Campaign:Golby's Beautiful Placeholder/Zabasaz: Difference between revisions

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[[Category:Campaign:Golby's Beautiful Placeholder]]
{{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 Chenow Zabasaz<br/>
'''Name:''' Sesus Chenow Zabasaz<br/>
'''Concept:''' Knight<br/>
'''Concept:''' Reformed Knight<br/>
'''Caste/Aspect:''' Fire<br/>
'''Caste/Aspect:''' Fire<br/>
'''Motivation:''' Zabasaz aspires to taking up the Scarlet Throne.<br/>
'''Motivation:''' Redeem the Solars and Abyssals<br/>
'''Positive Intimacies:''' The Blessed Isle, fine weaponry, Professor Shen<br/>
'''Positive Intimacies:''' <br/>
'''Negative Intimacies:''' Explosions<br/>
'''Negative Intimacies:''' <br/>
'''Anima:''' Engulfed in raging flames and surrounded by the roars and fiery visages of dragons.<br/>
'''Anima:''' Engulfed in raging flames and surrounded by the roars and fiery visages of dragons.<br/>
'''Experience:''' 7/183 <br/>
'''Experience:''' 9/233 <br/>


=== Background ===
=== Background ===
Like most fated to change the Realm and make their mark on history, Zabasaz would emerge in one of the powerful Great Houses with an exceptionally rich bloodline, and would demonstrate his inherent mastery of all courses thrown at him in his rigorous childhood education. Although this is a truth that hardly bares mention, for there are many like him and those better. Yet Zabasaz's aspiration to take the Scarlet Throne from that inept fool of a regent and to establish the dominance of House Sesus is what sets him apart from his brethren in arms.  
In earlier days of Zabasaz life he was an effective war leader and had aspirations to rule the Realm - while his aspiration has never left him, it had faltered when began a fateful adventure in the South with a Circle of Solars. While a Dynast of House Sesus in nature, Zabasaz overcame the Immaculate teachings and recognized both the potential and the goodness of the Solars so that he realized perhaps the name Anathema did not best fit them. The problem was, however, that the Solars never did overcome their corruption. He watched as while they did good, they also did twisted evil, executing helpless prisoners without remorse and engaging in dubious activities. Distressed by this, he departed from the Circle in order to set out on a spiritual journey helping people across the Low Realm.


Born into the House Sesus as a direct descendant of Sesus Chenow, Zabasaz's blood boiled in eager anticipation for combat and the expansion of his own power. Longing for slaughter and to appease the ways typical of his closer-knit household, Zabasaz occupied himself with relentless, brutal conquests in the Threshold in hopes of expanding his physical strength so that he may prove a formidable opponent for any who he would have to compete with for the ultimate goal of establishing himself as the Emperor. Naturally, Zabasaz caught on quick to the methods of war and hand to hand combat even before the Second Breath - however, too prudent to make a reputation for himself this early in his ambitious campaign, he opted for a more blunt approach - create a military background that would intimidate his opponents or coax them out to face him so he could prove his worth in his most favorite of ways.
One day, he sought to return to the Solars with a new task - he did not want to exploit them to reach the Imperial Throne any longer. Now, he wanted to redeem and restore what possibly was prior to the Usurpation. He wanted peace for the people, salvation for Creation, and the first step was keeping those Solars on task.
 
Although amidst his political ineptitude, there is a deeper chink in his armor. Zabasaz does not well follow the Immaculate Tenants, so blinded by his ambitions that faith is a concept most elusive to him. Anathema, as they well call it, is a thing he has waged combat against; however, while his fellow Dragon-Blooded simply regard such foes as great evils that need to be eradicated, Zabasaz makes the dangerous mistake of seeing them instead as formidable, respect-warranting opponents. The idea is so purely alien that hiding such an trait isn't necessary - most simply ignore it as they would a strange sexual tendency of a mere acquaintance. And yet, still, curiosity drives Zabasaz to wonder... who are the Celestial Exalted, and what could he do to 'tap into' their powers?
 
