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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''' Linguistics ●●''' Awareness ●●● Athletics ●●● '''Bureaucracy ●●●''' Archery | ''' Linguistics ●●''' Awareness ●●● Athletics ●●● '''Bureaucracy ●●●''' Archery | ||
''' Lore ●●●''' Craft Dodge Investigation Medicine | ''' Lore ●●●''' Craft Dodge Investigation Medicine | ||
''' Occult ●●''' Integrity '''Melee ●●●''' Larceny | ''' Occult ●●''' Integrity '''Melee ●●●''' Larceny Performance | ||
''' Stealth ''' Resistance Presence ●●● | ''' Stealth ''' Resistance Presence ●●● Martial Arts Ride | ||
''' Thrown ''' '''War ●●●''' Socialize | ''' Thrown ''' '''War ●●●''' Socialize Sail Survival | ||
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'''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: | 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 | 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 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 | 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 | 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: | 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 | 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 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 | 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 | 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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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 | 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 | 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 | 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), | 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 | 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 | exposes the target to a plant toxin, requiring a reflexive (Stamina | ||
+ Resistance) roll, with a | + 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 | 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 | 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 | except the following. First, each mote spent on the burst inflicts | ||
only one level of lethal damage. Second, the burst | 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 | 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 | 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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== Inventory == | == Inventory == | ||
=== Manses and | === Manses and Hearthstones === | ||
== Combat == | == Combat == | ||
'''Dodge DV:''' <br/> | '''Dodge DV:''' <br/> | ||
'''Dodge MDV:''' <br/> | '''Dodge MDV:''' <br/> | ||
'''Soak:''' B: | '''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
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: 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)