Campaign:Flailing About/Sori Wehigi: Difference between revisions

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== Basics ==
== Basics ==
'''Name:''' <br/>
'''Name:''' Sori Wehigi<br/>
'''Concept:''' <br/>
'''Concept:''' Good Man Wronged<br/>
'''Caste/Aspect:''' <br/>
'''Caste/Aspect:''' Zenith<br/>
'''Motivation:''' <br/>
'''Motivation:''' Redeem Himself<br/>
'''Intimacies:''' <br/>
'''Intimacies:''' His old Village, Honesty<br/>
'''Anima Banner/Totem:'''<br/>
'''Anima Banner/Totem:'''<br/>
'''Anima Effect/Tell:'''<br/>
'''Anima Effect/Tell:'''<br/>
Line 15: Line 15:


=== Background ===
=== 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.)''
Sori was a fairly cool guy, always worked hard, caught the fish, and worked to resolve any problems that came up with the town. He hated liars in all forms, and would often get into brawls with them.  However, one day a storyteller and soothsayer came to town, and the accuracy of his predictions couldn't be denied.  This man from the stars set himself up, and one day prophecized that the boy would become sun-mad, touched by anathemic power.  The townsfolk, with heavy hearts, believed him and chased my character away...and while he ran, seeking shelter, he Exalted, fufilling the prophecy.  He sailed, then, and wound up finding a ship's remains...that wasn't.  It was a manse, which was still active, and he took the stone from it with new resolve, seeing that such a place as that could still operate after so long. Now, he's returning to civilization, to rebuild his reputation and prove he's still the man he was.
 


=== Appearance ===
=== Appearance ===
Line 23: Line 22:
== Attributes ==
== Attributes ==


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


== Abilities ==
== Abilities ==


  ''Solar/Abyssal Block''
  ''Solar/Abyssal Block''
  Archery          Integrity  ●    Craft        ●    Athletics     Bureaucracy
  Archery      X     Integrity  ●    Craft        X      Athletics ●●     Bureaucracy  
  Martial Arts ●    Performance     Investigation ●    Awareness     Linguistics ●
  Martial Arts ●●●●● Performance X     Investigation ●●●●●  Awareness ●●     Linguistics ●
  Melee            Presence    ●    Lore          ●    Dodge    ●    Ride       
  Melee        X     Presence    ●●●●● Lore          X      Dodge    ●●●●●  Ride         
  Thrown          Resistance  ●    Medicine      ●    Larceny  ●    Sail       
  Thrown      X     Resistance  ●●    Medicine      X      Larceny  X      Sail        ●●●●●
  War              Survival    ●    Occult        ●    Stealth  ●    Socialize  ●
  War          X     Survival    ●●●   Occult        X     Stealth  X     Socialize  ●●●
 
''Lunar Block''
Archery      ●      Craft      ●      Bureaucracy  
Athletics    ●      Larceny    ●      Investigation ●
Awareness    ●      Linguistics ●      Lore          ●
Dodge        ●      Performance ●      Occult       
Integrity    ●      Presence    ●      Medicine      ●
Martial Arts ●      Ride        ●
Melee        ●      Sail        ●
Resistance  ●      Socialize  ●
Thrown      ●     Stealth     ●
War          ●      '''Survival'''    ●
 
''Sidereal Block''
Resistance ●      Craft      ●      Archery  ●      Investigation ●      Awareness    ●
Ride      ●      Dodge      ●      Athletics ●      Larceny      ●      Bureaucracy  ●
Sail      ●      Linguistics ●      Melee    ●      Lore          ●      Integrity    ●
Survival   ●      Performance ●      Presence  ●      Occult        ●      Martial Arts ●
Thrown    ●     Socialize  ●      War      ●      Stealth      ●      Medicine    ●
 
''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.)''
''(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.)''
=== Specialties ===
''(Write here your specialties, if any)''


== Backgrounds ==
== Backgrounds ==


''Background 1: <br/>''
''Artifact: ●●<br/>''
''Background 2: <br/>''
''Manse: ●●●<br/>''
''Background 3: <br/>''
''Resources: ●●<br/>''


== Charms ==
== Charms ==
''(example:)''<br/>
(Investigation)
(Ability) '''First (Ability) Excellency:''' 1m/1d, Reflexive, Instant. Adds 1 die to an (ability) roll for every mote you spend, yadda yadda.
* Second Investigation Excellency
* Courtier's Eye Technique
* Judge's Ear Technique
* Know The Soul's Price<br/>
(Dodge)
* Shadow over Water<br/>
(Sail)
* Second Sail Excellency
* Salty Dog Method<br/>
(Athletics)
* Third Athletics Excellency<br/>
(Marital Arts)
* Fists of Iron Technique
* Dragon Coil Technique


== Essence ==
== Essence ==
'''Essence:''' ●●<br/>
'''Essence:''' ●●<br/>
'''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)''<br/>
'''Regeneration:''' 10/hour<br/>
'''Personal Essence Pool:''' /<br/>
'''Personal Essence Pool:''' 12/12<br/>
'''Peripheral Essence Pool:''' /<br/>
'''Peripheral Essence Pool:''' 25/29<br/>
'''Committed Essence:''' <br/>
'''Committed Essence:''' 4<br/>
''(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.)''
''(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 ==
'''Willpower:''' ●<br/>
'''Willpower:''' ●●●●● ●<br/>
Temporary: □<br/>
Temporary: □□□□□ □<br/>
''("cross out" □ boxes by substituting them with Xs)''
''("cross out" □ boxes by substituting them with Xs)''


