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{{delete|A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore}} [[Category: Campaign:Will Of The Yozi]] == Basics == '''Name:''' Sanys Isshin<br/> '''Concept:''' Heartless, domineering general<br/> '''Theme song:''' [http://www.youtube.com/watch?v=mCjG0eDTzXo Nikopol], the City of Victory<br/> '''Caste:''' Slayer<br/> '''Motivation:''' Show the jade dogs of the Blessed Isle who their betters are<br/> '''Urge:''' Rally the Demon-blooded of the South to your banner (Cecelynian)<br/> '''Intimacies:''' Malfeas-kun~<br/> '''Anima Banner:''' The innumerable blood-stained banners and pennants of the demon hordes of Malfeas, snapping in the breeze<br/> '''Anima Effect:''' Become terrifying for 10m, free at 11+m perip: Unless an enemy's Valor is greater than his Essence, he gains +2 DV against them. In addition, Mortals must succeed at a Valor roll or flee. Creatures immune to Valor rolls (undead, automata) are not effected by either power.<br/> '''Experience:''' 0/146, 2 XP in XP debt<br/> === Background === Sanys Isshin was born to a minor patrician house on the Blessed Isle and though of greater position than the peasantry they lorded over, his entire life was lived under the shadow of the Dragon-Blooded. His personal charisma and near-perfect physical condition landed him in the officer corps of the Realm's military. Sanys served meritoriously, and over his thirty years of service climbed to highest rank a mortal could aspire to. For the next ten years, he chaffed under the command of callow youths who had only been appointed to their lofty ranks by dint of Exaltation. Over time, he grew embittered by the fact that he had no prospects for advancement. During one campaign, the legion he served with came against a circle of powerful Anathema. They quickly chewed through the legion's soldiers, so the Terrestrial Exalted (officers, advisors, and all) grabbed their daiklaves and leaped into battle. Though imminently effective warriors, they were not able to defeat all of the blood-crazed monsters. With the upper brass dead, command fell to Sanys' shoulders. However, instead of emulating the Terrestrials' heroic example, he coolly ordered the entirety of the legion into the blades of the Anathema as he watched the battle's progress from the rearguard. Most of the soldiers under his command were slain, but the Anathema were dead as well. Sanys was pleased with himself, but the Deliberative saw things otherwise. With dozens of dead Terrestrial scions, the Great Houses demanded an investigation into the handling of the matter (to say nothing about the thousands of dead mortal soldiers). Sanys was suspended from duty during the investigation and retreated to his house's estate in the South. Though at first he believed the Deliberative would absolve him of any wrong doing, all signs eventually pointed to him being made the sacrificial lamb for the Great Houses' anger. It was during this time that he was approached by the Erymanthoi Draougis. Through promises of power, and a society where the mighty ruled, he let Hell into his soul. He was known for keeping himself secluded, so no one thought much of disappearance while he transformed within his Chrysalis Grotesque. He emerged a changed man, years had sloughed off and the ravages of age and injury and poxes were wiped clean, and an inhuman anger that was not his own smoldered in his heart. He was spirited away to Malfeas, and the Realm thought he had fled from their ''justice'', but a few short years later he returned to Creation with his own justice in mind. === Appearance === Sanys is a middle-aged, severe-looking man with a muscular physique, toned by a lifetime of discipline and soldier's