Campaign:WaroftheRoses/Ness

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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:Ness Ontarbo
Concept:Dragonblooded seeking to create a new Martial Art
Aspect:Water
Motivation:Perfect the Martial Art he has begun to develop
House:Cathak
Intimacies:House Carthak
Anima Banner:Akin to a spinning Yo-yo of water
Anima Effect:For 3 motes may act with complete freedom in water and breath water for a day. May walk on water.
Experience: 0/25


Background[edit]

Ness was Born into house Carthak in a very good but relatively unknown bloodline of Water-aspected Dragonblooded. After the initial period of tutoring all young possible Exalts receive, he was sent off to the Heptagram to study as a Sorcerer, as early assessments of his talents seemed to indicate that would be what he was best suited for. While he excelled there and did indeed learn Terrestrial Circle Sorcery, he also developed a fascination with an artifact he had won in a competition the school had held. It was an artifact Yo-yo, a very unusual weapon; Ness viewed it as more of a toy. With his constant practice doing tricks with the artifact, his keen mind began to piece together a fighting style that could use it to its full potential.

Having graduated from the Heptagram and ended up in command of a small unit for house Carthak, Ness now spends his days studying sorcery and perfecting his own unique brand of Martial Arts.

Appearance[edit]

Like most Water Aspected, Ness' skin and hair bear a slight bluish-green tint and his movement is smooth and graceful. He is of utterly average and unremarkable build (although in good shape), a fact that suits him just fine, as he does not enjoy being the center of attention.

Attributes[edit]

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

Abilities[edit]

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


Crafts[edit]

N/A

Linguistics[edit]

Old Realm
High Realm
Low Realm

Specialties[edit]

Martial Arts:Yo-yos +2

Backgrounds[edit]

Breeding: ●●●●●
Resources: ●●●
Artifacts: ●●●
Command: ●
Manse: ●●

Charms[edit]

Excellencies:

  • Second Martial Arts Excellency: 2m/success, Reflexive, Instant. May spend up to Martial Arts + relevant specialties in motes. Buys 1 success per 2 motes spent on s Martial Arts roll. May improve static values by 1 per 2 motes spent.

The Eternal Wheel's Flight Style Martial Arts Charms:

  • Sleeping Dragon/Walk the Dog: 2m/tick, Extra Action, Varies. This Charm forms one of the backbones of the Eternal Wheel's Flight Style, representing a mastery of "Sleeping" with a Yo-yo: The act of causing the Yo-yo to continue spinning at the end of the fully extended string (acting like a sort of small chainsaw or repeated bludgeon when used in combat). Functionally, this attack is an unusual form of Extra Action charm, rather than taking place all in one action, it is a sustained attack. The Martial Artist may spend 2 motes per tick (including the tick this charm was activated) for up to (Essence + 2) ticks to make an attack on each of those ticks they pay the mote cost for. This charm ends on the first tick the Martial Artist does not pay the mote cost on.
  • Leaping Dragon/Rebound Catch: 4m, Simple (Speed 4), Instant. A practitioner of the Eternal Wheel's Flight Style can truly earn the use of the word "flight" with this charm. They launch the Yo-yo disk from its string and rebound it off a target before expertly grabbing and recalling it with the string. The Martial Artist may make an attack again one opponent within (Essence * 10) yards.
  • Grappling Dragon/Weapon Loop: 6m+1wp, Simple, Instant. A practitioner of the Eternal Wheel's Flight Style may entangle their opponent's weapons with the string of the Yo-yo and pull the weapon away. This Charm allows the Martial Artist to disarm without the usual -2 penalty. The charm does not allow the Martial Artist to take or break the weapon, but they may choose in which direction it lands (which will be 5 +1 per additional success yards away from its wielder).
  • Eternal Wheel's Flight Form: 4m, Simple (Speed 3, -1 DV), One Scene. The martial Artist has their Yo-yo in constant movement, whether they are circling themselves with it or holding it "Sleeping", it is never sitting still in their hand. This Essence enhanced movement allows the Yo-yo to be almost anywhere around the Martial Artist at a moment's notice. For the Duration of the Scene, the Martial Artist reduces the mote cost of the Sleeping Dragon/Walk the Dog charm to 1 mote per tick and reduces the speed of their Yo-yo (or Yo-yos, if they are mad enough to dual-wield them) by 2. Furthermore, for the duration of the scene the Martial Artist may parry lethal attacks with a Yo-yo, including attacks from weapons with the Reach Tag.

Sorcery Charms:

  • Terrestrial Circle Sorcery: -, Permanent. May take Terrestrial Circle Sorcery Actions.

