Campaign:Conquering Of Canals/Loremaster
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Basics[edit]
Name: Hakine the Warmistress
Concept: Keeper of War Lore
Caste/Aspect: Twilight
Motivation: Create an unbroken record of all wars dating back to prehistory
Intimacies: The Purity of History, Her men
Anima Banner: Orange-and-gold soldiers that rush forward, then vanish
Anima Effect: Shield! 5 motes to activate. Reduces health levels of damage by Essence
Experience: 10/26
(write experience points as "unspent / total" plx)
Background[edit]
- Grew up in the Realm
- Fascinated with war
- Always seeking new knowledge
- Had no particular bloodline
- Made friends in ledaal, was considered a good example for the others
- Discovered a Solar-written text about the Usurpation, fled with what she had learned, brow burning with a castemark
- Turned bitter at Dynasts
- Gathered other disillusioned folks, currently on the edge of An-Teng
Appearance[edit]
(what other people see when they look at your character.)
Attributes[edit]
Strength ●● Charisma ●●●● Perception ●●● Dexterity ●●●● Manipulation ●● Intelligence ●●● Stamina ●● Appearance ●●● Wits ●●●●●
Abilities[edit]
Solar Block Archery X Integrity ●● Craft ●● Athletics ●● Bureaucracy X Martial Arts X Performance X Investigation X Awareness ●●● Linguistics ●●● Melee ●●●●● Presence ●●● Lore ●●●●● Dodge X Ride X Thrown X Resistance X Medicine ●● Larceny X Sail X War ●●●●● Survival X Occult ●●●●● Stealth X Socialize X
Specialties[edit]
- Lore - War ●●
Backgrounds[edit]
Artifact: ●
Resources: ●●●
Followers: ●●
Contacts (House Leedal): ●●
Allies: ●
Charms[edit]
- First Melee Excellency
- Third War Excellency
- Second Lore Excellency
- Sagacious Reading of Intent
- One Weapon, Two Blows
- Peony Blossom Attack
- Flawless Diagnosis Technique
- Commanding the Ideal Celestial Army
- Rout-Stemming Gesture
- Spirit-Detecting Glance
Essence[edit]
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: 14/14
Peripheral Essence Pool: 33/35
Committed Essence: 2
Willpower[edit]
Willpower: ●●●●●
Temporary: □□□□□
("cross out" □ boxes by substituting them with Xs)
Virtues[edit]
Virtues:
- Compassion ●●
- Conviction ●●
- Temperance ●●
- Valor ●●●
Channels:
- Compassion □□
- Conviction □□
- Temperance □□
- Valor □□□
Flawed Virtue: Valor
Limit Break: Foolhardy Contempt: When challenged, or given a chance to prove her bravery, she indulges. If she doesn't, when she breaks, she rushes forth into battle no matter the odds.
□□□□□□
Inventory[edit]
- Gill Cloak
- Perfect Chain Shirt
- Perfect Spear
Manses and Heartstones[edit]
(write what heartstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)
Combat[edit]
Dodge DV: 3
Dodge MDV: 4
Join Battle: 8
Soak: B:5 L:6 A:5
Soak (Piercing): B:4 L:4 A:3
Attacks[edit]
Perfect Spear: Speed 5, Accuracy 12, Damage 6L/9L, Parry DV 6, Rate 3, 2 handed, Lance, Reach
Army[edit]
Magnitude: 2
Drill: 2
Endurance: 5
Close Combat Attack: 4, Damage: 3
Ranged Attack: 2, Damage: 3 (half against armor)
Armor: 1 (+1 difficulty to hit from shield) (-2 mobility penalty)
Morale: 3
Special unit: Sidereal Sorcerer
Ally[edit]
Campaign:Conquering_Of_Canals/Sidereal Sidereal
Health[edit]
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
Merits and Flaws[edit]
- NIGHTMARES, 2 points:
Your character suffers from crippling nightmares that deprive him of sleep and leave him emotionally exhausted during the day. Whenever the character attempts to sleep the Storyteller should roll one die. At the one-point level the character wakes up screaming during the night, and regains no Willpower the next morning, if the roll comes up 1 or 2. For each additional point gained from this Flaw increase the range of the roll that results in a nightmare by two. At the three-point level, for example, the character will have a nightmare on a roll of 1 to 6. Additionally if subjected to dream-manipulating Charms or powers employed by gods, demons or Fair Folk, the character’s player suffers an internal penalty equal to the Flaw’s rating on any rolls to resist, and the character suffers a similar penalty to any applicable DV.
- GREATER CURSE, 4 pts.
If your character is a Solar, Lunar or Sidereal, he is more prone to Limit Break. For each point gained from this Merit, the character’s Limit pool decreases by one. If the character has this Flaw at the three-point level, he experiences Limit Break when he acquires seven points of Limit instead of the normal 10. If the character is an Abyssal, his Resonance pool is reduced instead, and if he is a Green Sun Prince, his Infernal Limit pool is similarly reduced. Players of Sidereal Exalted may choose to apply the effects of Greater Curse to the character’s Paradox pool instead of her Limit pool, but only one or the other. The player may not divide a Greater Curse between the two pools.
TACTICAL INSTINCTS, 3 pts.
Whether watching pieces glide across a Gateway board or observing the clash of armies on a battlefield, your character has an intuitive grasp of the ebb and flow of combat. A prodigy at military tactics, the character can easily discern the enemy’s plans and spot the enemy’s weak points. In mass combat, after the character observes the enemy’s tactics for a single long tick, her player may roll (Wits + War) as a simple action. Each success on this roll goes into a pool of bonus dice the player can add to the attacks of any unit of which her character is the commander or of which she is a special character (provided that she has the opportunity to communicate her observations to the commander). No more than three bonus dice may be added to a single attack. When the entire pool is expended, the player can roll (Wits + War) again and gain anew bonus dice pool, but doing so is a full action that may leave the character’s unit exposed if she is the commander.
In addition to its implications for mass combat, this Merit grants the character a natural brilliance at games of strategy such as Gateway. As a reflexive action, a character with Tactical Instincts involved in such a game may review the board, and the player may roll (Wits + War), putting any successes into a pool that may be used on subsequent
Advancement[edit]
- 11 BP: Abilities
- 4 BP: Dex 4
- 3 BP: Tactical Instincts
- 1 BP: Specialty
- 2 BP: Backgrounds
- 16 XP: Essence 3