work. To those well-versed in anthropological matters, it is clear from his aquiline nose and (currently) sun-browned complexion that he does not hail from the South. Sanys's mousey hair is cut quite short to avoid the unhygienic mess that can result from longer locks. He swears simple, but well-stitched clothing of silk: a loose-fitting tunic, a sleeveless cloak, and a keffiyeh. Sanys openly carries an iridescent daiklave across his back, only those totally ignorant of the Exalted could mistake it for some kind of greatsword. http://i42.tinypic.com/bdjw3n.jpg == Attributes == Strength βββ Charisma βββ Perception ββ Dexterity βββββ Manipulation ββ Intelligence ββ Stamina βββ Appearance ββββ Wits βββ == Abilities == '''Archery''' X '''Integrity''' βββ Craft X '''Athletics''' βββ Bureaucracy X '''Martial Arts''' ββββ Performance X Investigation X '''Awareness''' βββ Linguistics ββ '''Melee''' βββ '''Presence''' ββββ Lore ββ Dodge X Ride X '''Thrown''' X '''Resistance''' βββ Medicine X Larceny X Sail X '''War''' βββ Survival X Occult X Stealth X Socialize X === Linguistics === *Flametongue *High Realm *Old Realm === Specialties === *Integrity - Spirit Charms +1 *Presence - Persuasion +3 == Backgrounds == ''Backing (Malfeas) β<br/>'' ''Backing (Despot's Guard) βββ<br/>'' ''Cult β<br/>'' ''Influence (Malfean Demons) β<br/>'' ''Artifact ββ:'' Tainted Jade Hearthstone Bracers<br/> ''Artifact ββ:'' Blight's Folly, Tainted Starmetal Daiklave<br/> ''Artifact βββ:'' The Vest of Dreams and Malice<br/> ''Resources ββββ''<br/> ''Unwoven Coadjutor βββββ'': Draougis, the Blood Ape<br/> *The lucky Erymanthoi chosen by Malfeas for the task of bearing Sanys' Exaltation was once known as Draougis. Like most Blood Apes, it was a violent and capricious creature, and thus complements the otherwise previously dispassionate Sanys. Much like Sanys, Draougis was a veteran of many battles, but was much happier with his place in the war machine of Malfeas than Sanys was in the Realm's. The Erymanthoi was an animal of base cunning and urgent demands, forcing Sanys to spontaneous acts he finds incredibly cathartic (especially in the light of his strict Realm unbringing). Because of their resonating natures and goals, Draougis is eminently helpful and provides Sanys with preternatural senses. *+2 dice bonus on Social rolls against demons and yozi cultists. *Can make (Perception + Socialize) roll to identify yozi cultists. *+2 dice bonus to all Perception rolls. *+4 dice bonus to Join Battle rolls. == Charms == (Malfeas) *'''First Malfeas Excellency x4:''' 1m/1d, Reflexive, Instant. Adds 1 die to a related roll for every mote spent. (Page 104) *'''Malfeas Mythos Exultant:''' Null, Permanent, Permanent. When stunting an action that the 1st Malfeas could be used on, gain 2x motes back. (Page 107) *'''Hardened Devil Body:''' Null, Permanent, Permanent. Adds 3x -2 hls and 1x -4 hl. (Page 108) *'''By Pain Reforged:''' 1hl, Reflexive, One scene. Ignore all negative effects associated with bashing damage. (Page 108) *'''Scar-Writ Saga Shield:''' Null, Permanent, Permanent. Lethal soak and Bashing hardness equal to Sta. (Page 110) *'''Pathetic Distraction Rebuke:''' 3m, Reflexive (Step 2), Instant. Ignore penalties to PDV. If '''By Pain Reforged''' is active, wound penalty is added to PDV as bonus and can parry lethal or ranged attacks unarmed. (Page 111) *'''Invulerable Wounding Futility:''' 3m, Reflexive (Step 9), Counterattack, Instant. Attacker in CC suffers raw bashing damage equal to (Infernal's soak minus raw damage of incoming attack). This value cannot be lower than (Infernal's Essence) or the raw damage of the attack, whichever is lower. This counterattack can be soaked normally, but is undodgeable and unblockable. This