Zabasaz opted recently to leave the Realm in search of secrets and adventurous exploits that would help him expand his capabilities and give him a fighting chance of taking the throne that he naively assumes is rightfully his.  




=== Appearance ===
=== Appearance ===
Zabasaz stands at just about five feet and nine inches and is a bit stocky for his height, a characteristic most common of Chenow's family. His hair is a dark red color, styled to stand up on his head in the manner that fire rises. It has formidable length and pairs well with his devilish eyebrows.  
Zabasaz stands at just about five feet and nine inches and is a bit stocky for his height, a characteristic most common of Chenow's family. His head is totally shaved bald, save for the reddish black tint of hair beginning to rise once again.
His skin has a red hue to it, as unmistakable as his crimson eyes.  His jaw and chin are formidable giving him a commanding demeanor and his build is exceptional - nothing less expected from an Exalted.
His skin has a red hue to it, as unmistakable as his crimson eyes.  His jaw and chin are formidable giving him a commanding demeanor and his build is exceptional - nothing less expected from an Exalted.


== Attributes ==
== Attributes ==


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




== Abilities ==
== Abilities ==


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


'''Languages:''' High Realm, Flametongue, Riverspeak
'''Languages:''' High Realm, Flametongue, Riverspeak


=== Specialties ===
=== Specialties ===
  Melee (Unusually Large Weapons) ●●●
  Dodge (Flurries)          ●●●
Martial Arts (Dual-wield) ●●●


== Backgrounds ==
== Backgrounds ==


  Breeding: ●●● (The Realm's Dragon-Blood Breeding Program still yet persists!)
  Mentor:   ●●● (Skilled Immaculate Monk/Order Member named
  Family: ●●● (Dynast)
  Breeding: ●●● (+3 to personal essence pool, +5 to peripheral)
  Artifact: ●●● (Grand Daiklave)
  Manse:   ●●● (Mount Nishuk Resort and Windhands Gemstone)
Resources: ●●●● (Military campaign rife with plunder and exceptional House backing - almost got some money from my bros at House Mnemon)
  Artifact: ●●●
  Manse: ●●● (Blessed Isle Travel Aplenty)
 
Artifact: ●●●●● (Armor to impress the ladies)
Followers: ●● (30 Freedom Fighters from Gem raring to go!)
Followers: ●● (40 liberated Realmfolk)


