Campaign:Ami's game/Wukari

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  • 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).
    • 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).
    • 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.
    • 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.

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.

Background