Campaign:Golby's Beautiful Placeholder/Johnway

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(italicized text is just a comment, don't keep it in your sheet) nicked from [1]

Basics[edit]

Campaign: Golby's
Name: Emmanuel Harken
Concept: Wandering general
Caste/Aspect: Dawn Caste Solar
Anima Banner: An eagle holding an olive branch in its right talon
Motivation: Establish a nation where all men and women can be free
Intimacies: his followers and the ideal of liberty
Experience: 289/394

Background[edit]

I won’t bore you with a long drawn out story of how I came to be where I am now. Up until a few years ago my life was different than any other citizen of the south. Although it might help the story to simply skip my childhood entirely, there are a few choice moments which set me on this path. I was born the son of a group of traveling merchants in the south. I’m sure that you can fill in any unexplained gaps with just that information. My days consisted of sand, traveling, and “learning” the trade from my parents. Even now, I sometimes wonder about the path not taken. My parents were exceptionally dedicated to their work, and hoped that I would carry on their business after they passed on. Despite their best efforts, I was always more interested in the stories the caravan guards would tell than their economics lessons. Looking back on it, I’m sure that most of the stories they told about fighting off bandits and barbarians were nothing more than fictitious campfire stories.

Throughout all the travels we went through, I only ever saw group of guards ever display their skills. We were attacked while we approached an oasis. We were attacked by a group of nomads as soon as the oasis came into sight. The guards urged us all into the back of the wagon, although I couldn’t help put peek out to see what was transpiring outside. I heard the guards organizing a defense perimeter and soon after the now familiar clashing of steel. From my position in the wagon, I could only see the leader of the group. I became fixated on his movement; every action was measured and precise. It was like watching water flow or seeing the sun set. What I saw wasn’t chaotic, if anything it was the exact opposite. Every action was given a purpose, a distinct ordered reason. After the battle was through, I exited the wagon and saw the result of the battle. The sand was dyed red with the blood, glistening as it reflected the light of the setting sun. That night, no one spoke around the campfire and several days later we parted with the guards. I’m not sure how I would react if I were to see those men again.

My time came several years later when we were attacked again. This time however, we were not as lucky. The bandits assaulted our camp while we slept. Although one of the guards had been posted as watchman, he was quickly dispatched by a well shot arrow. I was awoken that night be the sound of something rummaging in our camp. At first I paid no attention to the noise. It wasn’t until I felt what I thought was someone splashing water onto my sleeping bag that I bothered to look around. When I opened my eyes, I was mortified to find the corpse of one of the guards lying next to me. The attackers could be heard shifting through our goods; luckily they were too blinded by their own greed to notice me. I took the sword from the guard’s body and resolved that I would fight them off. I don’t know why I ever thought that I had any hope of victory; at best you can call it youthful exuberance. It was then that I exalted, I simply mimicked the style of the guard from that night, and somehow I lived to tell this tale. I was the only surviving member of our caravan. What I saw that night was not the purposeful method I observed all those years ago. This was simply carnage, an utter disgusting meshing of gore and disorder. I felt sick to my stomach as buried my former companions in the sand. Afterwards I took what goods I could and headed off to our destination. Using what money I was able to obtain from selling our goods I headed off into the desert with a new resolve and a new power.

It has been many years since I set out and my eyes have been witness to the injustice of life in south. Traders are attacked without mercy, innocent men and woman are treated as slaves, and individuals are forced to swear allegiance to rulers at the cost of their own freedom. There are days where I feel that the ideals of freedom and liberty have been lost beneath the desert. I have made it my task to dig my hands into the desert and drag those lost ideals back to the surface. It would seem that I am not alone in my journey, as I have attracted a small group of followers whose thirst for liberty is a strong as my own. Sadly, I am a man of war and although I may be able to forge a nation, I doubt that I will be able oversee my creation. I can only give the people of the south the materials they will need to build a new life for themselves, they will require someone else to show them how to fit the pieces together. For now though, I will continue to walk towards my goal.

Appearance[edit]

A man standing 5'11 tall, with moderately long reddish-blond hair, a short reddish beard, fairly muscular build, who is in his mid-late 20's. Although he prefers to wear his buff jacket even when out side of combat, he carries a set of a walking clothes with him. These clothes consist of gloves, pants, a light cloak, sandals, etc. Although these items appear well worn, they are certainly still functional. He usually keeps his poleaxe slung across his back and his sword sheathed at his side. The buff jacket itself resembles the item pictured in the core book.

