Campaign:METALSLUG/Unquenchable Forge of Copper and Gold

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Reason: A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore

Basics[edit]

Name: Unquenchable Forge of Copper and Gold
Concept: Obsessive Mechanic
Caste: Twilight
Motivation: Create a device powerful enough to end all wars
Positive intimacies: Her inventions (SHE LOVES EACH AND EVERY ONE OF THEM BECAUSE THEY ARE ALL SPECIAL), Building Things, Carbonated Beverages
Negative intimacies:
Anima:An ring of the Five Magical Materials wreathed in golden-blue lightning superimposed over her body, Orichalcum in the middle
Experience: 0/0

Background[edit]

Unquenchable Forge was a mechanic working under the command of the Lookshyan military's Research and Development department, tasked with the (excessively-dangerous) job of recovering and testing, and in some cases, performing minor repairs on newly-discovered artifacts. Her superiors seldom so much as batted an eye in her direction (except in the rare cases that something exploded or killed someone, which oddly enough resulted in a considerable pay raise for her efforts), until an incident where she was sent to investigate a lost First-Age war manse in search of new designs.

Deep within the old manse's control room, the inquisitive engineer was digging around in the mainframe wiring. Cut line Y-32 to shut down the defense systems, then start looking for the rest of the cache. But wait, what if she re-wired Y-32 into the Intelligence Vector, and then reversed the polarity? Then the building wouldn't just shut down its defenses, it'd do what SHE wanted! Fucking brilliant!

Three weeks passed. Forge had already used up her rations for the trip, though rat-on-a-stick didn't taste too bad with the right seasoning. Why'd the old owner have to encrypt everything, anyway? She'd had to bust the whole damn thing open, take it apart, then put it back together the right way before she could even begin properly! An ecstatic glee filled her bloodshot eyes as she fastened the last bolt, a golden half-circle blaring to life as she grinned, slamming her fist down on the Manse's power switch. The lights in the room flickered to life, a disembodied voice suddenly addressing her in the Old Tongue: <What is your command, M'Lady?>

"...Uhn...Yeah...where's the bed around here?"

Three days of exploring later, she finally found the artifact cache she was looking for. Except now, it was hers, and she could do what she saw fit with it.

....As soon as she made some minor adjustments.

A few weeks passed as she became acquainted with the manse's structure and powers, eventually discovering an old cache of sorcerous studies in its otherwise-decrepit literary archives. Losing herself again, she spent many more weeks learning the art, at which point Lookshy had already assumed her long-dead on the expedition and filed away the manse as extremely dangerous for the time being. That was fine, though, because she had already thrown away her reliance on their support for resources and projects.

Appearance[edit]

Unquenchable Forge is a small girl, standing at around five feet and four inches tall, bearing Caucasian features, chestnut hair lazily tied into a frazzled ponytail, a plain white shirt, and a pair of musty brown work overalls a size too large for herself. On her head is a standard-issue hardhat of Lookshyan make, and her belt is lined with numerous tools, gadgets, not to mention the incredibly-weighty Solar Cannon strapped around her back and easily as twice as large as she is. On her arms are a pair of ornate, golden bracelets, and clipped to her shirt collar is a small tab - built for projecting protective essence fields in dangerous situations.


Attributes[edit]

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


Abilities[edit]

Archery      ●●●  Integrity ●●●    Craft    see below    Athletics ●●●  Bureaucracy 
Martial Arts      Performance      Investigation ●●●     Awareness ●    Linguistics ●
Melee             Presence         Lore          ●●●●     Dodge     ●●●  Ride        
Thrown            ResistanceMedicine      ●●●     Larceny        Sail        ●●●
War               Survival         Occult        ●●●     Stealth        Socialize   
Craft (Fire) ●●
Craft (Air)  ●●
Craft (Earth)●
Craft (Magitech) ●●●●

Languages: Old Realm, Campaigntongue


Specialties[edit]

Backgrounds[edit]

Artifact ●● 1/2: Fiery Solar Cannon (5)
Manse ●● 1/2 (5)
Artifact ●: Discreet Essence Armor (2)
Artifact ●: Dragonfly's Ranging Eye w/ Essence Sight (2)
Artifact ●: Hearthstone Bracers (2)
Artifact ●: Silk Armor (2)
Resources ●●
Artifact ●●: Battle Carrier (4)