charm cannot be activated against a wholly dodged attack. (Page 111) *'''Ablation of Brass and Fire:''' 4m, Reflexive (Step 2), Obvious, Instant. A perfect parry, capable of blocking unblockable attacks. Can be used against environmental hazards, including falling. This charm only works inside areas deliberately developed for habitation. (Page 111) *'''Nightmare Fugue Vigilance:''' Null, Permanent, Permanent. No penalties from not sleeping. -1 to Conviction when rolling for Willpower in the morning. (Page 112) *'''Crowned With Fury:''' Null, Permanent, Obvious, Social, Permanent. All social attacks phrased as commands are UMI and cost a WP to resist. *'''Insignificant Embers Intuition:''' 2m, Reflexive, Instant. Enhances (Perception + Awareness) rolls to notice details about a target. In addition to regular information gathered, the Infernals also learns the strength and aspect of the target's Essence relative to his own. (Page 112) *'''Green Sun Nimbus Flare:''' 3m, Supplemental, Obvious, Instant. Enhances any physical attack in (Essence) yards. If the attack deals any levels of damage, this charm adds two additional levesl of unsoakable lethal damage at Step 10. This damage is applied after the levels from the attack. (Page 114) *'''Magnanimous Warning Glyph:''' Null, Permanent, Sorcerous, Permanent. May suspend the damage from '''GSNF''' as a sorcerous effect. Makes the person a ''native of Malfeas'' unless their nature is opposed to it. Person knows they must not oppose the Infernal. Next time the person attacks the Infernal (physically, socially or otherwise) the delayed damage from '''GSNF''' is dealt. (Page 115) *'''Fealty-Acknowledging Audience:''' 10m+1wp, Reflexive, Combo-OK, Obvious, Sorcerous, Duration Varies. A group of Magnitude up the Infernal's (Essence) pledges loyalty to the Infernal, insincere promises are enough to activate this charm on. They gain an intimacy of ''terrified awe'' toward the Infernal. *'''Cold Fire Desolation Brand:''' Null, Permanent, Sickness, Permanent. Automatically infects those wounded by GSNF with a full-strength Green Sun Wasting. (Page 116) *'''Sorcerous Enlightenment of Malfeas x2:''' Null, Permanent, Sorcerous, Permanent. Learn and cast Terrestrial, and Celestial Circle spells. Spells that deal damage as their main effect actually deal 1.5x as much damage. === Combos === ''(example:)''<br/> Combo Name: Combo Cost + 1wp *List of constituent Charms, including Cost and Type. *Heavenly Guardian Defense, 4m, Reflexive (Step 2). *Etc == Spells == === Terrestrial Circle Spells === *'''Emerald Countermagic:''' 10m or 20m (Core, Page 253) *'''Ritual of Elemental Empowerment:''' 30+m (TWaBT, Page 57) *'''Slave-Spawn Summons:''' 20+m (Page 165) *'''Unconquerable Self:''' 1m (TWaBT, Page 66) === Celestial Circle Spells === *'''Sapphire Countermagic:''' 15m or 20m (Core, Page 253) *'''Fiend-Vassal Conscription:''' 30+m (Page 165) *'''Imbue Amalgam:''' 15+m (TWaBT, Page 74) == Essence == '''Essence:''' ββββ<br/> '''Regeneration:''' 4m/hour (+4m/hour when resting)<br/> '''Personal Essence Pool:''' 19/19<br/> '''Peripheral Essence Pool:''' 34/45<br/> '''Committed Essence:''' 5m (Daiklave), 4m perip (Bracers), 2m perip (Vest)<br/> == Willpower == '''Willpower:''' βββββ ββ<br/> Temporary: β‘β‘β‘β‘β‘ β‘β‘<br/> == Virtues == '''Virtues:''' <br/> * Compassion β<br/> * Conviction ββββ<br/> * Temperance ββ<br/> * Valor βββ<br/> '''Cecelynian Torment:''' β‘β‘β‘β‘β‘ β‘β‘β‘β‘β‘<br/> == Inventory == ''Artifact ββ:'' Zalambur's Fang *When the majestic Behemoth ''Zalambur'' fell to the daiklaves of the Exalted during the Primordial War, they rent apart his corpse and made trophies of the proud creature's body. His single tooth was carved into a wrackstaff and