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

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== Charms ==
== Charms ==
None.
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 ==
== Heritage Powers ==

Revision as of 17:23, 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.