Campaign:Enfolding Ice/Keiran: Difference between revisions

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===Training Time Needed===
===Training Time Needed===
* 8xp- Third Dot Perception  
* 8xp- Third Dot Perception
* 12xp- Fourth Dot Perception
* 12xp- Fourth Dot Appearance
* 12xp- Fourth Dot Charisma
* 12xp- Fourth Dot Charisma
* 12xp- Fourth Dot Manipulation
* 12xp- Fourth Dot Manipulation
* 2xp- Second Dot Survival
* 2xp- Second Dot Survival
* 8xp- Phantom's Steed
* 8xp- Phantom-Conjuring Performance
* 8xp- Heart-Compelling Method
* 8xp- Husband-Seducing Demon Dance




=== Shopping list ===
=== Shopping list ===


* 12xp- Fourth Dot Perception
* 12xp- Fourth Dot Appearance
* 8xp- Phantom's Steed
* 8xp- Phantom-Conjuring Performance
* 8xp- Heart-Compelling Method
* 8xp- Husband-Seducing Demon Dance


Total: 56


[[Category:Campaign:Enfolding Ice]]
[[Category:Campaign:Enfolding Ice]]

Revision as of 23:55, 23 December 2008

Basics

Name: Keiran
Concept: Kung Fu Merchant
Caste/Aspect: Eclipse
Motivation: "Kill every other practitioner of Tiger Style, thus making me its unquestionable master."
Positive intimacies: Making money, Acting
Negative intimacies:
Anima: A large Siberian Tiger made of pure gold, getting brighter and brighter until it hits white on the edges. The overall effect gives the appearance of a flimsy and fluctuating golden tiger in a barrier of white, like an eclipse.
Anima Powers:

  • 10m, 1wp: When an Eclipse Caste Solar is party or witness to an oath, he may use his anima to sanctify it. The character must shake hands to seal the agreement or touch the hands of those who are party to it. Anyone who breaks it, Exalt included, botches a critical action. This can be activated without cost when the Solar is in the 11+ peripheral essence range.
  • Crowned Suns and their companions who are on legitimate business with those beings may not be attacked without just cause (though they may be goaded into attacking and nullifying the oaths).
  • Provided they have a tutor, they may learn the Charms of other types of Exalted, spirits or the Fair Folk. These Charms cost double the normal experience of Favored Charms to learn (usually 16 points). In addition, these Charms cost an additional 2 motes to use.

Experience: 17/200
(write experience points as "unspent / total" plx)

Background

Although originally from the Western Archipelago (which is the most specific he will get about it), he left it soon after Exaltation due to Realm presence ; which is never a good thing to have when you've just become a Deceiver. While he was living in the west, up till his Exaltation at 24, he was the proprietor of a thriving fishing company. Though wit and sheer dumb luck, Keiran made it over the ocean, and he continued East, settling in the edge of Haslanti territory, fishing in the white sea; where he gained wealth over a period of 7 years(but not too much, as to alert people). But this time was not spent just making money. He was also training, learning techniques and skills granted to him by the Unconquerable Sun (And maybe a few others of that stature).After hearing of the presence of a Circle in Whitewall, he set off there.

Appearance

Keiran is a moderately tall man, a tad shy of six foot. His skin is a tanned colour, from too much time in the sun and his hair is two and a half inches above his shoulder, and a deep purple, almost black; indicating some sort of Western heritage. While fairly tall, he is small framed and lanky. His standard clothing is a deep red silk gi, almost scarlet in colour; with black hems. This is worn under fine clothes, normally of a Eastern design. They are normally a duller earth colour.

Attributes

Strength  ●●       Charisma     ●●●●     Perception   ●●●
Dexterity ●●●●●    Manipulation ●●●●     Intelligence ●●
Stamina   ●●●●     Appearance   ●●●      Wits         ●●●

Abilities

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 ●●●   


Native: Seatongue

Learned: Skytongue, Old Realm


Specialties

Backgrounds

  • Resource 4
  • Artifact 2
    • Razer Claws
  • Artifact 2
    • Silk Armour
  • Influence 2

Charms

Athletics

  • (Athletics) Monkey Leap Technique (Ath 1, Ess 2 pg 223): 3m, Combo-OK, Reflexive, One scene. Can jump with a movement action instead of a misc action. Double distance of all jumps.

