Campaign:Flailing About/Creek Barique: Difference between revisions

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== Advancement ==
== Advancement ==
=== Bonus Points ===
=== Bonus Points ===
10: Essence 3
1: MA 4
1: Speciality
2: Mentor Boost
1: 2nd point in Artifact
=== Experience Points ===
=== Experience Points ===
0
0

Revision as of 19:01, 20 April 2009

Basics

Name:Creek Barique
Concept:Violin wielding PIRATE
Aspect: Water
Motivation: Steal this Warfleet the Silver Prince is Rumored To have
Hate: Dynasts, Likes:Sailing, Violins
Anima Banner: waves form a musical sheet, with notes in time to his playing
Anima Effect:
Experience: 0/0


Background

(write your background here. i like short, concise, to-the-point backgrounds that tell me all the important things you want me to know about your character. this space is meant mostly for character history, but try and talk a bit about his personality as well.)


Appearance

Pirate with a long vest, and a huge hat. He is generally playing a violin, is about 5'8 skin color is of the greecio/italian coloration. has silky black hair and a trimmed stache and goatee. generally has tough boots as part of the ensemble. Eyes are the color of a stormwracked sea on a really bad day. and his hair is always just a bit damp to the touch.

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    

(write aspect/caste and favored abilities in bold, please. also, you do not have a free dot in every ability. I put them for ease of comprension.)

Crafts

Craft Air ●

Linguistics

(Write here the languages you can speak)

Specialties

MA (Silver Nightengale Style) ●●

Backgrounds

Artifact (Harmonic Black Jade Violin Bow (Wrackstaff): ●●
Mentor: ●●●●●
Resources: ●●●●

Charms

--Enlightenment--

TIGER-AND-BEAR AWARENESS Cost: 6m; Mins: Martial Arts 3, Essence 3; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: One scene Prerequisite Charms: None The martial artist practicing this Charm is aware of all that surrounds him. He respires wisdom, and nothing escapes his notice. To an observer, the martial artist appears to walk more lightly on his feet, and the winds seems to whisper in his ears. For the duration of the Charm, the martial artist is automatically aware of all beings within a number of yards equal to his Essence, unless an entity is expending Essence in an effort to conceal itself. Additionally, learning this Charm brings with it a sort of danger sense. A martial artist who knows Tiger-and-Bear Awareness can activate it refl exively when subject to a sneak attack in order to automatically notice the assault. This Charm does not grant the ability to see immaterial spirits or dematerialized elementals in the vicinity.

TIGER-AND-BEAR UNITY Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Supplemental Keywords: Combo-OK, Enlightening Duration: Instant Prerequisite Charms: Tiger-and-Bear Awareness As she lets the Essence of Creation fl ow through her, the martial artist fl ows through it. As they are already one, she cannot fail to strike her target true and with great precision. Attacks supplemented by this Charm gain a number of automatic successes equal to no more than the attacker’s Martial Arts score. She chooses the exact number of successes to apply, minimum zero, after Step Six of combat resolution, allowing her to make her blow as devastating or subtle as she likes.

--Silver Nightengale Style--

INSPIRING BATTLE HYMN Cost: 2m; Mins: Martial Arts 2, Essence 1; Type: Supplemental Keywords: Combo-OK, Emotion, War Duration: One action Prerequisite Charms: None The martial artist’s voice rises in a song of triumph, and in response, her allies take heart and fi ght more fi ercely. For each action in which the Silver-Voiced Nightingale spends two motes, she and all allies within (Essence x 5) yards receive a one-die bonus to attacks and +1 MDV. Rolls to coordinate attacks take a +2 bonus. If the martial artist is part of a mass combat unit of Magnitude 1 or 2, her battlehymn confers a +1 bonus to Attack and Morale ratings for the unit’s action. The martial artist can perform any sort of combat action while using this Charm, as long as it doesn’t use any Ability except Martial Arts. If a character with this Charm has not learned the Charm Terrifying Battle Shriek, then she suffers a -1 penalty to the number of bonus dice she receives for channeling Willpower through her Valor and Conviction. This penalty stacks with other Virtue penalties imposed by Charms of this style and is in effect regardless of whether the character is actually using the Charm.

TERRIFYING BATTLE SHRIEK Cost: 2m; Mins: Martial Arts 2, Essence 1; Type: Supplemental Keywords: Combo-OK, Emotion, War Duration: One action Prerequisite Charms: None The martial artist’s voice rises in a howl that promises horrible death to her foes. For every action in which the Silver-Voiced Nightingale spends two motes, her player rolls (Perception + Martial Arts) and compares the result to the Dodge MDV of every foe within (Essence x 5) yards. Each foe whose MDV does not surpass the roll’s successes incurs a -1 internal penalty on all actions he initiates during the martial artist’s action, and he adds one tick to the Speed of his action from the fear-induced hesitation. In mass combat, this Charm can impose a -1 internal penalty and -1 Morale on an opposing unit of up to Magnitude 2. The martial artist can perform any sort of combat action while using this Charm, as long as that action doesn’t use any Ability except Martial Arts. If a character with this Charm has not learned the Charm Inspiring Battle Hymn, then he suffers a -1 penalty to the number of bonus dice he receives for channeling Willpower through his Compassion and Temperance. This penalty stacks with other Virtue penalties imposed by Charms of this style and is in effect regardless of whether the character is actually using the Charm.

