Campaign:NEWSPAPER GAEM/Black Steel In The Hour Of Chaos
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Basics[edit]
Name: Black Steel In the Hour of Chaos
Concept: Angry, opinion columnist
Caste/Aspect: Zenith Caste
Motivation: To expose the irresponsible and corrupt members of the Celestial Order
Intimacies: Investigation, the underprivileged, corruption (Negative), women
Anima Banner/Totem: A golden brush with the tail of a lightning bolt
Anima Effect/Tell:May use anima to burn the bodies of the dead and to protect themselves from creatures of darkness
Experience: 0/56
Background[edit]
Black Steel was once a mortal police officer known as Steele Black, dedicated to his job and administering justice. However, his job was difficult to do due to the massive amounts of paperwork that needed to be filled with each arrest. Many of Steele's perps ended up walking and never doing jail time simply because Steele had either forgotten to request a form, because the perp didn't meet the "requirements" for incarceration, or because his city's administration was looking out for the criminal. This frustrated Steele to no end. So he decided to commit himself to ousting the corruption within the city's criminal justice system and he ended up putting his family aside so that he may focus on this goal. For months and months, Steele operated from his small, cramped office trying to find evidence of the police department's corruption. He found himself uncovering conspiracies and crimes that had been committed by his own fellow officers that were never reported simply because it didn't qualify as an "event of concern." Steele quickly made enemies with fellow officers that he had served with for years and his superiors assigned him to dangerous neighborhoods hoping to find Steele's corpse in some dirty alleyway. However, Steele persevered and managed to form a case against the police department and its system of bureaucratic corruption. Steele presented his evidence to the prefect and was confident in the case.
The trial was set. Steele was to appear in court and defend his case. Steele kissed his children and his wife before leaving on a journey to the capital city. Three days into his journey, Steele received terrible news. His family had been murdered. Enraged at the fact that someone killed his family, Steele immediately ran back home to try and find the murderers. He then discovered that his partner Liu Sang had collaborated with the police commissioner and five other officers in the murder of his family. He ran into the basement of his house and took an ancient martial arts weapon that he and his family had kept for generations and ran with a vengeance to the police department. There he encountered his family's murderers, working and chatting as if nothing had happened. He screamed and cursed the names of the conspirators, listing their various atrocities and crimes in the presence of everyone in the department and observers outside. He then challenged them all to ritualistic combat, expecting them to fight him one on one. However, they all ended up ganging up on him. After fighting to near exhaustion and seeing the fond memories of his wife and children, just before he was going to close his eyes and accept death, he felt invigorated by a strange energy. He instantly jumped up to his feet, fighting them all at once and winning. After avenging the death of his family, Steele took the name Black Steel In the Hour of Chaos and marauded around Creation in search of the oppressed in need of a savior.
After wandering Creation for a while, Black Steel was invited to Yu-Shan and given a pass under the pretenses of "possibility of employment." He was hired by The Editor to write a opinion column for his newly conceived newspaper. Despite being unfamiliar to the concept of journalism and writing in general, Black Steel accepted the job and wrote a few opinion pieces using the brush that The Editor gave him as a gift. Then, Black Steel took note of the rampant corruption that plagued the Celestial Order. Seeing the gods ignore the prayers and pleas of the underprivileged and the faithful, Black Steel devoted himself to exposing their hypocrisy and their corruption using any means necessary.
Appearance[edit]
CHARLIE MURPHAY
Attributes[edit]
Strength ●● Charisma ●● Perception ●●●●● Dexterity ●●● Manipulation ●●●●● Intelligence ●●●● Stamina ●●● Appearance ●● Wits ●●
Abilities[edit]
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]
Backgrounds[edit]
Artifact (Gauntlets of Distant Claws): ●●●
Artifact (Audient Brush): ●●
Resources: ●●●
Charms[edit]
(Socialize)
- Taboo Inflicting Diatribe: 3m, 1wp, Simple (6 long ticks), Instant, Combo-OK, Compulsion. Charm is a Socialize-based attack to compel a social group of Magnitude 1+. Character must spend several hours within the last month encouraging the desired attitude (accept or reject behavior) before using this Charm, and the Charm must be invoked in the presence of a member of this group. Player rolls Cha or Manip + Socialize subtracting an external penalty equal to the leader's MDV + 1/2 the group's Magnitude from the rolled successes. If roll succeeds, the social group adopts the behavior, taboo, fad, etc of the character's choice. The society immediately integrates this behavior into their Policy until the group's leader spends a total of 10 Loyalty, at most one per week, to remove it. It is also a part of the Policy of any social groups of Magnitude 1+ that splinter off from the target group, and the leader of those groups must also pay the same cost of 10 Loyalty, at most one per week, to remove it. Charm has no effect on individuals.
