RiskBlossom: Difference between revisions
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=== Experience Points === | === Experience Points === | ||
9 XP: Presence 0 --> 3< | 9 XP: Presence 0 --> 3<br> | ||
24 XP: War 0 --> 5< | 24 XP: War 0 --> 5<br> | ||
50 XP: Essence 2 --> 4< | 50 XP: Essence 2 --> 4<br> | ||
10 XP: Charm(Grievous Wound Alteration Energy)< | 10 XP: Charm(Grievous Wound Alteration Energy)<br> | ||
10 XP: Charm(Wound-Closing Touch)< | 10 XP: Charm(Wound-Closing Touch)<br> | ||
9 XP: Beaurocracy 0 --> 3< | 9 XP: Beaurocracy 0 --> 3<br> | ||
4 XP: Conviction 2 --> 3< | 4 XP: Conviction 2 --> 3<br> | ||
12 XP: Charisma 3 --> 4< | 12 XP: Charisma 3 --> 4<br> | ||
4 XP: Lore 2 --> 3< | 4 XP: Lore 2 --> 3<br> | ||
9 XP: Socialize 0 --> 3< | 9 XP: Socialize 0 --> 3<br> | ||
12 XP: Charm(Auspicious First Meeting Attitude)< | 12 XP: Charm(Auspicious First Meeting Attitude)<br> | ||
6 XP: Presence 3 --> 4< | 6 XP: Presence 3 --> 4<br> | ||
12 XP: Charm(Terrestrial War Reinforcement)< | 12 XP: Charm(Terrestrial War Reinforcement)<br> | ||
12 XP: Charm(Enfolded in the Dragon's Wings)< | 12 XP: Charm(Enfolded in the Dragon's Wings)<br> | ||
12 XP: Charm(Phantom-Warrior Horde)< | 12 XP: Charm(Phantom-Warrior Horde)<br> | ||
4 XP: Ride 0 --> 2<br> | |||
==See Also== | ==See Also== | ||
[[Exalted]] | [[Exalted]] |
Revision as of 10:42, 14 March 2009
Basics
Name: Whispering Blossom(Blossom to his friends, which is almost everyone)
Concept: Humble Gardener
Aspect: Wood
Motivation: Aid those in need, see the world, find an amazing place to settle down and make a garden.
Intimacies: The Weak, Plants, Animals
Anima Banner/Totem:
Anima Effect/Tell:
Experience: 0/200
Background
Blossom used to be part of a rather large family with a lot of Dragonblooded blood in its veins, if asked where it is, he'll reply that it's "somewhere out east." If pressed he'll admit that he went wandering one morning and never got around to finding his way back. Some years ago, soldiers of the Realm found him tending a surprisingly magnificent garden in the middle of a forest while chasing criminals. After he disarmed half of them with his hoe, they realized he was Dragonblooded and dragged him back to the realm where he was subsequently adopted.
Unfortunately for his adopted family, Blossom was pretty much impossible to make a part of Realm life. An absent-minded, kind-hearted wanderer, he spent most of his time in gardens and parks, tending to plants(and talking to them) or tending to those who couldn't afford to be treated anywhere. Aside from the required passing-on-of-the-blood, he participated in none of his new house's affairs and eventually they ended up forgetting about him. Since then he's managed to wander his way out of the Realm again, searching for new wonders to behold and new people to help.
Blossom's a kind soul who abhors fighting if it can ever be avoided and would prefer to talk his way around things instead, though he refuses to lie to accomplish this. If forced to fight, he generally ends it by the direct method of disarming his enemies and then walking away, though if they persist in trying to kill him he may well beat them unconscious, bandage them and then leave.
It's a wonder he's still alive, really.
After a few decades of being a wandering do-gooder and getting dragged into a few adventures here and there, Blossom eventually started visiting some of the places where he had tried to help out in the past. It ended up being a sobering experience. In a lot of cases his help had made no permanent changes, or it had been minimal in effect. As a result he resolved to do good on a greater scale, he sought out a Solar teacher and ended up becoming quite proficient in the arts of War and Beaurocracy(as much as it pained him). Rather than assisting lone underdogs, he began to aid small nations, villages and peasant rebellions.
"Sometimes peace has to be enforced."
Blossom still prefers to solve things without a fight, but he no longer shies away from getting into a scrap as much as he used to.
Appearance
Blossom's dressed in a plain brown robe and carries several bags slung around his person, including one particularly large, rattling one on his back which contains a variety of hoes, rakes, small shovels and other gardening tools. He's bald, but his smooth scalp has long ago been colonized by a thick patch of ivy which sprouts pleasantly-coloured flowers in the spring and summer. He keeps it trimmed to prevent it trailing down his back, in "recent" years(within the last few decades) his head has also sprouted a pair of large maple branches which end up looking rather like antlers. He also maintains a neat beard.
