Campaign:Ami's game/Wukari: Difference between revisions
Jump to navigation
Jump to search
Line 24: | Line 24: | ||
[ ] War [ ] Survival [ ] Occult | [ ] War [ ] Survival [ ] Occult | ||
[ ] Athletics • | [ ] Athletics • [C] Bureaucracy ••••• | ||
[ ] Awareness • | [ ] Awareness • [C] Linguistics • | ||
[ ] Dodge ••• | [ ] Dodge ••• [C] Ride | ||
[F] Larceny ••••• | [F] Larceny ••••• [C] Sail | ||
[F] Stealth •• | [F] Stealth •• [C] Socialize ••••• | ||
* '''Languages:''' High Realm (native), Low Realm | * '''Languages:''' High Realm (native), Low Realm |
Revision as of 07:25, 9 July 2009
- Name: Wukari
- Player: Leviathan
- Campaign: Ami's game
- Concept: Socialite dilettante
- Motivation:
- Type: Solar
- Caste: Eclipse
- Anima Banner:
- Experience: 0/0
Attributes
Strength • Charisma ••••• Perception •• Dexterity ••••• Manipulation • Intelligence •• Stamina • Appearance ••••• Wits •••••
Abilities
[F] Archery ••• [ ] Integrity •• [ ] Craft [ ] Martial Arts [F] Performance ••• [ ] Investigation [ ] Melee [F] Presence ••••• [ ] Lore [ ] Thrown [ ] Resistance [ ] Medicine • [ ] War [ ] Survival [ ] Occult
[ ] Athletics • [C] Bureaucracy ••••• [ ] Awareness • [C] Linguistics • [ ] Dodge ••• [C] Ride [F] Larceny ••••• [C] Sail [F] Stealth •• [C] Socialize •••••
- Languages: High Realm (native), Low Realm
- Specialties: Larceny (Disguise +2), Presence (Persuasion +2)
Essence
- Essence: 2
- Regeneration: 4/hour, +4/hour when resting
- Personal Essence Pool: 12/12 ([Essence x3] + Willpower)
- Peripheral Essence Pool: 28/28 [/30] ([Essence x7] + Willpower + [sum of Virtues])
- Attuned Essence: 2
Mental Traits
- Positive Intimacies: Trapnight
- Negative Intimacies:
- Motivation:
- Willpower: □□□□□□/••••••
Virtues
- Compassion: □□□□/••••
- Conviction: □□/••
- Temperance: □□/••
- Valor: □□/••
- Limit Break: □□□□□□□□□□ (Compassion, Compassionate Martyrdom)
Social Combat
- Join Debate: 6 (Wits + Awareness)
- Surprise Attack: 6 (Manipulation + Socialize) vs. (Perception + Investigation)
- Dodge MDV: 5 ([Willpower + Integrity + Essence] ÷ 2)
Weapons
- Investigation: Speed 5, Acc 5, Rate 2. Parry MDV 2.
- Performance: Speed 6, Acc 8, Rate 1; affects everyone who can perceive the effort. Parry MDV 4.
- Presence: Speed 4, Acc 10 (12 persuasion), Rate 2. Parry MDV 5.
Modifiers
- Relative Appearance: Difference in Appearance is applied as a penalty (if agressor is higher than attacker) or bonus (if vice-versa) to MDV, up to -3 or +3.
- Intimacy, Virtue, or Motivation: -1 MDV against attacks that directly support existing Intimacies; -2 if with a dominant Virtue; -3 if with Motivation. (Only the greatest applies.) Same numbers as a bonus against Intimacies/Virtues/Motivation.
Physical Combat
- Join Battle: 6 (Wits + Awareness)
- Surprise Attack: 7 (Dexterity + Stealth) vs. (Wits + Awareness + 2)
- Dodge DV: 5 ([Dexterity + Dodge + Essence] / 2)
- Soak: 0A/0L/1B Natural + 7A/7L/5B Armor = 7A/7L/6B; Pierced 4A/4L/4B; Hardness 3L/3B.
Weapons
- Self bow (broadhead arrow) Speed 6; accuracy 8 (+0); rate 2; range 150; tags 2, B.
- Broadhead arrow: Damage 3L (+2L).
- Target arrow: Damage 1L (+0L); add P tag.
Health
- □ -0
- □□ -1
- □□ -2
- □ -4
- □ Incapacitated
Backgrounds
- Allies •
- Artifact • (Collar of Dawn's Cleansing Light)
- Artifact • (Orichalcum chain shirt)
- Contacts •
- Resources •••
Charms
- Solar
- Dawn
- Archery
- First Archery Excellency: 1m/die; Reflexive; Instant. +1 die to an Archery roll per mote spent, up to +8 dice (Dexterity + Archery).
- Archery
- Twilight
- Performance
- First Performance Excellency: 1m/die; Reflexive; Instant. +1 die to a Performance roll per mote spent, up to +8 dice (Charisma + Performance).
- Heart-Compelling Method: 6m; Supplemental; One scene. Exert unnatural mental influence on every valid target to inspire desired emotion. Resistible with 2wp.
- Presence
- First Presence Excellency: 1m/die; Reflexive; Instant. +1 die to an Presence roll per mote spent, up to +10 dice (Charisma + Presence).
- Performance
- Night
- Dodge
- Shadow Over Water: 1m; Reflexive (Step 2); Instant. Ignore all penalties that apply to Dodge DV (still 0 against an undodgeable attack, though).
- Larceny
- First Larceny Excellency: 1m/die; Reflexive; Instant. +1 die to a Larceny roll per mote spent, up to +10 dice (Wits + Larceny).
- Flawlessly Impenetrable Disguise: 7m; Simple (Speed 6 in long ticks); Until the character sleeps. Augments a (Wits + Larceny) roll; change physical qualities perfectly to mundane senses, +4 difficulty against supernatural sensory acuity.
- Dodge
- Eclipse
- Linguistics
- Sagacious Reading of Intent: 3m; Reflexive (Step 2); Instant. Identifies the motivation behind a given statement, or perfectly negates a social attack with a fundamentally hostile purpose.
- Socialize
- First Socialize Excellency: 1m/die; Reflexive; Instant. +1 die to an Socialize roll per mote spent, up to +10 dice (Charisma + Socialize).
- Taboo Inflicting Diatribe: 3m, 1wp; Simple (6 long ticks); Instant. Against social group with Magnitude 1+, roll 10 (Charisma + Socialize), with external penalty of (leader's MDV + half the group's Magnitude). On a success, the social group adopts a chosen taboo or fad. Removable by spending 10 Loyalty, at most once per week.
- Linguistics
- Dawn
Combos
- Smoothly Shifting Attitudes: First Socialize Excellency and Taboo Inflicting Diatribe. 3m + (optional) 1m/die, 1wp. Roll 10-20 dice to try and give a social group a taboo or fad.
Inventory
- Weapons: Self bow (speed 6; accuracy +0; rate 2; range 150; max strength •••; tags 2, B)
- Armor: Orichalcum chain shirt (soak +7L/5B; hardness 3L/3B; attune 2; may be concealed under normal clothes)
Advancement
- BP: 15 bp
- Bureaucracy +2 [2 bp]
- Larceny +2 [2 bp], Larceny (Disguise +2) [1 bp]
- Presence +2 [2 bp], Presence (Persuasion +2) [1 bp]
- Socialize +2 [2 bp]
- Compassion +1 [3 bp]
- Smoothly Shifting Attitudes combo [2 bp]
- +1 Stealth after creation.