Campaign:First Age Fuck You/Dragonbloodface
Basics
- Campaign: First Age Fuck You
- Name: Kyrk Har'Met
- Concept: A lover and a poet.
- Caste/Aspect: Fire.
- Motivation: To participate in the greatest battle and write the greatest ode concerning said battle.
- Positive intimacies: Music and fightan.
- Negative intimacies:
- Anima: Becomes immune to fire and bursts into flame for scene. Touch inflicts (Essence) dice of lethal fire damage.
- Experience:
Background
Appearance
http://dantheman1969.files.wordpress.com/2007/06/kirk_hammett_escape06_1024.jpg
Attributes
[S]Strength 3 [P]Charisma 5 [T]Perception 3 [S]Dexterity 4 [P]Manipulation 3 [T]Intelligence 3 [S]Stamina 3 [P]Appearance 4 [T]Wits 2
Abilities
''Terrestrial Block'' [ ]Linguistics 0 [ ]Awareness 4 [A]Athletics 3 [ ]Bureaucracy 1 [ ]Archery 1 [F]Lore 4 [ ]Craft 0 [A]Dodge 5 [ ]Investigation 1 [ ]Medicine 1 [ ]Occult 1 [ ]Integrity 5 [A]Melee 5 [ ]Larceny 0 [F]Performance 5 [ ]Stealth 0 [ ]Resistance 3 [A]Presence 4 [ ]Martial Arts 1 [ ]Ride 1 [F]Thrown 5 [ ]War 1 [A]Socialize 4 [ ]Sail 0 [ ]Survival 0
Languages: Skytongue, Old Realm
Specialties
Melee ●●● Swords Performance: ●●● Sanxian.
Backgrounds
Breeding: ●●●●
Artifact: ●●●●
Backing in the deliberative: ●●●●
Manse: ●●●●
Wealth: ●●●
Charms
Lore
- ELEMENTAL BOLT ATTACK Cost: 1m per 2L; Mins: Lore 2, Essence 2; Type: Simple Keywords: Combo-OK, Cooperative, Elemental, Obvious Duration: Instant: Can fire a bolt of aspect ralted evergy from his hand using (Dexterity + Athletics) or (Dexterity + Archery). Accuracy + (essence) and range of (ess*20 yards). 2L/1m, can spend m up to Sta. Fire sets the target ablaze for a single action (+4L to the attacker’s damage pool).
Performance
- First Performance Excellency: ESSENCE OVERWHELMING 1m/2d, Reflexive, Instant. Adds 2 die to performance roll for every mote you spend, up to max of Performance skill + specialty. Can use this charm to add 1 dot to the skill per mote spent for unrolled purposes.
- INVISIBLE STREET PERFORMER TECHNIQUE Cost: 3m; Mins: Performance 3, Essence 2; Type: Simple Keywords: Combo-OK, Illusion Duration: Until performance ends: Can be activated only while playing an instrument. As long as she continues to play, those around will not notice her presence. To see his someone must roll (Wits + Awareness) difficulty (His Performance + instrument specialty). Even if the roll is successful, the observer might still have no reason to notice the Dragon-Blood’s presence unless the presence of a musician playing an instrument is somehow out-of-place. In addition to a minimum of Performance 3, the Dragon-Blood must also have a specialty in a musical instrument or activate the Talented Improvisation Charm prior to beginning her performance. This Charm cannot be used in connection with a particularly loud or piercing instrument.
- VIBRATING STRINGS DEFENSE Cost: 5m; Mins: Performance 4, Essence 3; Type: Reflexive (Step 5) Keywords: Combo-OK, Obvious Duration: One scene: This potent Charm allows a Dragon-Blood to parry any attack with the music he creates through his instrument. For the duration of the scene, the Dragon-Blood can replace his normal parry Ability with his Performance for purposes of calculating Parry DV. Any dots the Dragon-Blood has in an applicable Performance specialty also applies to calculating Parry DV. Finally, any Performance Excellencies the Dragon-Blood has can be used to further improve Parry DV for the duration of the scene, exactly as if they were Melee or Martial Arts Excellencies. In addition to a minimum of Performance 4, the Dragon-Blood must also have a specialty in some kind of musical instrument or else activate the Talented Improvisation Charm prior to beginning her performance. This Charm is a reflexive one that can be used freely without the need for a Combo. It can be activated on any tick on which the Exalt is subject to an attack.
