Campaign:Era of Nightmares/Righteous Voice Of Storms

From 2d4chan
Revision as of 13:45, 19 February 2009 by 155.43.116.22 (talk) (→‎Virtues)
Jump to navigation Jump to search

Basics

Name: Righteous Voice of Storms
Concept: God-King
Caste: Zenith
Motivation: Unite what's left of Creation against those trying to destroy it
Intimacies: The Tempest Guard, The Golden Philosophy, The Solar Empire, The Frozen Ashes, Negative: The First and Forsaken Lion
Experience: Unspent: 30/Total: 30

Background

  • Born in Realm Year 714 in Arjuf.
  • Joined the Legions in RY 722, his charisma and leadership skills earning a position as a low-ranking officer.
  • Served for 8 years before being captured by the enemy in a failed battle before being sold as a slave.
  • Bought by a merchant as a bodyguard, but his skills quickly earned him a position as an advisor, almost a business partner, making sales pitches, helping negotiate deals and translating.
  • Earns his freedom in RY 735 and opts to stay on with the merchant's retinue as a free agent.
  • In RY 740 his former master and current mentor retires and gives him a good reference. He quickly found employment with a Merchant Prince in the South. He became the director of a caravan in his new employer's name. This line of work went on comfortably for some time untill...
  • In RY 751, his employer expanded his business further south. When the caravan dropped off it's shipment of food and began to take on slaves for shipment back north, he was furious. When the caravan began it's return trip, he began to plot the release of the slaves. When the caravan was attacked by raiders, he saw his chance. Moving quickly from cage to cage and speaking in low, forcefull tones, he unlocked the slaves bindings and had them follow him. After stealing supplies, they ran for the cover. After three days in the wilderness, they reached a barbarian village. Despite the language barrier, he managed to negotiate for shelter and safe passage.
  • For 15 years he lead the band of freed slaves and began a gurrila campaign of raids on slave caravans, learning the ways of their barbarian hosts to move unseen through the desert and to strike without warning. By the time the Guild began to respond in force, he and his followers had already become very good at not getting caught. Not all things last forever though.
  • In RY 774, the Guild had put up with enough. A huge force of mercenaries was sent to scour the south, and in a matter of months they had tracked down his followers, slaughtered them to a man and captured him alive. He was brought before his former employer, who was planning on relishing a good long session of toruture followed by a flashy public execution...
  • But halfway through his gloating speech, Storm found strength he thought had been beaten out of him. He interrupted the dragonblooded prince, speaking in a low voice at first, but quickly building to a furious roar that echoed through the manse. The power of Sol Invictus fowed into him, and with his second breath he delivered a righteous tirade, verbally beating the merchant prince to a pulp.
  • With his newfound prowess, he escapes the city and flees into the desert, wandering for days before entering a trance, comuning with the sun as he walks the scorching sands. Several hundred miles south of Chiaroscuro he stumbles uppon the First-Age tomb of his previous incarnation, built in the wake of the usurpation and forgotten beneath the sands along with the entire city it was built in. He recovered the mighty artifacts his ancestor had been buried with, as well as several well-preserved tomes of knowledge detailing the workings of first age society and governance.
  • RY 775-866: TBD.


things after exaltation, rough outline

  • Tried to resist the First and Forsaken Lion, when he realized the Deathlord was unstoppable he organized an evacuation and personally lead a large group of refugees.
  • The refugees flee from conflict after conflict as every safe place in the world seems to be falling apart. When word reaches them of the Solar Empire to the north, the refugees become pilgrims en route to the 'Promised Land'. (X number of) years after the first flight from the Lap, Storm and his flock reach the borders of the Solar Empire.
  • Storm arranges for the refugees to be integrated into northern society. He has been teaching them Skytounge on the journey, as well as customs, so the transition is relatively smooth. This new group of immigrants are known as the 'Frozen Ashes'.
  • A troop of 100 soldiers from the refugees insist on repaying Storm for saving their lives and their families. They become his personal guard, known as the Tempest Guard. The position became tradition, and ancestors of the refugees have eagerly applied to serve at Storm's side. He makes a point to know each of his guards well, and considers all of them friends and comrades.
  • From his words and deeds, and from the scattered Ashes support, Storm's influence amongst the Solar Empire grows. Those in power seek his council, and the people look to him for guidance.


Personality

  • He believes in modesty, honesty and selfless altruism, and acts accordingly. With his influence and abilities he could live like a king, but he lives in modest means.

Appearance

Storm is an old man. His skin is wrinkled and weathered, and his long hair is grey. But rather than appearing weak or worn down, he exudes an air of confidence and wisdom born of long experience. The lines on his face speak of volumes of character and history, and one cannot help but be drawn to him in hopes of being regailed with a tale of past glories or deep wisdoms. He speaks with a voice like distant thunder, every word filled with a sense of truth and right. In a crowded room he can make someone feel like he is speaking directly to them.

He wears his Celestial Battle Armor wherever he goes, wrapped only in a travel-worn cloak. His helmet is retractable, sliding up for protection or down to expose his face at a thought.

