Campaign:Golby's Beautiful Placeholder/Xian-li: Difference between revisions

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Revision as of 10:12, 28 August 2009

Basics

  • Campaign:Golby's Beautiful Placeholder
  • Name: Xian-Li
  • Concept: Artificer Archeologist
  • Caste/Aspect: Solar Twilight
  • Motivation:To reclaim or rebuild every first age city, even the ones lost in the wyld, and Meru.
  • Positive intimacies: Books, Ruins, Artifacts, Knowaledge
  • Negative intimacies: Wrecked artifacts (doesn't like the waste).
  • Anima: When Xian-Li's anima banner becomes visible, at it's most potent it looks as if a massive, armored figure emerges from her back to hover around her shoulders. The details vary over time, but it's consistently an armored torso and head, wielding in one hand a artificer's hammer, and in the other, a short daiklave. While insubstantial, the searing blues and purples of the anima are bright and blinding like all Solar Anima.
  • Experience: 11/549


Background

Xian-Li grew up in the Scavenger Lands, between Nexus and Lookshy. Due to this, she was exposed to a great many things, like wonders of the first age and the power of commerce. As she grew, she began to explore her surroundings, and this lead to more explorations, and then to Great Forks, where she found academies of lore and science and occult practices.

This in turn led her further and further away, til at one point she braved the challenges of Denandsor, but only managed, like many others, to reach the outlying workshops. There she found her short daiklaves. It was then that she also decided. 'This city will be mine.'

Appearance

Xian Li... Isn't.

She steadfastly describes herself as 'unpretty'. Though readily admits if she actually spent the time, she could be considered attractive, but she prefers to spend most of her time digging through caves and ruins and pretty much anywhere else she can find. So appearance doesn't matter that much.

She keeps her dark brown hair tightly braided, but it tends to come undone more often than she'd like.

Attributes

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

Abilities

Solar
Archery            Integrity ●●●●●   Craft         ●●●●● Athletics ●●●●● Bureaucracy ●●●
Martial Arts       Performance       Investigation ●●    Awareness ●●●●● Linguistics ●●
Melee        ●●●●● Presence ●        Lore          ●●●●● Dodge ●●●       Ride         
Thrown             Resistance  ●●    Medicine            Larceny    ●●●  Sail         
War                Survival ●        Occult        ●●●●● Stealth ●       Socialize ●  
Languages: Riverspeak, Old Realm, High Realm
Craft Fire:●●●●●
Craft Air:●●●●●
Craft Water:●●●●
Craft Earth:●●
Craft Wood:●●
Craft Magitech:●●●●●
Craft Genesis:

Specialties

Lore: First Age Denandsor +1
Occult: Geomancy +2
Melee: Short Daiklaves +2

Backgrounds

Background 1: Artifact ●● (Pair of short Daiklaves
Background 2: Artifact ●●  (Orichalcum Hearthstone Bracers)
Background 3: Artifact ●●●● (Cache Egg, 10 cubic yards)
Background 4: Artifact ●   (Perfected Boots)
Background 5: Contact ● (A Scavenger Lord in Nexus, who she passes some of her finds off to.)
Background 6: Resources ●●●
Contact: Lance of Moonstone (Call me Stone)
Occupation: Scavenger Lord
Working out of Nexus, this man is Xian-Li's main source of income. He's a Scavenger Lord of moderate standing. 
Their normal arrangement is that Xian-Li brings the artifacts she finds on her expeditions back to him, to which he then sells,
kicking back part of the profit to her.

