Campaign:Forged In Fire/Iron Silk Sky

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(italicized text is just a comment, don't keep it in your sheet) nicked from [1]

Basics

Name: Iron Silk Sky
Player: Shyft
Campaign: Forged In Fire
Concept: Martial Artist/Performer
Caste/Aspect:Zenith Solar
Motivation: To understand why she acts differently since her Exaltation
Positive Intimacies:
Negative Intimacies:
Experience: 0/0
(write experience points as "unspent / total" plx)

Background

Iron Silk Sky is a young woman, who has a talent for performance and entertainment. She has equal talent in the Martial Arts.

Since her exaltation, she's noticed something's been... Off. She's been acting differently, and she wants to know why.

Appearance

(what other people see when they look at your character.)

Attributes

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

Abilities

Solar/Abyssal 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   ●●●


(write aspect/caste and favored abilities in bold, please. also, you do not have a free dot in every ability. I put them for ease of comprehension.)

Languages

Native:  Riverspeak
Learned: Low Realm

Specialties

Martial arts (Unarmed +2)

Backgrounds

Background Influence: ●
Background Resources: ●●
Background Artifact: ●●
Background Mentor: ●●

Virtues

Virtues:

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

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

Limit Break: Uncompromising Perfection
Condition: Fails in a spectacular manner at something she's good at.(Botches on a roll w/ favored abilities)

The Exalt refuses to settle for anything less than perfection in something she considers herself excellent at. She will attempt a task over and over again, regardless of how wise it is to peruse that course of action until she has accomplished it. Nothing short of ultimate success is good enough. However, if in her repeated attempts to accomplish something, she achieves a legendary success, the limit break ends immediately.

Charms that automatically ensure a successful action, add dice, or automatic successes like the Second Excellency cannot be used to achieve legendary successes.

Partial Control: The Exalt may chose to stop trying and move on to other things, but suffers an internal penalty of -2 on all actions for one day, being distracted and frustrated about her earlier failure.

Duration: One Day/Varies

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: /
Peripheral Essence Pool: /
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.)

Willpower

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

Combat

Dodge DV: 5
Dodge MDV: 6
Soak: 5B/6L/5A
Pierced: 2B/2L/2A
Hardness: 0B/0L/0A

Attacks

(example:)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)

  • Clinch(Speed 6, Accuracy +0, Damage +0B, Parry DV –, Rate 1, Tags C, N, P)
  • Kick (Speed 5, Accuracy +0, Damage +3B, Defense -2, Rate 2, Tags N)
  • Punch(Speed 5, Accuracy +1, Damage +0B, Defense +2, Rate 3, Tags N)
  • LPFA Seven Section Staff (Speed 5, Accuracy -2, Damage +7L, Defense +3, Rate 2, Tags M)
  • LPFA Wind-Fire Wheel (Speed 5, Accuracy +2, Damage +1L, Defense +2, Rate 3, Tags M)

Health

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

Charms

Martial Arts

  • Martial Arts Second Martial Arts Excellency(Martial Arts 1, Essence 1, pg): 2m per success. Reflexive (step 1 for attacker, Step 2 for Defender), Combo-OK, Instant.
  • For every 2 motes spent on this charm, the character adds one success to the relevant roll. You cannot spend more than Attribute+Ability on this charm.

(Revised)Dreaming Pearl Courtesan Style

  • DPCS (Revised)Demure Carp Feint(Martial Arts 2, Essence 1): 4m, Reflexive, Combo-OK, Social, One Action.
  • The Exalt is a picture of demure repose and courtly grace. A coy look shielded by a fluttering fan, or a smile hidden behind a sleeve. When using this charm, the Exalt distracts or confuses their opponents with a fan, a prop, or even just a simple wave of the hand. In Combat, this charm adds +2 or [Essence] to the character's DVs. In Social Combat, any attacks suffer a -2 external penalty for being unable to see past the subtle distraction.


