Campaign:TheMeansToTheEnd/lokust

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Basics

Name: Lokust the Red
Concept: Protector of Solars
Caste: Chosen of Battles
Motivation: To fell another Deathlord
Positive Intimacies: Barabbas's family, unity between Terrestrials and Solars, Mehn Amilar, Ethan
Anima: Red smoke filled with flickering stars.
Anima Effect: Allies within thirty yards take one less lethal damage level from attacks.
Experience: 18/119 (currently/earned)

Background

Lokust, prior to Exaltation and becoming a Sidereal, was remarkably fond of the idea of protecting Creation and more important his homeland in the South. This made him a fitting candidate to be amongst the hundred responsible for protecting Creation - and also predisposed him to joining the Golden Faction rather than the Bronze, as he regarded the Solars as solely capable of saving Creation, where the Terrestrials (albeit loyal) were in and of themselves not quite as capable. He has the unique belief (unique chiefly in its assertiveness rather than its existence) that the only way to save Creation is to unite the Terrestrials and the Celestials, as well as do away with the Deathlords to tighten up the potential threats to Creation and make the job more improbable than impossible.

One of his longest standing project is Yeng Pao - a Solar from the East, whom Exalted and attempted to waylay a civilization out of vengeance with his newfound power. Lokust was sent to stop this from happening, and stop it he did - but moreover, his Resplendent Destiny Barabbas was reputed for his heroics and for not even having to harm the Solar to stop it. The truth was, he took the Solar in and mentored him - it was his first and perhaps only chance of doing his part in the Gold Faction to secure the Solars' position as the saviors of Creation.

Yeng Pao, under Lokust's (or Barabbas's) tutelage, dutifully learned the ways of combat and refined his form. In time a struggle came that resulted in Lokust's nature being revealed - his caste mark shined for Yeng Pao to see. Resigning that he could no longer hide his secret (a foolish and painful mistake that he had since worked to repair) he explained his own nature and the entirety behind it to Yeng Pao. After their discussion it was made clear what was to be done - through the clever use of perfectly placed destinies and circumstances, Yeng Pao was successfully elevated into a position as an Anathema Hunter of modest repute, seen often times in prior battles as "the warrior that made the difference" with Lokust in the background operating as his identity and hiding his secrets from any OTHER prying eyes.

Lokust gifted Yeng Pao with a Starmetal daiklave and the two traveled, fighting all that would threaten Creation. Lokust knew that it was Yeng Pao's destiny to help him achieve his ultimate goal, the felling of the Deathlords to remove one of many fronts of the battle - but he alone would not be enough, and so the two traveled to the outskirts of Chandarheight. There, they encountered Mehn Amilar and swore to devote themselves to her protection.

Appearance

Lokust's stature is somewhat remarkable, a nimble yet strong build and an inch shy of being six foot tall. He has black hair, typically kept tied back with bangs flanking his visage. He's handsome and devoid of the scars expected of a Chosen of Battles (perhaps a sign that he is good at it) and his skin is burnt dark by the suns of the South. He typically garbs himself in an ornate red outfit with a cape on his back as well as a weapon holster and wears a brown and red scarf laced with gold fabric to cover the lower half of his face, mouth, cheeks, and nose. His eyes are a brilliant crimson, with commanding eyebrows and an often cocky demeanor. Underneath that demeanor lies a well-concealed hint of depression, manifesting often in longing looks to the stars.

