Campaign:SUNSHINE AND DECAY/Heaven

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Basics

Name: Fluttering Heaven
Concept: Smooth talkin' one-man-political-army
Caste/Aspect:Eclipse
Motivation/Urge:Be a key player in rising an empire from nothing/taking over an empire
Intimacies: Herself.
Anima Banner/Totem:A Vibrant display of light
Anima Effect/Tell:Oath sealing.
Experience: 167/170


Background

From a young age Heaven was always good at getting people to do what she wanted, from people, a few looks and a innocent smile and people did what she wanted.

As she got older, she began working for the guild, negotiating deals, and handling volatile situations

At one point, she was sent to the west in order to deal with pirates who had been harassing guild trade routes, after a few days negotiations, she not only managed to get them to cease, but managed to convince them to escort the ships.. for a "substantial amount" -- less than 1/50th of what the guild would pay her for the successful completion of the mission, as the negotiations came to a close, a flash of light flooded the room, and the deal she had just brokered was sealed by oath as she exalted.

Since her Exaltation, she's began handling larger jobs, crushing rivals of the guild, or acquiring rare items from stubborn buyers for cheap prices, more freelance than faith now, having set her ultimate goal on taking over the guild itself

(CRAPPY 7 AM WRITING, WILL BE REDONE WHEN I'M NOT SPEED CHARGENNING)


Appearance

Medium height, petite build, swathed in gaudy silks that seem to adjust shape to her whim, a simple scarf one moment, a flamboyant outfit made for royalty the next, often seen with her large Vajra strapped to her back, and walking with a certain.. grace.

Attributes

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

Abilities

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

(Note: Athletics is favored.. it's showing it as craft on the screen, but... if you hit edit, you can see I've clearly got athletics bolded)
Note: fixed that for ya.

Specialties

Bureaucracy(Management +3) Martial Arts (Mah foot, your face +3)

Backgrounds

Artifact: Diplomats Aide: ●●
Artifact: Transformative armor: ●●
Backing(The Guild): ●●●
Artifact: Silken Armor ●● Resources' ●●●

Charms

(B1, E1)First Bureaucracy Excellency
(P1, E1)First Presence Excellency
(MA1, E1)First MA Excellency
First Excellencies, GUESS WHAT THEY DO

(MA 5? ess 3); Infinite MA mastery -- for every 2 motes committed, take 1 mote off the cost of other MA excellencies.

(D3, E1)Shadow over Water(1m) - Reflexive, Step 2 - Ignore all flurry and onslaught penalties to DV
(D4, E2)Seven Shadows Evasion (3m) - Reflexive, step 2 -- Perfect dodge, looks like Valor flaw.
(B3, E1)Insightful Buyer Technique(3m) - Supplemental -- Gives perfect information into the market, and by that, removes external penalties up to the solar's essence on a mercantile action
(B3, E2)Speed the Wheels(8m)(8m) - Simple, Dramatic action - Roll (Cha or Int + bureau) auto sux in solar's essence, success speeds up a project by (ess +1), and at maximum, the project may -not- take more than one season, even if it would take centuries normally. May be Opposed by the leader of the project by adding a external penalty of (int + bureaucracy)/2, the roll is difficulty 1 otherwise
(B1, E1)Frugal Merchant Method(1m) - Supplemental - Gives one bonus success to any price haggling operation where the seller is honest, three to any operation where they are dishonest (and using manip)
(B3, E2)Indolent Official Charm(4m) Simple, Dramatic Action - (int or cha + bur) + (Ess auto sux), causes any project attacked by this charm to be delayed by (ess +1 ) times, minimum of (Ess) hours, as above, may be opposed by the project leader with a external penalty of (int + bureaucracy)/2, diff 1br/> (L1, E1)Whirling Brush Method 4m - Supplemental -- Speed up any written action by (ess x 10)
(B5, E3)Foul Air of Argument Technique (4m, 1 wp) (Supplemental) - (int or charisma + bureaucracy) (ess) auto sux, add an external penalty of organization leaders (int + bureaucracy)/2, success imposes a -2 internal penalty on all actions by the organization, may be stacked up to (Ess + bureaucracy) in penalties, diff 1.
(B5, E3)Bureau-Rectifying Method (8m, 1wp) -- removes (ess) in external penalties, and one from internal penalties on any project lead by the solar.
(MA 2, Ess 1);Fists of Iron Technique (1m) - Supplemental - +1 acc +2 damage, bashing damage becomes lethal on any MA attack.
(MA 3, Ess 2);Sledgehammer Fist Technique(3m) -- Supplemental -- Double raw damage before soak against inanimate objects
(Ma 3 Ess 2);Dragon Coil Techniques(3m) -- Reflexive(Step 1) -- Clinch damage is lethal, add (Ess) sux to clinch maintain rolls, and damage of clinch crush attacks
(Ma4 Ess 2); Solar Hero Form (6m) -- Form -- spend 1 mote reflexively to double sux for purposes of damage, parry lethal/ranged unarmed without a stunt
(MA4 ess 2); Hammer on Iron Technique;(3m 1 wp); Extra Action -- (ess + 1) attack magical flurry
(P4, ess 2); Irresistible Salesman Spirit;(3m) -- Supplemental -- Double sux on any social roll before comparing to MDV (And.. HINT HINT this might help with bureau actions in the same way? :3)
(MA 5, Ess 4); Solar Hero Supremacy; (5m 1 wp); -3 to the cost of any solar hero charm; so long as it wasn't used on the last action; also solar hero charms.. do not count as charms

