Campaign:Golby's Beautiful Placeholder/Zabasaz

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Basics

Name: Sesus Chenow Zabasaz
Concept: Knight
Caste/Aspect: Fire
Motivation: Zabasaz aspires to taking up the Scarlet Throne.
Positive Intimacies: The Blessed Isle, fine weaponry, Professor Shen
Negative Intimacies: Explosions
Anima: Engulfed in raging flames and surrounded by the roars and fiery visages of dragons.
Experience: 10/166

Background

Like most fated to change the Realm and make their mark on history, Zabasaz would emerge in one of the powerful Great Houses with an exceptionally rich bloodline, and would demonstrate his inherent mastery of all courses thrown at him in his rigorous childhood education. Although this is a truth that hardly bares mention, for there are many like him and those better. Yet Zabasaz's aspiration to take the Scarlet Throne from that inept fool of a regent and to establish the dominance of House Sesus is what sets him apart from his brethren in arms.

Born into the House Sesus as a direct descendant of Sesus Chenow, Zabasaz's blood boiled in eager anticipation for combat and the expansion of his own power. Longing for slaughter and to appease the ways typical of his closer-knit household, Zabasaz occupied himself with relentless, brutal conquests in the Threshold in hopes of expanding his physical strength so that he may prove a formidable opponent for any who he would have to compete with for the ultimate goal of establishing himself as the Emperor. Naturally, Zabasaz caught on quick to the methods of war and hand to hand combat even before the Second Breath - however, too prudent to make a reputation for himself this early in his ambitious campaign, he opted for a more blunt approach - create a military background that would intimidate his opponents or coax them out to face him so he could prove his worth in his most favorite of ways.

Although amidst his political ineptitude, there is a deeper chink in his armor. Zabasaz does not well follow the Immaculate Tenants, so blinded by his ambitions that faith is a concept most elusive to him. Anathema, as they well call it, is a thing he has waged combat against; however, while his fellow Dragon-Blooded simply regard such foes as great evils that need to be eradicated, Zabasaz makes the dangerous mistake of seeing them instead as formidable, respect-warranting opponents. The idea is so purely alien that hiding such an trait isn't necessary - most simply ignore it as they would a strange sexual tendency of a mere acquaintance. And yet, still, curiosity drives Zabasaz to wonder... who are the Celestial Exalted, and what could he do to 'tap into' their powers?

Zabasaz opted recently to leave the Realm in search of secrets and adventurous exploits that would help him expand his capabilities and give him a fighting chance of taking the throne that he naively assumes is rightfully his.


Appearance

Zabasaz stands at just about five feet and nine inches and is a bit stocky for his height, a characteristic most common of Chenow's family. His hair is a dark red color, styled to stand up on his head in the manner that fire rises. It has formidable length and pairs well with his devilish eyebrows. His skin has a red hue to it, as unmistakable as his crimson eyes. His jaw and chin are formidable giving him a commanding demeanor and his build is exceptional - nothing less expected from an Exalted.

Attributes

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


Abilities

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

Languages: High Realm, Flametongue, Riverspeak

Specialties

Melee (Unusually Large Weapons) ●●●

Backgrounds

Breeding: ●●● (The Realm's Dragon-Blood Breeding Program still yet persists!)
Family: ●●● (Dynast)
Artifact: ●●● (Grand Daiklave)
Resources: ●●●● (Military campaign rife with plunder and exceptional House backing - almost got some money from my bros at House Mnemon)
Manse: ●●● (Blessed Isle Travel Aplenty)
Artifact: ●●●●● (Armor to impress the ladies)
Followers: ●● (30 Freedom Fighters from Gem raring to go!)
Followers: ●● (40 liberated Realmfolk)

