Campaign:Dragon-Blooded: The Musical/Ozone (Sesus Daigan): Difference between revisions

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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}}
== Basics ==
== Basics ==
'''Name:''' Sesus Daigan <br/>
'''Name:''' Sesus Daigan <br/>
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  ''Terrestrial Block''
  ''Terrestrial Block''
  ''' Linguistics ●●'''    Awareness ●●●    Athletics ●●●  '''Bureaucracy ●●●'''      Archery     
  ''' Linguistics ●●'''    Awareness ●●●    Athletics ●●●  '''Bureaucracy ●●●'''      Archery     
  ''' Lore        ●●●'''  Craft            Dodge           Investigation       Medicine     
  ''' Lore        ●●●'''  Craft            Dodge           Investigation       Medicine     
  ''' Occult      ●●'''    Integrity        '''Melee  ●●●'''       Larceny             Performance  
  ''' Occult      ●●'''    Integrity        '''Melee  ●●●'''     Larceny             Performance  
  ''' Stealth    '''      Resistance      Presence  ●●●   Martial Arts       Ride         
  ''' Stealth    '''      Resistance      Presence  ●●●   Martial Arts         Ride         
  ''' Thrown      '''      '''War  ●●●'''        Socialize       Sail               Survival     
  ''' Thrown      '''      '''War  ●●●'''        Socialize       Sail                 Survival     




