Campaign:Golby's Beautiful Placeholder/Xian-li

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Basics

  • Campaign:Golby's Beautiful Placeholder
  • Name: Xian-Li
  • Concept: Artificer Archeologist
  • Caste/Aspect: Solar Twilight
  • Motivation:To reclaim or rebuild every first age city, even the ones lost in the wyld, and Meru.
  • Positive intimacies: Books, Ruins, Artifacts, Knowledge
  • Negative intimacies: Wrecked artifacts (doesn't like the waste).
  • Anima: When Xian-Li's anima banner becomes visible, at it's most potent it looks as if a massive, armored figure emerges from her back to hover around her shoulders. The details vary over time, but it's consistently it's an armored torso and head, wielding in one hand a artificer's hammer, and in the other, a short daiklave. While insubstantial, the searing blues and purples of the anima are bright and blinding like all Solar Anima.
  • Experience: 16/324

Background

Xian-Li grew up in the Scavenger Lands, between Nexus and Lookshy. Due to this, she was exposed to a great many things, like wonders of the first age and the power of commerce. As she grew, she began to explore her surroundings, and this lead to more explorations, and then to Great Forks, where she found academies of lore and science and occult practices.

This in turn led her further and further away, til at one point she braved the challenges of Denandsor, but only managed, like many others, to reach the outlying workshops. There she found her short daiklaves. It was then that she also decided. 'This city will be mine.'

Appearance

Xian Li... Isn't.

She steadfastly describes herself as 'unpretty'. Though readily admits if she actually spent the time, she could be considered attractive, but she prefers to spend most of her time digging through caves and ruins and pretty much anywhere else she can find. So appearance doesn't matter that much.

She keeps her dark brown hair tightly braided, but it tends to come undone more often than she'd like.

Attributes

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

Abilities

Solar/Abyssal Block
Archery              Integrity ●●●       Craft ●●●●●           Athletics ●●            Bureaucracy  ●
Martial Arts         Performance        Investigation ●●       Awareness ●●             LinguisticsMelee ●●●●●           Presence ●         Lore ●●●●●               Dodge ●●●               Ride         
Thrown               Resistance ●●●      Medicine              Larceny ●●●            Sail         
War                  Survival  ●         Occult ●●●●●             Stealth ●●              Socialize  ●  
Languages: Riverspeak, Old Realm
Craft Fire: ●●
Craft Air: ●●
Craft Water: ●●
Craft Earth: ●●
Craft Wood: ●●
Craft Magitech: ●●●●● 
Craft Genesis:

12xp - lore 5 12xp - Occult 5 16xp - craft magitech 5 1xp craft Wood 2 1xp Craft Earth 2 1xp Craft Water 2 12xp Melee 5 2xp stealth 2 6xp dodge 3 3xp larceny 3 6xp Integrity 3 4xp Resistance 3

3-2-4-6-8

3-1-3-5-7

Specialties

none yet

Melee: Short Daiklaves +3 Craft: something +3

Backgrounds

Background 1: Artifact ●● (Pair of short Daiklaves
Background 2: Artifact ●●  (Orichalcum Hearthstone Bracers)
Background 3: Allies ● (Scavenger Lords who she passes some of her finds off to.)
Background 4: Resources ●●●

Charms

Melee

  • Melee First Melee Excellency (melee 1, Ess 1, pg 183): 1m per die, Reflexive, Combo-OK, Instant. Character adds dice equal to motes spent with this charm, but not more than Attribute + ability.
  • Melee Hungry Tiger Technique (Melee 2, Ess 1, Pg 190): 1m, Supplemental, Combo-OK, Instant. Allows a melee attack to count extra successes twice when determining raw damage.
  • Melee Dipping Swallow Defense (Melee 2, Ess 1, Pg 192): 2m Reflexive(Step 2), Combo-OK, Instant. Nullifies All penalties that apply to Parry DV if applicable. This is only used in response to an attack.
  • Melee Bulwark Stance (Melee 3, Ess 2, pg 193): 5m, Reflexive(Step 2), Combo-Basic, Until next action. This charm causes the character to ignore penalties that apply to his Parry DV until her next action. Note that the effects of inapplicability are not a "penalty" on DV.
  • Melee Heavenly Guardian Defense (Melee4, Ess 2, pg 193): 4m, Reflexive(Step 2), Combo-OK, Obvious, Instant. The character invokes this charm in response to an attack, and must not be unexpected. And the character must have a weapon in hand. This charm is a parry that perfectly defends against any attack, even if it's unblockable. Flaw of Temperance:
  • Melee Call The Blade (Melee 2, Ess 2, pg 191): 1m, Reflexive(Step 2), Obvious, Instant. Allows the character to call a weapon they own within Ess x 10 yards and with an unobstructed flight path to their hands. Allows the character to draw a sheathed weapon as a reflexive action.