Charms[edit]

  • (Archery) Second Archery Excellency
  • (Craft) Second Craft Excellency
  • (Craft) Craftsman Needs No Tools (Abil 4 Ess 3): 7m/1WP, Supplemental, Combo-OK, Instant. Enhances an action to build something, removing the need for tools and allows the character to accomplish (Essence x 3) hours of work in one hour.
  • (Investigation) Second Investigation Excellency
  • (Resistance) Ox-Body Technique (-1/-2/-2)
  • (Occult) Terrestrial Circle Sorcery (Abil 4 Ess 3): Allows use of Sorcery. Shaping Terrestrial Sorcery is a Speed 5 DV -2 action. Casting is a Speed - DV -0 action, and the character rejoins battle afterwards.
  • (Dodge) Shadow Over Water (Abil 3, Ess 1): 1m, Reflexive (Step 2), Combo-OK, Instant: User ignores any penalties to her Dodge DV against one attack.
  • (Terrestrial Circle Sorcery) Demon of the First Circle: 20m or more. Calls a First Circle demon from Malfeas via a ritual beginning at dusk and ending at midnight, and engages that demon in a contest of wills. The caster rolls (Ess + Willpower) against the demon's own, the demon suffering a -1 internal penalty for each 5 motes spent after the spell's cost. When either participant gains 3 or more accumulative successes over the other, the contest is won. The Sorcerer binds the demon to a single task if h/she wins, and if the demon wins, the Sorcerer must make a reflexive int+occ roll at Diff. 3 to banish it back to Malfeas, or else it runs free.
  • (Terrestrial Circle Sorcery) Flight of the Brilliant Raptor: 10m. Caster attacks a single target within 1800 yards that she can see using (Wits+Occult) for the roll, adding her Essence in Accuracy, dealing damage equal to her (Perception+Occult). The victim is automatically knocked down and suffers an internal penalty to all Dexterity-based rolls of (1 per every 2 HLs of damage suffered), which are reduced at a rate of 1 per five ticks. On the next tick, the raptor explodes, causing all targets within 3 yards to suffer 4 HL's of environmental damage (Trauma 3), and setting everything on fire - subjects who remain in the area suffer an additional 1L/Tick at Trauma 2.


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

Essence[edit]

Essence: ●●●
Regeneration: 4/hour Relaxed, 8/hr Sleeping
Personal Essence Pool: 16/16
Peripheral Essence Pool: 17/17 (37 motes total, 20 committed)
Committed Essence: 20, 27 when piloting the Carrier


Willpower[edit]

Willpower: ●●●●● ●●
Temporary: 7/7

Virtues[edit]

Virtues:

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

Virtue flaw: (CUSTOM, PENDING ST APPROVAL?)
Unwanted Embrace

The character becomes obsessed with his or her quest to end the suffering of others, going to overly-elaborate ends to improve their lives. These "solutions" to their problems are always unnecessary, usually unwanted, and almost inevitably embarrassing displays for all parties involved. Even if no inconveniences or problems exist, the victim of this Flaw will perceive nonexistent ones anyhow - and often will even when actual problems do exist. The character will cure boredom by putting on poorly-planned shows, "improve" weapons with unnecessary additions (such as built-in soda dispensers for a daiklave,) or insulate an entire Manse just to fix a slight draft. The character will not stop, even under the protestations of others.

Partial Control: The character may willingly ignore the perceived needs and problems of those who she does not bear any Intimacy to.
Limit: □□□□□ □□□□□
Limit Break Condition: The character witnesses deplorable living conditions or excessive suffering caused by her own hands.

Inventory[edit]

Battle Carrier
Speed: 10/20mph; 50/100mph in overdrive
Maneuverability: +1s (Lore 1, Sail 1)
Endurance: Requires a 2-dot hearthstone and 7-mote commitment; the carrier requires routine maintenance every 50 times it overdrives its engines. Attempting to ram it into another vehicle or structure counts as overdriving the engines. Every 10 times the engines are overdriven past this limit, its speed reduces by 20% until it ceases to function.
Crew: 1/1
Cargo: One talon of soldiers or two common warstriders.
Armor: 20L/25B
Health levels: 15U/10M/10C/5I/D
Weapons: A light implosion bow.