- THREE-STRING SWORD PRANA Cost: 1m per 2lhl; Mins: Performance 5, Essence 4; Type: Simple Keywords: Combo-OK, Cooperative, Obvious Duration: Instant Using (Wits + Performance) +Accuracy of DBs ess. Range of (permanent Essence x 20), Damage 2L/1m can spend up to (Performance) motes. Attack can be parried or dodged, can be used in a flurry.
Presence
- GLOWING COAL RADIANCE Cost: 2m; Type: Simple Keywords: Compulsion, Obvious Duration: One action: When this Charm is activated, the Dragon-Blood is surrounded by a nimbus of Essence Fire. Anyone attempting to look at the Dragon-Blood or to make a melee attack against her within (ess*yards) must score at least one success on a reflexive Willpower check. Even if successful, any attack made on the Dragon-Blooded before his next action suffers a dice penalty of (Presence). This lasts until the Dragon-Blood’s next action.
- Aura of Invulnerability 3m, Simple. Bitches don't know I'm so awesome I FEEL NO PAIN. For one scene, the dragonblood gains +1 bashing and lethal soak, as well as 3 -0 temporary health levels.
Dodge
- First Dodge Excellency: ESSENCE OVERWHELMING 1m/2d, Reflexive, Instant. Adds 2 die to dodge roll for every mote you spend, up to max of (skill + specialty). Can use this charm to add 1 dot to the skill per mote spent for unrolled purposes.
- THRESHOLD WARDING STANCE Cost: 1m; Reflexive (Step 5) Combo-OK Instant Can ignore all environmental penalties to his Dodge DV, even in places where dodging would seemingly be impossible. This is a reflexive Charm that can be used freely without the need for a Combo. It can be activated on any tick on which the Exalt is subject to an attack.
- HOPPING FIRECRACKER EVASION 2m; Type: Reflexive (Step 5) Combo-OK Instant: . When the Dragon-Blood dodges through his Dodge DV, he can reflexively spend two motes to execute a Dash action without suffering any DV penalty for doing so usually taking him out of hand-to-hand range evading most multiple attack Charms after the first attack. Can't be used with Parry DV. This is a reflexive Charm that can be used freely without the need for a Combo. It can be activated on any tick on which the Exalt is subject to an attack.
- VIRTUOUS NEGATION DEFENSE Cost: 2m; Reflexive (Step 5) Combo-OK Instant: If an ally within normal leaping distance (about five yards) is subject to an attack, the Dragon-Blood using this Charm can attempt to move her out of the way. Roll (Dexterity + Dodge + Essence) no sux, the attack proceeds normally. Any sux, the character can make himself the target of the attack instead of the ally. Sux> attack roll, both he and the ally automatically dodge without a roll. Otherwise, the attacker’s remaining sux are applied as damage against the Dragon-Blood (with soak applied normally). This is a reflexive Charm that can be used freely without the need for a Combo. It can be activated on any tick on which the Exalt is subject to an attack.
- SAFETY AMONG ENEMIES Cost: 3m, 1wp; Type: Reflexive (Step 5) Combo-OK Instant. If you're the target of an attack and have a Dodge DV of at least half the attacker’s dice pool (Including with charms), you can make the attack miss and go to someone else within 3 yards, charm doesn't work without another target. The new target is then affected by the attack as if he had been the original target all along. This is a reflexive Charm that can be used freely without the need for a Combo. It can be activated on any tick on which the Exalt is subject to an attack.
- ELEMENTAL DEFENSE TECHNIQUE 5m; Simple. Elemental, Obvious. One scene An aura of element related essence covers the DB. Any Archery attacks are totally negated (torn apart by the elemental force) anyone attempting to make an unarmed attack suffers 4B damage, soaked normally. He gains +2 to her lethal and bashing soaks against attacks with any weapon not made of the magical materials. Finally, each elemental aura grants an additional benefit.
