Campaign:Forged In Fire/Samsu, Silent Blade

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Basics

Name:Samsu, Silent Blade
Campaign: Forged In Fire
Concept: Spy with a change of heart
Caste/Aspect: Night Caste Solar
Motivation/Urge: Establish a perimeter around Creation to prevent Chaos from seeping in
Positive Intimacies: Children (not like that :<), His lunar mate (who is yet to be found)
Negative Intimacies: Chaos/Anarchy (Everything must be ordered, etc)
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 barbarians were overwhelming the town's meager amount of terrestrial exalted. 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 seriously threaten the town. The last fire-aspect man with red hair was decapitated by a Raksha Cataphractoi in one quick motion, 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 it was expected she would him help him. But she continued running, leaving the boy to his doom. Glancing quickly from woman to boy, boy to woman, Samsu acted. In one swift motion he unlatched and grabbed her scabbard. He 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 Samsu - he could barely lift the daiklaive, nevermind wield it in combat.
"I.. must.."
Golden light poured from his forehead, and the sword became light as a feather. Realizing they had a formidable foe in front of them, the raiders attacked, 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 of blade and blood. When he came to the Cataphractoi, he intended to spare it. Samsu's newfound blade lay upon the Raksha's neck. His voice flowed like a great wave crashing upon the earth.
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 Children of the Sun have returned.

Languages

Flame-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: ●●
Light from Shadows, Reaper Daiklave
Manse: ●●●
Thieve's Den, northeast of Sijan.
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 7 (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: x□□□□□

Virtues

Virtues:

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

Channels:

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

Flawed Virtue: Compassion

Limit Break: Heart of Flint: Character hardens to all emotion. Feels/expresses no emotion, lacks empathy and feeling. Considers only efficiency. Two-die penalty on all social rolls involving face to face interaction.

Partial Control: Emotions are muted but present. Primary motivation is still efficiency, but will avoid anything he has a strong emotional aversion to. Two-die penalty on all social rolls involving face to face interaction.

Condition: The character is frustrated by the intemperate or childish nature of the world around him.

Limit Break: □□□□□□□□□□

Inventory

Reaper Daiklave: Named Light from Shadows, has such engraved upon the hilt. It was the sword in his hand when he took his Second Breath, and he has decided it will stay in his hands until his last. The previous owner was a Water Aspect DragonBlooded Guard, 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, within the forested region of the southeast. 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 Chiaroscuro.

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