Campaign:SUNSHINE AND DECAY/Gandr Jormen

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Basics

Name: Gandr Jormen
Player: Garlic/Book
Campaign: SUNSHINE AND DECAY
Concept: Chain-Swingin' Fabulous-Huntin' loincloth-wearin' shit-up-fuckin' aggressive protector-ranger
Caste/Aspect: Dawn Caste up in this bitch
Motivation: Kill fairies, protect weaklings, wear loincloths
Motherfucking MURDER Akier Ragara
Find something else to live for.
Intimacies:
Anima Banner/Totem: Bright gold and brilliant red flares of color.
Anima Effect/Tell:Chains erupting from behind him in a glorious display of swirling iron and snakes of bronze and thunder. These chains seem to lash out at all enemies.
Experience: 179/196
(write experience points as "unspent / total" plx)

To Do

Fix limit break et al
check out swag from Akier
get Enemy-Castigating Solar Judgment (come on, think about it - Gandr spends most of his combat time trash-talking anyway).
Fix familiar specifics
Fix hearthstone
Fix Hearthstone bracer
Ponder for a moment how Gandr can function when he's practically only half a character.

Background

Gandr Jormen was born in the Eastlands around the forests of the Ten Tribes, growing up as one son of many to a craftsman. In a large flock of children to a strong craftsman, both the praise and the work was shared more or less equally by all in the house.

Living in the deep East forests isn't easy. All manner of beasts (and worse) stalk the sun-starved dark ends of it, and in order to survive, a tribe must work together; all must pull their load and, on occasion, more. Gandr grew up with this, and to him, survival is always a group effort, the chain only being as strong as its weakest link. When he was still a mortal, he was stronger and more enduring than most of his kin; he often took on some of the burdens that the others could not carry when it became necessary. While he has left his tribe to see the world through the burning lens of the eternal sun, he still considers helping others with what they cannot achieve themselves to be important; not because it is the right thing to do, but because it is simply necessary: doubly so now that his chains are the light of the sun.

On the other hand, his drive to help the weak inspires frothing, no-holds-barred rage in him if those who have strength prey on those who do not. He holds no love for anyone who bullies or terrorizes those who are already downtrodden; picking on those who can stand up to it isn't a problem (you can take it, you're a big boy), but deathlords help you if you're poking a dying man with a stick, or worse.

It gets a little funky, though: Gandr is a big fan of action and reaction. He does his level best to help those who are too weak to help themselves, but on the other hand, Gandr has absolutely no patience for dimwits; being too stupid to realize that you're not a match for the Mask of Winters doesn't make you weak, it makes you mind-bogglingly, blatheringly stupid

And then there's the Fair folk.

The Fair Folk are everywhere; much like spirits are held to be responsible for everything in Creation running smoothly, to Gandr, the Folk are responsible for everything going downright wrong in Creation. To Gandr, everything that's bad, stupid, wrong or just plain and simple fucked up is, ultimately, the fault of the Fair Folk and he does not hesitate to blame them at every turn. It pisses Gandr off to no end how they just waltz into Creation, smash apart cities - buildings, homes, lives - and pick up the straggling survivors to use them as fucking snacks.

And now he has the strength and mandate to do something about that, as well. For now, he's content to gather his abilities and form links for a stronger chain, but there's no doubt in his heart: his fate lies in the blood of the Fair Folk.

Though, sometimes ... he lies awake at night, wondering. He is entirely in the service of Sun unconquered, and he is glad to serve as the hardened and bladed weight at the end of the long and glorious chain of the sun, but he wonders, still, if that's all he'll ever be called upon to serve as. His father was a craftsman, whose skill helped the tribe rise above merely surviving the rigors of the world; will Gandr be able to do the same ?

Appearance

Tall and brown-skinned, with occasional patches of what appears to be bark-like areas of skin, with thick, slightly crooked vertical lines going up and down. He is rather hairy, and has thick dreadlocks from his scalp and down his back. His clothes are plain, without much in adornment or decoration. His eyes are bright orbs of grey, starkly in contrast to his dark brown skin. He is mostly observant and scrutinizing, but most people fall into the “not a threat”-category and thus do not merit much examination beyond the first elevator eyeballing, to which he just relaxes and leaves them alone..