Air gives +2 to her Dodge DV against hand-to-hand attacks.
Earth surrounds the Dragon-Blood with a thick cloud of dust, which gives her +2 to her Dodge DV against ranged attacks.
Fire inflicts 2L against hand-to-hand attackers instead of 4B.
Water totally neutralizes any fire-based attacks and gives +1 to L+B soak.
Wood surrounds the Dragon-Blood with a thick cloud of irritants hand-to-hand attackers who fail a (Stamina + Resistance) roll suffer a -1 penalty for the rest of the scene.
A Dragon-Blood of the same aspect is immune to these aspect-related effects or any DB at 8+ mote level. Only one version can be maintained at a time, and the activation of a different version cancels out the prior one. He knows them all, no out of aspect mote charge.
- SMOLDERING KARMA STRIKE 3m; Type: Reflexive (Step 9) Combo-OK, Counterattack Instant Whenever the Dragon- Blood relies on his Dodge DV and the attacker fails to hit him, the Dragon-Blood can make a reflexive Martial Arts or Melee counterattack with his full dice pool. This Charm cannot be used to respond to a counterattack launched with any Charm nor can it be combined with any other Charm that allows the Dragon-Blood a free counterattack. This is a reflexive Charm that can be used freely without the need for a Combo. It can be activated on any tick on which the Exalt is subject to an attack.
- UNASSAILABLE BODY OF ELEMENTAL DEFENSE 4m, 1wp; Reflexive; (Step 5) Instant When the Charm is activated, the Dragon-Blood’s entire body and everything on it transforms for an instant into the element to which she is aligned, shaped by magic into a human form the attack passes harmlessly through her. This is a perfect dodge but the attack must be dodgeable, as this defense will not apply to attacks that cannot be dodged. Second, each of the five Unassailable Body of (Element) Defenses is vulnerable to a particular type of weapon or attack or else suffers from a situution in which it will not apply.
Air is vulnerable to Earth-aspected elemental attacks and to extremely large melee weapons that carry the Overwhelming tag, as the strong breeze caused by the passage of such weapons disrupts the Body of Air.
Earth is vulnerable to attacks with wooden weapons such as arrows or clubs and to Wood-aspected elemental attacks, as even the toughest earth must yield to the burrowing roots of trees.
Fire is vulnerable to Wateraspected elemental attacks, and also will not function while the Dragon-Blood is in the water or is otherwise wet.
Water is vulnerable to Air-aspected elemental attacks and also will not function in conditions of extreme cold, as water inevitably loses its fl uidity in such situations.
Wood is vulnerable to Fire-aspected elemental attacks or simply to fire attacks such as flaming arrows.
He knows them all, can only use one at a time, no out of aspect mote cost This is a refl exive Charm that can be used freely without the need for a Combo. It can be activated on any tick on which the Exalt is subject to an attack.
Melee
- First Melee Excellency: ESSENCE OVERWHELMING 1m/2d, Reflexive, Instant. Adds 2 die to dodge roll for every mote you spend, up to max of (skill + specialty). Can use this charm to add 1 dot to the skill per mote spent for unrolled purposes.
- DRAGON-GRACED WEAPON 1m; Supplemental; Combo-OK, Elemental Instant.
On a successful melee attack, the Dragon-Blood may also infl ict an elemental effect appropriate to his aspect on the target.
Air buffets the target, subtracting two dice from her next action.
Earth triggers a tremor beneath the target’s feet, forcing her player to roll (Dexterity + Athletics), diffi culty 4, to keep the character from falling.
Fire sets the target ablaze for a single action, giving a +4L bonus to the Dragon-Blood’s damage dice pool.
Water fills the target’s lungs with seawater, adding three ticks before her next action due to violent coughing.
