaign:Enfolding Ice]] | [[Category:Campaign:Enfolding Ice]] |
Latest revision as of 15:38, 25 June 2023
This article has been flagged for deletion. Comment on the article's talk page. Reminder: Do NOT blank pages when flagging them for deletion. Reason: A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore |
Basics[edit]
Campaign: EI
Name: Lasemu
Concept: White Mage
Caste: Twilight
Motivation: Become Immortal
Intimacies: Knowledge, His wife, Solars
Experience: 2/176
(write experience points as "unspent / total" plx)
Background[edit]
(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[edit]
Lasemu stands about five and a half feet tall, and is generally unimposing. He hides his thin body under a well-made Buff Jacket, which he's rarely seen without. He keeps a backpack at hand at all times, with the symbol of the Twilight Caste pressed against his back. He keeps himself well-trimmed at all times, though his hair always seems a little wind-swept despite it, with this effect and his knowledge of the arcane leading many to believe him an Air aspect.
Attributes[edit]
Strength ●● Charisma ●●● Perception ●●●● Dexterity ●●● Manipulation ●● Intelligence ●●●● Stamina ●●●● Appearance ●● Wits ●●●
Abilities[edit]
Solar/Abyssal Block Archery ●●●● Integrity ● Craft ●●● Athletics Bureaucracy Martial Arts Performance Investigation ●●● Awareness "●●●● Linguistics ●● Melee Presence Lore ●●●● Dodge ●● Ride Thrown Resistance ●●●● Medicine ●●●●● Larceny Sail War Survival ●● Occult ●●●●● Stealth Socialize
Craft: Air ●●● (+2) Craft: Fire ●●● (+2) Craft: Wood ● (+2) Craft: Magitech ●●● (+1) (Craft: Earth +4)
Backgrounds[edit]
Resources: ●●●
Mentor: ●●
Artifact: ●●●●
Charms[edit]
Archery
- Second Archery Excellency:
2m/1die, supplemental: Add (Ability + archery)/2 successes to any roll, every 2 motes gives +1 DV
- Essence Arrow Attack
4m, Supplemental: Righteous Judgement Arrow (Deal 4 extra damage dice, the arrow becomes a needle that pierces the target)
- Phantom Arrow Technique
1m/attack, can shoot any Resources / arrow for 1 mote
Occult
- Terrestrial Circle Sorcery
- Celestial Circle Sorcery
Resistance
- Durability of Oak Meditation:
3 motes, Reflexive: Gain Hardness 8 against one attack
- Iron Skin Concentration
2m, Reflexive: Roll (Stamina + Resistance) vs. Attacker's Essence when struck. if successful, attack deals no damage. If failure, gain +4A/+8L/+8B soak.
- Body Mending Meditation
10m, Supplemental: Boost healing rate by 10
- Adamant Skin Technique
- Ox Body Technique
Medicine
- Third Medicine Excellency
4m, Reflexive: Reroll any Medicine check and choose the better of two.
- Wound Mending Care Technique
10m, Supplemental: spend 1 hour treating a patient, and roll (Intelligence + Medicine). Patient recovers (Successes) lethal or bashing health levels, and if he spends the day resting she gains (Essence) Health levels as well.
- Contagion-Curing Touch
2m, Supplemental: Mastery of pressure points means I am never considered without tools
- Flawless Diagnosis Technique
1m, can accurately diagnose everything wrong with someone on a successful (Perception + Medicine)
Sorcery
- Invulnerable Skin of Bronze
20m: Until the sun next crosses the horizon, gain 6L/12B soak and 6L/12B Hardness, deal 2 extra dice with Martial Arts, and weigh 100 extra pounds
- Thunder Wolf's Howl
10m: an area 20 yards across within 100 yards gets hit by a Wolf's Howl, smashing fragile objects and dealing (rolled Int + Occult) + Essence bashing damage, ignoring DVs and armor. Everyone within range is also deafened and disorienting, taking -2 to everything until (5 * successes) ticks later. Essence users can contest this with Stamina + Resistance, reducing the time one-to-one
- Impervious Sphere of Water
15m: envelop 10 feet around me in a sphere of magically breathable water. Sphere has 20L/20B soak and 35 health levels. Physical attacks cannot be sent from inside the sphere.
Essence[edit]
Essence: ●●●●
Regeneration: (10 per hour under normal conditions. an additional 4 motes per hour when you're resting)
Personal Essence Pool: 16/16
Peripheral Essence Pool: 33/38
Committed Essence: 5
Willpowah[edit]
Willpower: ●●●●● ●●
Temporary: □□□□□ □□
Virtues[edit]
Virtues:
- Compassion ●●●
- Conviction ●●●
- Temperance ●●
- Valor ●●
Flawed Virtue: Conviction
Limit Break: XXXX□□□□□□
Inventory[edit]
Resplendent Satchel of Healing | Artifact ●●●● | Attune for an additional 5 motes and wrap a band held inside around a crippled limb or stump. Take 5 minutes and a Difficulty 3 (Int + Medicine) roll, and it regrows, in one day for Exalts and 3 days for Mortals.
Wound-Mending Needles | Artifact ●●●● (Part of Satchel) | Heal 1 Bashing HL/minute for 1 mote/HL, 1 Lethal HL/15 minutes for 3 motes/HL, or 1 Aggravated HL/4 hours for 5 motes and 1 willpower/HL. This use requires a (Perception + Medicine) check, Diff 1 for healing someone else and Diff 3 for healing me. Can also cure Poison
Rod of Cleansing the Body | Artifact ●●●● (Part of Satchel) | Roll Perception + Medicine, spend 1 mote: Cure a disease, Diff as normal. For every extra mote, reduce the difficulty by 1.
Perfect Buff Jacket | Resources ●●●
Manses and Hearthstones[edit]
Tree shaped to channel Wood Essence, grants Survival Stone (semi-permanently used to power Satchel)
First Age Ruins, grant Gem of the Master's Hand
Combat[edit]
Dodge DV: 4
Dodge MDV: 5
Soak: B:9 L:6 A:4
Hardness: B:0 L:0 A:0
Attacks[edit]
PUNCH (Speed 5, Accuracy 4, Damage 2B, DV 3, Rate 3, Natural) KICK (Speed 5, Accuracy 3, Damage 5B, DV 1, Rate 2, Natural) CLINCH (Speed 6, Accuracy 3, Damage 2B, DV 2, Rate 1, Natural, Clinch, Piercing) Composite Bow w/ Broadhead (Speed 6, Accuracy 7, Damage 4L, Rate 3, Range 250, 2 handed) Composite Bow w/ Fowling (Speed 6, Accuracy 7, Damage 4B, Rate 3, Range 250, 2 handed) Composite Bow w/ Frog's Crotch (Speed 6, Accuracy 7, Damage 6L, Rate 3, Range 250, 2 handed, 1/2 damage vs. Armor) Composite Bow w/ Target (Speed 6, Accuracy 7, Damage 2L, Rate 3, Range 250, 2 handed, Piercing)
Health[edit]
□ -0
□ -1
□ -1
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
Advancement[edit]
- 66 UNKNOWN I DERP'D
- 24 ESS 4
- 8 Body Mending Meditation
- 5 Archery 4
- 5 Occult 4
- 8 Occult 5
- 5 Lore 4
- 8 Celestial Circle Sorcery
- 8 Sapphire Countermagic
- 8 Adamant Skin Technique
- 7 Investigation 3
- 3 Craft (Wood) 1
- 3 Craft (Magitech) 1
- 1 Craft (Magitech) 2
- 3 Craft (Magitech) 3
- 5 Awareness 4
- 12 Willpower 7