Campaign:Will Of The Yozi/Artist: Difference between revisions
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Basics[edit]
Name: Halcyon Affirmation of Tranquility
Campaign: Campaign:Will of the Yozi
Concept: Bob Ross
Caste: Twilight
Motivation: To spread peace through Creation with art.
Intimacies: Art in its many forms, peaceful fair folk, his lunar mate
Anima Banner: A forest of painted trees swaying in a calm breeze
Anima Effect: Damage Reduction
Experience: 0/0
Background[edit]
Halcyon was never an aggressive person. Yes, he was bold and confident at his exaltation, and expanded his knowledge with a voracious appetite. He amassed wealth, weapons, soldiers, artifacts, friends. He was as loud and bright and shining as any other Solar, compatriot to his fellows and death to his enemies. But that changed when struggles tore at Creation, and he was thrown into the Time of Cascading Years.
He had fought until his arms grew tired, and screamed until his voice was hoarse. He had struggled, and somehow won to emerge a quieter, more reflective, more peaceful man. He abandoned or gave away many of his violent things, keeping only his bow. Much of his wealth was spent on purchases for the mortals once under his lead, giving them places to go, jobs to do. When he was finally satisfied with what he had given away, he left for a length of years, heading to the East.
He still travels as often as he can, trying to soak in all of Creation's beauty, the natural splendors many Solars no longer even consider pleasing. His wanderings have taken him far and wide, farther out than the borders of Creation allow, to the Wyld and the fae and all the vast endlessness of chaos. Faithfully, he always returns before the paperwork stacks too high to put his visions on canvas. His near eccentric behavior for a Solar has lost him many of his old friends, but he keeps his Lunar Mate near as well as any baby animals he found along the way. Currently, he is nursing an orphaned squirrel back to health, though the little thing seems to have taken a shine to him.
Appearance[edit]
Unkempt, often dirty, Halcyon has scruffy hair that waves just in front of his eyes. He wears glasses he has no need for, and a boring shirt and pants when he has many a fabulous outfit tucked away in his closets. He is usually smiling or calm, and never raises his voice above a slight yell. If there is a social function he must attend, he puts an effort into cleaning up and being charming, but that's about it. He'd much prefer to slack in the woods than face his peers, and has become a bit of a recluse since the Time of Cascading Years.
Attributes[edit]
Strength ●●●● Charisma ●●●● Perception ●●●●● Dexterity ●●●●● Manipulation ●●● Intelligence ●●●●● Stamina ●● Appearance ●●●● Wits ●●●●
Abilities[edit]
Archery ●●●●● Integrity ●●●● Craft ●●●●● Athletics ●● Bureaucracy x Martial Arts x Performance ●● Investigation x Awareness ●●●● Linguistics ●●●● Melee x Presence ●●●● Lore ●●●●● Dodge ●●●●● Ride ●● Thrown x Resistance ●●●● Medicine ●● Larceny x Sail x War x Survival ●●●● Occult ●●●●● Stealth x Socialize x
Specialties[edit]
Craft(Air) ●●●●●
- Paintings ●●●
Craft(Wood) ●●●●●
- Plant Care ●
Craft(Fire) ●●●●
Craft(Magitech) ●●●
Presence(Calming) ●
Archery(Long Bows) ●●
Languages: Old Realm(Native), Earthtongue, Skytongue, Forest-tongue
Backgrounds[edit]
Cult: ●
Wealth: ●●●
Artifact: ●●●●
Familiar: ●●
Ally: ●●●
Manse: ●●●●
Contacts(Fae): ●● (Some Eastern Court)
Panoply: ●●●
Charms[edit]
Craft Charms[edit]
First Craft Excellency: 1m per die, Reflexive, Instant.
Adds 1 die to a Craft roll for every mote you spend.
Second Craft Excellency: 2m per success; Reflexive, Instant
Adds one success to a roll for every two motes spent up to (Attribute + Ability). Each success purchased is equivalent of purchasing two dice with the First Excellency or some other dice adder. He can also use this Charm to enhance unrolled uses of the relevant ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two.
Craft Essence Flow: -, Permanent, Instant.
I don't know what the fuck this does
Craftsman Needs No Tools: 7m, 1wp, Supplemental, Instant.
Removes the need for and any penalties associated with a lack of tools, though the craftsman still requires raw materials. Can also enhance a craft action to build something, in which case the craftsman accomplishes (Essence x3) hours of work for each hour invested.
Object-Strengthening Touch: 5m, Simple (Speed 5), One Scene.
Increases the number of successes necessary to damage an object by the character's Essence. Increases the (Strength + Athletics) rating necessary to break the object with a feat of strength by the character's Essence. This Charm's effects may be combined with those of Durability-Enhancing Technique, but the bonus granted to the object may never exceed the Solar's Essence.
Durability-Enhancing Technique: 3m, Simple (Speed 6 in ticks), Instant.
Permanently increases the number of successes necessary to damage an object by one. Permanently increases the (Strength + Athletics) rating necessary to break an object by one. I This Charm's effects may be combined with those of Object-Strengthening Touch, but the bonus granted to the object may never exceed the Solar's Essence.
Crack-Mending Technique: 10m, 1wp, Supplemental, Instant.
Allows the character to accomplish (Essence x3) hours worth of normal repair work for each hour invested. It also allows the character to mend cracks and seal broken pieces together without glue or nails, leaving a joint as strong and seamless as if the object were new.
Wonder-Forging Genius: Permanent (Purchased twice.)
Reduces the minimum Craft, Lore, Medicine and Occult requirements to build or repair artifacts by two. Also reduces the total number of dots required to allocate among Craft, Lore and Occult by six.
Lore Charms[edit]
First Lore Excellency: 1m per die, Reflexive, Instant.
