Campaign:EA-Exalted/Wang Long: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Joy
1d4chan>Joy
Line 52: Line 52:


This Charm triples the range of a Thrown weapon. Solars of higher Essence can also ignore distractions to their attack with this Charm.<br>
This Charm triples the range of a Thrown weapon. Solars of higher Essence can also ignore distractions to their attack with this Charm.<br>
 
<br>
'''Returning Weapon Concentration'''<br>
'''Returning Weapon Concentration'''<br>
Cost: —; Mins: Thrown 3, Essence 2; Type: Permanent<br>
Cost: —; Mins: Thrown 3, Essence 2; Type: Permanent<br>
Line 60: Line 60:


This Charm greatly enhances the Exalt's ability to physically retrieve her Thrown weapons, and causes the weapon or weapons to never stick when the Chosen attempts to retrieve them.<br>
This Charm greatly enhances the Exalt's ability to physically retrieve her Thrown weapons, and causes the weapon or weapons to never stick when the Chosen attempts to retrieve them.<br>
 
<br>
'''First Awareness Excellency'''<br>
'''First Awareness Excellency'''<br>
Cost: 1m per die; Mins: Awareness 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br>
Cost: 1m per die; Mins: Awareness 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br>
Line 66: Line 66:
Duration: Instant<br>
Duration: Instant<br>
Prerequisite Charms: None<br>
Prerequisite Charms: None<br>
 
<br>
'''Keen Touch Technique'''<br>
'''Keen Touch Technique'''<br>
Cost: 3m; Mins: Awareness 3, Essence 2; Type: Reflexive<br>
Cost: 3m; Mins: Awareness 3, Essence 2; Type: Reflexive<br>
Line 74: Line 74:


This is a set of three Charms heightens hearing and touch.<br>
This is a set of three Charms heightens hearing and touch.<br>
<br>
 
'''Seven Shadow Evasion'''<br>
'''Seven Shadow Evasion'''<br>
Cost: 3m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2)<br>
Cost: 3m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2)<br>
Line 83: Line 82:


This Charm can be used in response to an attack. This Charm is a dodge that allows a Solar to perfectly defend against the attack, even if it would normally be undodgeable. This Charm suffers from the Conviction flaw.<br>
This Charm can be used in response to an attack. This Charm is a dodge that allows a Solar to perfectly defend against the attack, even if it would normally be undodgeable. This Charm suffers from the Conviction flaw.<br>
 
<br>
'''Shadow Over Water'''<br>
'''Shadow Over Water'''<br>
Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)<br>
Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)<br>
Line 91: Line 90:


This Charm allows the Exalt to temporarily regain her defensive advantage against a single attack.<br>
This Charm allows the Exalt to temporarily regain her defensive advantage against a single attack.<br>
 
<br>
'''First Larceny Excellency'''<br>
'''First Larceny Excellency'''<br>
Cost: 1m per die; Mins: Larceny 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br>
Cost: 1m per die; Mins: Larceny 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)<br>
Line 97: Line 96:
Duration: Instant<br>
Duration: Instant<br>
Prerequisite Charms: None<br>
Prerequisite Charms: None<br>
 
<br>
'''Reflex Sidestep stance'''<br>
'''Reflex Sidestep stance'''<br>
Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)<br>
Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)<br>
Line 105: Line 104:


This Charm makes the Chosen aware of an otherwise unexpected attack.<br>
This Charm makes the Chosen aware of an otherwise unexpected attack.<br>
 
<br>
'''Lock-Opening Touch'''<br>
'''Lock-Opening Touch'''<br>
Cost: 3m; Mins: Larceny 3, Essence 1; Type: Supplemental<br>
Cost: 3m; Mins: Larceny 3, Essence 1; Type: Supplemental<br>
Line 113: Line 112:


