Campaign:Golby's Beautiful Placeholder/Wanderer: Difference between revisions
No edit summary |
No edit summary |
||
Line 33: | Line 33: | ||
'''Archery ●●●●●''' Integrity ●●●● Craft X '''Athletics ●●●●●''' '''Bureaucracy ●●●''' | '''Archery ●●●●●''' Integrity ●●●● Craft X '''Athletics ●●●●●''' '''Bureaucracy ●●●''' | ||
Martial Arts ● '''Performance ●●●●●''' Investigation ● Awareness ●●● '''Linguistics ●●●●●''' | Martial Arts ● '''Performance ●●●●●''' Investigation ● Awareness ●●● '''Linguistics ●●●●●''' | ||
Melee X Presence ●●● | Melee X Presence ●●● '''Lore ●●●●●''' Dodge ●●● '''Ride ●●●●●''' | ||
Thrown X Resistance ●●●● Medicine ●● Larceny X '''Sail ●●●●''' | Thrown X Resistance ●●●● Medicine ●● Larceny X '''Sail ●●●●''' | ||
War X '''Survival ●●●●●''' Occult ● Stealth X '''Socialize ●●●●●''' | War X '''Survival ●●●●●''' Occult ● Stealth X '''Socialize ●●●●●''' |
Revision as of 17:38, 3 May 2009
(italicized text is just a comment, don't keep it in your sheet) originally from [1]
Basics
- Campaign: Golby's Beautiful Placeholder Exalted
- Name: The Roamer of the Five Winds
- Concept: Explorer/Cartographer, semi-jack of all trades
- Caste/Aspect: Eclipse
- Motivation: Map All of Creation
- Positive intimacies:
- Negative intimacies: ???
- Anima: ???
- Experience: 0/300
(write experience points as "unspent / total" plx)
Background
Roamer spent most of his life before his second breath as a low-ranking Realm bureaucrat. As his life drew onward and the paperwork piled an odd thought began to grow in the back of his mind. By his 50th year he had become convinced that there was more to life than paperwork, and that eventually developed into the thought that he was squandering his life. And so, he resigned from his position, sold his home, and gathered a few of his most valued possessions in a backpack, and set out to travel Creation. After years of aimless wandering through the civilized sections of Creation, Roamer finally decided he needed to do something more, something exciting and challenging, something he could die proud attempting. And so, Roamer decided he would touch the eastern pole, or at least end his life trying. After an odyssey spanning roughly two years, Roamer found himself mere yards from one of the great poles that held creation together. Barely alive from a combination of fatigue, lack of food or water, and wounds amassed throughout his journey, his victory was finally in sight, and this old man could die fulfilled. He struggled with unheard of strength and determination across the thick underbrush, against essence currents that were crushing his very being. At last, he fell, and with one final grab at his goal, he touched the eastern pole. And he could now die in peace.
But, as it happened, Roamer did not die. Within mere seconds of accepting his end, he began to glow with a brilliant golden light. It was at this moment that Roamer took his second breath, and was born anew, a reward he could hardly even imagine for one mortal's petty struggle to find purpose. He now had been given back the life he had squandered in politics and red tape a hundred times over. He now had both the time, and the power, to travel to every corner of creation and everything in between. In a sense, he had achieved his own perfect afterlife, in which he had the body and time to see all of Creation, in all its splendors, rather than just the will.
From there, The Roamer of The Five Winds set out to do just that, and catalog his expedition in one great unified map of Creation. He has been enjoying thoroughly enjoying his mission for nearly 20 years, and has a plethora of stories to tell for it. Since his life is a nirvana to him, he has developed a very easygoing outlook and deep appreciation for life in all its forms. Because of this, he has developed a strong and magnetic charm to complement his new found strength and previously obtained intellect. He has friends and acquaintances in many places and has gathered an impressive repertoire of skills throughout his travels, as he will apply to work in nearly ever form of local labor and participate in any custom or ritual depending on where he is, for the purpose of drinking in the culture.
Appearance
The Roamer appears as a tall and thin, but muscular elderly man. Although many signs of his age were reversed at the moment of his exaltation, his long white hair and thick beard make it fairly obvious. He wears simple and unassuming clothes that seem ideal for just about any climate (extreme ones excluded.) He wears a large woven hat to protect from the sun, and is rarely seen without his enormous backpack or trusty walking stick. His face is rugged, but his eyes are soft and he is nearly always seen with a grin.
Attributes
Strength ●●● Charisma ●●●● Perception ●●●●[●] Dexterity ●●●●●[●] Manipulation ●●● Intelligence ●●●●● Stamina ●●●● Appearance ●●●● Wits ●●●
Abilities
Solar/Abyssal Block Archery ●●●●● Integrity ●●●● Craft X Athletics ●●●●● Bureaucracy ●●● Martial Arts ● Performance ●●●●● Investigation ● Awareness ●●● Linguistics ●●●●● Melee X Presence ●●● Lore ●●●●● Dodge ●●● Ride ●●●●● Thrown X Resistance ●●●● Medicine ●● Larceny X Sail ●●●● War X Survival ●●●●● Occult ● Stealth X Socialize ●●●●●
Specialties
Survival (Mapping ●●) Archery (Firewands ●●)
Backgrounds
Resources: ●●●● Manse (Wanderer's Lodge): ●● Familiar: ●●●● Artifact (Firewand): ● Artifact (Prosthetics of Clockwork Elegance): ●●● Contacts (Lookshyan Prostheticist): ●
Charms
- (Archery) Second Archery Excellency 2m/1s (Abil 1 Ess 1): Allows Roamer to add 1 automatic success to an archery roll for every 2 motes spent.
