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=== Background === | === Background === | ||
Born of House Islesi and quickly inducted into their secrets, Syla would have been a perfect spy, if it were not for two problems: Her flightiness and her dullness. She learned well in school, and always tried her best, but she always had problems taking anything particularly seriously. In a hope that the training of a Monk would cure her of this, she was sent to the Cloister of Wisdom once she graduated, and quickly Exalted and took to the martial arts. Her parents were pleased, until she was allowed to see them again and it was found that while she learned the Arts, and indeed, some degree of stealth, she remained guileless and flighty. Upon her graduation, she was encouraged to go out and spread support of House Nellens, to get her away from anywhere politically sensitive, and during this time she learned of her other knack: Asking just the right question, with just the right smile, to get someone to confess. | Born of House Islesi and quickly inducted into their secrets, Syla would have been a perfect spy, if it were not for two problems: Her flightiness and her dullness. She learned well in school, and always tried her best, but she always had problems taking anything particularly seriously. In a hope that the training of a Monk would cure her of this, she was sent to the Cloister of Wisdom once she graduated, and quickly Exalted and took to the martial arts. Her parents were pleased, until she was allowed to see them again and it was found that while she learned the Arts, and indeed, some degree of stealth, she remained guileless and flighty. Upon her graduation, she was encouraged to go out and spread support of House Nellens, to get her away from anywhere politically sensitive, and during this time she learned of her other knack: Asking just the right question, with just the right smile, to get someone to confess. [http://writingservices.ws/ writingservices.ws] She has continued to protect her family since then, and followed their orders, the latest being to enroll in a martial-arts tournament on Bel-Air to bring pride to the weak houses. | ||
=== Appearance === | === Appearance === |
Revision as of 01:35, 26 October 2012
Basics
Name: Nellens Syla
Aspect: Water
Motivation: Protect the safety of House Islesi
Intimacies: House Islesi, The Order, Tranquility
Anima Banner: Inky darkness with marine creatures hidden within
Anima Effect: Work underwater as though above water
Experience: 12/55
(write experience points as "unspent / total" plx)
Background
Born of House Islesi and quickly inducted into their secrets, Syla would have been a perfect spy, if it were not for two problems: Her flightiness and her dullness. She learned well in school, and always tried her best, but she always had problems taking anything particularly seriously. In a hope that the training of a Monk would cure her of this, she was sent to the Cloister of Wisdom once she graduated, and quickly Exalted and took to the martial arts. Her parents were pleased, until she was allowed to see them again and it was found that while she learned the Arts, and indeed, some degree of stealth, she remained guileless and flighty. Upon her graduation, she was encouraged to go out and spread support of House Nellens, to get her away from anywhere politically sensitive, and during this time she learned of her other knack: Asking just the right question, with just the right smile, to get someone to confess. writingservices.ws She has continued to protect her family since then, and followed their orders, the latest being to enroll in a martial-arts tournament on Bel-Air to bring pride to the weak houses.
Appearance
Nellens Syla has long flowing blue hair, strapped down into a tightly done ponytail that reaches down to just about mid-back. Sitting over her shoulders is a simple black robe with blue trimming along it, occasionally fading into green as the ocean does. She wears simple moccasins to cover her feet and although her sleeves cover her arms, wears only the bracers of her H12use under them. She has a medium build, not quite muscled, but toned in her body. Her amber eyes always seem to have a lackluster stare on them, as if viewing the world before her and expecting more than she gets. There always seems to be the sound of soft waves around her, though she never notices them herself.
