Campaign:Golby's Beautiful Placeholder/Double Solar: Difference between revisions
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{{delete|A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore}} | |||
== Basics == | == Basics == | ||
*'''Campaign:''' [[http://1d4chan.org/wiki/Campaign:Golby%27s_Beautiful_Placeholder | Golby's Beautiful Placeholder]] | *'''Campaign:''' [[http://1d4chan.org/wiki/Campaign:Golby%27s_Beautiful_Placeholder | Golby's Beautiful Placeholder]] | ||
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=== Shopping list === | === Shopping list === | ||
''it's also helpful (but optional) if you write out charms you intend to buy'' | ''it's also helpful (but optional) if you write out charms you intend to buy'' | ||
Revision as of 16:21, 4 May 2021
This article has been flagged for deletion. Comment on the article's talk page. Reminder: Do NOT blank pages when flagging them for deletion. Reason: A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore |
Basics
- Campaign: [| Golby's Beautiful Placeholder]
- Name: Rin Darksbane
- Concept: Warrior King Nation Builder
- Caste/Aspect: Dawn
- Motivation: Build first age kingdoms once more/Reestablish Deliberative
- Positive intimacies: His Kingdom, His people, Solars
- Negative intimacies: Fair Folk, Wyld Barbarians
- Anima:
- Anima Banner: Pure White Tyrant Lizard
- Experience: 0/300
(write experience points as "unspent / total" plx)
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
(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 ●●● 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: Old Realm, Flametongue, Foresttongue
Craft: Fire ●●●
Specialties
(Write here your specialties, if any)
Backgrounds
Artifact: ●●●●● (6xp) Artifact: ●●●● (3xp) Manse: ●●●●● (12 xp) Manse: ●●● (9 xp) Manse: ●●● (9 xp) Resources: ●●●●● (15 xp) Backing: ●●●●● (15 xp) Followers: ●●●●● (15 xp) Influence: ●●●● (12 xp)
Charms
MELEE
2nd Melee
HURR DURR EXCELLENCY
One Weapon Two Blows
Cost: 1m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Any Melee Excellency
This Charm increases the accuracy and speed of the Exalt's Melee weapon by one each.
Peony Blossom Attack
Cost: 2m per attack; Mins: Melee 3, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: One Weapon, Two Blows
can buy up to essence +1(+3) attacks at 2 motes each, rate is ignored, no penalities apply to the attacks, Dv penalty only equals highest penalty for any one attack
Iron Whirlwind Attack
Cost: 5m, 1wp; Mins: Melee 5, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Peony Blossom Attack
Flurry for Dex +1(+3) attacks regardless of rate, no penalities to the attack, dv penalty only = highest of any single
Invincible Fury of the Dawn - 8xp
Cost: -; Mins: Melee 5, Essence 4; Type: Permanent
Keywords: Combo-OK, Obvious
Duration: N/A
Prerequisite Charms: Iron Whirlwind Attack
add 2 to the maximums of Iron Whirlwind and Peony Blossom, may also work with other custom melee charms at story tellers discretion.
Call The blade
Cost: 1m; Mins: Melee 2, Essence 2; Type: Reflexive (Step 2)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: None
Returns weapon to hand if it is within essence x 10 yards and has a valid way back.
Iron Raptor Technique
Cost: 2m or 4m; Mins: Melee 3, Essence 2; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Call the Blade
This Charm causes the Solar's weapon to fly from and return to her hand, making a Melee attack at a target withing essence x 8 yards
Summoning the loyal Steel
Cost: 1m; Mins: Melee 3, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Call the Blade
Committing some Essence, the Solar may store Elsewhere a Melee weapon that she has used to inflict damage. She may then draw the weapon from Elsewhere as if she still had it in her possession, or through the use of Charms such as Call the Blade.