Line 55: Line 56:
'''FIRST ATHLETICS EXCELLENCY'''<br/>
'''FIRST ATHLETICS EXCELLENCY'''<br/>
ESSENCE OVERWHELMING<br/>
ESSENCE OVERWHELMING<br/>
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Re? exive <br/>
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Reflexive <br/>
(Step 1 for attacker, Step 2 for defender)<br/>
(Step 1 for attacker, Step 2 for defender)<br/>
Keywords: Combo-OK<br/>
Keywords: Combo-OK<br/>
Duration: Instant<br/>
Duration: Instant<br/>
Prerequisite Charms: None<br/>
Prerequisite Charms: None<br/>
The Dragon-Blooded can invoke this Charm when mak-
The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two  
ing a roll based on the relevant Ability. The Charm adds two  
dice to the roll for each mote spent. The maximum number of  
dice to the roll for each mote spent. The maximum number of  
dice that can be added to any one roll, however, is equal to the  
dice that can be added to any one roll, however, is equal to the  
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tick 3 and will attack again on tick 8, she cannot buy dice for an  
tick 3 and will attack again on tick 8, she cannot buy dice for an  
attack on tick 4 that only exists because she used the Excellency to  
attack on tick 4 that only exists because she used the Excellency to  
conjure dice for it. Yet a character who uses this or other re? exive
conjure dice for it. Yet a character who uses this or other reflexive
Charms to add to an attack can also use it to enhance her defense  
Charms to add to an attack can also use it to enhance her defense  
until the next tick when she acts, but she must spend Essence for  
until the next tick when she acts, but she must spend Essence for  
each separate roll she wishes to modify.
each separate roll she wishes to modify.
This is a re? exive Charm that can be used freely without  
This is a reflexive Charm that can be used freely without  
the need for a Combo. The Dragon-Blood, however, is limited  
the need for a Combo. The Dragon-Blood, however, is limited  
in using the Charm as follows: The Charm can be used to add  
in using the Charm as follows: The Charm can be used to add  
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'''FIRST MELEE EXCELLENCY'''<br/>
'''FIRST MELEE EXCELLENCY'''<br/>
ESSENCE OVERWHELMING<br/>
ESSENCE OVERWHELMING<br/>
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Re? exive <br/>
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Reflexive <br/>
(Step 1 for attacker, Step 2 for defender)<br/>
(Step 1 for attacker, Step 2 for defender)<br/>
Keywords: Combo-OK<br/>
Keywords: Combo-OK<br/>
Duration: Instant<br/>
Duration: Instant<br/>
Prerequisite Charms: None<br/>
Prerequisite Charms: None<br/>
The Dragon-Blooded can invoke this Charm when mak-
The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two  
ing a roll based on the relevant Ability. The Charm adds two  
dice to the roll for each mote spent. The maximum number of  
dice to the roll for each mote spent. The maximum number of  
dice that can be added to any one roll, however, is equal to the  
dice that can be added to any one roll, however, is equal to the  
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tick 3 and will attack again on tick 8, she cannot buy dice for an  
tick 3 and will attack again on tick 8, she cannot buy dice for an  
attack on tick 4 that only exists because she used the Excellency to  
attack on tick 4 that only exists because she used the Excellency to  
conjure dice for it. Yet a character who uses this or other re? exive
conjure dice for it. Yet a character who uses this or other reflexive
Charms to add to an attack can also use it to enhance her defense  
Charms to add to an attack can also use it to enhance her defense  
until the next tick when she acts, but she must spend Essence for  
until the next tick when she acts, but she must spend Essence for  
each separate roll she wishes to modify.
each separate roll she wishes to modify.
This is a re? exive Charm that can be used freely without  
This is a reflexive Charm that can be used freely without  
the need for a Combo. The Dragon-Blood, however, is limited  
the need for a Combo. The Dragon-Blood, however, is limited  
in using the Charm as follows: The Charm can be used to add  
in using the Charm as follows: The Charm can be used to add  
Line 134: Line 133:
Prerequisite Charms: None<br/>
Prerequisite Charms: None<br/>
Sometimes referred to as “the Dragon’s Claw,” this Charm  
Sometimes referred to as “the Dragon’s Claw,” this Charm  
permits a Dragon-Blood to ? re a bolt of elemental energy appropri-
permits a Dragon-Blood to ? re a bolt of elemental energy appropriate to his aspect from his hand toward a target. The bolt is targeted  
ate to his aspect from his hand toward a target. The bolt is targeted  
with (Dexterity + Athletics) or (Dexterity + Archery), whichever  
with (Dexterity + Athletics) or (Dexterity + Archery), whichever  
is preferred, with an Accuracy bonus equal to the Dragon-Blood’s  
is preferred, with an Accuracy bonus equal to the Dragon-Blood’s  
Essence and a range of (Essence x 20) yards. The bolt in? icts 2L  
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  
per mote spent up to a maximum number of motes equal to the  
Dragon-Blood’s Stamina. The bolt also has an elemental aspect  
Dragon-Blood’s Stamina. The bolt also has an elemental aspect  
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subtracting two dice from her next action. Earth triggers a tremor  
subtracting two dice from her next action. Earth triggers a tremor  
beneath the target’s feet, forcing her player to roll (Dexterity +  
beneath the target’s feet, forcing her player to roll (Dexterity +  
Athletics), dif? culty 4, to keep the character from falling. Fire
Athletics), difficulty 4, to keep the character from falling. Fire
sets the target ablaze for a single action (+4L to the attacker’s  
sets the target ablaze for a single action (+4L to the attacker’s  
damage pool). Water ? lls the target’s lungs with seawater, adding  
damage pool). Water fills the target’s lungs with seawater, adding  
three ticks before her next action due to violent coughing. Wood
three ticks before her next action due to violent coughing. Wood
exposes the target to a plant toxin, requiring a re? exive (Stamina  
exposes the target to a plant toxin, requiring a reflexive (Stamina  
+ Resistance) roll, with a dif? culty equal to (the Dragon-Blood’s  
+ Resistance) roll, with a difficulty equal to (the Dragon-Blood’s  
Essence), to avoid suffering a -1 penalty on all actions for the  
Essence), to avoid suffering a -1 penalty on all actions for the  
remainder of the scene.
remainder of the scene.
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The range of the attack is equal to (the combined Essence of all  
The range of the attack is equal to (the combined Essence of all  
participants x 20) yards. Finally, the elemental side effects of each  
participants x 20) yards. Finally, the elemental side effects of each  
separate aspect who aids in this Charm are in? icted upon the target.  
separate aspect who aids in this Charm are inflicted upon the target.  
If multiple Dragon-Blooded of the same aspect aid in this Charm,  
If multiple Dragon-Blooded of the same aspect aid in this Charm,  
however, their special elemental effect is applied only once. Therefore,  
however, their special elemental effect is applied only once. Therefore,  
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his next action due to the seawater, but only four dice are added to  
his next action due to the seawater, but only four dice are added to  
the damage pool due to ? re damage, rather than eight.
the damage pool due to ? re damage, rather than eight.
Regardless of the speci? c elemental version learned, this Charm  
Regardless of the specific elemental version learned, this Charm  
is always considered to be an Air-aspected Charm for purposes of  
is always considered to be an Air-aspected Charm for purposes of  
determining whether the one-mote surcharge for out-of-aspect  
determining whether the one-mote surcharge for out-of-aspect  
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Prerequisite Charms: Elemental Bolt Attack<br/>
Prerequisite Charms: Elemental Bolt Attack<br/>
This Charm is identical to Elemental Bolt Attack in all respects  
This Charm is identical to Elemental Bolt Attack in all respects  
except the following. First, each mote spent on the burst in? icts
except the following. First, each mote spent on the burst inflicts
only one level of lethal damage. Second, the burst in? icts damage  
only one level of lethal damage. Second, the burst inflicts damage  
across a circular area with a radius equal to the Dragon-Blood’s  
across a circular area with a radius equal to the Dragon-Blood’s  
permanent Essence in yards. The burst attack has a range incre-
permanent Essence in yards. The burst attack has a range increment of (permanent Essence x 20) yards and an Accuracy bonus  
ment of (permanent Essence x 20) yards and an Accuracy bonus  
equal to the Dragon-Blood’s permanent Essence. The burst also  
equal to the Dragon-Blood’s permanent Essence. The burst also  
applies elemental effects identical to the Elemental Bolt Attack  
applies elemental effects identical to the Elemental Bolt Attack  
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== Willpower ==
== Willpower ==
'''Willpower:''' ●●●●●●<br/>
'''Willpower:''' ●●●●●●●●<br/>
Temporary: □□□□□□<br/>
Temporary: □□□□□□□□<br/>