Attributes
Strength ●● Charisma ●●●●● Perception ●●● Dexterity ●●●●● Manipulation ● Intelligence ●●● Stamina ●●● Appearance ●●●(●●●●) Wits ●
Abilities
Terrestrial Block Linguistics ●● Awareness ●●● Athletics Bureaucracy Archery ● Lore ●● Craft Dodge ●●●● Investigation ●●●● Medicine ●● Occult Integrity ●● Melee ● Larceny Performance Stealth ●●● Resistance ●● Presence ●●● Martial Arts ●●●●● Ride ● Thrown War ● Socialize ●●● Sail ●● Survival
Specialties
Martial Arts: Water Dragon Style ●● Investigation: Official Realm Business ●●
Backgrounds
Breeding: ●●●
Manse: ●●●●
Artifact: ●●●
Connections: Realm Intel ●
Resources: ●●
Charms
(Martial Arts)
Flowing Water Defense: 1m, Reflexive. Subtract 1 dice from all attack pools, but subtract 3 from attackers' pools
Rippling Water Strike: 3m, Supplemental. If an attack made with this charm inflicts levels of damage, everyone in 10 feet of the target suffers Bashing dice equal to the health levels dealt, ignoring armor
Drowning-In-Blood Technique: 4m, Simple (Speed 4). After a charm-made attack which does not deal damage, roll (STR + MA) vs. the target's (Stamina + Resistance). If I win, the target loses 1 dot of Stamina for a number of actions equal to the extra successes
Shrugging Water Dragon Escape: 3m, Simple. Mundane chains shatter, ropes snap, and handcuffs drop away. Also, nullify supernatural restraints for (MA * 3) ticks.
Water Dragon Form: 5m, Simple (Speed 5), Form-type. Add MA to bashing and lethal soak, soak Lethal with full stamina, and spend 1m per 2 points of soak to increase Soak against one attack. also, add Essence to MA for the scene.
Theft of Essence Method: 4m, 1WP, Supplemental. After an attack, roll (Essence + MA), and take 3 motes for every success, adding to and inflating personal pool
(Investigation)
First Investigation Excellency: 1m/2d, Reflexive. Add dice to rolls, up to (Investigation + specialty), or buy dice to be rolled for unrolled values, adding 1 to the unrolled per success
Tampering Detection Technique: 2m, Simple. Instantly tell if any one object has been tampered with and how (but not by who)
(Enlightenment)
Pasiap's Humility: 4m, Reflexive. See Immaterial spirits as though manifest for a scene, but take a -2 to everything involving the material.
Moment of Daana'D: 3m, 1WP, Simple. Attack the material and immaterial worlds at the same time, and remove the -2 when used with Pasiap's Humility
Essence
Essence: ●●●
Regeneration: 12
Personal Essence Pool: 12/12
Peripheral Essence Pool: 27/37
Committed Essence: 10
- 6: Claws
- 4: Bracers
Willpower
Willpower: ●●●●● ●
Temporary: □□□□□ □
("cross out" □ boxes by substituting them with Xs)
Virtues
Virtues:
- Compassion ●●●
- Conviction ●
- Temperance ●●●
- Valor ●●
Flawed Virtue: Temperance
Limit Break: □□□□□□□□□□
Inventory
Skin Mount Amulet | Hidden somewhere private | Artifact 2
Razor Claws | Worn openly on hands | Artifact 2
Hearthstone Bracers | Worn just behind Razor Claws | Artifact 2
Manses and Heartstones
- Seven Leaping Dragons Stone - The House of Rising Dragons, Manse 4 - A manse in the Imperial City, rumored to be the building where the Celestial Arts were first developed.
- Stone of Inhuman Beauty - The Glorious Courtesan's Home, Manse 4 - A well-known brothel controlled by House Isseli on the sly, whose stone is kept out of the manse at all times for fear that the true aspect of the Home would be discovered.
Combat
Dodge DV: 6
Dodge MDV: 5
Soak: B:3 L:1 A:0
Hardness: B:0 L:0 A:0
Attacks
Razor Claws:
- Speed 3, Accuracy 20, Damage 8L, Defense 9, Rate 3, Tags: M
Clinch:
- Speed 4, Accuracy 16, Damage 2L, Rate 1, Tags: C
Health
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
Oathbound
Rating: 5
Abilities:
- Familiarity: Can detect all members within 50 yards. Can roll Essence as a diceless action(?) to get an idea of the direction and range to another member.
- Devotion: 5 dice, can be used at any point to augment rolls to aid another member of the Brotherhood
- Loyalty: cannot take any actions that would harm another member of the brotherhood
Advancement
10 bp: Ess 3
3 bp: Dodge 4, Investigation 4, MA 5
2 bp: Specialties
10 XP: First Investigation Excellency
2 XP: Presence 2
4 XP: Presence 3
10 XP: Tampering-Detection Technique
12 XP: Theft of Essence Method