== Charms ==
== Charms ==


*(First Excellencies) - '''Martial Arts; Awareness, Integrity'''
*(Awareness) '''SENSE-RIDING TECHNIQUE''' - 5m, Simple - Charm user and victim roll opposed Awareness+Essence rolls. If user wins, he shares their senses until they leave Essence x 5 miles or until concentration is broken. If the roll ties, there's no effect. If the roll fails, the subject gets a reflexive difficulty 3 Awareness roll to realize someone attempted to ride their senses provided they're an Exalted. The user suffers a -3 penalty to be aware of things happening around him during concentration.
*(Awareness) '''SENSE-DESTROYING METHOD''' - 4m 1wp, Supplemental - Charm user rolls Awareness+Essence at a difficulty equal to the victim's Perception. Each net success subtracts a die from a chosen sense of the target, and if the net successes exceed the target's Perception, that sense shuts down entirely. This can be used on the sense of Touch to neutralize wound penalties. Lasts one action per dot of permanent essence.
*(Awareness) '''ESSENCE DISRUPTION ATTACK''' - 3+m 1wp, Supplemental - User rolls Awareness+Essence at difficulty 3 and victim must be within Essence x 10. Success means the user rolls Willpower+Essence at a difficulty of the victim's essence. Each net success adds one to charm and sorcery cost, plus the extra motes spent on activation (which caps at Essence.) Lasts Permanent Essence x 5 ticks.
*(Integrity) '''OATH OF TEN-THOUSAND DRAGONS''' - Permanent - Apply Integrity to Mental Defense Value when a social attack is made against Zabasaz's loyalty to the Realm.
*(Integrity) '''TEN-THOUSAND DRAGONS FIGHT AS ONE''' - 4m, Reflexive - For the scene, Zabasaz can make a Dragon-Blood in the immediate vicinity an intimacy for the rest of the scene. This can exceed normal limits but uses of this charm to make intimacies cannot exceed Conviction at once.
*(Integrity) '''INVIOLATE DRAGON SPIRIT''' - 10m 1wp 1hl, Simple - Perfect Parry versus a social attack or unnatural mental influence if the attacker's Permanent Essence isn't higher for the latter, or overcome any mental influence (like an addiction) instantly.
*(Integrity) '''CHAOS-WARDING PRANA''' - 5m 1wp, Simple - Scene-long immunity to Wyld Shaping effects that can be shared via contact and multiple paying of the cost to people nearby.
*(Integrity) '''DEFENSE-FROM-ANATHEMA METHOD''' - 8m 1wp, Simple - Add Essence to Dodge/Parry DV and Mental Dodge/Parry DV from attacks from Anathema, even sorcery and charm-enhanced, for the scene.
*(Dodge) '''THRESHOLD WARDING STANCE''' - 1m, Reflexive - Ignore environment penalties to Dodge DV.
*(Dodge) '''HOPPING FIRECRACKER EVASION''' - 2m, Reflexive - After a successful Dodge, a reflexive Dash action without DV penalties.
*(Dodge) '''VIRTUOUS NEGATION DEFENSE''' - 2m, Reflexive - Roll Dex+Dodge+Essence to help someone in leaping distance dodge an attack. If the roll beats the opponent's attack successes both subjects dodge, but if it gets a single success without beating the foe's attack then the attack strikes the user instead.
*(Dodge) '''SMOLDERING KARMA STRIKE''' - 3m, Reflexive - After a successful dodge, immediate melee or martial arts counterattack.
*(Dodge) '''UNASSAILABLE BODY OF FIRE DEFENSE''' - 4m 1wp, Reflexive - Perfect Dodge against dodgeable attacks, doesn't work when wet or against Water-aspected attacks.
*(Resistance) '''OX-BODY TECHNIQUE:''' Permanent - Adds a -1 Health Level and a -2 Health Level
*(Resistance) '''OX-BODY TECHNIQUE:''' Permanent - Adds a -1 Health Level and a -2 Health Level
*(Melee) '''FIRST MELEE EXCELLENCY - ESSENCE OVERWHELMING''' (+2d for 1m, not at excess of the ability+specialties)
*(Martial Arts - Fire Dragon Style) '''FLASH-FIRE TECHNIQUE''' - 1m, Supplemental - Add Martial Art dots to Join Battle roll.
*(Melee) '''TERRESTRIAL MELEE REINFORCEMENT:''' (+2d for 1m, +1m per subject) - An amount of allies equal to the Dragon-Blood's essence are augmented with increased Melee performance, but not in excess to the Charm user's own Melee ability and not in excess of double their own Melee ability. Allies must be holding hands to gain the effects.
*(Martial Arts - Fire Dragon Style) '''SEARING FIST ATTACK''' - 3m, Supplemental - When damage is inflicted supplemented by this charm, cumulative -1 penalties are added to all of the victim's actions on top of their wound penalties.
*(Melee) '''DRAGON-GRACED WEAPON:''' 1m - Imbues weapon with Aspect-related additional effects on successful attacks. For this particular character, it engulfs opponents in flame adding +4L to the damage dice pool.