- Wise-Eyed Courtier Method: 3m, 1wp, Simple (6 long ticks), Instant, Combo-OK, Illusion. Charm is a Socialized-based social attack vs. a social group with Magnitude 1+. The character must have spent several hours within the last year encouraging the desired belief within this group before using this Charm, and this charm must be invoked in the presence of a member of this group. Player rolls Cha or Manip + Social. Subtract an external penalty equal to the leader's MDV + 1/2 of the group's Magnitude from the rolled successes. If the character succeeds, the social group accepts the belief. Charm exerts UMI. Target group, and any splinter groups of Magnitude +1 that may splinter off from the target, must spend six Loyalty to break free of the influence forever or one Loyalty to break free for a single scene. Charm has no effect on individuals.
(Linguistics)
- First Linguistics Excellency: 1m/1d, Reflexive, Instant, Combo-OK. Adds 1 die to a Linguistics roll for every mote spent.
- Letter-Within-A-Letter Technique: 6m, Simple, Instant, Combo-OK. Charm allows character to hide a message within another written work. Only the intended target(s) of the message can read it. The concealed message can include natural or unnatural mental influence. If so, the influence is a surprise attack. Add author's Linguistics as auto sux to the Socialize roll to take the target by surprise.
- Sagacious Reading of Intent: 3m, Reflexive, Instant, Combo-OK, Social. Charm identifies the motivation behind a given statement that the Exalt reads or hears. If the Exalt uses this charm to defend against a social attack and goes against the Exalt's motivation, this Charm negates the attack perfectly.
- Twisted Words Technique: 6m, 1wp, Supplemental, Instant, Combo-OK, Compulsion, Illusion. Charm supplements a written attempt to compel or deceive others (attempt involved is unnatural). Player rolls Manip + appropriate Social ability. Charm effects a compulsion or illusion on anyone who reads the written text when the player's successes beat the target's MDV. Target must spend 3 wp to resist the effect or become committed (see core pg. 201) to the intention the Solar wishes to instill. If the target does not spend 3wp, the influence lasts till the target breaks the commitment and costs 1wp/scene to resist. This Charm loses its effectiveness with repeated use. Increase target's MDV by three is an Exalt has used Twisted Words Technique or a similar Charm on the target this story.
(Presence)
- First Presence Excellency: 1m/1d, Reflexive, Instant, Combo-OK. Adds 1 die to a Presence roll for every mote spent.
- Majestic Radiant Presence: 7m, Reflexive, One Scene, Obvious, Social. Difficulty 1 Valour roll required to make any physical or social attack on the Solar. Costs three willpower to resist for one scene.
- Authority-Radiating Stance: 3m, Simple, One scene, Combo-OK, Social. Charm exerts unnatural mental influence. Each character the Exalt interacts with a lower MDV of the Exalt's essence suffers an unnatural illusion effect. Character views the Exalt as someone with authority over him. Costs 2wp to resist and character does not gain Limit when resisting.
(Resistance)
- Ox-Body Charm: Permanent, Stackable. Adds one -1 Health level and two -2 health levels.
(Martial Arts)
- Second Martial Arts Excellency: 2m/sux, Reflexive, Instant, Combo-OK. Adds 1 success to a MA roll for every 2 motes spent.
(Mantis Style)
- Leaping Mantis Style: 3m, Reflexive, Instant, Combo-OK, Obvious. Add user's MA to both her Join Battle roll and the maximum number of yards she can leap. Charm must be activated before JB is rolled and the user can only jump once per action. Anytime during the fight, the user can add his MA in yards to her Move action.
- Iron-Arm Block: 3m, Reflexive (Step 2), Instant, Combo-OK. Add user's MA to Parry DV for one action either unarmed or using a martial arts weapon. User can also parry attacks that do lethal damage unarmed.