- (Archery) Trance of Unhesitating Speed 2m/1a (Abil 3 Ess 2): Combo-Ok, Obvious, Instant. Allows Roamer to flurry one additional attack without penalty or rate concerns for every 2 motes spent.
- (Resistance) Ox Body Technique (Abil 1 Ess 1 p208): Permanent, gives Roamer one -1 health level and two -2 health levels.
- (Resistance) Ox Body Technique (Abil 1 Ess 1 p208): Permanent, gives Roamer one -1 health level and two -2 health levels.
- (Survival) Hardship-Surviving Medicant Spirit 10m (Abil 3 Ess 1 p210): Reflexive, Combo-Ok, Indefinite. Allows Roamer to function comfortably in almost any harsh environment, through blistering cold, scorching heat, thick underbrush, and great hurricane-force winds.
- (Survival) Element-Resisting Prana' (Abil 5 Ess 4 p210): Permanent, enhances Medicant Spirit so Roamer can ignore any environmental hazard while it is active, such as fire, drowning, acid, or lava.
- (Performance) Second Performance Excellency 2m/1s (Abil 1 Ess 1): Allows Roamer to add 1 automatic success to a performance roll for every 2 motes spent
- (Dodge) Shadow Over Water 1m (Abil 3 Ess 1 p227): Allows Roamer to ignore DV penalties for one attack as long as he is aware of it.
- (Dodge) Seven Shadow Evasion 3m (Abil 4 Ess 3 p227): Allows Roamer to perfectly dodge an attack as long as he is aware of it.
- (Socialize) Mastery of Small Manners 1m (Abil 2 Ess 1): Reflexive, Combo-Ok, Social. Adds 1 to Roamer's effective appearance and allows him to treat groups of people as 1 less magnitude than they are.
C-C-C-Combo's
Combo Name 1wp 0m+
- Charm Name
- Adamant Skin Technique
- Cause Gem to explode.
Essence
Essence: ●●●●
Regeneration: (twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)
Personal Essence Pool: /
Peripheral Essence Pool: /
Committed Essence:
(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: ●●●●● ●●●●
Temporary: 8/8
Virtues
Virtues:
Compassion ●●●● Conviction ●●● Temperance ●●●● Valor ●●
Virtue flaw: Wanderlust (Temperance)
Limit: □□□□□ □□□□□
Limit Break Condition: Being barred from traveling somewhere
Roamer simply becomes bored with his surroundings and decides he needs to leave immediately and go somewhere else away from the circle. Roamer will go to any overblown length to escape the current area he is in if simply walking away is not possible, and make his way to the location he was denied by any means necessary barring murder. He will return roughly 24 hours later almost always with a story to tell. If he is unable to move anywhere else, his desperate efforts will continue until he is freed, and will most likely become more and more irrational as time goes on.
Partial Control: Roamer can differentiate between which barriers are a good idea to break and which aren't, for instance, if he is barred entry to a palace, he won't be trying to walk past the guards anyway and probably causing a scene. Instead, he will find wander off into the wilderness, somewhere that will not necessarily cause trouble for himself or the circle.
Inventory
(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of. don't itemize your tacklebox, this isn't D&D)
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: 6 (dex+dodge+Ess)/2 round up
Dodge MDV: 8 (will+integ+Ess)/2 round down
Soak: 0A/2L/4B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/2L/4B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)
Attacks
(example:)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)
Health
□ -0
□□□□ -1
□□□□□□ -2
□ -4
□ Incapacitated
□ Dying
one Dying level per dot of Stamina
Advancement
Bonus Points
Temperance 4 3 BP
Conviction 3 6 BP
Artifact Prosthetics 3 BP
Survival specialties 1 BP
Archery Specialties 1 BP
Contacts 1 1 BP
Experience Points
Strength 3 12 XP
Stamina 4 12 XP
Wits 3 8 XP
Appearance 4 20 XP
Charisma 4 12 XP
Manipulation 3 8 XP
Essence 4 40 XP
Ride 5 12 XP
Linguistics 5 12 XP
Sail 4 5 XP
Socialize 5 12 XP
Survival 5 16 XP
Presence 3 6 XP
Archery 5 16 XP
Medicine 2 2 XP
Lore 5 16 XP
Athletics 5 16 XP
Performance 5 16 XP
Awareness 3 6 XP
Dodge 3 9 XP
Familliar 4 9 XP
Resources 4 2 XP
Resistance 4 12 XP
Integrity 4 12 XP
Temperance 2 3 XP
Shopping list
it's also helpful (but optional) if you write out charms you intend to buy