This Charm allows the Chosen to open any lock easily, even if they lack tools (though the Charm gains the Obvious keyword if they do so). It is even difficult for Charms or other magical effects to contest this Charm.<br>
This Charm allows the Chosen to open any lock easily, even if they lack tools (though the Charm gains the Obvious keyword if they do so). It is even difficult for Charms or other magical effects to contest this Charm.<br>
 
<br>
'''Flawless Pickpocketing Technique'''<br>
'''Flawless Pickpocketing Technique'''<br>
Cost: 3m; Mins: Larceny 2, Essence 1; Type: Supplemental<br>
Cost: 3m; Mins: Larceny 2, Essence 1; Type: Supplemental<br>

Revision as of 17:28, 14 December 2009

Basics

  • Campaign: Campaign: EA-Exalted
  • Name: Wang Long, styled Noontide Shadow
  • Concept: Solar Night Noble Thief
  • Caste: Night
  • Motivation: To find great items, ingredients, and recipes for his home’s cooking academy.
  • Positive intimacies: Cares for his home village; LOVES his cowboy hat, will take a minor risk to get it if blown off; Cooking.
  • Negative intimacies: Rotton Food.
  • Anima: A pale white raven, with purple talons, normally perched on his right shoulder.
  • Experience: 1/15

Background

Coming from the relatively tiny town of Iron Bud, a vassal city of the City of the Steel Lotus, Wang Long is a skilled thief, and the dedicated, though unofficial “acquisition officer” for the town’s renowned cooking academy, one of the finest in all Creation. He searches for unique ingredients and recipes.

Appearance

[[|thumb|250px|]] Basically, he is a pale Shota wearing all black. Also always wears his cowboy hat.

Attributes

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

Abilities

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


Crafts: Water ●

Languages: Low Realm; High Realm, Flametongue.

Specialties

Thrown:

Backgrounds

Contacts: ● (He has skill in finding minor contacts.)
Familiar: ●●● (Pepper, an intelligent raven that travels with him, assisting him.)
Mentor: ●● (His mentor, the cooking school’s headmaster, has some pull in the Realm, as well
as quite a few skills, with some suspecting he might be an Exalted (although no one knows
for certain).) Resources: ● (He has a small hut in town that acts as “headquarters”.)

Charms

Triple-Distance Attack Technique
Cost: 3m; Mins: Thrown 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

This Charm triples the range of a Thrown weapon. Solars of higher Essence can also ignore distractions to their attack with this Charm.

Returning Weapon Concentration
Cost: —; Mins: Thrown 3, Essence 2; Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: None

This Charm greatly enhances the Exalt's ability to physically retrieve her Thrown weapons, and causes the weapon or weapons to never stick when the Chosen attempts to retrieve them.

First Awareness Excellency
Cost: 1m per die; Mins: Awareness 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Keen Touch Technique
Cost: 3m; Mins: Awareness 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Awareness Excellency

This is a set of three Charms heightens hearing and touch.

Seven Shadow Evasion
Cost: 3m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shadow Over Water

This Charm can be used in response to an attack. This Charm is a dodge that allows a Solar to perfectly defend against the attack, even if it would normally be undodgeable. This Charm suffers from the Conviction flaw.

Shadow Over Water
Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

This Charm allows the Exalt to temporarily regain her defensive advantage against a single attack.

First Larceny Excellency
Cost: 1m per die; Mins: Larceny 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Reflex Sidestep stance
Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

This Charm makes the Chosen aware of an otherwise unexpected attack.

Lock-Opening Touch
Cost: 3m; Mins: Larceny 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

This Charm allows the Chosen to open any lock easily, even if they lack tools (though the Charm gains the Obvious keyword if they do so). It is even difficult for Charms or other magical effects to contest this Charm.

Flawless Pickpocketing Technique
Cost: 3m; Mins: Larceny 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

This Charm enhances the Chosen's attempt to pilfer an item from a person, rendering mundane means of detection useless. Even Charms and other magics are at an increased difficulty to contest this Charm.