Charms

  • (Resistance) OX-BODY TECHNIQUE: Permanent - Adds a -1 Health Level and a -2 Health Level
  • (Melee) FIRST MELEE EXCELLENCY - ESSENCE OVERWHELMING (+2d for 1m, not at excess of the ability+specialties)
  • (Melee) TERRESTRIAL MELEE REINFORCEMENT: (+2d for 1m, +1m per subject) - An amount of allies equal to the Dragon-Blood's essence are augmented with increased Melee performance, but not in excess to the Charm user's own Melee ability and not in excess of double their own Melee ability. Allies must be holding hands to gain the effects.
  • (Melee) DRAGON-GRACED WEAPON: 1m - Imbues weapon with Aspect-related additional effects on successful attacks. For this particular character, it engulfs opponents in flame adding +4L to the damage dice pool.
  • (Melee) BLINDING SPARK DISTRACTION: 2m - Reflexive; upon successfully avoiding an attack via Parry, this charm blinds the opponent. They can try to look away with a Reflexive Wits+Dodge, should they succeed they have a two-die penalty to their rolls, and should they fail they suffer a two success penalty to their rolls. Difficulty is 1.
  • (Melee) REFINING THE INNER BLADE: 3m and 1wp - After three ticks of concentration, a weapon is created out of fire and is usable for the rest of the scene. The weapon type is of the creator's choice and gains the effects of "Dragon-Graced Weapon" above (+4L to damage dice pool.)
  • (Melee) PORTENTOUS COMET DEFLECTING MODE: 3m and 1wp - Reflexive; when used, character rolls Dex+Melee. If they get one single success, they successfully parry, but it doesn't work against sorcerous attacks or charm-enhanced attacks.
  • (Melee) THRESHING FLOOR TECHNIQUE: 2m + 1 per ally - Simple; Allies this charm encompasses are preternaturally coordinated - they may all attack a designated target without worrying about penalties, no matter how defensible the position of the target is. Lasts an action.
  • (Melee) RINGING ANVIL ONSLAUGHT: 8m - Extra Action; Charm User rolls unmodified Melee ability and for every success gains an extra attack with at his full dice pool with no flurry penalties.
  • (Dodge) FIRST DODGE EXCELLENCY - ESSENCE OVERWHELMING (+2d for 1m, not at excess of the ability+specialties. Successes = +1 to Dodge DV!)
  • (Dodge) THRESHOLD WARDING STANCE: 1m - Reflexive; Ignore all environmental penalties to Dodge DV
  • (Dodge) HOPPING FIRECRACKER EVASION: 2m - Reflexive; After a dodge, this allows the character to dash away without penalty. Attacks entailing the one that initiated this Charm (such as with multiple attack charms) miss because the character leaves hand-to-hand range.
  • (Dodge) VIRTUOUS NEGATION DEFENSE: 2m - Reflexive; This move is used to help allies evade attacks. If an ally is in leaping distance, character rolls Dex+Dodge+Essence. If the successes outnumber the attacker, both the ally and the charm's user successfully dodge. If there is less successes than the attacker, the charm user is the target of the attack instead. If there are no successes, the charm fails.
  • (Dodge) SAFETY AMONG ENEMIES: 3m - Reflexive; If an enemy besides the one attacking is within 3 yards, the character can make the attack hit that enemy instead. This is possible only if the Charm User's Dodge DV is at least half the attacker's dice pool. The effect happens automatically, and the attack happens as normal to the victim.
  • (Dodge) SMOLDERING KARMA STRIKE: 3m - Reflexive; Counterattack with full dice pool after successful evasion using Dodge DV.
  • (Presence) FIRST PRESENCE EXCELLENCY - ESSENCE OVERWHELMING (+2d for 1m, not at excess of the ability+specialties)
  • (Presence) GLOWING COAL RADIANCE: 2m - The Charm user is surrounded in a red nimbus. All individuals within an amount of yards equal to the Charm user's Essence must have at least one success on a reflexive Willpower check to look at or attack the Charm user. Even if they succeed, they still take a dice penalty to their next attack's dice pool equal to the user's Presence. Lasts until the user's next action and doesn't impede ranged attacks.
  • (Presence) UNBEARABLE TAUNT TECHNIQUE: 2m - User rolls Presence+Manipulation and adds their Essence as Automatic Successes. In combat if it exceeds the victim's Dodge MDV, the victim suffers a -1 Penalty in both PDV and DDV when fighting anyone other than the User, and this lasts for an amount of actions equal to the user's Essence.. If used outside of combat and if it exceeds the victims Parry MDV, the resulting embarrassment causes them to lose two successes on all social rolls for as many long ticks as the user's Essence.