Attributes[edit]

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

Abilities[edit]

Solar/Abyssal Block
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         Socialize ●   

Specialties[edit]

Melee (Two handed weapons) ●●

Backgrounds[edit]

Resources: ●●●●
Influence: ●●
Followers: ●●
Artifact ●● Orichalcum Reinforced Buff Jacket
Artifact ●● Orichalcum Dire Lance

Charms[edit]

  • Second Excellencies: Melee, War, and Presence First Excellency: Bureaucracy
  • (Melee) Dipping Swallow Defense (Melee 2, Essence 1 pg. 192) 2m, reflexive (step 2), Combo-OK, instant. Ignore all penalties to Parry DV
  • (Melee) Solar Counterattack (Melee 4, Essence 1 pg. 194) 3m, reflexive (step 9), Combo-OK, Counteratack, Instant. give the solar the ability to make a counterattack
  • (Melee) Ready in Eight Directions Stance (Melee 5, Essence 2 pg. 194) 5m, reflexive (step 9), Combo-OK, Obvious, until next action. Until next action, whenever Parry DV is used against an attack, this share allows a counterattack to be made
  • (Melee) Bulwark Stance (Melee 3, Essence 2 pg. 193) 5m, reflexive (Step 2), Combo-Basic, until next action. Causes the character to ignore any penalties to his Parry DV until his next action
  • (Melee) Heavenly Guardian Defense (Melee 4, Essence 2 pg. 193) 4m, reflexive (step 2), Combo-OK, Obvious, instant. A parry which perfectly defends against any attack, even if it is unblockable. Should the parry be made using a mundane weapon against an attack which inflicts 25L, before soak, the weapon will break. Valor Flaw: The exalt must move towards the opponent he considers most dangerous on every tick until his DV refreshes twice.
  • (Melee) Call the Blade (Melee 2, Essence 2 pg. 191) 1m, reflexive (step 2), Obvious, instant. The solar draws a weapon they own from within essence x10 (30) yards.
  • (Melee) Summoning the Loyal Steel (Melee 3, Essence 2 pg. 192) 1m, simple (speed 3), combo-ok, indefinite. This charm functions in the same way as the archery charm Summoning the Loyal Bow. This charm allows the exalt to draw their weapons from elsewhere.
  • (Melee) Iron Raptor Technique (Melee 3, Essence 2 pg. 192) 2m or 4m, Simple (Speed 5), Combo-OK, Obvious, instant. The solar's weapon flies towards an enemy and then returns to it's master. The range of the attack is essence x8 yards (24) and is treated as a normal melee attack. Should the exalt spend two additional motes, the attack cannot be blocked without the aid of a stunt or charm.
  • (Melee) Blazing Solar Bolt (Melee 5, Essence 3 pg. 192) 3m, 1wp: Simple (Speed 4), Combo-OK, Holy, Obvious, Instant. The solar's class mark blazes as they send a bolt of solar fire from their weapon. The attack pool is formed from dexterity+ melee+ essence and has a range of essence x10 (30) yards. It cannot be blocked or dodged without the use of a charm or other magic. It ignores cover and deals lethal damage equal to user's strength+willpower.
  • (Melee) One Weapon, Two Blows (Melee 2, Essence 1 pg. 191) 1m: Reflexive, Combo-OK. The solar adds one to the rate and accuracy of his/her weapon until their next action.
  • (Melee) Peony Blossom Attack (Melee 3, Essence 2 pg. 191) 2m per attack: Extra Action, Combo-OK, Obvious. This charm is a magical flurry of up to (essence+1) attacks. Each attack costs the user 2m, and the attacks are made without any multiple action penalties. The DV penalty for this action is equal to the highest penalty of any one attack.
  • (Presence) Enemy-Castigating Solar Judgment (Presence 1, Essence 3 pg. 205) 2m, Supplemental, Combo-OK, Holy, Obvious, Social. This charm allows the exalt to supplement either a social or physical attack by making it holy and causing it to deal aggravated damage to creatures of darkness. If this charm is used to augment a social attack, creatures of darkness treat the attack as unnatural mental influence that costs one willpower to resist. In addition, this charm halves the the creature's base MDV against the attack.
  • (War) Route-Stemming Gesture (War 3, Essence 2 pg. 197) 4m/1wp, reflexive, Combo-OK, Obvious, War, until next action. The Exalt can target any unit within essence x100 (300) yards. This charm causes the targeted unit to succeed on all valor rolls. If used while a target fails a valor roll, this charm allows the result to be re-rolled.
  • (War) Mob-Dispersing Rebuke (War 3, Essence 2 pg. 197) 7m/1wp, simple (speed 3 in long ticks), Combo-OK, Social, War, Instant. Forces an enemy unit within (essence x100) yards to make an immediate check for route. The difficulty for this role is 1 if the unit's magnitude is greater than the Exalt's essence and 2 otherwise.
  • (War) Fury Inciting Presence (War 3, Essence 3) 10m/1wp, Simple (speed 5 in long ticks), Combo-OK, Obvious, once scene. Attempt to persuade everyone who can hear him into forming an unordered military unit under the exalts control (charisma + [Performance or War]). The mod disperses if the Exalt abandons them for more than 15 long ticks.
  • (War) Heroism-Encouraging Presence (War 4, Essence 3 pg. 197) 8m/1wp, Simple (speed 6 in long ticks, combo-ok, Obvious, War, once scene. This charm affects any unit or social group under the exalts command within essence x5 (15) yards. These groups no longer need to make valor checks. In war, this charm prevents rout and fatigue.
  • (War) Tiger Warrior Training Technique (War 4, Essence 3 pg. 198) 10m/2wp, simple (dramatic action), Obvious, Touch, Training, one week. This charm requires five or more hours of effort in a given week to have any effect. This charm increases the drill of unit by one to a maximum of five. In addition, valor, strength, dexterity, stamina, archery, dodge, martial arts, or melee can be increased each week of training. These traits can be increased to an maximum of 4, although they cannot be trained past the solar's own traits.
  • (Athletics) Monkey Leap Technique (Athletics 1, Essence 2 pg. 223) 3m, reflexive, Combo-OK, one scene. This charm allows the exalt to to jump with a move action for the rest of the scene. In addition, the length of all jumps is doubled.
  • (Resistance) Ox-Body Technique (Resistance 1, Essence 1 pg. 208) no cost, permanent, stackable. Two -1 health levels
  • (Linguistics) Sagacious Reading of Intent (Linguistics 1, Essence 1 pg. 233) 3m, reflexive, Combo-ok, Social, instant. This charm allows the exalt to determine the motivation behind a statement. If this is used to defend against a social attack, the charm perfectly negates the attack.
  • (Bureaucracy) Speed the Wheels (Bureaucracy 3, Essence 2 pg. 231) 8m, simple, combo-OK, indefinite. The exalt rolls {Int or Cha}+ bureaucracy and adds the solar's essence rating in in automatic successes. If this action is contested, the opponents (int + bureaucracy)/2 is added as an external penalty from the successes on the activation roll. If the roll is successful, the time needed to complete the bureaucratic is divided by the solar's essence +1 with a maximum amount of time of one season.