== Virtues ==
== Virtues ==
'''Virtues:''' <br/>
'''Virtues:''' <br/>
* Compassion <br/>
* Compassion ●●<br/>
* Conviction <br/>
* Conviction ●●<br/>
* Temperance ●<br/>
* Temperance ●<br/>
* Valor      <br/>
* Valor      ●●●●<br/>
'''Flawed Virtue:'''<br/>
'''Flawed Virtue:'''<br/>
'''Limit Break:''' □□□□□□□□□□<br/>
'''Limit Break:''' □□□□□□□□□□<br/>
Line 103: Line 86:


=== Manses and Heartstones ===
=== Manses and Heartstones ===
''(write what heartstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)
* Stone of Aquatic Pussiance - Manse 3 - Allows freedom of underwater movement.
* Shattered Memory - Manse 3 - Pirate shipwreck preserved and reinforced to be a Manse, as well as a memory of those lost.


== Combat ==
== Combat ==
'''Dodge DV:''' <br/>
'''Dodge DV:''' 6 +3d bracers<br/>
'''Dodge MDV:''' <br/>
'''Dodge MDV:''' 4<br/>
'''Soak:''' B:0 L:0 A:0<br/>
'''Soak:''' B:3 L:1 A:0<br/>
'''Hardness:''' B:0 L:0 A:0<br/>
'''Hardness:''' B:0 L:0 A:0<br/>
=== Attacks ===
=== Attacks ===
''(example:)''<br/>
* Punch (Speed 5, Accuracy 11, Damage 5B, Parry DV 6, Rate 3, Natural
''Example Attack'' (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)<br/>
* Kick (Speed 5, Accuracy 10, Damage 7B, Parry DV 4, Rate 2, Natural
* Clinch (Speed 5, Accuracy 10, Damage 5B, Parry DV 5, Rate 1, Natural, Piercing, Clinch
=== Health ===
=== Health ===
□ -0<br/>
□ -0<br/>

Revision as of 16:56, 19 April 2009


(italicized text is just a comment, don't keep it in your sheet)

Basics

Name: Sori Wehigi
Concept: Good Man Wronged
Caste/Aspect: Zenith
Motivation: Redeem Himself
Intimacies: His old Village, Honesty
Anima Banner/Totem:
Anima Effect/Tell:
Experience: /
(write experience points as "unspent / total" plx)

Background

Sori was a fairly cool guy, always worked hard, caught the fish, and worked to resolve any problems that came up with the town. He hated liars in all forms, and would often get into brawls with them. However, one day a storyteller and soothsayer came to town, and the accuracy of his predictions couldn't be denied. This man from the stars set himself up, and one day prophecized that the boy would become sun-mad, touched by anathemic power. The townsfolk, with heavy hearts, believed him and chased my character away...and while he ran, seeking shelter, he Exalted, fufilling the prophecy. He sailed, then, and wound up finding a ship's remains...that wasn't. It was a manse, which was still active, and he took the stone from it with new resolve, seeing that such a place as that could still operate after so long. Now, he's returning to civilization, to rebuild his reputation and prove he's still the man he was.

Appearance

(what other people see when they look at your character.)

Attributes

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

Abilities

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

(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.)

Backgrounds

Artifact: ●●
Manse: ●●●
Resources: ●●

Charms

(Investigation)

  • Second Investigation Excellency
  • Courtier's Eye Technique
  • Judge's Ear Technique
  • Know The Soul's Price

(Dodge)

  • Shadow over Water

(Sail)

  • Second Sail Excellency
  • Salty Dog Method

(Athletics)

  • Third Athletics Excellency

(Marital Arts)

  • Fists of Iron Technique
  • Dragon Coil Technique

Essence

Essence: ●●
Regeneration: 10/hour
Personal Essence Pool: 12/12
Peripheral Essence Pool: 25/29
Committed Essence: 4
(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:
Limit Break: □□□□□□□□□□

Inventory

(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of.)

Manses and Heartstones

  • Stone of Aquatic Pussiance - Manse 3 - Allows freedom of underwater movement.
  • Shattered Memory - Manse 3 - Pirate shipwreck preserved and reinforced to be a Manse, as well as a memory of those lost.

Combat

Dodge DV: 6 +3d bracers
Dodge MDV: 4
Soak: B:3 L:1 A:0
Hardness: B:0 L:0 A:0

Attacks

  • Punch (Speed 5, Accuracy 11, Damage 5B, Parry DV 6, Rate 3, Natural
  • Kick (Speed 5, Accuracy 10, Damage 7B, Parry DV 4, Rate 2, Natural
  • Clinch (Speed 5, Accuracy 10, Damage 5B, Parry DV 5, Rate 1, Natural, Piercing, Clinch

Health

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

Advancement

(Here is where you write down your experience points and how you spent them)