Attributes

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

Abilities

Resistance ●    Craft       x      Archery   ●●●    Investigation x      Awareness    ●●●
Ride       x    Dodge       ●●●    Athletics ●●●●●  Larceny       x      Bureaucracy  ●●
Sail       x    Linguistics ●●     Melee     ●●     Lore          ●●●    Integrity    ●●●
Survival   x    Performance x      Presence  ●●     Occult        ●●     Martial Arts ●●●●●
Thrown     x    Socialize   ●      War       ●●●    Stealth       ●      Medicine     x

Languages: Old Realm, Flametongue, Riverspeak

Specialties

Martial Arts (Bare-handed) ●●●

Charms

  • (Martial Arts) FATEFUL MARTIAL ARTS EXCELLENCY - ESSENCE AUSPICIOUS - Each mote spent reduces the target number of a Martial Arts roll by one, to a minimum of four. By spending enough to lower the target number to three and an additional one willpower, all dice in a roll are rendered successes.
  • (Violet Bier of Sorrows) SECRETS OF FUTURE STRIFE - Permanent - Double Join Battle Pool.
  • (Violet Bier of Sorrows) FLIGHT OF MERCURY - 1m per action, Reflexive - Reduces speed of Martial Arts attacks by 1, to a minimum of 3, duration caps at Martial Arts score.
  • (Violet Bier of Sorrows) BLADE OF THE BATTLE MAIDEN - 2m/die 2wp, Reflexive - For the scene all Martial Arts attacks (including Clinches) inflict Lethal damage and all physical attacks (including lethal and ranged) can be parried unarmed and stuntless. Every two motes spent add one die to each unarmed Martial Arts attack and one die to the pool used to calculate Parry DV. For this charm alone, the max dice added caps at Dex+Martial Arts and it only works unarmored.
  • (Violet Bier of Sorrows) JOY IN ADVERSITY STANCE - 5m, Reflexive - For the scene, whenever an attack is avoided via DV, roll Permanent Essence and get 2m per success. Only works in attacks genuinely meant to harm - spars and harmless attacks do not allow this roll.
  • (Violet Bier of Sorrows) VIOLET BIER OF SORROWS FORM - 6m, Speed6 DV-1 - Minimum damage equals Martial Arts score if it is higher than Essence/Weapon Minimum Damage. When damage is inflicted, choose a virtue dot for the victim to lose to a minimum of one.
  • (Violet Bier of Sorrows) DEATH-PARRYING STROKE - 2m per health level, Reflexive - Every 2m spent reduces damage inflicted to health levels by one.
  • (Violet Bier of Sorrows) UNOBSTRUCTED BLOW - 5m, Supplemental - Attack is unblockable and ignores armor soak and hardness.
  • (Violet Bier of Sorrows) HORRIFIC WREATH - 2m 1wp, Supplemental - Attack becomes Holy, inflicting Aggravated Damage on creatures of darkness. Spooky.
  • (Violet Bier of Sorrows) METAL STORM - 3m per attack, Extra Action - Every 3m spent allows an extra full-dice attack capping at Martial Arts score - but it cannot be done with a flurry.
  • (Violet Bier of Sorrows) CRIMSON PALM COUNTERSTRIKE - 5m, Reflexive - After Parry DV reduces attack successes on an attack roll, roll Dex+Martial Arts and subtract the resulting successes from the attack as well. If the attack is canceled out entirely, extra successes left over from the DV+Successes are applied as a counterattack.
  • (Violet Bier of Sorrows) LIFE-SEVERING BLOW - 2m per health level, Reflexive - After rolling damage, activate this charm to add successes to damage dealt. Caps at Permanent Essence.