Wood poisons the target’s blood, causing her to suffer a -1 penalty on all actions for the scene if her player fails a refl exive (Stamina + Resistance) roll. Regardless of the specific elemental version learned, this Charm
is always considered to be a Fire-aspected Charm for purposes of determining whether the one-mote surcharge for out-of-aspect Charms applies, and Dragon-Blooded can learn only the version
associated with their aspects.
- Terristrial Melee Reinforcement A Dragon-Blood with this Charm can improve the ratings of his allies in the relevant Ability for brief periods of time, effectively transferring the benefi ts of the First Excellency to another person for the duration of an entire scene. All allies to be affected must hold hands at the time of the Charm’s activation. The Dragon-Blood must spend one mote for every ally to be augmented and one mote for every two dice that are added to each person’s rating in the relevant Ability. The maximum number of allies who can have their Ability ratings boosted at one time is equal to the Dragon-Blood’s permanent Essence. The Charm has two limitations. First, no ally’s Ability rating can be raised above the Ability rating of the Exalt who invokes this Charm. Second, no ally’s Ability rating can be increased to more than twice its normal rating. Therefore, the ally must have at least one dot in the Ability for this Charm to affect him at all. The extra Ability dots apply for an entire scene for all purposes. If the augmented Ability affects one of the ally’s DV ratings, the relevant DV should be recalculated for the duration of the scene. As is normal for dice-adding Charms, fractional motes left over by pool-size restrictions are lost.
- BLINDING SPARK DISTRACTION 2m; Reflexive; Combo-OK; Instant; When swords clash, they give off sparks a Dragon-Blood can manipulate such sparks, making them fuck bright and into their opponents eyes. The Exalt can use this when he parries a metal weapon or it strikes any metal or stone object with his sword. The Essence spent makes the sparks a crackling blue and gold spray that flies into his opponent’s eyes. The opponent is blinded for the following action, -2sux to attack rolls can make (Wits+ Dodge) roll to look away and just lose 2 dice. This is a reflexive Charm that can be used freely without the need for a Combo. Can be used when which the Dragon-Blood acts, an intervening tick when a Counterattack Charm is used or on any intervening tick when the DB parries
- Terristrial Melee Reinforcement A Dragon-Blood with this Charm can improve the ratings of his allies in the relevant Ability for brief periods of time, effectively transferring the benefi ts of the First Excellency to another person for the duration of an entire scene. All allies to be affected must hold hands at the time of the Charm’s activation. The Dragon-Blood must spend one mote for every ally to be augmented and one mote for every two dice that are added to each person’s rating in the relevant Ability. The maximum number of allies who can have their Ability ratings boosted at one time is equal to the Dragon-Blood’s permanent Essence. The Charm has two limitations. First, no ally’s Ability rating can be raised above the Ability rating of the Exalt who invokes this Charm. Second, no ally’s Ability rating can be increased to more than twice its normal rating. Therefore, the ally must have at least one dot in the Ability for this Charm to affect him at all. The extra Ability dots apply for an entire scene for all purposes. If the augmented Ability affects one of the ally’s DV ratings, the relevant DV should be recalculated for the duration of the scene. As is normal for dice-adding Charms, fractional motes left over by pool-size restrictions are lost.
- BLINDING SPARK DISTRACTION 2m; Reflexive; Combo-OK; Instant; When swords clash, they give off sparks a Dragon-Blood can manipulate such sparks, making them fuck bright and into their opponents eyes. The Exalt can use this when he parries a metal weapon or it strikes any metal or stone object with his sword. The Essence spent makes the sparks a crackling blue and gold spray that flies into his opponent’s eyes. The opponent is blinded for the following action, -2sux to attack rolls can make (Wits+ Dodge) roll to look away and just lose 2 dice. This is a reflexive Charm that can be used freely without the need for a Combo. Can be used when which the Dragon-Blood acts, an intervening tick when a Counterattack Charm is used or on any intervening tick when the DB parries
- PORTENTOUS COMET DEFLECTING MODE 3m, 1wp; Reflexive (Step 5); Combo-OK, Obvious; Instant Roll (Dex+Melee), 1 or more sux gives a perfect dodge. This Charm will not block either sorcerous attacks or attacks enhanced by Charms, but it is otherwise treated as a perfect parry. This is a reflexive Charm that can be used freely without the need for a Combo. It can be activated only on a tick on the Db is the target of an attack
- THRESHING FLOOR TECHNIQUE 2m + 1 per targeted ally; Simple; Combo-OK; One action The Dragon-Blood can permit his allies to become preternaturally well-coordinated in their attacks on a single target, even to the point of overcoming the normal limit of how many people can attack a single target simultaneously. The Exalt must pay two motes plus one per targeted ally, and each ally will be able to make an attack on the target, regardless of how defensible the target’s position is, provided that the ally is within normal move distance of the target.