Integrity

  • Integrity: Integrity-Protecting Prana (Integrity 1, Ess 1, pg 199): 5m, 1wp, Reflexive(Step 2), Combo-OK, One Day. This charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping Effects and any new alterations caused by long-term Shaping Effects. It also protects against any undodgeable, unblockable Shaping Attacks.

Resistance

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

Craft

  • Craft Second Craft Excellency (Craft 1, Ess 1, Pg 184): 2m Per Success, Reflexive, Combo-OK, Instant. For every 2 motes spent up to (Dex+Craft), add one success to the pertinent roll.
  • Craft Infinite Craft Mastery (Craft 4, Essence 3, pg 185): 2m+, 1wp, Simple, One Scene. Each two motes commuted to this charm reduces the mote cost for the first three Craft Excellencies by one, to a minimum of 0.
  • Craft Craft Essence Flow(Craft 5, Essence 4, pg 187): --, Permanent, Instant. This allows the character to use the first three Craft Excellencies as natural powers instead of charms, eliminating the need for combos. The character must have purchased the excellency to use it.
  • Craft Crack-Mending Touch (Craft 5, Ess 3, pg 212): 10m, Supplemental, Combo-OK, Touch. This charm supplements any valid dramatic action to repair an object. This Charm allows the character to accomplish (Essence x3) hours worth of normal repair work for each hour invested. It allows the character to mend cracks and seal broken pieces together without glue or nails.
  • Craft Craftsmen Need No Tools (Craft 4, Essence 3, pg 213): 7m, 1wp, Supplemental, Combo-OK, Instant. This charm supplements a craft action. It removes the need for tools and the penalties for working without them. The character still needs raw materials. This charm can enhance a craft action to build something, in which case the character accomplishes (essence x3) hours worth of work for every hour invested.
  • Craft Words-As-Workshops Method (Craft 5, Ess 4, Oadenol's pg 28): 16m, 2wp, Supplemental, Combo-OK, Obvious, Shaping, Varies. With this charm active, as the character works he names whatever smalll things she needs- advanced tools, alchemical substances, common materials- and they appear in her hands, ready for use. Motes spent on this charm remain committed as long as i takes to resolve a single roll. For artifact creation, this general means one season. This charm allows the character to function as if he had a Master's Workshop (+0 penalty on craft rolls).
  • Craft Wonder-Forging Genius (Craft (any)5, Ess 5, Oadenol's pg 29): --, Permanent. Purchase of this charm reduces the required ability minimums of a given crafting or repair project by one dot. So a four dot artifact that requires lore 6 instead takes lore 5. This charm can be purchased twice.

Lore

  • Lore First Lore Excellency (Lore 1, Ess 1, pg 183): 1m per die, Reflexive, Combo-OK, Instant. Character adds dice equal to motes spent with this charm, but not more than Attribute + ability.
  • Lore Second Lore Excellency (Lore 1, Ess 1, p184): 1m, Reflexive, Combo-OK, Instant. Character may spend up to (attribute+ability) in motes, for ever 2 motes spent, add a success to the pertinent roll.
  • Lore Chaos Repelling Pattern (Lore 3, Ess 3, pg 216): 8m, Simple, Combo-OK, Obvious, One Hour. The character's immediate vicinity-out to (essence) in yards - functions according to the laws of Creation, even in the Wyld, Malfeas, or otherwise.
  • Lore Wyld Shaping Technique (Lore 5, Ess 3, page 216): 20m, 1wp, Simple(Dramatic Action), Combo-OK, Obvious, Shaping, Instant. This charm forces a region of chaos to take form as the Exalt Commands. Wyld-Shaping Technique is an extended dramatic action. The dice pool used equals (Intelligence+Lore). Each roll requires 5 hours of effort, and the character pays the charm's cost with each roll. This roll has a base difficult of 1 in regions of Pure Cahos, 3 in the Deep Wyld, 5, in the Middlemarches, and 10 in the Bordermarches. The lawgiver can spend accumulated successes at any point to complete part of her construction.
  • Lore Wyld Cauldron Technology (Lore 5, Ess 4, pg 217): -, Permanent, Instant. This charm enhances Wyld-Shaping Technique, allowing the character to make permanent and real things.