Charms

Melee

  • Melee First Melee Excellency (melee 1, Ess 1, pg 183): 1m per die, Reflexive, Combo-OK, Instant.
  • Character adds dice equal to motes spent with this charm, but not more than Attribute + ability.
  • Melee Infinite Melee Mastery (melee 4, Ess 3, pg 183): 2m+;1WP, Simple, Scene Long.
  • For every 2m committed, reduce the cost of the first three Melee excellencies by 1m, to a minimum of 0m.
  • Melee Hungry Tiger Technique (Melee 2, Ess 1, Pg 190): 1m, Supplemental, Combo-OK, Instant.
  • Allows a melee attack to count extra successes twice when determining raw damage.
  • Melee Dipping Swallow Defense (Melee 2, Ess 1, Pg 192): 2m Reflexive(Step 2), Combo-OK, Instant.
  • Nullifies All penalties that apply to Parry DV if applicable. This is only used in response to an attack.
  • Melee Bulwark Stance (Melee 3, Ess 2, pg 193): 5m, Reflexive(Step 2), Combo-Basic, Until next action.
  • This charm causes the character to ignore penalties that apply to his Parry DV until her next action. Note that the effects of inapplicability are not a "penalty" on DV.
  • Melee Heavenly Guardian Defense (Melee4, Ess 2, pg 193): 4m, Reflexive(Step 2), Combo-OK, Obvious, Instant.
  • The character invokes this charm in response to an attack, and must not be unexpected. And the character must have a weapon in hand. This charm is a parry that perfectly defends against any attack, even if it's unblockable. Flaw of Temperance:
  • Melee Fivefold Bulwark Stance (Melee 5, Ess 2, pg 194): 5m 1wp, Simple, Combo-OK, One Scene.
  • For the Remainder of the scene, this Charm removes the onslaught penalty other characters' attacks impose on the Exalt's DV. It also reduces the defense penalty imposed by each action the Exalt takes by one, to a minimum of zero.
  • Melee Call The Blade (Melee 2, Ess 2, pg 191): 1m, Reflexive(Step 2), Obvious, Instant.
  • Allows the character to call a weapon they own within Ess x 10 yards and with an unobstructed flight path to their hands. Allows the character to draw a sheathed weapon as a reflexive action.

Integrity

  • Integrity: Second Integrity Excellency (Integrity 1, Ess 1, Pg 184): 2m Per Success, Reflexive, Combo-OK, Instant.
  • For every 2 motes spent up to (Dex+Craft), add one success to the pertinent roll.
  • Integrity: Spirit Maintaining Maneuver (Integrity 4, Ess 2, pg 200): 5m per 1WP, Reflexive. Prerequisites: Any Integrity Excellency
  • This Charm allows the Exalt to refuse Unnatural Mental mind control effects and Virtue Compulsions at a reduced willpower cost. This charm reduces the Willpower cost by one point for each five motes spent. If the Exalt pays the entire cost in Essence, she does not accumulate Limit.
  • Integrity: Unyielding Clarity of Self (Integrity 5, Ess 4, Custom): n/a, Permanent. Prerequisites: Spirit Maintaining Maneuver
  • This charm is an upgrade to Spirit Maintaining Maneuver. The charm's duration changes to Indefinite. Additionally, this charm lets Spirit Maintaining Maneuver assist in defending against mental influence, Natural or Unnatural, that tries to damage or sway you from your Motivation.
  • Integrity: Integrity-Protecting Prana (Integrity 1, Ess 1, pg 199): 5m, 1wp, Reflexive(Step 2), Combo-OK, One Day.
  • This charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping Effects and any new alterations caused by long-term Shaping Effects. It also protects against any undodgeable, unblockable Shaping Attacks.

Resistance

  • Resistance Ox-Body Technique (Resistance 1, Ess 1, pg 208):--, Stackable, Permanent.
  • This charm adds one -1 and two -2 health levels.