- RINGING ANVIL ONSLAUGHT 8m; Extra Action; Combo-OK; Instant; Roll (Melee) Each success allows the Dragon-Blood to make one extra Melee attack against that target as part of a flurry, up to the maximum of his Melee Ability. Each attack in the fl urry is made with the character’s full dice pool. No flurry penalties apply.
C-C-C-Combo's
Essence
Essence: ●●●●●
Regeneration: (twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)
Personal Essence Pool: 16/16
Peripheral Essence Pool: 43/43
Committed Essence:
(write your essence pools as "current / maximum". current should be lower than maximum if you have motes committed to artifacts or if we finished a session while you wasn't at your maximum essence. commit from peripheral.)
Willpower
Willpower: ●●●●●●●
Temporary: 7/7
Virtues
Virtues:
Compassion ●● Conviction ●●● Temperance ● Valor ●●●●
Virtue flaw: Shit was SO deep
Limit: □□□□□□□□□□
Limit Break Condition: After being confronted with a question so deep or a thought so enthralling Kyrk has to ponder it for a scene, once he's finsihed pondering every possible angle he HAS to write a song about it, and musics to go with it.
Inventory
Cutting Sound ●●● Attune 4.
Perfect Sanxian. This sanxian is made of polished kauri wood and strung with silver and gold. The snakeskin covering its soundbox came from a serpent-god. The soul of an old master performer is bound into the strings, which never break or need tuning, and aids performances. When attuned for three motes, playing this sanxian adds two successes to Performance rolls. These add to whatever bonus an Exalted player can add through Charms. Any duffer can sound good playing this sanxian; a Solar musician could make Deathlords weep
or call stars from the skies.
Two successes are about equivalent to four dice. The commitment is a little less than normal, but not enough
to alter anything. Also has a short Daiklave in it.
Pec Guard. Reinforced Breast Plate - Jade. Cost ●●● Soak: 10L/9B Hardness 8L/8B Mobility. Attune 4
Manses and Hearthstones
STONE OF INHUMAN BEAUTY ●●● That +4 app hearthstone that makes me AMAZINGLY PRETTY.*
SPHERE OF COURTESANS’ CONSTELLATION ●● This gold-flecked, orange globe raises its possessors Appearance to 3, if it does not equal or exceed that value already. The bearer’s Appearance drops to its original level the moment the Sphere leaves his person.
In addition, the bearer’s player gains a +2 bonus to all Performance and Presence rolls.*
Prism of focused passion;●● This prism-shaped carnelian allows the bearer to inflame passions in others. The bearer can amplify any emotion, turning vague resentment into raging jealousy, slight nervousness into unbridled terror or mild attraction into panting lust. The bearer of a prism of focused passion gains three additional dice on all Presence or Performance rolls designed to inflame emotions. Also, for purposes of resisting these inflamed passions a target’s Temperance is treated as if it were two points less than it is (to a minimum of 1). The latter effect works only on a single target at a time. Oadenals, 93.
.
Combat
Dodge DV: (dex+dodge+Ess)/2 round up
Dodge MDV: (will+integ+Ess)/2 round down
Soak: 0A/0L/0B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/0L/0B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)
Attacks
Health
□ -0
□□ -1
□□ -2
□ -4
□ Incapacitated
□□□ Dying
one Dying level per dot of Stamina
Advancement
BP
10: Ess5.
3: 2 Specialties.
2: Art 4