  • (Violet Bier of Sorrows) CONCLUSION PURSUING APPROACH - 10m 1wp 1lhl, Speed6 DV-2 - Whenever a Martial Arts attack inflicts damage, regain a point of spent Willpower. Wound penalties of the victims tripled where the Sidereal is concerned (attacking the Sidereal, defending against the Sidereal, etc) but only the Sidereal. If a Prayer Strip is used, the weapon becomes unbreakable and successful attacks remove a point of temporary willpower. If they're out of willpower or exist outside of fate's jurisdiction, subtract ten motes of Essence instead. If they lack ten motes, all of the attack's unsoaked damage dice are inflicted as damage levels instead. YOUCH.
  • (Prismatic Arrangement of Creation) FIVE JADE FURY - 10m, Reflexive - Attack gains one of five effects by user's choice each action, and it works for five actions: Attacks can be bashing or Lethal; Every three attack dice awards an auto success on the attack, rounded up; Every three damage dice awards an auto success on the damage roll, rounded up; Opponent is knocked back 1 yard for each damage level inflicted; +3 to JB and reduce speed of attack by one tick, minimum Speed 1.
  • (Prismatic Arrangement of Creation) CHARM REDIRECTION TECHNIQUE - 7m, Supplemental - Prior to a Charm's roll, the Sidereal rolls Dex+Martial Arts at a difficulty versus Charm-user's Essence. Success means the Sidereal knows what the charm does and can redirect of annul it. The essence is still spent, even if the charm suffers annulment. The exception is Supplemental charms - the action still happens but the action is redirected to the target if it isn't nullified. Same with Extra Actions - all associated actions, if possible, are redirected. The following limitations apply: the charm must be activated consciously by the victim, and charms that invoke themselves are immune; Reflexive charms can be reactivated if their cost can be again afforded; reflexive charms cannot be redirected. This charm can only supplement a Speed 3 Guard Action and only redirect/annul one charm per Action - also, it can only affect charms used on the Sidereal or used within three yards of him.
  • (Prismatic Arrangement of Creation) SEQUENTIAL CHARM DISRUPTION - 5m+cost of charms affected 1wp, Supplemental - Charm Redirection Technique can now annul previously established charms and annul or redirect entire combos.
  • (Prismatic Arrangement of Creation) SPELL-SHATTERING PALM - 12m, Reflexive - Upon contact with Sorcery, the Sidereal rolls an unarmed Martial Arts attack versus a difficulty of the caster's Essence and the spell's circle. Success destroys the spell. If the caster is in attack range, the Sidereal can make them botch the Concentration roll instead. Lokust can do this against Necromancy too, since he has studied the art well enough with the Necropolis' library.
  • (Prismatic Arrangement of Creation) ASTROLOGY INTERRUPTION METHOD - 10m 1wp, Reflexive - Reflexive, unarmed Martial Arts attack by the Sidereal at difficulty Essence+Astrological College. Success destroys a forged destiny, even currently unused Resplendent Destinies, on the victim. Multiple destinies must be attacked separately, rolling first of active Resplendent Destinies and then for other effects with higher difficulties first. Both the attacker and the victim suffer one dot of paradox and it is likely the Bureau of Destiny will inquire on the event.
  • (Prismatic Arrangement of Creation) SOUL FIRE SHAPER FORM - 15m, Simple DV-2 - For the scene the Sidereal's Essence is treated as ten for all effects, except for when buying with XP. This doesn't up the Sidereal's current essence pools, but does up their temporary maximums. The Sidereal may also use one of the four charms above per action free of cost and reflexively, not counting towards his one-charm limit.