Athletics

  • Athletics Graceful Crane Stance (Athletics 1, Ess 2, Pg 222): 3m, Reflexive, Combo-OK, Instant. 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.

Awareness

  • Awareness Surprise-Anticipation Method (Awareness 5, Ess 2, pg 226): 1m, Reflexive(Step 2), Combo-OK, Instant. This charm grants success on any valid awareness roll to notice danger. This charm works whether in battle, awake or asleep. If a player must make such a roll and has a chance of failure, and may invoke this charm, he does so automatically. If this charm is in a combo, he may invoke the combo instead.

Larceny

  • Larceny Lock-Opening Touch (Larceny 3, Ess 1, Pg229): 3m, Supplemental, Combo-OK, Instant. This charm supplements a lock-picking action, and removes the need for tools by using Essence. Though using it without tools makes it Obvious. It makes your action an automatic success. If this action is opposed by another Charm or magical effect, add (Essence) in automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic.

Linguistics

  • Linguistics Sagacious Reading of Intent (Linguistics 1, Ess 1, pg 233): 3m, Reflexive(Step 2), Combo-OK, Social, Instant. This charm summarizes the intent behind a given statement, written or heard. It is a one-sentence summary of what the author hopes to gain. If the Exalt invokes this charm to defend against a social attack, and the attacker's purpose is fundamentally hostile to the Exalt or the Exalt's motivation, this charm perfectly negates that attack.



C-C-C-Combo's

Combo Name 1wp 0m+

  • Charm Name
  • Adamant Skin Technique
    Cause Gem to explode.

Essence

Essence: ●●●●●
Regeneration: 4m/hour while relaxed, 8m/hour while sleeping Personal Essence Pool: 22/22
Peripheral Essence Pool: 44/54
Committed Essence: 13m

Willpower

Willpower: ●●●●● ●●
Temporary: 1/1

Virtues

Virtues:

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

Virtue flaw: Heart of Flint (Conviction)
Limit: □□□□□ □□□□□
Limit Break Condition: The character is frustrated by the intemperate or childish nature of the world around her.

Inventory

Artifact ●● Pair of Orichalcum Short Daiklaves, Fluff Pending

Speed 4, Accuracy +4, Damage +4L, Defense +1, Rate 3(6 when paired), Mins: Str ●, Attune 6*, Cost ●●*, Tags N/A

Attune 6 for the pair.

Artifact ●● Pair of Orichalcum Hearthstone Bracers
Attune: 4m
Gives a 3-die bonus to all dodge attempts.
Attacks have their damage increased by two dice while wearing the bracers.

(Exceptional)Reinforced Buff Jacket (cost ●●+●)
Soak: +5L/8B, Mobility: -1, Fatigue 1,

Fine Lock picks: +1 when picking locks


Manses and Hearthstones

Since she doesn't have a manse, she doesn't yet have a hearthstone.

Combat

Dodge DV: 8 (dex+dodge+Ess+Specialty+Bracers)/2 round up
Dodge MDV: 6 (will+integ+Ess)/2 round down
Parry DV: 5
Soak: 5A/6L/11B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 5A/5L/7B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)

Attacks

Short Orichalcum Daiklaves: Speed 4, Accuracy +4, Damage +4L, Defense +1, Rate 3(6), Tags n/a

Punch: Speed 5, Accuracy +1 , Damage +0 , Defense +2 , Rate 3 , Tags: N

Kick: Speed 6, Accuracy +0 , Damage +3B , Defense -2 , Rate 2 , Tags: N

Clinch: Speed 6, Accuracy +0 , Damage +0 , Defense +0 , Rate 1, Tags: C, N, P

Health

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

Advancement

Bonus Point Expenditure 1bp melee
1bp integrity
1bp magitech
1bp investigation
1bp occult
1bp awareness
3bp on specialties
3bp on Conviction 4
3bp on Compassion 3

XP expenditure

3xp - artifact dot
24xp on wits/perception4
16xp on dexterity 5

Total Spent on Backgrounds, Abilities and Attributes: 43xp
Total Spent on Charms: 104xp
Total Spent on Essence: 72xp


revised total: 219/324

  • 8xp spent on Craft Essence Flow

Shopping list

it's also helpful (but optional) if you write out charms you intend to buy

Artifacts Wanted

Charms

  1. Fivefold Bulwark Stance
  2. a 2nd wonder-forging genius
  3. Door-Evading Technique
  4. Flawless Pickpocketing Technique
  5. Stealing From Plain Sight Spirit
  6. First Investigation Excellency
  7. Crafty Observation Method
  8. Evidence-Discerning Method
  9. Consumer-Evaluating Glance