Blazing Solar Bolt - 8 exp
Cost: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Simple (Speed 4)
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisite Charms: Iron Raptor Technique
Melee based attack pool = dex + melee + essence range = essence x 10 cannot be blocked or dodged short of charms or other magic ignores cover, but cannot strike around obstacles. Deals lethal damage = str + willpower + successes. Creatures of Darkness take aggravated damage
War
Second War Excellency 8 exp
Rout Stemming Gesture 8 exp
Mob-Dispersing Rebuke 8 exp
Fury Inciting Presence 8 exp
Heroism Encouraging Presence 8 exp
Tiger Warrior Training 8 exp
Legendary Warrior curriculum 8 exp
Lore
First and Second Excellencies
Lore Essence Flow - 8 xp
Harmonious Academic Methodology 8 exp
Legendary Scholar Curriculum 8 exp
Terrestial Edification Program 8 exp
Athletics
Monkey Leap Technique
Cost: 3m; Mins: Athletics 1, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
Jump as a move action, double jumping distance
C-C-C-Combo's
'Dawn to Dusk
Cost: 11m+ 3 wp
Iron Whirlwind Attack + Monkey Leap Technique + Blazing Solar Bolt + Foe Clearing Halberd power
Rin Slams into his opponent smashing him repeatedly into the air with his halberd, at the last time as his foe begins falling he crys out in a blaze of power slamming them down with Solar Fury. (this may cause falling damage)
Essence
Essence: ●●●●●
72 exp
Regeneration: 16/20/24 (twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)
Personal Essence Pool: 25/25
Peripheral Essence Pool: 39/59
Committed 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. commit from peripheral.)
Willpower
Willpower: ●●●●● ●●●●●
Temporary: 10/10
Virtues
Virtues:
Compassion ●●●●● Conviction ●● (3 xp) Temperance ●● Valor ●●●●●
Virtue flaw: Foolhard Contempt (Valor)
Limit: □□□□□ □□□□□
Limit Break Condition: Cowardly Acts.
Inventory
Artifact: ●●●●● | Glitterwings, Ori Celestial Battle Armor
Soak Hardness Mobility Fatigue Attune
+14L/14B 9L/9B -0 1 10
Stuff for the Armor
Filtration Baffles*: +2 bonus to Resistance against poison or
all forms of disease (including wound infection); one-hour
supply of fresh air (refilling the tank in fresh air takes one
minute per 10 minutes of air added to the tank).
Sensory Augmentation Visor*: As a reflexive action, the
wearer gains a +2 bonus to Awareness. Alternatively, the
wearer can reflexively activate Essence sight (see p. 85) for
three motes per scene, which also automatically pierces
any dragon armor cloaking device. In addition, the lenses
that provide Essence sight for this armor are coated with
thin films made from a mixture of orichalcum, starmetal
and soulsteel. As a result, when the character activates the
armor’s Essence sight, she can also see unmanifested spirits,
ghosts, living beings and enchanted objects (including
walking dead and automatons) as glowing presences. In
addition, the wearer can see the Essence-flows of demesnes
and manses at the range of her normal vision and can easily
tell the power of these locations and if their Essence flows
have been properly capped.
Exomuscular Fibers*: +2 dots to Strength for feats of
strength, calculating jump distance and inflicting damage
with attacks.
Peripatetic Greaves: Doubled movement rate; 10mph
marching movement rate.
Reinforced Gauntlets/Boots: As weapons, the gauntlets
and boots can parry lethal attacks without a stunt (as an
exception to the standard “N” tag), and have the following
respective statistics:
Name Speed Acc. Damage Def. Rate Tags
Gauntlet 5 +2 +5B +3 4 N
Boot 5 +1 +6B -1 3 N
Adaptive Camouflage Subsystem*: +2 bonus to Stealth while
moving or +3 while stationary. This ability specifically defends
against Essence sight. In addition, this color-changing feature
can also be used to provide the armor with the appropriate
colors and imagery for parades and other formal occasions.
3 Powah Features
-Enhanced Healing:
The energies of this armor are focused on repairing the wearer’s
flesh. While wearing this armor, the owner heals one level of
bashing damage every tick and one level of lethal damage every hour.