His demeanor is friendly and open, something that makes him seem younger than he is. While the tribes he grew up in did not put much stock into keeping track of exact age, the crows' lines around his eyes still indicate that he's not exactly a teenager. He cracks jokes (most of which are unbearably stupid, if not outright infuriatingly hazardous to the mental health of others), eats all the time and enjoys himself. He's not much for deep debate about many things - to him, there are the problems that need solving and the problems that can be ignored.

He's wearing a loincloth.

Attributes

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

Abilities

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   ●           Bar Gain ●●●

Specialties

Melee: Chain Fighting +3
Integrity: Dance-battling the Fair Folk +1

Languages, yo

Riverspeak (accented)
Kellm Radt Tribe (Native)

Backgrounds

Familiar: ●●● - Gandr's familiar is a strange meld of snake and fanged chain.
Artifact: ●●● - Gandr's weapon is a strange meld of fanged chain and snake.
Manse:●●● - It's no Pimp Palace, but it's full of mojo and that's what counts.
Artifact:●● - It's one hell of a loincloth. (it's actually a pair of Hearthstone bracers. -Ed)
remember to talk to Clarence 'bout familiar

Charms

Melee
First Melee Excellency: 1m/1d, Reflexive, Instant. Adds 1 die to an (ability) roll for every mote you spend, up to a maximum of Strength+Melee (9).
One Weapon, Two Blows: 1m, Reflexive, One action: +1 rate, +1 Accuracy until next turn
Peony Blossom Attack: 2m/attack, Extra Action, Instant: Flurry of attacks. Buy up to Essence+1 attacks.
Iron Whirlwind: 5m, 1wp; Instant; Make attacks up to Dex+1
Hungry Tiger Technique: 1m, Supplemental, instant: Count EXTRA successes on the attack roll twice for purposes of damage.
Infinite Melee Mastery: 2+m, 1wp, Simple, one scene: Use other Excellencies at a discount equal to half of motes spent on this. Can spend as many motes as one likes, but doesn't really make sense to spend more motes than (Ability+Attribute) total.

Dodge
Shadow Over Water: 1m, Reflexive, Instant: Roll Dodge without penalties.

Integrity
Integrity-Protecting Prana: 5m, 1wp, Reflexive, One Day: Protects from Shaping Attacks, Wyld Energy.
Destiny-Manifesting Method: -, Permanent: All Shaping rolls against Gandr are at +2 difficulty. Random stuff in the Wyld is ten times less likely to happen to Gandr. One may use Stunts to remove the +2 penalty, if the Shaping effect in in line with Gandr's idea of his destiny (good luck figuring that out).


Resistance

Adamant Skin Technique: 4m, Reflexive (step 7), Instant: PD; sets effective damage of a single attack to zero, effectively negating it. Flaw: Valor.

Resistance Essence Flow: need to update this.

Body-Mending Meditation: 10m, Supplemental, Day-long: Rest for an hour; roll Stamina+Resistance. Success speeds up recovery ten times. See page 149.
Essence-Gathering Temper 1m, Reflexive, Instant: Gain motes when possibly damaged; After opponent has rolled to hit, but before he rolls for damage: Roll [damage dice]*2, gain [Essence]*Successes rolled in motes, so if attacked with 4 damage dice, roll eight dice and multiply by 4; gain this number in Motes. Cannot gain more than 20 in one action.
Durability of Oak Meditation 3m, Reflexive, Instant: Gain Hardness 8 against a single attack.
Ox-Body Technique (3): N/A: Adds two -1 Health Levels three times, for a total of 6 -1 Health Levels extra.
Ox-Body Technique (1): N/A: Adds one -1 and two -2 Health Levels.
Iron Skin Concentration: 2m, Reflexive, Instant: Invoke after attack hits, but before damage is rolled: Roll Stamina+Resistance against attacker's Essence (max 6); Success negates damage entirely, failure still gives 4A/8L/8B soak.
First Resistance Excellency 1m/1d, Reflexive, Instant. Adds 1 die to a Resistance roll for every mote you spend, up to a maximum of Stamina+Resistance (7).
Battle Fury Focus: 5m, Simple (speed7): one scene: +1 die to all combat-pools; all wound penalties -1; cannot speak a lot, cannot stop attacking.
Bloodthirsty Pole-Dancer Spirit: 10m, 1wp; Obvious, one scene: +3 die to combat-pools; no wound penalties; cannot stop attacking, cannot speak; To end it early, 3wp and gain a limit. Reduced if friends or loved ones are in the way.
Iron Kettle Body: 4m, 1wp; Simple, Scenelong: Gain +4A/+8L/+8B soak for the scene. Cannot combine with actual armor, but can combine with Charms.

