Campaign:Warriors Of Light/Thief

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Basics

Name:
Concept: Thief
Caste/Aspect: Night
Motivation/Urge: Keep Creation safe from Fair Folk
Intimacies:
Anima Banner/Totem:
Anima Effect/Tell:
Experience: /
(write experience points as "unspent / total" plx)

Background

The Thief was born in the Far East, almost against the Wyld itself, and it showed. His parents grew up afraid of the Fair Folk that threatened to take him away, and he was just as afraid. After hearing a Fairie talking about how the boy had been "primed for the Path of the Staff", and not understanding it, he was forced to pack up and move across Creation, until they found the City of Temples. They were up to their eyes in debt by the time they got there, but managed to find a group of monks who were willing to cover their bill in return for mentoring their son until the child had reached the age of sixteen. Out of options and out of time, they gave their son to the monks, who paid off their bills in full.
The scant few memories The Thief has of his family are some of his most important, as are the words of his father. He remembers the trek across Creation, and his father telling him how horrible the Fair Folk were, and especially the stories he used to tell when he was drunk. Despite that, he doesn't view his real family as the ones who brought him up, instead viewing the "monks" that way. In truth, the monastery was a front for a group of ninjas, whose money came from the use of stealth both to do official jobs and to skim from certain nobles. In one particular instance, he had left to take from the God of Misspent Wealth, a common target. He hadn't known, however, that the God of Guards had come down from Yu-Shan for a visit. He doesn't talk about what happened there, but when he returned, he had Exalted, and had threw himself into his martial-arts training with new fervor.
Now, his time with the "Monks" is over, and having learned many things, he seeks a group and stability to his life, as well as a good cause. And what better cause is there than saving Creation (By beating things up)?


Appearance

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

Attributes

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

Abilities

Solar/Abyssal/Infernal Block
Archery      X     Integrity   ●●●●● Craft         X     Athletics ●●●   Bureaucracy X
Martial Arts ●●●●● Performance X     Investigation ●●    Awareness ●●    Linguistics X
Melee        X     Presence    ●     Lore          X     Dodge     ●●●●● Ride        X
Thrown       X     Resistance  ●●    Medicine      X     Larceny   ●●●●● Sail        X
War          X     Survival    X     Occult        X     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.)

Specialties

  • Martial Arts - Sais +2
  • Larceny - In Combat +1
  • Socialize - Manipulation +1

Backgrounds

Background 1: ●
Background 2: ●
Background 3: ●

Charms

  • Graceful Crane Stance: 3m, Reflexive, Combo-OK, One-Scene.

The Solar Exalted are as graceful as sunlight on water. This charm lets the Exalt automatically succeed on any valid Athletics action to keep his balance. Moreover, this Charm allows the Exalt to keep his footing on any surface at least as strong and wide as a human hair. He treats it as a three-foot-wide ledge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions he can take and what penalties to them might apply.

  • Flawless Pickpocketing Technique: 3m, Supplemental, Combo-OK, Instant.

It is the Lawgivers' right to confiscate goods necessary to the service of the Unconquered Sun. This Charm enhances a valid pickpocketing roll - that is, a roll to steal something that the character can both reach and carry from another's person. The character cannot steal things in active use, such as the sword in someone's hand, the boots from the target's feet or an artifact to which someone has committed motes, unless the target is an extra.
This charm guarantees success on the pickpocketing roll. If another Charm contests this effect, add the character's Essence in automatic successes to the (Dexterity + Larceny) roll to oppose the other charm. In addition, characters using ordinary senses cannot spot the theft with Awareness. Even players of characters with inhuman sensory acuity - Such as a spider feeling for the vibrations in its web while a character attempts to steal its larder - have a +4 difficulty penalty on the opposed roll to catch the character in the act.

  • Stealing from Plain Sight Spirit: 5m, 0 or 1wp, Simple, Combo-OK, Until-DV-Refreshes-(Essence)-Times

In the first age, the Solar Exalted used this Charm to steal the artifacts of the Fair Folk and the Yozis, then turn them to the service of Creation. This Charm is an attempt to steal something in plan sight, within (The Solar's Essence) yards. The character must be able to carry the item, and the character cannot steal things in active use - again, including attuned artifacts - unless he is stealing from an extra's person. The character automatically succeeds in stealing the item. If another charm contests this effect, add the character's Essence in automatic successes to the (Dexterity + Larceny) roll to oppose the other charm.
Characters using ordinary senses cannot spot the theft with Awareness. Nor may they notice the theft afterward unless the Solar has refreshed his DV a number of times equal to his Essence score, barring unusual circumstances such as an attempt to use the item or the collapse of an arch after the character steals its keystone. Even players of characters with inhuman sensory acuity have a +4 difficulty on the opposed roll to notice the theft and a +8 difficulty on the unopposed roll to notice the item's absence.
This charm normally costs five motes. To steal an item that he could not reach - on the other side of a window, outside of the character's cell, at the bottom of a narrow crevice and so forth - the character must also spend 1 willpower.

  • Integrity Protecting Prana: 5m, 1wp, Reflexive (Step 2), Combo-OK, One-Day.

The Sun's Chosen define their own reality. 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. This charm also protects the character from any Undodgeable, Unblockable shaping attacks. Wyld energy cannot create a serpent inside the character's stomach or turn his armor to lava, whether it's being manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character's DV is not applicable

  • Shadow Over Water
  • Seven Shadow Evasion
  • Second awareness Excellency
  • First Martial Arts Excellency
  • Image of Death Technique: 2m, Simple (DV -3), Illusion, One-Day.

Withdrawing her Essence deep into her body, the character drops to the ground and temporarily appears to be dead. A careful examination and a successful (Perception + Medicine) roll, difficulty 3, is necessary to determine that the character is actually still alive. The martial artist using this Charm can hold her breath 10 times as long as normal, and she does not need to eat or drink — handy if she’s hiding from enemies at the bottom of a river or wants them to think they killed her. Although the character’s senses of hearing, touch and smell function normally, she cannot see or move. She can act normally the action after she chooses to end this Charm.

  • Wall Climbing Technique: 1m, Reflexive, Combo-OK, Obvious, One-Action.

The character using this Charm can move or dash along walls, ropes, hanging chains and other vertical surfaces as easily as he can walk along a floor. Using this Charm, the character can climb a surface simply by running up it, without halving his base movement rate. In his next action, the character must either activate the Charm again, remain where he is (if he’s made it to a ledge or suitable hand- and footholds) or attempt to leap or climb down normally.

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)

Virtues

Virtues:

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

Channels:

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

Flawed Virtue:
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

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

Combat

Dodge DV:
Dodge MDV:
Soak: B:0 L:0 A:0
Soak (Piercing): B:0 L:0 A:0
Hardness: B:0 L:0 A:0

Attacks

  • Perfect Sai:

Speed 5, Accuracy 14, Damage 5L, Defense 7 (+3), Rate 3, Disarming
Speed 6, Accuracy 16, Damage 3B, Defense -, Rate 1, Disarming, Clinch

Health

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

Advancement

(Here is where you write down your experience points and how you spent them)