Craft

  • Craft Second Craft Excellency (Craft 1, Ess 1, Pg 184): 2m Per Success, Reflexive, Combo-OK, Instant.
  • For every 2 motes spent up to (Dex+Craft), add one success to the pertinent roll.
  • Craft Infinite Craft Mastery (Craft 4, Essence 3, pg 185): 2m+, 1wp, Simple, One Scene.
  • Each two motes commuted to this charm reduces the mote cost for the first three Craft Excellencies by one, to a minimum of 0.
  • Craft Craft Essence Flow(Craft 5, Essence 4, pg 187): --, Permanent, Instant.
  • This allows the character to use the first three Craft Excellencies as natural powers instead of charms, eliminating the need for combos. The character must have purchased the excellency to use it.
  • Craft Crack-Mending Technique (Craft 5, Ess 3, pg 212): 10m, Supplemental, Combo-OK, Touch.
  • This charm supplements any valid dramatic action to repair an object. This Charm allows the character to accomplish (Essence x3) hours worth of normal repair work for each hour invested. It allows the character to mend cracks and seal broken pieces together without glue or nails.
  • Craft Craftsmen Need No Tools (Craft 4, Essence 3, pg 213): 7m, 1wp, Supplemental, Combo-OK, Instant.
  • This charm supplements a craft action. It removes the need for tools and the penalties for working without them. The character still needs raw materials. This charm can enhance a craft action to build something, in which case the character accomplishes (essence x3) hours worth of work for every hour invested.
  • Craft Words-As-Workshops Method (Craft 5, Ess 4, Oadenol's pg 28): 16m, 2wp, Supplemental, Combo-OK, Obvious, Shaping, Varies.
  • With this charm active, as the character works he names whatever smalll things she needs- advanced tools, alchemical substances, common materials- and they appear in her hands, ready for use. Motes spent on this charm remain committed as long as i takes to resolve a single roll. For artifact creation, this general means one season. This charm allows the character to function as if he had a Master's Workshop (+0 penalty on craft rolls).
  • Craft Wonder-Forging Genius (Craft (any)5, Ess 5, Oadenol's pg 29): --, Permanent.
  • Purchase of this charm reduces the required ability minimums of a given crafting or repair project by one dot. So a four dot artifact that requires lore 6 instead takes lore 5. It also lowers the Craft, Lore and Occult requirements to design Manses by 1 dot each. This charm can be purchased twice.
  • Craft Wonder-Forging Genius (Craft (any)5, Ess 5, Oadenol's pg 29): --, Permanent.
  • Purchase of this charm reduces the required ability minimums of a given crafting or repair project by one dot. So a four dot artifact that requires lore 6 instead takes lore 5. It also lowers the Craft, Lore and Occult requirements to design Manses by 1 dot each. This charm can be purchased twice.
  • Lytek Spirit of the Artificer: --, Permanent.
  • This charm reduces the required ability minimums of a given crafting or repair project by one dot. So a four dot artifact that requires lore 6 instead takes lore 5. It also lowers the Craft, Lore and Occult requirements to design Manses by 1 dot each. This charm can be purchased twice. It also allows the Solar to design and build N/A Artifacts.