== Virtues ==
== Virtues ==
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== Inventory ==
== Inventory ==
''' ELEMENTAL LENS (ARTIFACT ●●●)'''
Repair: 2
Rather than serving as energy weapons in their own right, these versatile jade and crystal artifacts
were created to enhance the energy-based Charm attacks innate to the Dragon-Blooded. Most elemental
lenses were built as integrated weapon systems on powerful artifacts (such as dragon armor, pp. 84-87), in
which case they may be obtained for free as part of purchasing the artifact in question. Other lenses improve
weaker artifact weapons made of jade (Artifact 4 for an artifact normally rated 1 or 2, as well as adding
two motes to the weaponís normal attunement cost). The most common examples are First Age daiklaves
mounting lenses in their hilts. The rest of these wondrous devices were built as amulets, rings, bracelets or
other forms of jade jewelry costing ? ve motes to attune.
Only one elemental lens can enhance the same activation of a Charm. In order for a Terrestrial Charm
to qualify as a valid target for enhancement, it must ? t one of two criteria. The ? rst category includes all
Charms that cause direct damage using projected elemental energy. Such Charms double their base damage
under the in? uence of the lens. (Therefore, a blast costing one mote per 2L, for which the lens-equipped
Exalt spent three motes, would in? ict a base damage of 12L, plus attack successes.) The second category
includes all Charms that create a non-permanent weapon directly out of elemental energies. For these
Charms, the conjured weaponís Damage modi? er is doubled while wielded by its creator. (Therefore, a
? aming sword with a normal Damage modi? er of +4L would add 8L to its lens-equipped ownerís Strength
to determine base damage.)
In recent years, the Deathlords have built entropic lenses using soulsteel and inauspicious crystals mined
from shadowlands. Entropic lenses duplicate the effects and rules of elemental lenses but enhance pertinent
Abyssal Charms that project or form weapons from necrotic energy instead. Similar devices might also exist
to augment energy attack Charms of other Exalted types, such as Solar and Alchemical Exalted.


 
=== Manses and Hearthstones ===
=== Manses and Heartstones ===


== Combat ==
== Combat ==
'''Dodge DV:''' <br/>
'''Dodge DV:''' <br/>
'''Dodge MDV:''' <br/>
'''Dodge MDV:''' <br/>
'''Soak:''' B:9 L:7 A:6<br/>
'''Soak:''' B:2 L:1 A:0<br/>
'''Hardness:''' B:0 L:0 A:0<br/>
'''Hardness:''' B:0 L:0 A:0<br/>
=== Attacks ===
=== Attacks ===

Latest revision as of 15:06, 25 June 2023

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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: Sesus Daigan
Concept: Emperor Palpatine meets football
Caste/Aspect: Air
Motivation: Graduate
Intimacies: Finding a smoking hot DB girlfriend
Experience: 0/0


Background[edit]

Lived on the Derpa Derpa Plains across from the Wannabo Valley until he got kicked out by his parents and enrolled in the School of Bells "Because they wanted him gone." Is now a giant scheming jackass as well as being a decent Exaltedball player. Aspirations of adequacy, etc...But more or less just wants to graduate so he can get to taking over the god damned world already.