*(Martial Arts - Fire Dragon Style) '''FLAME-FLICKER STANCE''' - Reflexive - Each mote spent on this (maximum of essence) adds +1 to Dodge and Parry DV until next action.
*(Melee) '''BLINDING SPARK DISTRACTION:''' 2m - Reflexive; upon successfully avoiding an attack via Parry, this charm blinds the opponent. They can try to look away with a Reflexive Wits+Dodge, should they succeed they have a two-die penalty to their rolls, and should they fail they suffer a two success penalty to their rolls. Difficulty is 1.
*(Martial Arts - Fire Dragon Style) '''PERFECT BLAZING BLOW''' - 3m, Supplemental - If a foe's DV is lower than Zabasaz's essence, this charm will make an attack hit automatically with no excess successes if the roll was a failure.
*(Melee) '''REFINING THE INNER BLADE:''' 3m and 1wp - After three ticks of concentration, a weapon is created out of fire and is usable for the rest of the scene. The weapon type is of the creator's choice and gains the effects of "Dragon-Graced Weapon" above (+4L to damage dice pool.)
*(Martial Arts - Fire Dragon Style) '''FIRE DRAGON FORM''' - 5m, Simple (Speed 4) - A scene-long form that adds half of the user's Martial Arts score to their Dodge DV and makes their Bashing attacks lethal.  
*(Melee) '''PORTENTOUS COMET DEFLECTING MODE:''' 3m and 1wp - Reflexive; when used, character rolls Dex+Melee. If they get one single success, they successfully parry, but it doesn't work against sorcerous attacks or charm-enhanced attacks.
*(Melee) '''THRESHING FLOOR TECHNIQUE:''' 2m + 1 per ally - Simple; Allies this charm encompasses are preternaturally coordinated - they may all attack a designated target without worrying about penalties, no matter how defensible the position of the target is. Lasts an action.
*(Melee) '''RINGING ANVIL ONSLAUGHT:''' 8m - Extra Action; Charm User rolls unmodified Melee ability and for every success gains an extra attack with at his full dice pool with no flurry penalties.
*(Dodge) '''FIRST DODGE EXCELLENCY - ESSENCE OVERWHELMING''' (+2d for 1m, not at excess of the ability+specialties. Successes = +1 to Dodge DV!)
*(Dodge) '''THRESHOLD WARDING STANCE:''' 1m - Reflexive; Ignore all environmental penalties to Dodge DV
*(Dodge) '''HOPPING FIRECRACKER EVASION:''' 2m - Reflexive; After a dodge, this allows the character to dash away without penalty. Attacks entailing the one that initiated this Charm (such as with multiple attack charms) miss because the character leaves hand-to-hand range.
*(Dodge) '''VIRTUOUS NEGATION DEFENSE:''' 2m - Reflexive; This move is used to help allies evade attacks. If an ally is in leaping distance, character rolls Dex+Dodge+Essence. If the successes outnumber the attacker, both the ally and the charm's user successfully dodge. If there is less successes than the attacker, the charm user is the target of the attack instead. If there are no successes, the charm fails.  
*(Dodge) '''SAFETY AMONG ENEMIES:''' 3m - Reflexive; If an enemy besides the one attacking is within 3 yards, the character can make the attack hit that enemy instead. This is possible only if the Charm User's Dodge DV is at least half the attacker's dice pool. The effect happens automatically, and the attack happens as normal to the victim.
*(Dodge) '''SMOLDERING KARMA STRIKE:''' 3m - Reflexive; Counterattack with full dice pool after successful evasion using Dodge DV.
*(Presence) '''FIRST PRESENCE EXCELLENCY - ESSENCE OVERWHELMING''' (+2d for 1m, not at excess of the ability+specialties)
*(Presence) '''GLOWING COAL RADIANCE:''' 2m - The Charm user is surrounded in a red nimbus. All individuals within an amount of yards equal to the Charm user's Essence must have at least one success on a reflexive Willpower check to look at or attack the Charm user. Even if they succeed, they still take a dice penalty to their next attack's dice pool equal to the user's Presence. Lasts until the user's next action and doesn't impede ranged attacks.
*(Presence) '''UNBEARABLE TAUNT TECHNIQUE:''' 2m - User rolls Presence+Manipulation and adds their Essence as Automatic Successes. In combat if it exceeds the victim's Dodge MDV, the victim suffers a -1 Penalty in both PDV and DDV when fighting anyone other than the User, and this lasts for an amount of actions equal to the user's Essence.. If used outside of combat and if it exceeds the victims Parry MDV, the resulting embarrassment causes them to lose two successes on all social rolls for as many long ticks as the user's Essence.


