Campaign:Forged In Fire/Samsu, Silent Blade

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Basics

Name:Samsu, Silent Blade
Campaign: Forged In Fire
Concept: Assassin out for vengeance
Caste/Aspect: Night Caste Solar
Motivation/Urge: Establish a perimeter around Creation to prevent Chaos from seeping in
Positive Intimacies:
Negative Intimacies:
Anima Banner/Totem: Large jade obelisk, radiating wisps of gray and purple
Anima Effect/Tell:One mote to make a non-obvious charm not add to anima banner, 2 for obvious. Also 10 motes to mute their anima, making the difficulty of all rolls to notice or track the exalted by half the characters essence(1).
Experience: 0/0

Background

He was gathering Intelligence for a local crime lord on dock guard rotations when they arrived. They poured in through the east gate. It was as though the Wyld itself had attacked the city. Mutated beastmen, fair folk, and barbarian were overwhelming the town's meager dragon-blooded guard. In minutes, there were but 2 left. The dead had taken a large portion of the raiders with them, but there were still enough left to destroy the town completely. The fire-aspect man with red hair was decapitated by a Raksha Cataphractoi, and with that, his female companion turned and ran. Yelling and hooting, the dozen left-over raiders poured into the town. Samsu was running away when he saw the boy. He was hiding underneath a stall, shaking with fear. Luckily, the the female Dragon-Blooded was running in the stall's direction, and so she would him help him. To Samsu's surprise, she continued running, leaving the boy to doom. Glancing quickly from woman to boy, boy to woman, Samsu acted. In one swift motion he unlatched her scabbard and turned to face the raiders bearing down upon the boy.
"You shall not hurt a child this night."
He unsheathed the daiklaive. Prepared to sacrifice his life for this child, this stranger, the raiders laughed at him - he could barely lift the daiklaive, nevermind wield it.
"I.. must.."
Golden light pours from his forehead, and the sword becomes light as a feather. Realizing they have a formidable foe in front of them, the raiders attack, but to no avail. Samsu was a Child of the Sun, and none would stand before him. Felling beastman and fae with stroke after stroke, he became a blur. When he came to the Cataphractoi, he spared him. Samsu's stolen blade lay upon the Raksha's neck, and he spoke with a voice that flowed like a great wave crashing upon the ground.
Leave this place, and never return.
The Raksha did as it was told, and Samsu turned to the boy:
Go. Tell the people that the Lawgivers have returned.

Languages

Campaign-tounge, Forest-Tounge

Appearance

Brown jerkin, Headscarf wrapped around his head, grey pants to his mid-calf. Uses an orichalchum Reaper Daiklave that is about a meter long and barely a centimeter thick, inset with a dark brown hearthstone.

Attributes

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

Abilities

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


Specialties

Melee - Fighting Unarmoured ●●

Backgrounds

Artifact: ●●
Manse: ●●●
Resources: ●●
Contacts: ●●
People he's met during his time as a spy, rarely will he ever use them.

Reputation: ●●
Fairly well known spy in the northeast. Refuses to do any spy work, as he has left this life behind.

Charms

First Melee Excellency: 1m/d, Reflexive, Instant. Adds 1 die to a Melee roll for every mote you spend, to a max of 7 (3Str/4Melee).

First Awareness Excellency: 1m/d, Reflexive, Instant, Combo OK. Adds 1 die to an Awareness roll for every mote you spend, to a max of 6 (3Perc/4Awar).

Lock Opening Touch 3m, Supplemental, Instant. Enhances a miscellaneous action to pick a lock. Makes success automatic even if the character has no tool (which makes the charm obvious). If opposed by another magical effect, add ess to (Dex+Larc) to oppose.

One Weapon, Two Blows 1m, Reflexive 1, One action. Adds one to rate/accuracy of weapon till next action.

Keen Hearing and Touch Technique 3m, Reflexive, One Scene. Gives two bonus successes on Awareness actions with Hearing and Touch. Allows you to do EXALTED! things with these senses.

Integrity Protecting Prana 5m 1wp, Reflexive 2, One Day. Protects from: any Shaping effect that directly alters her mind, body, spirit or traits. Includes Instantaneous Shaping effects and any negative alterations caused by long-term effects. Also protects against undodgeable, unblockable shaping attacks.

Seven Shadow Evasion 3m, Reflexive 2, Instant. Perfect Dodge against an expected attack. Conviction Flaw.

Shadow Over Water 1m, Reflexive 2, Instant. Ignore all penailties to her Dodge DV when resolving an attack against the Exalted.

Durability of Oak Meditation 3m, Reflexive 7, Instant. Hardness 8 against an attack after it hits but before damage.

Iron Skin Concentration 2m, Reflexive 7, Instant. Roll (Stam+Resist) 6d against attacker ess. Success prevents damage, failure gives +4A/+8L/+8B soak.

Essence

Essence: ●●
Regeneration: 10/hour, 14 resting.
Personal Essence Pool: 12/12
Peripheral Essence Pool: 24/29
Committed Essence: Reaper Daiklave (5)

Willpower

Willpower: ●●●●●●
Temporary: □□□□□□

Virtues

Virtues:

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

Channels:

  • Compassion □□
  • Conviction □□□
  • Temperance □□
  • Valor □□

Flawed Virtue: Conviction

Limit Break: Weight of Failure: All of the times Al'Mear has failed suddenly come down upon him in a crashing wave of guilt, despair, and sadness. He immediately quits at whatever he was doing and attempts to make his way to Manse to sulk.

Partial Control: He still feels guilt and despair, but in a less crushing way. He takes -2 external penalty to all rolls.

Limit Break: □□□□□□□□□□

Inventory

Reaper Daiklave: Named Light from Shadows, has such engraved upon the hilt. Bested the previous owner in combat during an escape from an assassination in Lookshy, and decided he liked the way the sword handled. The previous owner was a Wood Aspect DragonBlooded, and had a hearthstones set in it when he found it.

Pouch of Shurikens: 10 normal shurikens. Speed 4, Accuracy +0, Damage +1L, Rate 3, Range 20

Standard equipment he carries with him: Grappling hook, rope, several empty vials, ink and a pen, a case with a very bad quality map of creation, several iron daggers, and a mirror.

Light From Shadows: Speed 4, Accuracy +5, Damage +4L, Defense +2, Rate 4, Attune 5

Shurikens: Speed 4, Accuracy +0, Damage +1L, Rate 3, Range 20


Manses and Heartstones

Stone of Resilient Bamboo: Was already embedded in the Reaper Daiklave that he found on the DragonBlooded. He followed the source of the hearthstone to it's manse, and attuned to it. It seems that this manse was hidden from the Blessed Isle, deep within the forested region of the east. He now uses it as his hideaway, and it's where he goes when he does not want to be found. Even still he finds secret rooms and doors within it.

Thieve's Hideaway: Manse in a large tree, just northeast of Sijan.

Stone of Resilient Bamboo: Adds Stam to Lethal soak. Parry lethal without a stunt. Regen one level of L or B damage/hour.

Combat

Dodge DV: 6
Dodge MDV:5
Soak: B:3 L:3 A:0
Soak (Piercing): B:1 L:1 A:0
Hardness: B:0 L:0 A:0

Attacks

Daiklave Slash (Speed 4, Accuracy 17, Damage 7L, Parry DV 7, Rate 4)
Shuriken Throw (Speed 4, Accuracy 5, Damage 4L, Rate 3, Thrown)

Health

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

Movement

Move - 5 Yards

Dash - 11 Yards

Jump - 7 Yards Vertical, 14 Yards Horizontal.

Join Battle - 6

Advancement