Lore Charms:

  • Elemental Bolt Attack (Water): 1m/2L, Simple, Instant. Sometimes referred to as “the Dragon’s Claw,” this Charm permits a Dragon-Blood to fire a bolt of elemental energy appropriate to his aspect from his hand toward a target. The bolt is targeted with (Dexterity + Athletics) or (Dexterity + Archery), whichever is preferred, with an Accuracy bonus equal to the Dragon-Blood’s Essence and a range of (Essence x 20) yards. The bolt inflicts 2L per mote spent up to a maximum number of motes equal to the Dragon-Blood’s Stamina. The bolt also has an elemental aspect and triggers the following elemental effects: Air buffets the target, subtracting two dice from her next action. Earth triggers a tremor beneath the target’s feet, forcing her player to roll (Dexterity + Athletics), difficulty 4, to keep the character from falling. Fire sets the target ablaze for a single action (+4L to the attacker’s damage pool). Water fills the target’s lungs with seawater, adding three ticks before her next action due to violent coughing. Wood exposes the target to a plant toxin, requiring a reflexive (Stamina + Resistance) roll, with a difficulty equal to (the Dragon-Blood’s Essence), to avoid suffering a -1 penalty on all actions for the remainder of the scene. Multiple Dragon-Bloods who know this Charm can combine their powers to generate a bolt of exceptional power. One Exalt (usually the one with the best attack pool or the one with the highest Stamina rating) must serve as the focus, with his (Dexterity + [Athletics or Archery]) used to determine the base attack pool. Additionally, the Stamina of the focus determines the maximum number of motes that each participant can spend, with the total number of motes spent determining the base damage pool. In other words, if the focus has a Stamina of 4, then no participant can expend more than four motes to fuel the bolt. The Accuracy bonus of the attack is based on the Essence of the focus but gains a +1 bonus per additional participant. The range of the attack is equal to (the combined Essence of all participants x 20) yards. Finally, the elemental side effects of each separate aspect who aids in this Charm are inflicted upon the target. If multiple Dragon-Blooded of the same aspect aid in this Charm, however, their special elemental effect is applied only once. Therefore, if an Earth Aspect, two Fire Aspects and a Water Aspect combine to fire a single bolt, the player of the target—if successfully hit—must roll to avoid falling and will be delayed an additional three ticks before his next action due to the seawater, but only four dice are added to the damage pool due to fire damage, rather than eight. Regardless of the specific elemental version learned, this Charm is always considered to be an Air-aspected Charm for purposes of

determining whether the one-mote surcharge for out-of-aspect Charms applies, and Dragon-Blooded can only learn the version associated with their aspects.


Combos[edit]

N/A

Essence[edit]

Essence: ●●●
Regeneration:9 (13 when resting)/hour
Personal Essence Pool: 13/13
Peripheral Essence Pool: 24/31
Committed Essence:7

Willpower[edit]

Willpower: ●●●●●
Temporary: □□□□□

Virtues[edit]

Virtues:

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

Flawed Virtue:Conviction
Virtue Flaw:Goal Obsession
Limit: □□□□□ □□□□□

Inventory[edit]

Jade Super Yo-yo (Speed 4, Accuracy +5, Damage 7L/2, Defense +0, Rate 4, Attune 4): Artifact ●●●
Silken Armor: Artifact ●●
Jade Hearthstone Amulet: Artifact ●

Manses and Heartstones[edit]

Memory Stone: Hearthstone ●
The character who carries this iridescent white, cubical hearthstone will never forget anything. Every image or incident, from a face seen in a crowd last week, to the contents of a treaty that he hurriedly read before being chased off by guards, will be remembered in perfect and exact detail. The wearer’s player can even make (Perception + Awareness) rolls after the fact for his character to notice further details about an event. Although this hearthstone does not allow the wearer to learn Abilities, Charms or spells any faster or easier, the wearer could read an ancient 1,000-page tome and perfectly remember every word and illustration 50 years later. These unnaturally sharp memories begin to fade to normal memories if the character ceases to be attuned to this stone for more than one day.
Kata-Sculpting Gem: Hearthstone ●●
This pearly white disk glows with a faint white light that brightens and dims in time with its bearer’s heartbeat. The gem allows a Dragon-Blooded martial artist to focus her Essence so that she can activate any known Celestial-level Form-type Charms without her player having to succeed at a (Dexterity + Martial Arts) roll. Only Terrestrial Exalts with Martial Arts of 3 or more possess the precision needed to use the instinctive knowledge of fighting katas provided by this hearthstone. This stone also reduces the Essence cost to activate all Martial Arts Form-type Charms by 2 motes (minimum of 1); all Exalted can gain this benefit.
Ness is attuned to a number of House Carthak's lesser manses, none of which are worth of any note.

Combat[edit]

Dodge DV:6
Dodge MDV:4
Soak: 5B/6L/0A
Pierced: 3B/3L/0A
Hardness: 0B/0L/0A

Attacks[edit]

Yo-yo Strike: (Speed 4, Accuracy 15, Damage 10L/2, Parry DV 5, Rate 4, Tags M, R, O)

Health[edit]

□ -0
□□ -1
□□ -2
□ -4
□ Incapacitated

Advancement[edit]

Bonus Points[edit]

4 spent on Breeding 3->5
1 on +2 MA specialty for Yo-yos
10 on Essence 2->3

Experience Points[edit]

See Also[edit]

Exalted