Awareness

  • (Awareness) Surprise Anticipation Method (Awareness 5, Ess 2 pg 226): 1m, Reflexive (Step 2), Combo-OK, Instant. This Charm guarantees success on any valid Awareness roll to notice immediate mortal danger. This Charm works whether in or out of battle, awake or asleep. If the Exalt has a chance to notice a surprise attack during a prolonged struggle, he does so. If the Exalt’s player must make such a roll and has a chance of failing it, and if the Solar can invoke this Charm, this Charm invokes itself automatically. At that time, if the player has a Combo containing this Charm, he may declare the use of that Combo instead of just the Surprise Anticipation Method Charm.

Dodge

  • (Dodge) Shadow Over Water (Dodge 3, Ess 1 pg 227): 1m, Reflexive (Step 2), Combo-OK, Instant. It allows the Exalt to ignore all penalties that apply to her Dodge DV when resolving that attack. Her Dodge DV is still 0 against an undodgeable attack, but she takes no further penalties.
  • (Dodge) Seven Shadow Evasion (Dodge 4, Ess 2 pg 227): 3m, Reflexive (Step 2), Combo-OK, Obvious, Instant. The Exalt invokes this Charm in response to an attack. The attack must not be unexpected. This Charm is a dodge that perfectly defends against the attack—even if the attack is undodgeable. This Charm does not function when a Solar’s actions are contrary to his Motivation.


Integrity

  • (Integrity) Integrity-Protecting Prana (Integrity 1, Ess 1 pg 199): 5m, 1wp; Reflexive (Step 2), Combo-OK, One day. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks.

Martial Arts

Tiger Style

  • (Martial Arts) Crimson Leaping Cat Technique (MA 2, Ess 2 SotM pg 107): 3m, Supplemental, Combo-OK, Obvious, One Action. With this Charm active, add the character’s Martial Arts score to her Dexterity for purposes of determining how far she can move, dash or jump in a single action.
  • (Martial Arts) Striking Fury Claws Attack (MA 3, Ess 2 SotM pg 107): 2m, Supplemental, Combo-OK, Obvious, Instant. The character’s Essence infuses his hands with the power of a tiger’s deadly claws. His blows inflict lethal damage even if he isn’t wearing tiger claws. If he is using tiger claws, add a number of damage dice equal to the character’s Essence to his raw damage for the attack.
  • (Martial Arts) Tiger Form (MA 4, Ess 2): 6m, Simple (Speed 3), Form-Type. While using the Tiger Form, add the character’s Martial Arts score to her raw damage when making Martial Arts attacks barehanded or while wearing tiger claws. The martial artist also adds her permanent Essence to her bashing and lethal soak totals. The character’s Martial Arts attacks automatically inflict lethal damage in the form of bloody lacerations even if she isn’t wearing tiger claws, and the character, suffers no penalties for fighting while prone.
  • (Martial Arts) Raging Tiger Pounce (MA 4, Ess 2 SotM pg 108) 2m, Supplemental, Combo-OK, One Action. With the ferocious grace of a tiger leaping onto its doomed prey, the character uses his Essence to guide his attacks. If the player rolls a successful attack, the martial artist automatically knocks his opponent down. Only Charms or similar magical effects specifi cally designed to maintain a target character’s balance can prevent the victim from falling.

Performance

  • (Performance) Second Performance Excellency (Per 1, Ess 1) 2m: Reflexive (Step 1 Attacker, Step 2 Defender), Combo-OK, Instant. The exalt evokes this charm when making a roll based on the relevant Ability. The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice.