  • DPCS (Revised)Lethal Paper Fan Attack(Martial Arts 3, Essence 1) 3m, Supplemental, Obvious, Combo-OK, Instant.
  • Paper and silk become deadly weapons in the hands of a Dreaming Pearlescent Courtesan master. Innocuous props, or even their own clothing can become instruments of battle. When this charm is active, all sashes, sleeves and long hems are treated as seven-section staves, and all paper fans or similar hand-held props are treated as wind-fire wheels. This Charm replace the stats for an unarmed attack with either wind-fire wheels, or a seven-section staff. Alternatively, this charm can enhance an actual weapon. This is still considered an unarmed strike for the purposes of other Martial Arts Charms. All improved attacks deal Lethal damage. Further, you may add [Essence] to one of either Damage, Accuracy or Defense, or reduce the weapon's Speed by [Essence], but to no lower than 3. If this charm is being applied to actual weapons, you may not enhance the damage, but may wield it with far greater accuracy, speed or defense.


Performance

  • Performance Respect Commanding Attitude(Performance 3, Essence 2, pg 202): 5m, Simple (Speed 4 in long ticks), Combo-OK, Compulsion, Social, One Scene.
  • Others listen when Lawgivers speak. This Charm involves a performance or oration, and the Solar's player rolls (An appropriate Social Attribute + Performance) when invoking Respect Commanding Attitude. This Charm exerts unnatural mental influence on everyone who can see or hear the character. If the extra successes exceed a given target's MDV, that target suffers a compulsion to stay in the Exalt's company and respectfully observe the performance. Resisting this compulsion for five minutes costs one Willpower, up to a maximum of three Willpower per scene, and such resistance allows the target to leave, heckle, or even forcibly silence the character.


Athletics

  • Athletics Graceful Crane Stance (Athletics 1, Ess 2, Pg 222): 3m, Reflexive, Combo-OK, Instant, One Scene.
  • This charm lets the character automatically succeed on any attempt to keep their balance. In addition, it lets them to keep their footing on a surface as strong and wide as a human hair. The Exalt treats the given surface as a three foot wide ledge capable of supporting a thousand pounds of weight when determining what movement and athletic actions can be taken.
  • Athletics Feather-Foot Style (Athletics 4, Ess 2, Pg 225): 4m, Reflexive, Combo-OK, Instant, One Scene.
  • This charm lets the character run or walk on unstable surfaces (using the move and dash actions, as if she weighed no more than a feather. This makes surfaces such as rice paper, water, lava and writhing maggots as effectively solid beneath her feet, though not necessarily harmless. To stop and stand on such surfaces requires a successful reflexive difficulty 2 (Dexterity + Athletics) roll for each action in which the character wishes to maintain balance.

Awareness

  • Awareness Second Awareness Excellency(Awareness 1, Essence 1, pg): 2m per success, Reflexive, Combo-OK, instant.
  • The Exalt may pay up to [Attribute + Awareness] in dice, for every 2m spent, add 1 success to the relevant roll.
  • Awareness Keen (Sense) Technique(Awareness 3, Essence 2, pg 225): 3m, Reflexive, Combo-OK, One Scene.
  • Essence enhances the Solar's Senses. This charm gives two bonus successes on Awareness actions using the relevant senses. It also allows the character to clearly percieve sensory impressions that are normally too faint for human senses to validly observe at all.
  • Hearing and Touch: The character can gauge the quality of fabric with a touch. She reduces the external penalty to target unseen characters to -1 and the internal penalty from blindess to -2. She can hear conversations normally through thick stone walls. With a legendary success, she can read by touch.

Dodge

  • Dodge Shadow over Water(Dodge 3, Essence 1, pg) 1m, Reflexive(step2), Combo-OK, Instant.
  • The chosen moves like shadows over water, with perfect grace and speed. This charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Dodge DV when resolving that attack. Her dodge DV is still 0 against an undodgable attack, but takes no further penalties.

Resistance

  • Resistance Ox-Body Technique (Resistance 1, Ess 1, pg 208):--, Stackable, Permanent.
  • This charm adds one -1 and two -2 health levels.


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.

Inventory

Silken Armor
(artifact ●●) (Page 159 of Books of Sorcery Volume III, Oadenol’s Codex)

Soak +5L/3B, Hardness --, Mobility -1*, Fatiuge 0, Cost ●●, Attune ●●, Tags N/A,

  • Attunement removes this penalty.


Manses and Heartstones

(write what heartstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)

Advancement