=== C-C-C-Combo's ===
=== C-C-C-Combo's ===
Line 81: Line 77:
   
   
== Essence ==
== Essence ==
'''Essence:''' ●●●<br/>
'''Essence:''' ●●●●<br/>
'''Regeneration:''' 5/9/13<br/>
'''Regeneration:''' 0/4/8<br/>
'''Personal Essence Pool:''' 13/13<br/>
'''Personal Essence Pool:''' /<br/>
'''Peripheral Essence Pool:''' 12/28<br/>
'''Peripheral Essence Pool:''' /<br/>
'''Committed Essence:''' eight peripheral to Grand Daiklave and an additional eight peripheral for armor<br/>
'''Committed Essence:'''


== Willpower ==
== Willpower ==
'''Willpower:''' ●●●●●●●<br/>
'''Willpower:''' ●●●●●●<br/>
Temporary: □□□□□□□<br/>
Temporary: □□□□□□<br/>


== Virtues ==
== Virtues ==
'''Virtues:''' <br/>
'''Virtues:''' <br/>
  Compassion ●●
  Compassion ●●●
  Conviction ●●●
  Conviction ●●
  Temperance ●
  Temperance ●
  Valor      ●●●
  Valor      ●●●
'''Flawed Virtue:''' Vengeance-inspired Bloodthirst<br/>
'''Flawed Virtue:''' <br/>
'''Limit Break:''' □□□□□□□□□□<br/>
'''Limit Break:''' □□□□□□□□□□<br/>


== Inventory ==
== Inventory ==
*''Perkele, the Pernicious'' - A grand Daiklave typically handed to worthy officers of House Sesus' military excursions. It is a sizable zweihander of just about six feet, exceptionally heavy and made for destructive blows with little regard for defense. It glistens gold and is warm to the touch, and hums a strange southern tune when put close to your ear.
 
*''Arafai's Jade'' - An entire set of sturdy yet light superheavy plate (oxymoronic?) obtained from a trader in exchange for soulsteel weaponry and some cleverly placed words, now Zabasaz considers most blows lol-worthy. It's red, finely crafted, and awesome.
*Clothing - typical traveling regalia, and a set of sturdier clothes to wear under his armor.
*Traveling necessities - boots, gloves, waterskins, trail rations, etcetra.
*Firewand and Firedust - obtained with a discount from a Southern Merchant caravan as a sort of "last-resort weapon" against potential Ghost Bandits.


=== Manses and Hearthstones ===
=== Manses and Hearthstones ===
'''House Sesus Regional Warshrine''' (Fire Manse 2)<br/>
One of the many House Sesus Regional Warshrines that dot the Blessed Isle bordering the Threshold, this particular one was a foothold of many military exploits by Zabasaz. It is a place of luxury but also of combat readiness, a place where one devotes his mind to the wonders of war and their own martial prowess.<br/>
'''Hearthstone:''' Jewel of Hungry Fire: Adds 6 to Soak versus fire attacks and adds two dice for resisting the effects of heat.<br/>


'''Mount Nishuk Resort''' (Air Manse 3)<br/>
On the Blessed Isle, this resort sits on the side of Mount Nishuk as a sanctuary from the Realm's growing strife. It is a place where one seeks enlightenment or simply a place to perfect one's skills without the trouble of the outside world.<br/>
'''Hearthstone:''' Windhands Gemstone: Allows use of Dodge or Parry DV without penalties against thrown or ranged attacks, and allows unarmed parries against lethal projectiles.<br/>


== Combat ==
== Combat ==
'''Dodge DV:''' 7<br/>
'''Dodge DV:''' 7 (9 versus Flurries)<br/>
'''Dodge MDV:''' 3<br/>
'''Dodge MDV:''' x<br/>
'''Soak:''' 16L/17B (-2 Mobility)<br/>
'''Soak:''' xL/xB (-2 Mobility)<br/>
'''Hardness:''' 10L/10B<br/>
'''Hardness:''' xL/xB<br/>


=== Attacks ===
=== Attacks ===
*''Perkele, the Pernicious'' (Speed 4, Accuracy +2, Damage 13L, Parry DV 8, Rate 2, Tags 2, O, P, R)<br/>
*''Perkele, the Pernicious'' (Speed 4, Accuracy +2, Damage 13L, Parry DV 8, Rate 2, Tags 2, O, P, R)<br/>
*Inner Blade (Speed 6, Accuracy +1, Damage 7L+4L, Parry DV 6, Rate 2, Tags 2, O, R<br/>
*Firewand (Speed 5, Accuracy +1, Damage 12L, Rate 1, Range 10, Tags 2, F, S)<br/>


