Campaign:WaroftheRoses/Carella

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Basics

Name: Words Across the Wind
Concept: Manipulative diplomat and trader
Caste: Eclipse
Motivation: Peace on Creation. Regardless of the cost.
Positive intimacies: Order and consistency, recreational drugs
Negative intimacies: RUDE AND UNCOUTH PEOPLE
Anima Banner: The golden words of thousands of ancient first-age oaths between man and spirit swirling around her body in Old Realm
Anima Effect: Eclipses and their legitimate company are protected by diplomatic immunity from fair folk, spirits, and demons, so long as they do not break the peace. Such creatures must obey the rules of hospitality and may not attack without just cause. Eclipses may sanctify an oath by spending 10 motes of Essence and touching hands with the agreeing party(ies). Breaking an oath incurs a curse that causes a victim to completely and utterly botch an action at the worst moment. This occurs a number of times equal to the Exalt's Essence.
Experience: 45/85


Background

A clever, strict, and trade-savvy young lady in her early years, Words Across the Wind was entered into the Guild at an early age. Though she had little, her salary was enough to make clever investments in the weapons trade - taking careful note of the tumultous state of the Second Age. Through her ruthless nature, she made careful moves to take various superiors out of the way, slowly rising in her rank. She eventually rose to be a Guild officer, tasked with the job of making trade negotiations and managing caravans from Nexus to Gethamane.

Much happened in the month of Resplendent Wood, when a Guild factor - Manarkis Thaoran, lecherous and incompetent, he was, but rich and powerful nonetheless - had invited her to a party to discuss things such as "her future" and "Where she hopes to find herself." In reality, he had nothing to bring but a serious of petty bribes and perverse insinuations. The next day, she attempted to gather her disgust and contempt into a single note - as pen touched paper at her office, she suddenly erupted in a soft, golden hum, words flowing as quickly and easily as thought. When she was done, there was but a single sentence on the parchment, but every ounce of her disgust and vengeance could be felt in the ink - "You would sooner wish to drown in furnace rhino excrement than know what I will do to you if we ever meet again."

The next day, Manarkis was reported to have died in an unfortunate accident involving the dung-pit for an exotic furnace rhino export. This sudden shift in power resulted in many promotions for many people, including Wind herself.

Appearance

Words Across the Wind is a very tall woman of sharp, noble features - standing just a few inches shy of six feet tall, bearing the faint tanned tone of most Eastern natives. Her midnight-black hair is tied into a bun, held in place by a pair of expensive golden hairpins, and narrow, dark brown eyes glare with disdain from behind her thin-rimmed spectacles. Her body is clad in a loose-fitting, blue robe ornamented with silver patterns - a clearly overpriced Realm import. She walks with stiff, calculating movements, and her demeanor seems to perpetually border between cold and angry. And sometimes both at the same time. Grr.


Attributes

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

Abilities

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


Languages: Riverspeak, Foresttongue, High Realm, Old Realm


Specialties

Backgrounds

Backing: ●●● (The Guild)
Resources: ●●●
Artifact: ●● (Silk Armor)
Artifact: ●● (Chain Daiklave)

Charms

  • (Dreaming Pearl Courtesan) Demure Carp Feint (Abil 2 Ess 1): 2m, Reflexive (Step 2), Combo-OK, one action. The character's distracting actions increases her DVs by her Essence.
  • (Dreaming Pearl Courtesan) Lethal Paper Fan Attack (Abil 3, Essence 1): 3m, Supplemental, Obvious, Combo-OK. Character treats all paper fans as wind-fire wheels, long sleeves, hems, and sashes as seven-section staves. The damage they inflict is Lethal. If the character is already using a weapon designed for martial arts, add her Essence to either its Accuracy, Damage, or Defense.
  • (Performance) 2nd Perform Excellency
  • (Presence) 2nd Presence Excellency
  • (Presence) Irresistible Salesman Spirit (Ess 2, Abil 4): 3m, Supplemental. Enhances a Presence roll to make a bargain or encourage a specific action, doubling the successes before comparing them to the target's MDV.
  • (Integrity) 2nd Integrity Excellency
  • (Bureaucracy) Second Bureaucracy Excellency
  • (Linguistics) Second Linguistics Excellency
  • (Linguistics) Sagacious Reading of Intent (Abil 1, Ess 1): 3m, Reflexive. Gives a one-sentence summary of the intend behind a statement, and perfectly defends against social attacks if the purpose is fundamentally hostile to the user's Motivation.
  • (Socialize) Second Socialize Excellency
  • (Socialize) Mastery of Small Manners (Abil 2, Ess 1): 1m, Reflexive (Step 1 or 2), until next action. User treats all enemy social groups as one Magnitude smaller and increases her effective Appearance by 1.
  • (Socialize) Wise-Eyed Courtier Method (Abil 3, Ess 2): 3m, 1 WP, Simple (6 long ticks), Combo-OK, Illusion. User makes a Socialize-based attack to make a social group with mag 1+ believe something. The character must have spent several hours within the last year encouraging that belief, and the charm must be invoked in the presence of at least one member of that group. User rolls (Cha or Manip + Socialize), subtracting an external penalty equal to the group leader's MDV plus half of the group's Magnitude. The targeted group, and any social groups that splinter off, must spend six loyalty to break the influence permanently and one Loyalty to break free for a single scene. This charm has no effect on individuals, only groups.

C-C-C-Combo's

UNLIMITED

Essence

Essence: ●●●
Regeneration: '4/hour relaxed, 8/hour sleeping
Personal Essence Pool: /19
Peripheral Essence Pool: 29/31 (37, 6 committed)
Committed Essence: 6

Willpower

Willpower: ●●●●● ●●
Temporary: 7/7

Virtues

Virtues:

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

Virtue flaw: Overindulgence
Limit: □□□□□ □□□□□
Limit Break Condition: Character must pass a favorite vice to act in a moral fashion.

Inventory

A blue-and-silver robe bearing the traits of silk armor (+5L/+3B Soak, Mobility -0, Fatigue 0), a chain daiklave hidden in her robe sleeves, and money.


Manses and Hearthstones

n/a

Combat

Dodge DV: 2
Dodge MDV: 6
Soak: A/6L/5B '
Pierced: A/3L/3B
Hardness: -A/-L/-B

Attacks

Ori. Chain Daiklave (Speed 5, Accuracy 10 (+1), Damage 7L(+2L), Parry DV 6 (+3) , Rate 3, Attune 4, Tags 2, M, R)
Wind-Fire Wheel (Lethal Fan Attack - Fan) (Speed 5, Accuracy 11 (+2), Damage 3L (+1L), PDV 6 (+2), Rate 2, Tag M)

Health

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

one Dying level per dot of Stamina

Advancement

2 BP: Bureaucracy 2, 3
2 BP: Martial Arts 4, 5
2 BP: Performance 2, 3
2 BP: Chain Daiklave
2 BP: Linguistics 4, 5
2 BP: Socialize 4, 5
2 BP: Performance 4, 5
8 XP: Second Perform Excellency
16XP: Essence 3
6 XP: Presence 4
10 XP: Irresistible Salesman Spirit

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