C-C-C-Combo's[edit]

  • *defensive anticipation method*

Heavenly Guardian Defense - Ready in Eight Directions Stance - Bulwark Stance 1wp 14m

Emmanuel quickly builds momentum by rotating his weapon in a windmill motion. His pale violet essence makes a brilliant display as it flows to the blade of his weapon, leaving a glowing circular impression in the open air. Using the momentum from the rotation, Emmanuel shunts his opponent's attack towards the ground. From this position, he quickly retracts his weapon and prepares to defend himself against any further attacks.

Essence[edit]

Essence: ●●●●●
Regeneration: Normal: 4/per hour Relaxed: 8/per hour
Personal Essence Pool:23/23
Peripheral Essence Pool: 45/54
Committed Essence: 9

Willpower[edit]

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

Virtues[edit]

Virtues:

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

Flawed Virtue:Foolhardy Contempt (valor)
Limit Break: □□□□□□□□□□
Limit Break Condition The character fights against losing odds, is challenged to single combat by a foe or otherwise has an opportunity to prove his/her bravery.

Inventory[edit]

Exceptional Poleaxe
Speed: 6 Accuracy: +1 Damage: +7L/2 Defense: +1 Rate: 3 Tags: 2, O, R
Straight Sword
Speed: 4 Accuracy: +2 Damage: +3L Defense: +1 Rate: 2 Tags: none
Dire Lance
Speed: 5 Accuracy: +3 Damage: +8/12L Defense: +3 Rate: 3 Tags: 2, L, R. Attune: 5
Orichalcum Reinforced Buff Jacket
Soak: +9L/12B Hardness: 6L/5B Mobility: -1 Fatigue: 0 Attune: 3
Walking Clothes: cloak, jacket, pants, shirt, etc


Manses and Hearthstones[edit]

(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[edit]

Dodge DV: 5
Dodge MDV: 7
Soak: B:16 L:11 A:7
Hardness: B:6 L:6 A:0

Attacks[edit]

Exceptional Poleaxe
Speed: 6 Accuracy: +1 Damage: +7L/2 Parry DV: 6 Rate: 3 Tags: 2, O, R
Straight Sword
Speed: 4 Accuracy: +2 Damage: +3L Parry DV: 6 Rate: 2 Tags: none
Dire Lance
Speed: 5 Accuracy: +3 Damage +8L/12L Parry DV: 7 Rate: 3 Tags: 2, L, R

Health[edit]

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

Advancement[edit]

7 BP: Abilities
1 BP: Specialty
2 BP: Willpower
2 BP: Background
3 BP: combo
16 XP: Essence 3
9 XP: Abilities
6 xp: artifact 2: dire lance
7 xp: awareness 4
24 xp: charms (CtB, IRT, BSB
16 xp: charms (2nd presence and ECSJ)
12 xp: valor 4
16 xp: MLT and RSG
24 xp: essence 4
8 xp: One weapon, Two blows
8 xp: Peony Blossom Attack
14 xp: Willpower 8
12 xp: Valor 5
2 xp: Bureaucracy 2
4 xp: Bureaucracy 3
32 xp: Essence 5
30 xp: Bureaucracy 4, Bureaucracy 5, SRoI, 1st Bureaucracy
8 xp: Speed the Wheels