Resistance

  • (Resistance) Ox Body Technique (Resistance 1, Essence 1 pg 208): -, Permanent, Stakable, Permanent. One -1 health level and two -2 health levels
  • (Resistance) Ox Body Technique (Resistance 1, Essence 1 pg 208): -, Permanent, Stakable, Permanent. One -1 health level and two -2 health levels

Ride

  • (Ride) Master Horseman's Techniques (Ride 1, Essence 1 pg 234: -, Permanent, Instant. The Lawgiver can spend one mote reflexively to call a mount loyal to him to his side. The mount makes its way to him as circumstances best allow.

Socialize

  • (Socialize) Sagacious Reading of Intent (Linguistics 1, Ess 1 p 233): 3m, Reflexive (Step 2), Combo-OK, Social, Instant. This Charm identifies the motivation behind a given statement that the Exalt reads or hears—a one-sentence summary of what the person making that statement hopes to gain. If the Exalt invokes this Charm to defend against a social attack and the attacker’s purpose is fundamentally hostile to the Exalt or the Exalt’s Motivation, this Charm perfectly negates the attack.

C-C-C-Combo's

Essence

Essence: ●●●
Regeneration: 4/hour
Personal Essence Pool: 7/15
Peripheral Essence Pool: 25/25/33 (Current, Base, Total)
Committed Essence: 8 in Artifacts

  • 6m- Razor Claws
  • 2m- Silken Armour

Willpower

Willpower: ●●●●●●
Temporary: 1/1

Virtues

Virtues:

Compassion ●●
Conviction ●●●
Temperance ●
Valor      ●●●

Virtue flaw: Valor
Limit: X□□□□ □□□□□
Limit Break Condition: Berserk Anger (Page 105)

Inventory

  • Tiger Claws Speed 5, Accuracy +5, Damage +5L, Defense +3, Rate 4 Minimums Str 1, Dex 2; Attune 6, Cost 2, Tags M (+2 Die to Climbing)
  • Silken Armour- +5L/+3B, Attune 2, Does not inhibit Martial Arts
  • Fine or Fancy Clothing (Resource 2)
  • Fine War Horse (Resource 3)

Manses and Hearthstones

Combat

Dodge DV: 6
Dodge MDV: 5
Soak: 5A/7L/7B
Pierced: 2A/4L/3B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)

Attacks

(Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)

  • Razor Claws Speed 5, Accuracy 15, Damage +5L, Defense 13, Rate 4
  • Clinch Speed 6, Accuracy 10, Damage +0B, Parry DV –1, Tags C, N, P
  • Kick Speed 5, Accuracy 10, Damage +3B, Parry DV -2, Rate 2, Tags N
  • Punch Speed 5, Accuracy 11, Damage +0B, Parry DV +2, Rate 3, Tags N

Health

X -0
X -1
X -1
X -1
□ -1
□ -2
□ -2
□ -2
□ -2
□ -2
□ -2
□ -4
□ Incapacitated
□ Dying
□ Dying
□ Dying
□ Dying

Advancement

  • 3xp- First Dot Athletics
  • 2xp- Second Dot Ath
  • 3xp- First Dot Sail
  • 2xp- Second Dot Sail
  • 2xp- Second Dot Linguistics (Skytongue)
  • 3xp- First Dot Stealth
  • 6xp- Artifact 2
  • 2xp- First Dot Resistance
  • 2xp- Second Dot Resistance
  • 3xp- Third Dot Ride
  • 3xp- First Dot Survival
  • 4xp- Third Dot Athletics
  • 9xp- SAM/SSE Combo
  • 16xp- Third Dot Essence
  • 8xp- Second Performance Excellency
  • 5xp- Fourth Dot Ride
  • 7xp- Fifth Dot Ride
  • 8xp- Master Horseman's Techniques
  • 8xp- Raging Tiger Pounce

Training Time Needed

  • 8xp- Third Dot Perception
  • 12xp- Fourth Dot Perception
  • 12xp- Fourth Dot Appearance
  • 12xp- Fourth Dot Charisma
  • 12xp- Fourth Dot Manipulation
  • 2xp- Second Dot Survival
  • 8xp- Phantom's Steed
  • 8xp- Phantom-Conjuring Performance
  • 8xp- Heart-Compelling Method
  • 8xp- Husband-Seducing Demon Dance


Shopping list