Essence

Essence: ●●●●
Regeneration: (4 per hour plus twice the rating of your hearthstone(s) under normal conditions. remember you gain an additional 4 motes per hour when you're resting)
Personal Essence Pool: 0/18
Peripheral Essence Pool: 16/44
Committed Essence: 13 motes

Willpower

Willpower: ●●●●●●
Temporary: □
("cross out" □ boxes by substituting them with Xs)

Virtues

Virtues:

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

Flawed Virtue:Contempt of the Virtuous
Limit Break: □□□□□□□□□□

Inventory

Diplomats Aide Speed 5 Accuracy +1 Damage +8B Defense -1 Rate 2 Minimums Str ••, Dex •• Attune 7 Cost •• Tags M, P

A wonderful pair of boots given to her upon her.. "Promotion" to an exalt; An apparently popular artifact among Eclipses of the First Age; Normal Orichalcum God-Kicking Boots, but.. damned comfortable, and make he supernaturally fast. (3y/tick move 6yd/tick dash, over long distances can travel 10mph, and up to 100 miles a day, allowing her to overtake carriages, or keep up with cavalry on foot)

(Ori God Kicking boots with Perfect Boots effect; Since the vajra was 2 dots, and god kicking boots/perfected boots are both one dot artifacts; combined attune costs.)

Silken Armor Soak +5L/3B, Hardness --, Mobility -1* (0 if attuned), Fatigue 0, Cost 2, Attune 2

One of her first "gifts" for successful mission completion, rather than the normal payment, she accepted these fine silksteel garbs, offering her limited protection -- She still wears them as an under layer, to protect modesty should her overlayer ever falter.

Transformative Armor Soak +6L/4b Hardness 2L/2B Mobility 0, Fatigue 0 Attune 4, cost 2

An odd item she picked up on an excursion in the south, from a ravening mad merchant desperately trying to hawk them off, claiming made tales of men little men living underneath the earth -- none the less, she happily paid the price, these look like a normal layer of silks.

However, reflexively spending one mote, she can cause it to alter color shape and form, becoming anything as simple as a single silk glove, to a full set of flowing gowns, copying something she has seen or designing something she must make a roll of a (Wits + Craft [Wood]) roll, failing means the garment comes out significantly different.

Taking a form it has taken before requires no roll; the armor bonus is provided regardless of form; She can also make it clean itself or repair any damage reflexively for one mote.

Manses and Hearthstones

Combat

Dodge DV: 7
Dodge MDV: 6
Soak: B:9 L:12 A:0
Soak (Piercing): B:5 L:6 A:0
Hardness: B:2 L:2 A:0

Attacks

Vajra THRRROOOOW: Speed 5 Accuracy 14 (dex 5, thrown 5, +3) Damage: 10L Rate: 1, Range: 50.

Health

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

Advancement

Silk armor (●●) (2 bp)
Compassion (●) (3 bp)
Specialties (3 bp (1.5/1.5)
Attribute: Strength (4)
Backgrounds (Resources ●●●) (3 bp)
15/15 bp

Ess 3 (16 xp)
First thrown Excellency(8xp)
Foul Air of Argument(8xp)
Bureau-Rectifying Method(8x) Ess 4 (24 exp) MA 5 (7 xp) 1st presence excellency; Irresistible Salesman Spirit (16 xp) Fists of Iron Technique;Sledgehammer Fist Punch; Dragon Coil Technique; Solar Hero Form Hammer on Iron technique (32 exp) Solar hero Supremacy(8xp) Infinite MA Mastery (8 xp) str 4 12 exp Awareness 2 3 4 12 exp Wits 3 (8 xp) 167/186 exp