=== Health ===
=== Health ===
'''''' -0<br/>
□ -0<br/>
'''''' -1<br/>
□ -1<br/>
'''□''' -1<br/>
□ -1<br/>
□ -1<br/>
□ -2<br/>
□ -2<br/>
□ -2<br/>
□ -2<br/>
□ -2<br/>
□ -4<br/>
□ -4<br/>
□ Incapacitated<br/>
□ Incapacitated<br/>
□ Dying<br/>
□ Dying<br/>
□ Dying<br/>
□ Dying<br/>


== Advancement ==
== Advancement ==
+2 Melee for 2 BP<br/>
+233 XP - Carry Over prior to Reroll<br/>
+2 Dodge for 2 BP<br/>
+15 BP - Reroll BP<br/>
+3 Charms for 20 XP and 5 BP (First Dodge Excellency, Refining the Inner Blade, Portentous Comet Deflecting Mode)<br/>
-10 BP - Essence to 3<br/>
+1 Strength for 3 BP<br/>
-4 BP - Awareness to 5, Integrity to 5<br/>
+1 Performance for 1 BP<br/>
-1 BP - Specialties +2<br/>
+1 Willpower for 2 BP<br/>
-12 XP - Martial Arts to 5<br/>
---First Session Complete - 16 XP Earned---<br/>
-12 XP - Specialties +4<br/>
+2 Charms for 20 XP (Glowing Coal Radiance, Terrestrial Melee Reinforcement)<br/>
-20 XP - Strength to 4, Stamina to 3<br/>
---Second Session Complete - 20 XP Earned---<br/>
-40 XP - Awareness Charms x4<br/>
+3 Specialty for 9 XP (Fighting the Abyssal gave Zabasaz a new perspective on combat.)<br/>
-60 XP - Integrity Charms x6<br/>
+1 Charm for 10 XP (The conversation with the Abyssal helped Zabasaz understand how to elicit... unfavorable attention. Unbearable Taunt Technique)<br/>
-50 XP - Dodge charms x5<br/>
---Third Session Complete - 16 XP Earned---<br/>
-30 XP - Essence to 4<br/>
+2 Presence for 12 XP (The Interrogation and the debate on what to do with the Abyssal upped his Presence.)<br/>
 
---Bonus 4 XP Because John McCain is Friendly---<br/>
+1 Charisma for 8 XP<br/>
---Fourth Session Complete - 16 XP Earned---<br/>
+1 Charm (1st Excellency for Presence, because Zabasaz succeeded in making the Abyssal believe he should give information or face torture even he couldn't handle. Or something.)<br/>
---Fifth Session Complete - 16 XP Earned---<br/>
---Sixth Session Complete - 8 XP Earned---<br/>
+5 Background for 15 XP(Artifact Superheavy Plate, because exploding skeletons and 4 Essence Abyssals.)<br/>
+1 Charm for 10 XP (Ox-Body, trained by paying peasant kids to punch him for four hours straight. There were no survivors.)<br/>
---Seventh Session Complete - 8 XP Earned---<br/>
---Bonus 1 XP for +3 Stunts---<br/>
---Eighth Session Complete - 16 XP Earned---<br/>
---Ninth Session Complete - 8 XP Earned---<br/>
+2 Charms for 20 XP (Threshing Floor Technique and Ringing Anvil Onslaught, what a thug.)<br/>
---Tenth Session Complete - 8 XP Earned---<br/>
---Eleventh Cession Somplete - 12 XP Earned---<br/>
+2 Charms for 20 XP (Safety Among Enemies, Smoldering Karma Strike, FUCKED that Abyssal up in a one on one duel!)<br/>
---Twelfth Session Complete - 12 XP Earned---<br/>
== Notes ==
== Notes ==
''edit here if you want to let me know anything.''<br/>
''edit here if you want to let me know anything.''<br/>