Attributes

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

Abilities

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

Specialties

Melee (Contemplative Edge) ●
Performance (Oration) ●●●
Lore (First Age Society) ●

Languages

  • Low Realm (Native of Arjuf)
  • Flametongue
  • Riverspeech
  • High Realm
  • Skytongue
  • Old Realm

Backgrounds

Artifact (Orichalchium Reaper Daiklaive): ●●
Artifact (Orichalchium Celestial Battle Armor): ●●●●●
Cult:
Manse (Memory Stone):
Manse (Gemstone of the White Jade Tree): ●●●
Manse (Gemstone of Spoken Languages): ●●●
Resources: ●●
Influence: ●●●●●
Followers: ●●●


Charms

(Blinkdog's Note: There's a lot of random second excellencies in here. Rest assured these were selected with careful thought, as they are pre-requisites to charms I intend to get in the future. I would rather spend XP on interesting charms.)

Melee

Second Melee Excellency:
Melee Essence Flow:
Supreme Mastery of Melee (Contemplative Edge):
Dipping Swallow Defense:
Bulwark Stance:

War

Second War Excellency:
Mob Dispersing Rebuke:

Integrity

Third Integrity Excellency:
Integrity Essence Flow:
Spirit Maintaining Maneuver:
Integrity Protecting Prana:

Performance

Second Performance Excellency:
Performance Essence Flow:
Heart Compelling Method:
Infatuation-Gathering Idol Methodology:
Respect Commanding Attitude:

Presence

Second Presence Excellency:
Presence Essence Flow:
Hypnotic Tongue Technique:
You Can Be More:
Mind Yields To Glory:

Resistance

Second Resistance Excellency:

Survival

Second Survival Excellency:

Investigation

Lore

Second Lore Excellency:

Athletics

Awareness

Surprise Anticipation Method:

Bureaucracy

Second Bureaucracy Excellency:

Linguistics

Second Linguistics Excellency:
Sagacious Reading of Intent:

Socialize

Second Socialize Excellency:
Mastery of Small Manners:


C-C-C-Combo's

Name of combo 1
First move of combo - Second move of combo
Description of Combo right here.

Name of combo 2
etc.

Essence

Essence: ●●●●●
Regeneration: 12 (16)
Personal Essence Pool: 22/22
Peripheral Essence Pool: 38/53
Committed Essence: 15

Willpower

Willpower: ●●●●● ●●
Temporary: □□□□□ □□


Virtues

Virtues:

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

Flawed Virtue:Conviction
Limit Break: □□□□□□□□□□

(Limit Break Goes Here)

Inventory

Orichalchium Reaper Daiklaive Contemplative Edge

  • Speed 4, Acc +5, Damage +4L, Defense +2, Rate 4, Attune 5

Orichalchium Celestial Battle Armor

  • Filtration Baffles: +2 bonus to Resistance against poison or all forms of disease, one hours supply of fresh air.
  • Sensory Augmentation Visor: +2 bonus to Awareness as a reflexive action. Reflexively activate Essence Sight for three motes per scene, and can additionally see un-manifested spirits, ghosts, living beings and enchanted objects as glowing presences.
  • Exomuscular Fibers: +2 to Strength for purposes of feats of strength, calculating jump distances and damage
  • Peripatetic Greaves: Doubled movement rate; 10mph marching movement rate.
  • Reinforced Gauntlets/Boots: These can parry lethal attacks without a stunt and replace the statistics for a normal punch or kick.
  • Adaptive Camoflage Subsystem: +2 bonus to Stealth while moving or +3 while stationary.
  • Voice of Command: Duplicates the effects of a Pectoral of Resplendent Speeches. 2 motes to be heard clearly for 100 yards. +4 dice for speeches or verbal performances. For 5 motes, anyone within 100 yards can't hear anyone speak who is more than 5 yards away, and adds 2 dice to all Presence rolls for the next scene. Can still be heard 200 yards away, but can be drowned out.
  • Enhanced Healing: While wearing the armor, the owner heals one level of bashing damage every tick and one level of lethal every hour.
  • Essence Shield: For 4 motes the user can create a shield out of solidified Essence for one scene, increasing their DV's by 2.
  • +14B/14L soak, 9B/9L Hardness, Mobility -0, Fatigue 1, Attune 10.


Manses and Heartstones

Memory Stone - Set in CBA.

Gemstone of the White Jade Tree - Set in CBA. Any damage the user suffers after soak is cut in half (Round up). The user's base speed is cut in half (Round down).

  • On a craggy mountainside, several withered trees cling to life. Amongst them is a tree formed of pure white jade, growing from the rocks as if it was the most natural thing in the world.

Gemstone of Spoken Languages - Set in CBA. The user can understand and speak any language or dialect as if it was their native tongue, but cannot read a language they have not learned.

  • In (Major northern trading city goes here) there is an ancient and sturdily constructed auction house, where in better days merchants from all across Creation would come to ply their wares.

Combat

Dodge DV: 10(12)
Dodge MDV: 8
Soak: B:17 L:16 A:14

  • Pierced: B:10 L: 9 A: 7

Hardness: B:9 L:9 A:9

Attacks

Gauntlet (Speed 5, Accuracy 9, Damage 12B, Parry DV +2, Rate 3, Tags N)
Boot (Speed 5, Accuracy 8, Damage 13B, Parry DV -2, Rate 2, Tags N)
Reaper Daiklaive (Speed 4, Accuracy 22, Damage 11L, Parry DV 10, Rate 4, Tags -)

Health

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

Advancement

7bp on Essence 5 1bp on CBA 2bp on Influence 4 and 5 1bp on Melee (Devout Brand) ● and Lore (First Age Society) ●

(4bp left)