C-C-C-C-C-COMBOS!

None as of yet.

Backgrounds

Salary: ●● (Equivalent to ●●● Resource in Heaven and ●●●● in Creation.)
Artifact ●●●● (Perfected Kata Bracers of Starmetal)
Backing: ●● (Member of the Gold Faction)
Familiar: ●● (Loyal, long-living, and resilient mount of the equine variety.)
Celestial Manse: ●●● (Fuck yeah! Manses!)
Connections: ●● (Cult of the Illuminated)
Artifact: ● (Starmetal Hearthstone Amulet)

Colleges

The Sword: ●●●
The Shield: ●●
The Mast: ●●

Virtues

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

Flawed Fate: Conflict - I must wage conflict!
Limit Break: □□□□□□□□□□
Compassion Channels Remaining: 3/3
Conviction Channels Remaining: 2/2
Temperance Channels Remaining: 1/1
Valor Channels Remaining: 0/3

Willpower & Essence

Willpower: ●●●●●●
Temporary: □□□□□□

Essence: ●●●●●
Regeneration: 5/9/13
Personal Essence Pool: 16/16
Peripheral Essence Pool: 27/45
Committed Essence: 8 (bracers)

Inventory

Starmetal Perfected Kata Bracers - Adds Essence to Defense, Damage, and Accuracy of unarmed attacks, choose if damage is Lethal and Bashing, parry Lethal attacks unarmed, and reduce charm-cost by two motes if any of these actions are made with Form-related weapons or Form-type charms.
Starmetal Hearthstone Amulet - Sockets Guardian Stone
Red Jade Hearthstone Amulet - Sockets Mind-Locus Stone

Hearthstones and Manses

Golden Citadel - An ornate cathedral of sorts made of orichalcum and gold, Lokust was allowed to attune this structure's hearthstone after fulfilling a mission trial involving protecting a great deal of people from a Solar's wrath, simultaneously preserving the Solar's health and fittingly convincing him of his wrongdoings.
Hearthstone: Guardian Gem - A shimmering silver sphere which grants Lokust the ability to reroll any roll twice per story and keep the preferred outcome. He also gains an additional use on another character, and can sacrifice any of these reroll opportunities to instead subtract two health levels of lethal damage from an attack on himself or anyone after the soak is resolved.

Chandarheight Battlements - When Chandarheight's defenses were destroyed by Penance of the Murderous Legion piloted by Devourer of Nightmares, Lokust decided the hearthstones of the unfortunate city were better in his hands than someone more sinister.
Hearthstone: Mind-Locus Stone - Double specialty dice bonuses.

Destinies

Below are listed active destinies, and their statistics.


Ascendant Destinies


Descendant Destinies


Resplendent Destinies

  • Barabbas Sindersong - 'Fire-Aspect Dragon-Blooded from the South - He has a wife and two kids.'

Duration: ●●● (9 Years Remaining)
Endurance: ●●

Paradox: □□□□□□□□□□

Combat

Dodge DV: 6
Parry DV: 8(10 in Form)(13 in Soulfire)
Dodge MDV: 6
Parry MDV: 4
Soak: 0A/1L/2B
Hardness: 0A/0L/0B

Attack

Clinch (Speed 6, Accuracy +0, Damage +0B, Rate 1, Tags: C, N, P)
Kick (Speed 5, Accuracy +0, Damage +3B, Defense -2, Rate 2, Tags: N)
Punch (Speed 5, Accuracy +1, Damage +0B, Defense +2, Rate 3, Tags: N)

Clinch w/Bracers (Speed 6, Accuracy +5, Damage +5B/L, Defense +6Rate 1, Tags: C, N, P)
Kick w/Bracers (Speed 5, Accuracy +5, Damage +8B/L, Defense +3, Rate 2, Tags: N)
Punch w/Bracers (Speed 5, Accuracy +6, Damage +5B/L, Defense +7, Rate 3, Tags: N)

Clinch w/Bracers and Soulfire (Speed 6, Accuracy +10, Damage +10B/L, Defense +10, Rate 1, Tags: C, N, P)
Kick w/Bracers and Soulfire (Speed 5, Accuracy +10, Damage +13B/L, Defense +8, Rate 2, Tags: N)
Punch w/Bracers and Soulfire (Speed 5, Accuracy +11, Damage +10B/L, Defense +12, Rate 3, Tags: N)

Health Levels

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

Advancement

+25 BP - +80 XP - 15 BP or Starting, 10 BP for Reroll, 80 XP from prior earnings
-25 BP and -99 XP - Essence to Five, Many Charms, a Background Dot, Specialties, and Martial Arts Dots
+9 XP - Defeated Dowager of the Irreverent Vulgate in Unrent Veils
+5 XP - Lantern Oath Session
+7 XP - Monstrance Theft Session
+6 XP - Into Yu-Shan!
+9 XP - Killed Devourer of Nightmares
+30 XP - 15 Goes to Charms, 15 elsewhere. Prepare yourself...
-14 XP - Strength to Five
-15 XP - Athletics to Five
-10 XP - Five Jade Fury

Notes

ST put notes here.