[[Category:Campaign:Golby's Beautiful Placeholder]]
[[Category:Campaign:Golby's Beautiful Placeholder]]

Latest revision as of 16:03, 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 Chenow Zabasaz
Concept: Reformed Knight
Caste/Aspect: Fire
Motivation: Redeem the Solars and Abyssals
Positive Intimacies:
Negative Intimacies:
Anima: Engulfed in raging flames and surrounded by the roars and fiery visages of dragons.
Experience: 9/233

Background[edit]

In earlier days of Zabasaz life he was an effective war leader and had aspirations to rule the Realm - while his aspiration has never left him, it had faltered when began a fateful adventure in the South with a Circle of Solars. While a Dynast of House Sesus in nature, Zabasaz overcame the Immaculate teachings and recognized both the potential and the goodness of the Solars so that he realized perhaps the name Anathema did not best fit them. The problem was, however, that the Solars never did overcome their corruption. He watched as while they did good, they also did twisted evil, executing helpless prisoners without remorse and engaging in dubious activities. Distressed by this, he departed from the Circle in order to set out on a spiritual journey helping people across the Low Realm.

One day, he sought to return to the Solars with a new task - he did not want to exploit them to reach the Imperial Throne any longer. Now, he wanted to redeem and restore what possibly was prior to the Usurpation. He wanted peace for the people, salvation for Creation, and the first step was keeping those Solars on task.


Appearance[edit]

Zabasaz stands at just about five feet and nine inches and is a bit stocky for his height, a characteristic most common of Chenow's family. His head is totally shaved bald, save for the reddish black tint of hair beginning to rise once again. His skin has a red hue to it, as unmistakable as his crimson eyes. His jaw and chin are formidable giving him a commanding demeanor and his build is exceptional - nothing less expected from an Exalted.

Attributes[edit]

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


Abilities[edit]

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

Languages: High Realm, Flametongue, Riverspeak

Specialties[edit]

Dodge (Flurries)          ●●●
Martial Arts (Dual-wield) ●●●

Backgrounds[edit]

Mentor:   ●●● (Skilled Immaculate Monk/Order Member named 
Breeding: ●●● (+3 to personal essence pool, +5 to peripheral)
Manse:    ●●● (Mount Nishuk Resort and Windhands Gemstone)
Artifact: ●●●


Charms[edit]