Lore

  • Lore First Lore Excellency (Lore 1, Ess 1, pg 183): 1m per die, Reflexive, Combo-OK, Instant.
  • Character adds dice equal to motes spent with this charm, but not more than (Attribute+Lore).
  • Lore Second Lore Excellency (Lore 1, Ess 1, p184): 1m, Reflexive, Combo-OK, Instant.
  • Character may spend up to (Attribute+Lore) in motes, for ever 2 motes spent, add a success to the pertinent roll.
  • LoreLore Essence Flow(Lore 5, Essence 4, pg 187): --, Permanent, Instant.
  • This allows the character to use the first three Lore Excellencies as natural powers instead of charms, eliminating the need for combos. The character must have purchased the excellency to use it.
  • LoreUltimate Mastery of [First Age Denandsor](Craft 5, Essence 5, DotFA): 3m+1wp, Reflexive, Combo-OK, Obvious, Instant.
  • This charm is applied to a roll employing the relevant specialty. The Solar automatically gains a threshold success of at least 0. This means that after using this charm, the roll cannot fail. It does not modify the difficulty of the roll nor provide extra successes over difficulty. If used as a perfect defense against attack, it has one of the Four Flaws of Invulnerability.
  • Lore Chaos Repelling Pattern (Lore 3, Ess 3, pg 216): 8m, Simple, Combo-OK, Obvious, One Hour.
  • The character's immediate vicinity-out to (essence) in yards - functions according to the laws of Creation, even in the Wyld, Malfeas, or otherwise.
  • Lore Wyld Shaping Technique (Lore 5, Ess 3, page 216): 20m, 1wp, Simple(Dramatic Action), Combo-OK, Obvious, Shaping, Instant.
  • This charm forces a region of chaos to take form as the Exalt Commands. Wyld-Shaping Technique is an extended dramatic action. The dice pool used equals (Intelligence+Lore). Each roll requires 5 hours of effort, and the character pays the charm's cost with each roll. This roll has a base difficult of 1 in regions of Pure Chaos, 3 in the Deep Wyld, 5, in the Middlemarches, and 10 in the Bordermarches. The lawgiver can spend accumulated successes at any point to complete part of her construction. This charm cannot speed the creation process more than tenfold, but is specifically permitted to supplement this process with Craft Charms like Craftsmen Need No Tools.
  • Lore Wyld Cauldron Technology (Lore 5, Ess 4, pg 217): -, Permanent, Instant.
  • This charm enhances Wyld-Shaping Technique, allowing the character to make permanent and real things.

Occult

  • Occult Terrestrial Circle Sorcery():
    Sacrificed some of her 'Why Not' attitude, became more goal oriented.

Sorcery

  • Terrestrial Demon of the First Circle:(): 20m+
  • Terrestrial Death of Obsidian Butterflies():15m
  • Terrestrial Emerald Countermagic():
  • Terrestrial Stormwind Rider():

Athletics

  • Athletics Graceful Crane Stance (Athletics 1, Ess 2, Pg 222): 3m, Reflexive, Combo-OK, Instant.
  • This charm lets the character automatically succeed on any attempt to keep their balance. In addition, it lets them to keep their footing on a surface as strong and wide as a human hair. The Exalt treats the given surface as a three foot wide ledge capable of supporting a thousand pounds of weight when determining what movement and athletic actions can be taken.

Awareness

  • Awareness Surprise-Anticipation Method (Awareness 5, Ess 2, pg 226): 1m, Reflexive(Step 2), Combo-OK, Instant.
  • This charm grants success on any valid awareness roll to notice danger. This charm works whether in battle, awake or asleep. If a player must make such a roll and has a chance of failure, and may invoke this charm, she does so automatically. If this charm is in a combo, he may invoke the combo as well. This means that when the charm is active, unexpected attacks are treated as expected.

Larceny

  • Larceny Lock-Opening Touch (Larceny 3, Ess 1, Pg229): 3m, Supplemental, Combo-OK, Instant.
  • This charm supplements a lock-picking action, and removes the need for tools by using Essence. Though using it without tools makes it Obvious. It makes your action an automatic success. If this action is opposed by another Charm or magical effect, add (Essence) in automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic.

Bureaucracy

  • Bureaucracy Second Bureaucracy Excellency(Bureaucracy 1, Essence 1, pg): 2m per success, Reflexive, Instant.
  • Bureaucracy Speed the Wheels(Bureaucracy 3, Essence 2, pg): 8m, Simple(Dramatic Action)
  • Bureaucracy Insightful Buyer Technique(Bureaucracy 3, Essence 1): 3m, Simple(Dramatic Action)
  • Bureaucracy Frugal Merchant Method(Bureaucracy 1, Essence 1): 1m, Supplemental, Combo-OK, Instant.

