Campaign:Troubleshooters/Lord of Gold

From 2d4chan
Jump to navigation Jump to search
This article has been flagged for deletion.
Comment on the article's talk page.
Reminder: Do NOT blank pages when flagging them for deletion.
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: Mouse
Concept: First Age in the Second
Caste/Aspect: Dawn
Motivation: Discover Her Past
Intimacies: Sidereals (Negative)
Anima Banner/Totem:
Anima Effect/Tell:
Experience: 13/38
(write experience points as "unspent / total" plx)

Background[edit]

Mouse was a Solar in the First Age, once. Through a number of Oaths and promises of aid, she managed to survive the Usurpation, though not without cost - she was never allowed to interfere in many areas, including the Realm. She wandered Creation, honing her own skills, until she mastered a custom Solar Circle Sorcery spell. With it, she could die, be reborn, and Exalt all within a few seconds, while keeping whatever knowledge she chose. it worked, though not as she'd planned. When she was reborn, her extra memories shunted somewhere, and wound up in the mind of the only thing it could find within the spell's area: A common mouse.

Taken in by a local village, Mouse now uses her strange talents in the name of the Scavenger Lords, hoping to find the answer to one question: "Who am I?"

Appearance[edit]

Mouse is...well, mousey in looks, though she makes it somehow look good. The only set of clothes she owns is an old set of very fine clothing, with many small tears and rips ruining it, as well as the dust that has turned it seemingly permanently a shade of brown. She carries herself lightly, always seeming ready to twirl or twist in some way.

Attributes[edit]

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

Abilities[edit]

Solar/Abyssal Block
Archery      0      Integrity   ●●●●● Craft         0     Athletics 0       Bureaucracy 
Martial Arts ●●●    Performance ●     Investigation ●●●●● Awareness ●●●●●   Linguistics ●
Melee        ●●●●●  Presence    0     Lore          ●     Dodge     0       Ride        ●●●
Thrown       ●●     Resistance  0     Medicine      0     Larceny   0       Sail        
War          ●●●    Survival    0     Occult        ●●●●  Stealth   ●●●●●   Socialize   

Linguistics[edit]

  • Old Realm (Native)
  • Riverspeak

Specialties[edit]

  • Lore (The First Age) +3
  • Integrity (Sidereals) +2

Backgrounds[edit]

  • Artifact: ●●●
  • Mentor: ●●●
  • Resources:
  • Backing (The Organization): ●●●

Charms[edit]

(Melee)

  • Second Melee Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
  • Peony Blossom Attack: 2m per attack, Reqs 3/2, Extra Action, Combo-OK, Obvious, Instant. The exalt may buy up to (Essence + 1) attacks at 2m per, including the first. Ignore Rate and Multiple action Penalties, and with a DV penalty equal to the single highest included in the flurry. (Core, 191)
  • One Weapon, Two Blows: 1m, Reqs 2/1, Reflexive (Step 1), Combo-OK, One action. Add one to the rate and accuracy of the user's weapon until their next action.(Core, 191)
  • Dipping Swallow Defense: 2m, Reqs 2/1, Reflexive (Step 2), Combo-OK, Instant. In response to an attack, allow the exalt to ignore all penalties that apply to their DV. (Core, 192)

(Stealth)

  • Easily Overlooked Presence Method: 3m, Reqs 4/2, Simple, Combo-OK, One scene. Awareness + Investigation rolls to notice the solar fail automatically unless currently joined in battle, or the observer has at least a two die bonus from circumstances. (Core, 230)
  • Mental Invisibility Technique: 5m 1wp, Reqs 4/2, Simple, Combo-OK, Compulsion, One scene. Roll (Dexterity or Manipulation) + Stealth, add Essence in automatic successes. This charm exerts unnatural mental influence on all who have a Dodge MDV lower than the number of successes rolled. They are compelled to ignore them whenever the solar is not joined in battle. The target must spend four willpower to overcome this compulsion, or only one if someone calls their attention to the Solar. (Core, 230)

(Integrity)

  • Third Integrity Excellency: 4m, Reqs 1/1, Reflexive, Combo-OK, Instant. Invoke after rolling, re-roll and use the result you prefer. For static values, increase the (Attribute + Ability) rating for one task by the ability rating. (Core, 185)
  • Spirit Maintaining Maneuver: 5m per 1wp, Reqs 4/2, Reflexive, Combo-OK, Social, Instant. Reduce the Willpower cost to refuse unnatural mental influence or virtue compulsion. If the entire cost is paid in motes, the user does not accumulate Limit. (Core, 201)

(Martial Arts)

  • Striking Cobra Technique: 3m, Reqs 2/1, Supplemental, Combo-OK, Instant. Add a number of automatic successes to a Join Battle roll equal to the user's Martial Arts rating. (Core, 240)
  • Serpentine Evasion: 3m, Reqs 3/1, Reflexive (Step 2), Combo-OK, Instant. The user gets +2 to their dodge or parry DV for a single attack. (Core, 240)

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: 12/12
Peripheral Essence Pool: 23/29
Committed Essence: 6
(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[edit]

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

Virtues[edit]

Virtues:

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

Flawed Virtue: Conviction
Virtue Flaw:Heart of Flint: Whenever Mouse sees a plan fail due to emotions getting in the way, roll her Conviction. when she hits ten Limit, she attempts to remove emotion from the equation, acting purely on logic.
Limit: □□□□□ □□□□□

Inventory[edit]

Essence Lash (Wonders of the Lost Age p. 78 PDF), Artifact 3, can split the lash of the whip to do an attack on (Essence) people at a time without flurry for 2m. Use a single attack roll against multiple opponents' DVs. This counts as an Extra Action for the purpose of charms, and is the only attack one can do with the Lash in a Flurry.

Combat[edit]

Dodge DV: 4(Dex+Dodge+Ess)/2 round up
Dodge MDV: 6 (Willpower+Integrity+Ess)/2 round down
Soak: 4B/2L/0A (Add armor and (Sta)B/(Sta/2 round down)L/0A)
Pierced: 4B/2L/0A (Add half from armor and full from stamina)
Hardness: 0B/0L/0A (Armor only)

Attacks[edit]

(Martial Arts)

Punch: Speed 5, Accuracy +1 (9), Damage +0B (2B), Defense +2 (5), Rate 3, Natural
Kick: Speed 5, Accuracy +0 (8), Damage +2B (4B), Defense -2 (3), Rate 2, Natural
Clinch: Speed 6, Accuracy +0 (8), Damage +0B (2B), Defense +0 (4), Rate 1, Natural, Clinching, Pierced
Essence Lash: Speed 5, Accuracy +3 (11), Damage +6L (8L), Defense +3 (6), Rate 3, Martial Arts

(Melee)

Essence Lash: Speed 5, Accuracy +3 (13), Damage +6L (8L), Defense +3 (7), Rate 3

Health[edit]

□ -0
□□ -1
□□ -2
□ -4
□ Incapacitated

Advancement[edit]

Bonus Points[edit]

11 BP: Abilities
4 BP: Specialties

Experience Points[edit]

6 XP: Ride 3
16 XP: Essence 3
3 XP: Presence 1

See Also[edit]

Exalted