Fiery Solar Cannon

Standard issue, and easily taller than Forge herself is. It is sometimes referred to as a "HEVEE MACHEEN GAWN" by certain parties. Stats below.

Hearthstone Bracers

Made with Orichalcum, and emblazoned with wrenches on either side. Attune for 4 motes, grant +2 dice to dodge pools and adds 2 dice to all damage.

Dragonfly's Ranging Eye

A rounded lens worn on Forge's right eye. At will, it can extend her vision to (Essence x 20) yards away, and grants Essence Sight. Attunes for 1 mote. (WHAT DOES THE SCOUTER SAY etc)

Discreet Essence Armor

A small badge on Forge's shirt collar that, when touched, expands into a field of protective Essence. Does not count as armor. Grants 7L/7B soak and 4L/4B Hardness, has no fatigue and mobility penalties, and attunes for 5 motes.

Silk Armor

Actually Forge's shirt and overalls, because EXALTED. Grants 5L/3B soak, has no mobility or fatigue penalties, and attunes for 2 motes.



Manses and Hearthstones[edit]

Solar Ordinance Linkup And Protection Facility (SOLARF) (Manse 5) A large, recently-awakened Solar War Manse on the eastern tip of the Blessed Isle, the original intent of this building was twofold in the First Age: The production of magitech devices in times of war, and a large fortress for housing troops. Made from solid stone and emblazoned with various iconographies of the Dawn caste, it is a large, sturdy building with adequate defenses against attackers.

Traits: Workshop Manse, Magitech (3pt)

The SOLARF contains all the necessary tools and facilities needed for and magitechnology, and counts as a Flawless Workshop for producing artifacts under the Craft (Magitech) skill, and grants a four-die bonus to repair devices made with that craft.

Fortress (3pt)

The SOLARF contains heavily-fortified doors and walls, fortifications for archers or gunners, and has near-impenetrable walls. It can sustain 125 levels of damage before suffering Power Failure.

Central Control (2pt) Nested deep within the manse's core, the SOLARF has a central control room from which all functions can be operated, including its weaponry, artillery, and defenses.

Integrated Essence Artillery (4pt) The SOLARF is equipped with two retractable Very Large Essence Cannons mounted into its upper walls. They must be operated and fired from the Central Control room.

Self-Destruct Sequence (1pt) As a last resort, the central command of the SOLARF has a large, essence-sensitive ruby pad that the owner (and only the owner) can place his or her hand in and speak a confirmation password to self-destruct the manse. Theoretically, this results in a fairly-impressive explosion, and it may or may not be lethal to everyone inside after it goes off.

Maintenance (3pt) Once active, the SOLARF is somewhat-inefficient in operation, must have all its functions recalibrated by a skilled magitechnician once per month, lest its defenses cease to function - or worse, the self-destruct mechanism goes awry. This may be an unfortunate side-effect of Forge's self-directed 'modifications' to the manse's configuration, such as the Glorious Infinite Carbonated Beverage Dispensers built into every room.


Total: 12 Points in Powers, 3 Points in flaws

The SOLARF produces two hearthstones: A Gem of Sorcery (3-dot, reduces the cost of one spell by ten motes once a day,) and a Jewel of the Lawgiver's Authority (2-dot, Reduces difficulty of all rolls to sway the beliefs or opinions by 2). The latter is used to fuel Forge's Fiery Solar Cannon, and the former is dedicated to keeping her Battle Carrier afloat (Unless it is currently grounded, in which case she keeps it in her Hearthstone Bracers.) Neither is functional in this state.


Combat[edit]

Dodge DV: 6 Dodge MDV: 6 (will+integ+Ess)/2 round down
Soak: 12A/13L/12B
Pierced: 6A/7L/6B (add half from armor and full from stamina)
Hardness: 4A/4L/4B (armor only)

Attacks[edit]

Fiery Solar Cannon (Speed 5, Accuracy 10 (+3), Damage 18L, Rate 1, Costs 2m per shot. Undodgable without charms or magical effects, cannot Move while firing. Can simultaneously attack up to Essence in additional targets at an additional 2m per shot.)

Health[edit]

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

Advancement[edit]

7 BP: Essence 3
1 BP: Lore 4
1 BP: Craft (Mtech) 4
1 BP: Hearthstone Bracers
1 BP: Silken Armor
2 BP: Resources 2 
2 BP: Battle Carrier

Shopping list[edit]