-Explosive Protection: By spending five motes of Essence, the
wearer can generate a pulse of concentrated Essence that blasts out from the armor. This attack affects everyone within range and can be dodged but not parried. The shockwave generated by this attack also halves (round down) the soak value of all non-magical armor. This attack is specifically designed to allow an Exalt to clear away large numbers of attackers. Speed Acc. Damage Rate Range Tags 5 +4 10L 2 20* P** * This attack has no extended range. This is the maximum range of the effect. ** Against non-magical armor only
-Essence Wings (orichalcum only): If the wearer spends five
motes, this armor produces a pair of glowing golden wings
made from solid Essence. These wings have a wingspan of 12
feet. After activating the wings, the armor can fly at a speed
of 20 yards per tick for one scene. For six motes, the user can
fly at up to 100 miles per hour for a number of hours equal
to the wearer’s permanent Essence, but maneuverability is
limited. Roll (Dexterity + Athletics), difficulty 1, for the
Exalt to make any sudden change in course.
Artifact: ●●●● | Injustice's End: Ori Foe-Clearing Halberd
Speed Accuracy Damage Defense Rate Minimums Attune Tags
5 +3 +15L/4 +3 3 Str ••• 10 2, O, P, R
This halberd is made in the classic form developed during the early days of the First Age. The design
remains popular in both the Realm and Lookshy and consists of a haft as tall as the wielder, surmounted by a
long dagger blade affixed perpendicularly to the haft that is topped by a small sphere made from a mixture of
the five magical material. When the owner spends 10 motes to attune herself to this halberd, it immediately
changes length to be exactly her own height. Even neglecting the powerful enchantments placed upon this item,
it is an extremely deadly weapon that can be used to strike mounted and walking foes with equal ease.
This weapon becomes even more useful when the character reflexively spends two or four motes of
Essence when she swings this weapon. This Essence is focused and directed by the sphere that surmounts
this weapon into a shockwave that radiates outward from the weapon. The user can choose to have this
shockwave radiate out in all directions, or to affect only those targets in front of and on either side of her.
If the wielder spends two motes, this shockwave affects everyone within (the character’s Essence + Melee)
yards. The players of all characters within range must make a successful (Dexterity or Stamina + Athletics
or Resistance) roll, difficulty 2, or their characters suffer knockdown. If the wielder spends four motes, then
the players of everyone within the same range must make a successful (Dexterity or Stamina + Athletics
or Resistance) roll, difficulty 4, to stay in place. Characters who fail this roll all suffer a number of yards of
knockback equal to the number of successes the wielder’s player rolled on her attack roll. Then, players of
characters who failed the first roll must all make a (Dexterity or Stamina + Athletics or Resistance) roll,
difficulty 3, to avoid their characters suffering knockdown. The target the character initially attacks suffers
these effects, but the knockback or knockdown occurs immediately after the attack. (First the target takes
damage from the halberd, if any, then his player rolls for him to resist knockdown or knockback.) When used
against crowds of extras or even against large numbers of non-Exalted elite troops, this weapon can clear
away a dozen opponents every action, allowing the wielder to swiftly fight her way across a battlefield to get
to a worthy opponent. This weapon can be made from any of the five magical materials and gains the normal
bonuses from its construction. It also contains a socket for a single hearthstone.
Manses and Hearthstones
(write what hearthstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)
Combat
Dodge DV: 7 (dex+dodge+Ess)/2 round up
Dodge MDV: 9 (will+integ+Ess)/2 round down
Soak: 0A/0L/0B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/0L/0B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)
Attacks
(example:)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)
Health
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
□ Dying
one Dying level per dot of Stamina
Advancement
Virtues 12 bp 2 melee 2 bp 1 war 1 bp Essence 5 = 72 exp Lore 5 = 12 exp
Shopping list
it's also helpful (but optional) if you write out charms you intend to buy