  • (First Excellencies) - Martial Arts; Awareness, Integrity
  • (Awareness) SENSE-RIDING TECHNIQUE - 5m, Simple - Charm user and victim roll opposed Awareness+Essence rolls. If user wins, he shares their senses until they leave Essence x 5 miles or until concentration is broken. If the roll ties, there's no effect. If the roll fails, the subject gets a reflexive difficulty 3 Awareness roll to realize someone attempted to ride their senses provided they're an Exalted. The user suffers a -3 penalty to be aware of things happening around him during concentration.
  • (Awareness) SENSE-DESTROYING METHOD - 4m 1wp, Supplemental - Charm user rolls Awareness+Essence at a difficulty equal to the victim's Perception. Each net success subtracts a die from a chosen sense of the target, and if the net successes exceed the target's Perception, that sense shuts down entirely. This can be used on the sense of Touch to neutralize wound penalties. Lasts one action per dot of permanent essence.
  • (Awareness) ESSENCE DISRUPTION ATTACK - 3+m 1wp, Supplemental - User rolls Awareness+Essence at difficulty 3 and victim must be within Essence x 10. Success means the user rolls Willpower+Essence at a difficulty of the victim's essence. Each net success adds one to charm and sorcery cost, plus the extra motes spent on activation (which caps at Essence.) Lasts Permanent Essence x 5 ticks.
  • (Integrity) OATH OF TEN-THOUSAND DRAGONS - Permanent - Apply Integrity to Mental Defense Value when a social attack is made against Zabasaz's loyalty to the Realm.
  • (Integrity) TEN-THOUSAND DRAGONS FIGHT AS ONE - 4m, Reflexive - For the scene, Zabasaz can make a Dragon-Blood in the immediate vicinity an intimacy for the rest of the scene. This can exceed normal limits but uses of this charm to make intimacies cannot exceed Conviction at once.
  • (Integrity) INVIOLATE DRAGON SPIRIT - 10m 1wp 1hl, Simple - Perfect Parry versus a social attack or unnatural mental influence if the attacker's Permanent Essence isn't higher for the latter, or overcome any mental influence (like an addiction) instantly.
  • (Integrity) CHAOS-WARDING PRANA - 5m 1wp, Simple - Scene-long immunity to Wyld Shaping effects that can be shared via contact and multiple paying of the cost to people nearby.
  • (Integrity) DEFENSE-FROM-ANATHEMA METHOD - 8m 1wp, Simple - Add Essence to Dodge/Parry DV and Mental Dodge/Parry DV from attacks from Anathema, even sorcery and charm-enhanced, for the scene.
  • (Dodge) THRESHOLD WARDING STANCE - 1m, Reflexive - Ignore environment penalties to Dodge DV.
  • (Dodge) HOPPING FIRECRACKER EVASION - 2m, Reflexive - After a successful Dodge, a reflexive Dash action without DV penalties.
  • (Dodge) VIRTUOUS NEGATION DEFENSE - 2m, Reflexive - Roll Dex+Dodge+Essence to help someone in leaping distance dodge an attack. If the roll beats the opponent's attack successes both subjects dodge, but if it gets a single success without beating the foe's attack then the attack strikes the user instead.
  • (Dodge) SMOLDERING KARMA STRIKE - 3m, Reflexive - After a successful dodge, immediate melee or martial arts counterattack.
  • (Dodge) UNASSAILABLE BODY OF FIRE DEFENSE - 4m 1wp, Reflexive - Perfect Dodge against dodgeable attacks, doesn't work when wet or against Water-aspected attacks.
  • (Resistance) OX-BODY TECHNIQUE: Permanent - Adds a -1 Health Level and a -2 Health Level
  • (Martial Arts - Fire Dragon Style) FLASH-FIRE TECHNIQUE - 1m, Supplemental - Add Martial Art dots to Join Battle roll.
  • (Martial Arts - Fire Dragon Style) SEARING FIST ATTACK - 3m, Supplemental - When damage is inflicted supplemented by this charm, cumulative -1 penalties are added to all of the victim's actions on top of their wound penalties.
  • (Martial Arts - Fire Dragon Style) FLAME-FLICKER STANCE - Reflexive - Each mote spent on this (maximum of essence) adds +1 to Dodge and Parry DV until next action.
  • (Martial Arts - Fire Dragon Style) PERFECT BLAZING BLOW - 3m, Supplemental - If a foe's DV is lower than Zabasaz's essence, this charm will make an attack hit automatically with no excess successes if the roll was a failure.
  • (Martial Arts - Fire Dragon Style) FIRE DRAGON FORM - 5m, Simple (Speed 4) - A scene-long form that adds half of the user's Martial Arts score to their Dodge DV and makes their Bashing attacks lethal.

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

Essence[edit]

Essence: ●●●●
Regeneration: 0/4/8
Personal Essence Pool: /
Peripheral Essence Pool: /
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: 7 (9 versus Flurries)
Dodge MDV: x
Soak: xL/xB (-2 Mobility)
Hardness: xL/xB

Attacks[edit]

  • Perkele, the Pernicious (Speed 4, Accuracy +2, Damage 13L, Parry DV 8, Rate 2, Tags 2, O, P, R)

Health[edit]

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

Advancement[edit]

+233 XP - Carry Over prior to Reroll
+15 BP - Reroll BP
-10 BP - Essence to 3
-4 BP - Awareness to 5, Integrity to 5
-1 BP - Specialties +2
-12 XP - Martial Arts to 5
-12 XP - Specialties +4
-20 XP - Strength to 4, Stamina to 3
-40 XP - Awareness Charms x4
-60 XP - Integrity Charms x6
-50 XP - Dodge charms x5
-30 XP - Essence to 4

Notes[edit]

edit here if you want to let me know anything.