Linguistics

  • Linguistics Sagacious Reading of Intent (Linguistics 1, Ess 1, pg 233): 3m, Reflexive(Step 2), Combo-OK, Social, Instant.
  • This charm summarizes the intent behind a given statement, written or heard. It is a one-sentence summary of what the author hopes to gain. If the Exalt invokes this charm to defend against a social attack, and the attacker's purpose is fundamentally hostile to the Exalt or the Exalt's motivation, this charm perfectly negates that attack.

C-C-C-Combo's

Hungry Guardian Stance 1wp
Hungry Tiger Technique: 1m, Supplemental, One Action
First Melee Excellency 1m per dice, Reflexive, Instant
Heavenly Guardian Defense 4m, Reflexive(step 2), Instant
Graceful Crane Stance: 3m, Reflexive, Instant, Scene-long
Surprise Anticipation Method: 1m, Reflexive, Instant
ADD IN BUT DON'T HAVE YET: Iron Whirlwind Attack, 5m+1wp, Extra-Action
ADD IN BUT DON'T HAVE YET: One Weapon, Two Blows, 1m Reflexive
Rapid Fabrication Method 1wp
Craftsmen Need No Tools: 7m+1wp
Words as Workshop Method: 16m+1wp


Essence

Essence: ●●●●●
Regeneration: 4m/hour while relaxed, 8m/hour while sleeping
Personal Essence Pool: 23/23
Peripheral Essence Pool: 46/56
Committed Essence to Artifacts: 10m
Committed Essence to Charms:
Total Commited Essence: 10m
Commitments:

  • 6m: Short Daiklaves
  • 4m: Hearthstone Bracers

Willpower

Willpower: ●●●●● ●●●
Temporary Willpower: 00000 000

Virtues

Virtues:

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

Virtue flaw: Heart of Flint (Conviction)
Limit: XXX□□ □□□□□
Limit Break Condition: The character is frustrated by the intemperate or childish nature of the world around her.

Inventory

Artifact ●● Pair of Orichalcum Short Daiklaves, Fluff Pending

Speed 4, Accuracy +5, Damage +4L, Defense +1, Rate 3(6 when paired), Mins: Str ●, Attune 6*, Cost ●●*, Tags N/A

Attune 6 for the pair.

Artifact ●● Pair of Orichalcum Hearthstone Bracers
Attune: 4m
Gives a 3-die bonus to all dodge attempts.
Attacks have their damage increased by two dice while wearing the bracers.

(Exceptional)Reinforced Buff Jacket (cost ●●+●)
Soak: +5L/8B, Mobility: -1, Fatigue 1,

Fine Lock picks: +1 when picking locks

Artifact ●
Mental Shield Arrays
This has not been implanted yet in any character
Biomagitech

These tiny magitech devices take the form of small disks or jewels with metal settings, depending on the intended style. They can be installed either on/in the skin as decorative jewelry, or implanted in the scalp or skull for security and stealth. Either proceedure has the same difficulty.

These artifacts have no attunement cost.

A person may have 1 of these arrays for every dot of permanent essence. For 2m committed per array, subtract 1 success from any Unnatural Mental Influence that may effect the user.

10/15 minutes/2/3

Manses and Hearthstones

Since she doesn't have a manse, she doesn't yet have a hearthstone.

Artifact Projects

For Shen

  • Spell Capturing Cords (any rating)
  • Essence Capacitors (Rating 2+)
  • This is in Abyssals, Page 215-216
  • the Xdot version provides 1m
  • the 1dot version provides 3m
  • the 2dot version provides 7m
  • the 3dot version provides 15m
  • the 4dot version provides 35m
  • the 5dot version provides 70m
  • the N/A version provides 150+m
  • Need to do research rolls.
  • Probably need more than 1
  • Skinmount Amulets
  • Need to do Research

For Snakebite

  • Orichalcum Hearthstone Bracers
  • Found plans for their construction. 15 banked successes
  • Perfected Boots
  • Still need to make the research rolls.