Heritage Powers

By spending 5 motes of essence or 1 temporary Willpower, she may enhance her mortal senses to perceive all sanctum entrances and immaterial spirits around her for one scene.
She may spend 1 temporary Willpower to regain 6 motes of essence through force of will alone. This power may only be used once per scene.

God-Blooded Mutations

Positive Mutations
Child of the Waters: May hold her breath for Stamina x 30 Minutes at a time before needing to surface and take at least a few deep breaths (Stamina + Resistance to hold it longer, +10 minutes per success). Moves at the same speed while swimming as she does on land. Suffers no penalties for fighting while underwater.
Healing Factor: Heals as an Exalt.
Immortality: Doesn't Age, Limitless Lifespan, Immune to Age-related Effects.
Deceptive Frailty: Appears small and weak regardless of her traits, +1 die to attempts to convince or fool someone into thinking she is as weak and fragile as she looks.
Water Adaptation: May drink or be immersed in salt water without any harm. May hold her breath 4x as long as normal, swim at twice normal speed, and benefits from -1 Difficulty on Swimming-based Athletics rolls.

Negative Mutations
Too Human: Appears more mundane than most God-Blooded would, but must spend an additional 2 motes of essence when using Charms or Powers.
Unnatural Being: Is treated as if she were a Water Child (using her own traits) when dealing with Wards or Bindings. May react unfavorably to certain environments unwelcoming to a Water Child.

Merits and Flaws

Merits
Strong Lungs: Doubles the time she can hold her breath.

Flaws
Intolerance: Air Elementals: Difficulty 5 Compassion roll to overcome her hatred, suffering a -3 penalty on social actions taken against them (except for Intimidation attempts) on a failed roll. 3 WP to ignore a failed roll.

Essence

Essence:
Regeneration: 0 when active, 4/hour when relaxed, 8/hour when sleeping or meditating.
Personal Essence Pool: 24/24
Committed Essence: 0

Willpower

Willpower: ●●●●●
Temporary: 5/5

Virtues

Virtues:

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

Virtue flaw: None

Inventory

Travelling outfit, Perfect Knife (+1 Accuracy, +2 Damage, +1 Defense. Kaiken-style, with a lacquered blue wooden handle and scabbard, waterproofed inside and out), a couple of pouches containing a bit of food, money, and a few small miscellaneous items.

Manses and Hearthstones

None.

Combat

Dodge DV: 5
Dodge MDV: 4
Soak: 0A/1L/2B
Pierced: 0A/1L/2B
Hardness: 0A/0L/0B

Attacks

Punch: Speed 5, Accuracy 8/11, Damage 2B, Parry DV 5/6, Rate 3, M.
Kick: Speed 5, Accuracy 7/10, Damage 5B, Parry DV 2/4, Rate 2, M.
Clinch: Speed 6, Accuracy 7/10, Damage 2B, Parry DV n/a, Rate 1, M, P.
Perfect Knife: Speed 5, Accuracy 5, Damage 6L, Parry DV 2, Rate 3, T.
Perfect Knife (Thrown): Speed 5, Accuracy 4, Damage 6L, Rate 3 (1), Range 15.

Health

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

Advancement

BP
Merits (3)/Positive Mutations (14)
Strong Lungs (3)


Child of the Waters (4)
Healing Factor (4)
Immortality (4)
Deceptive Frailty (1)
Water Adaptation (1)

Flaws (3)/Negative Mutations (6)
Intolerance: Air Elementals (3)


Too Human (4)
Unnatural Being (2)

Other BP Expenditures (20)
Strength ● (4)
Perception ● (4)
Athletics Specialty: Swimming ●●● (3)
Dodge Specialty: While Unarmored ●● (2)
Martial Arts ●●●● (4)
Martial Arts Specialty: Fighting Larger Opponents ●●● (2)

XP
Larceny ●: 3.
Bureaucracy ●: 3.