(Investigation)
- First Investigation Excellency: 1m/die, Reflexive, Instant, Combo-OK. Adds 1 die to a Investigation roll for each mote spent.
- Evidence-Discerning Method: 5m, 1wp, Simple, One story, Combo-OK. Charm allows the character to make an Investigation-based roll to profile someone's personality. The character doesn't need to interact with the target, but needs to have sufficient material evidence of the target's personality to estimate the target's nature. If the target deliberately sends out misleading cues, subtract an external penalty of the target's (Manip + Socialize)/2 from the successes on the Investigation roll. Corrupt or incomplete evidence may also impose an external penalty. If the roll succeeds, then each success reduces external penalties on dramatic, social, and mass combat actions the character takes against the target. Charm cannot reduce external penalties by an amount greater than the Solar's essence. The Exalt can only have one profile of a given target. The crispness of the profile, the quality that reduces external penalties, lasts only as long as the committed Essence. The Exalt cannot roll to build a new profile unless the story ends or new evidences allows a dramatic re-conceptualization of the target's personality.
Essence[edit]
Essence: ●●●
Regeneration: 4/hour, 8/hour when resting
Personal Essence Pool: 15/15
Peripheral Essence Pool: 25/36
Committed Essence: 8
Gauntlets of Distant Claws: 8 motes
Willpower[edit]
Willpower: ●●●●●●
Temporary: □□□□□□
Virtues[edit]
Virtues:
- Compassion ●●●●
- Conviction ●●
- Temperance ●
- Valor ●●
Flawed Virtue: Compassion
Virtue Flaw: Red Rage of Compassion (core pg. 104)
Limit Break: □□□□□□□□□□
Inventory[edit]
Gauntlets of Distant Claws - Retractable Claws (Reflexive action to retract), Fire central claw as projectile, connected by chain, retracting shot claw is reflexive, +2 die to Climb rolls, can use fired claw to grab objects and pull them back to wearer or fire claw to attach to a structure and retract themselves towards the structure. Attunement (8m).
Audient Brush - Writes on its own and takes diction for anyone present, effectively conveys mood and motive, reader must roll (Perception + Linguistics) at a difficulty of the writer's (Manipulation + Socialize). No attunement but costs 3m to activate for the scene. Brush can find its own paper is paper is readily provided, activator of the brush can command the brush to ignore select individuals and strike portions out of the writing.
Manses and Heartstones[edit]
None
Combat[edit]
Dodge DV: 5 = (Dodge 3 + Dex 3 + Essence 3)/2
Parry DV: 5 = (Martial Arts 4 + Dex 3 + Gauntlets of Distant Claws 2)/2
Dodge MDV: 6 = (Willpower 6 + Integrity 3 + Essence 3)/2
Parry MDV: 4 = (Presence 3 + Manipulation 5)/2.
Soak: B:3/L:1
Hardness: None
Attacks[edit]
Clinch (Speed 6, Accuracy 7, Damage 2B, Parry DV -, Rate 1, Tags (C, N, P)
Kick (Speed 5, Accuracy 7, Damage 5B, Parry DV 3, Rate 2, Tags (N)
Punch (Speed 5, Accuracy 8, Damage 2B, Parry DV 7, Rate 3, Tags (N)
Gauntlets of Distant Claws (Speed 5, Accuracy 11, Damage 12L, Parry DV 4, Rate 4, Tags: M)
Gauntlets of Distant Claws (Ranged) (Speed 5, Accuracy 9, Damage 8L, Parry DV 1, Range 8, Rate 15, Tags: F,P)
Health[edit]
□ -0
□ -1
□ -1
□ -1
□ -2
□ -2
□ -2
□ -2
□ -4
□ Incapacitated
Advancement[edit]
Bonus Points
- 1 BP to increase Background: Resources from 2 to 3
- 1 BP to increase Presence from 3 to 4
- 1 BP to increase Linguistics from 3 to 4
- 7 BP to increase Essence from 2 to 3
- 1 BP to increase Martial Arts from 3 to 4
- 4 BP to increase Dexterity from 2 to 3
Experience
- 9 XP for Lore 3
- 7 XP for Martial Arts 5
- 8 XP for Leaping Mantis Style
- 8 XP for Iron-Arm Block
- 8 XP for Wise-Eyed Courtier Method
- 8 XP for 1st Investigation Excellency
- 8 XP for Evidence-Discerning Method