HARMONY IN OPPOSITION STANCE Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Simple Keywords: Combo-Basic Duration: Varies Prerequisite Charms: Inspiring Battle Hymn, Terrifying Battle Shriek 104 When a Silver-Voiced Nightingale uses this Charm, she moves in perfect counterpoint to her opponent. A brief kata and several sharp notes allow her to sound him out, using a (Perception + Martial Arts) roll with a diffi culty equal to his Essence. For every success on this roll (to a limit equal to her own Essence score), the martial artist may reduce his Dodge or Parry DV against her attacks by one and add one to her own Dodge or Parry DV against him. The DV adjustments last as long as the martial artist continues to fi ght this opponent and no one else. The martial artist also hears snatches of sounds that matter to her foe: his lover’s name, perhaps; for an introspective literary man, his favorite poem; or, for a loyal general, a snatch of his country’s national anthem. From these clues, the martial artist can determine one of her enemy’s Intimacies per scene, if she can keep the Charm’s effect running for fi ve actions.

HAUNTING HEART-RENDING MELODY Cost: 4m, 1wp; Mins: Martial Arts 3, Essence 2; Type: Simple Keywords: Combo-OK, Emotion Duration: Instant Prerequisite Charms: Inspiring Battle Hymn The Nightingale sings a cascade of notes to arouse an emotion of his choice while focusing his will and Essence on his target, who must be within (Essence x 10) yards. The martial artist’s player rolls (Charisma + Martial Arts). If the result exceeds the target’s Dodge MDV, the target feels whatever emotion the Silver-Voiced Nightingale wishes her to feel about anything or anyone he chooses that is present at the time. Thereafter, the emotion returns every time the target sees that thing again. (Intimacies, Virtues and Motivations may reduce the target’s Dodge MDV for this purpose, as detailed on p. 172 of Exalted.) Spending a Willpower point enables the target to fi ght past this unnatural mental infl uence for a scene. If the target does so three times, she breaks the Charm’s infl uence. If a character with this Charm has not learned the Charm Voice of the Night Bird, then he suffers a -1 penalty to the number of bonus dice he receives for channeling Willpower through his Valor and Conviction. This penalty stacks with other Virtue penalties imposed by Charms of this style and is in effect regardless of whether the character is actually using the Charm.

VOICE OF THE NIGHT BIRD Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Terrifying Battle Shriek The martial artist draws a deep breath as he takes the stance for an attack, then shouts a violent kiai. The force of his call strikes the enemy like a punch. By spending three motes, the Nightingale can make any Martial Arts attack sonic. He can launch it against anyone within (Martial Arts x 10) yards, and his player uses (Perception + Martial Arts) for its attack roll. Charisma replaces Strength for its base damage. The battle cry’s damage is normally bashing, but it can be increased or made lethal with a weapon or appropriate Charm (such as Weeping Nightingale Form). The Nightingale could even attempt to shout a weapon from an enemy’s hand or knock her off her feet. Doing the former acts as a ranged attempt to disarm a target (per the rules on p. 158 of Exalted), incurring the standard -4 penalty. Doing the latter follows the knockdown rules on p. 153 of Exalted. (If the Charm-supplemented attack attempts to deliberately cause knockdown, its Accuracy suffers the standard -2 penalty, as well as a -4 penalty since the attack is ranged.) Voice of the Night Bird cannot be parried without a stunt or a Charm, though it can be dodged. If a character with this Charm has not learned the Charm Haunting Heart-Rending Melody, then he suffers a -1 penalty to the number of bonus dice he receives for channeling Willpower through his Compassion and Temperance. This penalty stacks with other Virtue penalties imposed by Charms of this style and is in effect regardless of whether the character is actually using the Charm.

Combos

(example:)
Combo Name: Combo Cost + 1wp

  • List of constituent Charms, including Cost and Type.
  • Heavenly Guardian Defense, 4m, Reflexive (Step 2).
  • Etc

Essence

Essence: ●●●
Regeneration: (4 per hour plus twice the rating of your hearthstone(s) under normal conditions. remember you gain an additional 4 motes per hour when you're resting)
Personal Essence Pool: 9/9 /
Peripheral Essence Pool: 19/24 /
Committed Essence: 5
(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: □□□□□ □□□□□
("cross out" □ boxes by substituting them with Xs)

Virtues

Virtues:

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

Flawed Virtue:
Virtue Flaw:
Limit: □□□□□ □□□□□

Inventory

Black Jade Violin Bow
Speed Accuracy Damage Defense Rate Minimums Attune Cost Tags
3 +2 +5L +2 3 Str ••, Mrt • 5 •• 2, M, P, R
3 +2 +13B +2 3 Str ••, Mrt • 5 •• 2, M, R

Combat

Dodge DV:6
Dodge MDV:6
Soak: 2B/1L/0A
Pierced: 2B/1L/0A
Hardness: 0B/0L/0A

Attacks

Violin Bow Blade (Speed 3, Accuracy 13, Damage 7L, Parry DV 7, Martial Arts, Piercing, Reach
Violin Bow Back (Speed 3, Accuracy 13, Damage 15B, Parry DV 7, Rate 3, Martial Arts, Reach
Sonic Violin Bow Blade (Speed 3, Accuracy 13, Damage 9L, Parry DV 7, Martial, P, R
Sonic Violin Bow Back (Speed 3, Accuracy 13, Damage 17B, Parry DV 7, Rate 3, Martial, R
Punch (Speed 5, Accuracy 10, Damage 2B, Parry DV 6, Rate 3, Natural
Kick (Speed 5, Accuracy 9, Damage 5B, Parry DV 4, Rate 2, Natural
Clinch (Speed 6, Accuracy 9, Damage 2B, Parry DV 5, Rate 1, Natural, Piercing, Clinch

Health

□ -0
□□ -1
□□ -2
□ -4
□ Incapacitated

Advancement

Bonus Points

10: Essence 3 1: MA 4 1: Speciality 2: Mentor Boost 1: 2nd point in Artifact

Experience Points

0

See Also

Exalted