carried by a Solar Exalt in the late years of First Age. After the Usurpation, the wrackstaff was retrieved by Yozi cultists from his tomb (at great cost) and then taken to Malfeas for consecration. Sanys now wields this jet and malfean iron staff as a symbol of office. *In Coliun's possession *Speed 4; Accuracy +2; Damage +4L; Defense +2; Rate 3; Attune 5; Tags 2,M,P,R; *Speed 4; Accuracy +2; Damage +12B; Defense +2; Rate 3; Attune 5; Tags 2,M,R; *Zalambur's Fang grants its wielder a +2 bonus to Parry DV, while opponents suffer a -2 external penalty to Parry DV against its attacks. ''Artifact ββ:'' Blight's Folly *Urnir's Folly was not a storied blade. The Northern God of Tribal Clashes, Urnir, had died happily during glorious battle many a time and always reformed in his sanctum. When he ventured into a new, nearby Shadowland to chase the source, he expected much the same if he should fall. Unluckily, the magic of the Deathknights gave him a true death from which he could not reform. His star fell unexpectedly from the sky, but the meteorite was collected dutifully and quickly regardless. The blade was used to fulfill an outstanding requisition to a Sidereal agent in the far South, and thus passed from Heavenly records. *The blade resurfaced in the hands of '''Blight''', a Deathknight in service to the '''First and Forsaken Lion'''. Intrigued by the blade's composition, Sanys trounced the Deathknight and took the daiklave as his own. *Speed 5; Accuracy +4; Damage +9L; Defense +2; Rate 3; Attune 5; ''Resources βββ:'' Exceptional Chiaroscuro-Glass Spear *Speed 5; Accuracy +2; Damage +5L/8L; Defense +3; Rate 2; Tags 2,L,P,R; ''Resources βββ:'' Exceptional Fighting Gauntlet *Speed 5; Accuracy +1; Damage +6B; Defense +2; Rate 2; Tags M; *Speed 6; Accuracy +0; Damage +4B; Defense -; Rate 1; Tags C,M,P; ''Resources βββ:'' Exceptional Iron Boots *Speed 5; Accuracy +1; Damage +7B; Defense -2; Rate 2; Tags M; ''Artifact βββ:'' The Vest of Dreams and Malice *Soak +5B/+8L; Attune 2; ''Artifact ββ:'' Tainted Jade Hearthstone Bracers<br/> *+3 dice to Dodge DV pool *-1 Speed on attacks ''Resources ββ:'' Unskilled slave *These feet aren't going to rub themselves. == Combat == '''Join Battle:''' 10<br/> '''Dodge DV:''' 6<br/> '''Dodge MDV:''' 7<br/> '''Soak:''' 8B/11L/8A<br/> '''Pierced:''' 5B/7L/4A<br/> '''Hardness:''' 3B/0L/0A === Attacks === Blight's Folly (Speed 4; Accuracy 12; Damage 12L; Parry DV 5; Rate 3; Attune 5)<br/> Exceptional Chiaroscuro-Glass Spear (Speed 4; Accuracy 10; Damage 8L/11L; Parry DV 6; Rate 2; Tags 2,L,P,R)<br/> Exceptional Fighting Gauntlet (Speed 4; Accuracy 10; Damage 9B; Parry DV 6; Rate 2; Tags M)<br/> Exceptional Fighting Gauntlet (Speed 5; Accuracy 9; Damage 7B; Parry DV -; Rate 1; Tags C,M,P)<br/> Exceptional Iron Boots (Speed 4; Accuracy 10; Damage 10B; Parry DV 4; Rate 2; Tags M)<br/> === Health === β‘ -0<br/> β‘β‘ -1<br/> β‘β‘β‘β‘β‘ -2<br/> β‘β‘ -4<br/> β‘ Incapacitated == Advancement == === Bonus Points === *7 - Unwoven Coadjutor 1 & 2 & 3 & 4 & 5 *4 - Artifact 4 & 5 *3 - Virtue dot *1 - Resources 3 === Experience Points === *16 - Essence 3 *8 - Charm (First Malfeas Excellency) *8 - Charm (Malfeas Mythos Exultant) *8 - Charm (Nightmare Fugue Vigilance) *5 - Martial Arts 4 *5 - Presence 4 *9 - Presence Specialty (Persuasion) x3 *24 - Essence 4 *8 - Charm (Cold Fire Desolation Brand) *8 - Charm (First Malfeas Excellency) *8 - Charm (Sorcerous Enlightenment of Malfeas) *8 - Charm (Crowned With Fury) *8 - Charm (Sorcerous Enlightenment of Malfeas) *9 - Spell (Imbue Amalgam) *8 - Charm (Magnanimous Warning Glyph) *6/8 - Charm (Fealty-Acknowledging Audience) ==See Also== *[[Exalted]] *[[Campaign:Will Of The Yozi]]
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