Appearance[edit]

Is an average looking young man. What sets him apart is the constant smell of ozone that surrounds him, letting anybody within smelling distance know what bad motherfuckers his parents were. His skin carries a blue/grey pattern, like massive thunderheads.


Attributes[edit]

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


Abilities[edit]

Terrestrial Block
 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    


Specialties[edit]

Backgrounds[edit]

Allies:
Artifact:
Backing:
Breeding: ●●●●●
Contacts:
Cult:
Familiar:
Influence:
Manse:
Mentor:
Resources:
Retainers: ●●
Reputation: ●●

Charms[edit]

FIRST ATHLETICS EXCELLENCY
ESSENCE OVERWHELMING
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Reflexive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two dice to the roll for each mote spent. The maximum number of dice that can be added to any one roll, however, is equal to the Dragon-Blood’s Ability rating plus any applicable specialty. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. The player rolls one die for every mote spent, up to a maximum number of dice equal to the relevant Ability plus any applicable specialties. Each success on the roll increases the applicable DV by one. Characters cannot use this or other Excellencies or dice-adding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. Yet a character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify. This is a reflexive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to add dice to any Ability on the tick in which the Dragon-Blood acts. On the ticks between actions, this Charm can only be used to enhance unrolled uses of the Ability to increase an applicable DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase Melee dice between actions to be used for extra attacks.

---

FIRST MELEE EXCELLENCY
ESSENCE OVERWHELMING
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Reflexive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two dice to the roll for each mote spent. The maximum number of dice that can be added to any one roll, however, is equal to the Dragon-Blood’s Ability rating plus any applicable specialty. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. The player rolls one die for every mote spent, up to a maximum number of dice equal to the relevant Ability plus any applicable specialties. Each success on the roll increases the applicable DV by one. Characters cannot use this or other Excellencies or dice-adding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. Yet a character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify. This is a reflexive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to add dice to any Ability on the tick in which the Dragon-Blood acts. On the ticks between actions, this Charm can only be used to enhance unrolled uses of the Ability to increase an applicable DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase Melee dice between actions to be used for extra attacks.


---

ELEMENTAL BOLT ATTACK
Cost: 1m per 2L; Mins: Lore 2, Essence 2; Type: Simple
Keywords: Combo-OK, Cooperative, Elemental, Obvious
Duration: Instant
Prerequisite Charms: None
Sometimes referred to as “the Dragon’s Claw,” this Charm permits a Dragon-Blood to ? re 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 ? re 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 ? re 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.

---

ELEMENTAL BURST TECHNIQUE
Cost: 1m per 1L; Mins: Lore 3, Essence 2; Type: Simple
Keywords: Combo-OK, Cooperative, Elemental, Obvious
Duration: Instant
Prerequisite Charms: Elemental Bolt Attack
This Charm is identical to Elemental Bolt Attack in all respects except the following. First, each mote spent on the burst inflicts only one level of lethal damage. Second, the burst inflicts damage across a circular area with a radius equal to the Dragon-Blood’s permanent Essence in yards. The burst attack has a range increment of (permanent Essence x 20) yards and an Accuracy bonus equal to the Dragon-Blood’s permanent Essence. The burst also applies elemental effects identical to the Elemental Bolt Attack to each person caught within the burst radius. If multiple Exalted who know this Charm join together, the power of the elemental burst is calculated in the same manner as the elemental bolt, and the radius of the burst is equal to the combined permanent Essences of all participants in yards.

---

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

Essence[edit]

Essence: ●●
Regeneration:
Personal Essence Pool: 15/15
Peripheral Essence Pool: 33/33
Committed Essence:

Willpower[edit]

Willpower: ●●●●●●●●
Temporary: □□□□□□□□

Virtues[edit]

Virtues:

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

Flawed Virtue:
Limit Break: □□□□□□□□□□

Inventory[edit]

Manses and Hearthstones[edit]

Combat[edit]

Dodge DV:
Dodge MDV:
Soak: B:2 L:1 A:0
Hardness: B:0 L:0 A:0

Attacks[edit]

Health[edit]

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

Advancement[edit]

(Here is where you write down your experience points and how you spent them)