If divested of his robes, Blossom looks plain but pleasant, not a work of art, but clearly someone who's lived a healthy life full of physical exercise.
Attributes
Strength ●●● Charisma ●●●● Perception ●●● Dexterity ●●●● Manipulation ● Intelligence ●●●● Stamina ●●●● Appearance ●●● Wits ●●●
Abilities
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 ●●●
Crafts
(Wood)
Gardening, Carpentry
Linguistics
Forest-Tongue, Low Realm, High Realm
Specialties
Melee: +2, Disarming
Backgrounds
Breeding: ●●●
Artifact: ●●
Resources: ●
Charms
(Resistance)
First Resistance Excellency: 1 mote to add two extra dice to any use of the relevant ability, up to the number of dice granted by the ability itself. Reflexive.
Ox-Body Technique: Grants one extra -1 healthy level and one extra -2 health level. Permanent.
Strength of Stone: 2 motes to increase Strength and Stamina by one dot each for a scene. Can also be applied to others for the same cost. Simple, touch, Combo-OK.
Impervious Skin of Stone Meditation: 1 mote adds 2B and 2L soak for the duration of a scene, up to a maximum of the Exalt's Essence. Lasts for a scene. Simple, Combo-OK.
(Medicine)
Third Medicine Excellency: 3 motes to reroll a use of the ability(you choose which result to use) or add half again the ability to a static DV. Reflexive.
Infection-Banishing Prana: 1 mote to remove all infection from someone's wounds, as well as warding all their current wounds from future infection. Simple, Touch.
Disease-Banishing Technique: 4 motes and 1 willpower to cure any non-magical disease that the Dragonblood has already diagnosed through use of Medicine. Can be used to cure magical diseases if the Dragonblood's permanent Essence exceeds the disease's Magical Treatment Difficulty.
Wound-Closing Touch:
Grievous Wound Alteration Energy:
(Presence)
First Presence Excellency:
Auspicious First Meeting Attitude:
(War)
Terrestrial War Reinforcement:
Enfolded in the Dragon's Wings:
Phantom Warrior Horde:
Essence
Essence: ●●●●
Personal Essence Pool: 14/14
Peripheral Essence Pool:28/32
Committed Essence: 5(Jade Hoe)
(write your essence pools as "current / maximum". current should be lower than maximum if you have motes committed to artifacts or if we finished a session while you wasn't at your maximum essence.)
Willpower
Willpower:●●●●● ●
Temporary: □□□□□ □
Virtues
Virtues:
- Compassion ●●●
- Conviction ●●●
- Temperance ●●
- Valor ●●
Flawed Virtue: Compassion
Virtue Flaw:
Limit: □□□□□ □□□□□
Inventory
- Jade Hoe, "Rootshatter." He picked it up when he left home all those years ago to use as a walking stick.
(Speed: 3, Accuracy: +3, Damage: +10B, Defense: +2, Rate: 3, Attune: 5, Artifact: 2. D, 2, R)
Combat
Dodge DV: 4
Dodge MDV: 5
Parry DV: 5(With Jade Hoe)
Soak: 4B/2L/0A
Join Battle: 5
Mental Parry Defense Value (MDV): (Charisma or Manipulation + Social Ability + Specialty)/2.
Attacks
Jade Hoe: Speed 3, 11 Dice, 13 Blunt Damage, Rate 3, D.
Health
□ -0
□□□ -1
□□□ -2
□ -4
□ Incapacitated
Advancement
Bonus Points
4 BP: Wits 2 --> 3
4 BP: Dex 3 --> 4
2 BP: Artifact 0 --> 2
1 BP: Medicine 4 --> 5
1 BP: Melee 3 --> 4
1 BP: Craft 3 --> 4
1 BP: Melee Specialty, Disarming +2
Experience Points
9 XP: Presence 0 --> 3
24 XP: War 0 --> 5
50 XP: Essence 2 --> 4
10 XP: Charm(Grievous Wound Alteration Energy)
10 XP: Charm(Wound-Closing Touch)
9 XP: Beaurocracy 0 --> 3
4 XP: Conviction 2 --> 3
12 XP: Charisma 3 --> 4
4 XP: Lore 2 --> 3
9 XP: Socialize 0 --> 3
12 XP: Charm(Auspicious First Meeting Attitude)
6 XP: Presence 3 --> 4
12 XP: Charm(Terrestrial War Reinforcement)
12 XP: Charm(Enfolded in the Dragon's Wings)
12 XP: Charm(Phantom-Warrior Horde)
4 XP: Ride 0 --> 2