Excellencies (note: this section is redundant - merely for convenience)
First Resistance Excellency 1m/1d, Reflexive, Instant. Adds 1 die to a Resistance roll for every mote you spend, up to a maximum of Stamina+Resistance (7).
First Melee Excellency: 1m/1d, Reflexive, Instant. Adds 1 die to an (ability) roll for every mote you spend, up to a maximum of Strength+Melee (9).

Infinite Melee Mastery: 2+m, 1wp, Simple, one scene: Use other Excellencies at a discount equal to half of motes spent on this. Can spend as many motes as one likes, but doesn't really make sense to spend more motes than (Ability+Attribue) total.

Essence

Essence: ●●●●
Regeneration: 10, 14 when at rest
Personal Essence Pool: 24, plus five from the Familiar
Peripheral Essence Pool: 43
Committed Essence: 8 - Critical Chain

Possible Scene-long Commitments: 2-16 - Infinite Melee Mastery; 2-16 - Infinite Resistance Mastery; 10m, Bloodthirsty Momdancer Spirit;

Willpower

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

Virtues

Virtues:

  • Compassion ●●
  • Conviction ●●●
  • Temperance ●
  • Valor ●●● (Primary)

Flawed Virtue: Berserk Anger (Valor)
Limit Break: □□□□□□□□□□

Inventory

(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of.)

Manses and Hearthstones

Gandr's Manse is a tall, absolutely ancient tree trunk, long since dead and ossified to the point of it being a structure. It stands deep inside the great Eastern forests, closer to the Wood Pole than most beings care to venture.

The hearthstone is a batshit insane little thing.

Combat

Parry DV: 8 (5 without the chain, and up to +8 extra DV rolled through the first Melee Excellency.)
Dodge DV: 4
Dodge mDV: 5
Parry mDV: 2
Soak: B:4 L:2 A:0
Hardness: B:0 L:0 A:0

Attacks

Critical Chain Of Iron Tyranny

Stop Standing Around:
Speed 5,
Accuracy +4,
Damage 12L,
Rate 3,
Tags:M,R

4 Accuracy
+3 Dexterity
+5 Melee
+3 Specialty
+1 Orichalchum chain
+X Misc/stunts/etc,
=16
+1-8 Infinite Melee Mastery (Total: 24)
+1 or +3, Battle-Fury Focus OR Bloodthirsty Buttdancer Spirit (Total: 25 or 28)


12L Damage
+5 Strength
+5 Whenever your mom is involved.
+X Extra Successes
(did I forget something ? Feels like it.)
=18


http://pastebin.com/f2a0c5933 combwhore

Health

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

Advancement

' 8 xp on getting Iron Skin Concentration.
16 xp on Essence 2 -> Essence 3.
8 xp on getting First Resistance Excellency.
8 xp on Appearance 2 -> App3.
4 xp on War 1 -> War3.
8 xp on Intelligence 2 -> Int3.
8 xp on getting Iron Kettle Body.
8 xp on getting Iron Whirlwind.
8 xp on getting Battle Fury Focus
8 xp on getting Bloodthirsty Battle-Dancer Spirit.
24 xp on Ess3->Ess4
8 xp on Ox Body
9 xp on Resistance5
8 xp on Adamant Skin Technique
8 xp on Hungry Tiger Tech
8 xp on Infinite Melee Mastery
8 xp on Infinite Resistance Mastery
6 xp on Specialty: Chain fighting
16 xp on Strength 5
9 xp on Bargain0->3

You might say I'm charming.


2 points on Martial Arts
1 point on Melee
1 point on Specialty in caste, "chain fighting (melee)" and "Resisting the Fair Folk (Integrity)
1 point on Manse
8 points on two extra charms: Essence-gathering Temper, and Durability of Oak Meditation
2 points on Resistance and Melee