For myself

  • Custom Short Daiklaves
  • Still need to brainstorm the idea, then do research rolls.
  • Bracers of Universal Crafting
  • Need to do Research
  • Forgehand Gauntlets
  • Need to do Research

For Kavi

  • Shiny Powered Armor
  • Needs to be designed
  • Archery 4, Melee 5. Integrate ranged weapons?
  • An awesome spear for pokin'
  • Need to do Research

Combat

Dodge DV: 9 (dex+dodge+Ess+Specialty+Bracers)/2 round up
Dodge MDV: 8 (will+integ+Ess)/2 round down In Denandsor, MDV is effectively 10
Parry DV: 7
Soak: 5A/6L/11B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 5A/5L/7B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)

Attacks

Short Orichalcum Daiklaves: Speed 4, Accuracy +5, Damage +4L, Defense +2, Rate 3(6), Tags n/a

below reflects character/equipment/specialty increases

Short Orichalcum Daiklaves: Speed 4, Accuracy +7, Damage +6L, Parry DV 7, Rate 3(6), Tags n/a

Punch: Speed 5, Accuracy +1 , Damage +0(4B) , Defense +2 , Rate 3 , Tags: N
Kick: Speed 6, Accuracy +0 , Damage +3B(7B) , Defense -2 , Rate 2 , Tags: N
Clinch: Speed 6, Accuracy +0 , Damage +0(4B) , Defense +0 , Rate 1, Tags: C, N, P

Health

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

Advancement

  • 8xp spent on Craft Essence Flow
  • 7xp spent on Athletics 5
  • 1xp spent on Linguistics 2
  • 8xp spent on Combo: Hungry Guardian Stance
  • 6xp spent on Bureaucracy 3
  • 10xp spent on 2nd Bureaucracy Excellency
  • 10xp spent on Speed the Wheels
  • 10xp spent on Insightful Buyer Technique
  • 8xp spent on Fivefold Bulwark Stance
  • 8xp spent on Wonder Forging Genius
  • 15xp spent on Craft Fire 3,4,5
  • 8xp spent on Terrestrial Circle Sorcery
  • 10xp spent on 2nd Integrity Excellency
  • 6xp spent on Integrity 4
  • 10xp spent on Spirit Maintaining Maneuver
  • 5xp spent on adding Surprise Anticipation Method to combo
  • 8xp spent on Lore Essence Flow
  • 8xp spent on Integrity 5
  • 10xp spent on Unyielding Clarity of Self (Custom Charm)
  • 3xp spent on Lore Specialtiy: (First Age Denandsor +1)
  • 8xp spent on Ultimate Mastery of [First Age Denandsor]
  • 8xp spent on Infinite Mastery of Melee
  • 15xp spent on Craft Air 3,4,5
  • 14xp spent on Willpower 8
  • 12xp spent on plot armor: Cache egg **** (needs Golby Approval still)
  • 10xp spent on Frugal Merchant Method


Shopping list

it's also helpful (but optional) if you write out charms you intend to buy

Artifacts Wanted

Golby's Rulings

Common, or low-rating Exotic Ingredients Cost as much as the Artifact's Rating in Resources to buy.

when used, Craftsmen Need No Tools overrides the listed interval for a given project. As soon as the required work hours are completed, regardless of how many actual hours are spent, the interval is finished.

Assuming I have the required materials and the motes to invoke the charm, I am allowed to work on the next interval immediately.

CNNT works on the research phase, as long as it's "Standard" research. e.g. No reverse engineering, or taking someone else's schematic

Golby considers all standard research as typical crafting; no exceptions need to be made for the first half of my banked successes.

The 16 motes Words as Workshop Method remain committed for the duration of the charm. The charm ends after the interval. Ergo, they decommit after the roll is completed. Which is X hours spent crafting times [Essence x3] as defined by CNNT.

Xian-Li cannot make PSVs until she's Essence 7, Lore 7