C-C-C-Combo's

Essence

Essence: ●●●
Regeneration: 5/9/13
Personal Essence Pool: 4/13
Peripheral Essence Pool: 0/28
Committed Essence: eight peripheral to Grand Daiklave and an additional eight peripheral for armor

Willpower

Willpower: ●●●●●●●
Temporary: □□□□□□□

Virtues

Virtues:

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

Flawed Virtue: Vengeance-inspired Bloodthirst
Limit Break: □□□□□□□□□□

Inventory

  • Perkele, the Pernicious - A grand Daiklave typically handed to worthy officers of House Sesus' military excursions. It is a sizable zweihander of just about six feet, exceptionally heavy and made for destructive blows with little regard for defense. It glistens gold and is warm to the touch, and hums a strange southern tune when put close to your ear.
  • Arafai's Jade - An entire set of sturdy yet light superheavy plate (oxymoronic?) obtained from a trader in exchange for soulsteel weaponry and some cleverly placed words, now Zabasaz considers most blows lol-worthy. It's red, finely crafted, and awesome.
  • Clothing - typical traveling regalia, and a set of sturdier clothes to wear under his armor.
  • Traveling necessities - boots, gloves, waterskins, trail rations, etcetra.
  • Firewand and Firedust - obtained with a discount from a Southern Merchant caravan as a sort of "last-resort weapon" against potential Ghost Bandits.

Manses and Hearthstones

House Sesus Regional Warshrine (Fire Manse 2)
One of the many House Sesus Regional Warshrines that dot the Blessed Isle bordering the Threshold, this particular one was a foothold of many military exploits by Zabasaz. It is a place of luxury but also of combat readiness, a place where one devotes his mind to the wonders of war and their own martial prowess.
Hearthstone: Jewel of Hungry Fire: Adds 6 to Soak versus fire attacks and adds two dice for resisting the effects of heat.

Mount Nishuk Resort (Air Manse 3)
On the Blessed Isle, this resort sits on the side of Mount Nishuk as a sanctuary from the Realm's growing strife. It is a place where one seeks enlightenment or simply a place to perfect one's skills without the trouble of the outside world.
Hearthstone: Windhands Gemstone: Allows use of Dodge or Parry DV without penalties against thrown or ranged attacks, and allows unarmed parries against lethal projectiles.

Combat

Dodge DV: 7
Dodge MDV: 3
Soak: 16L/17B (-2 Mobility)
Hardness: 10L/10B

Attacks

  • Perkele, the Pernicious (Speed 4, Accuracy +2, Damage 13L, Parry DV 8, Rate 2, Tags 2, O, P, R)
  • Inner Blade (Speed 6, Accuracy +1, Damage 7L+4L, Parry DV 6, Rate 2, Tags 2, O, R
  • Firewand (Speed 5, Accuracy +1, Damage 12L, Rate 1, Range 10, Tags 2, F, S)

Health

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

Advancement

+2 Melee for 2 BP
+2 Dodge for 2 BP
+3 Charms for 20 XP and 5 BP (First Dodge Excellency, Refining the Inner Blade, Portentous Comet Deflecting Mode)
+1 Strength for 3 BP
+1 Performance for 1 BP
+1 Willpower for 2 BP
---First Session Complete - 16 XP Earned---
+2 Charms for 20 XP (Glowing Coal Radiance, Terrestrial Melee Reinforcement)
---Second Session Complete - 20 XP Earned---
+3 Specialty for 9 XP (Fighting the Abyssal gave Zabasaz a new perspective on combat.)
+1 Charm for 10 XP (The conversation with the Abyssal helped Zabasaz understand how to elicit... unfavorable attention. Unbearable Taunt Technique)
---Third Session Complete - 16 XP Earned---
+2 Presence for 12 XP (The Interrogation and the debate on what to do with the Abyssal upped his Presence.)
---Bonus 4 XP Because John McCain is Friendly---
+1 Charisma for 8 XP
---Fourth Session Complete - 16 XP Earned---
+1 Charm (1st Excellency for Presence, because Zabasaz succeeded in making the Abyssal believe he should give information or face torture even he couldn't handle. Or something.)
---Fifth Session Complete - 16 XP Earned---
---Sixth Session Complete - 8 XP Earned---
+5 Background for 15 XP(Artifact Superheavy Plate, because exploding skeletons and 4 Essence Abyssals.)
+1 Charm for 10 XP (Ox-Body, trained by paying peasant kids to punch him for four hours straight. There were no survivors.)
---Seventh Session Complete - 8 XP Earned---
---Bonus 1 XP for +3 Stunts---
---Eighth Session Complete - 16 XP Earned---
---Ninth Session Complete - 8 XP Earned---
+2 Charms for 20 XP (Threshing Floor Technique and Ringing Anvil Onslaught, what a thug.)
---Tenth Session Complete - 8 XP Earned---
---Eleventh Cession Somplete - 12 XP Earned---
+2 Charms for 20 XP (Safety Among Enemies, Smoldering Karma Strike, FUCKED that Abyssal up in a one on one duel!)
---Twelfth Session Complete - 12 XP Earned---

Notes

edit here if you want to let me know anything.