Adds 1 die to a Lore roll for every mote you spend.
Second Lore Excellency: 2m per success; Reflexive, Instant
Adds one success to a roll for every two motes spent up to (Attribute + Ability). Each success purchased is equivalent of purchasing two dice with the First Excellency or some other dice adder. He can also use this Charm to enhance unrolled uses of the relevant ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two.
Chaos-Repelling Pattern: 8m, Simple, One Hour.
Surrounds the Exalt with the patterns of Creation, protecting him and the area around him out to (his Essence) from the ravages of otherworldly effects such as those in the Wyld and Malfeas.
Wyld-Shaping Technique 20m, Simple (Dramatic Action), Instant, Obvious, Shaping
Forces a region of Chaos to take shape as the Exalt commands. An extended dramatic action. The dice pool used equals (Int + Lore). Each roll takes five hours of effort, and the character pays the Charm's cost with each roll.
Base Difficulties Pure Chaos: 1 Deep Wyld: 3 Middlemarches: 5 Bordermarches: 10
The Exalt can spend accumulated successes at any point to complete part of the construction. This functions as follows.
Demesne: Create the land and then spend successes equal to it's demesne level.
Land: To create a stable region, spend successes equal to it's Resources value. You can spend up to five successes at a time, and more fertile land and mineral resources require more effort per acre than creating wastelands or desolate areas. The Solar can use Wyld-Shaping Technique in this region as if it were the Middlemarches of the Wyld, but all other effects consider it a Tainted Land - touched by Wyld energy, but a part of Creation.
Magical Things: To create a manse or an artifact, the Solar applies the successes on this roll directly as Craft successes in manse or artifact construction. This charm cannot speed the construction process more than tenfold, but the character is specifically permitted to supplement the process with Craft Charms such as Craftsman Needs No Tools.
People: To create extras, the Solar spends successes equal to the number of Background dots necessary to have them as followers. To create useful Essence 1 servants, the Solar spends one success per servant. Increase the required successes by one if the character is creating a coherent military unit, social group or government out of the chaos. The Solar can spend up to five successes at a time.
Wealth: To create portable wealth, the Solar must spend successes equal to it's Resources value. She can spend up to five successes at a time.
If things made by this charm do not interact extensively with the things of Creation, it begins to lose it's reality. Roll creator's Essence either against difficulty 1, or if the Solar's creation does not interact with real things in the story at all, difficulty 2. After three failures without any extensive interaction with Creation or an Exalt, something created by this charm fades away entirely.
Creatures made using this charm are outside Creation's process of life and death. They do not reincarnate in Creation or as a real creature unless Heaven orders their pattern woven into the Loom of Fate. Nor do they form ghosts unless the Neverborn intervene to recreate their Essence pattern as such. They fade away upon their deaths and are no longer valid targets for Charms or other effects unless otherwise stated. FUCK THIS IS A LONG-ASS CHARM.
Wyld Cauldron Technology
Archery Charms[edit]
First Archery Excellency: 1m per die, Reflexive, Instant.
Adds 1 die to an Archery roll for every mote you spend.
Second Archery Excellency: 2m per success; Reflexive, Instant
Adds one success to a roll for every two motes spent up to (Attribute + Ability). Each success purchased is equivalent of purchasing two dice with the First Excellency or some other dice adder. He can also use this Charm to enhance unrolled uses of the relevant ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two.
Infinite Archery Mastery:
There Is No Wind:
Accuracy Without Distance:
Trance of Unhesitating Speed:
Flashing Vengence Draw:
Summoning the Loyal Bow:
Essence Arrow Attack:
Rain of Feathered Death:
Integrity Charms[edit]
Integrity-Protecting Prana:
Righteous Lion Defense:
Survival Charms[edit]
Friendship with Animals Approach:
Occult Charms[edit]
Spirit-Detecting Glance:
Spirit-Cutting Attack:
Dodge Charms[edit]
Shadow Over Water:
Seven Shadow Evasion:
Resistance Charms[edit]
Ox Body Technique:
Linguistics Charms[edit]
Sagacious Reading of Intent: 3m, Reflexive, Instant.
Allows the Exalt to identify the motivation behind a given statement read or heard. If the charm is used to defend against a hostile social attack to the Exalt or his motivation, this negates the attack. (Page 233)
Essence[edit]
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: /
Peripheral Essence Pool: /
Committed Essence:
Willpower[edit]
Willpower: ●
Temporary: □
Virtues[edit]
Virtues:
- Compassion ●●●
- Conviction ●●
- Temperance ●●●●
- Valor ●●
Flawed Virtue: Temperance
Limit Break: □□□□□□□□□□
Inventory[edit]
- Vair the Baby Squirrel - A small red squirrel, this little creature has been with Halcyon for some time, and has grown more intelligent from the Solar's constant (and magical) care. (Familiar ●●)
- Gentle Reminder - A large and powerful powerbow, made to be a sister to the famous Crimson Bow from the Primordial War. Unlike the Crimson Bow, it is made of green wood with orichalcum designs supporting and strengthening it. It looks almost like a living thing, warm to the touch, sometimes even sprouting the occasional flower or leaf, and in the darkness it gives off a faint glow. It was the only bow Halcyon could not part with, as it was a gift from an old friend.
Speed 6 | Accuracy +1 | Damage +6L | Range 400 | Rate 3 | Attunement 8 (2, B)(Artifact ●●●●)
Manses and Heartstones[edit]
Manse ●●●● (●●●● more dots worth of manse)
Combat[edit]
Dodge DV:
Dodge MDV:
Soak: B:0 L:0 A:0
Soak (Piercing): B:0 L:0 A:0
Hardness: B:0 L:0 A:0
Attacks[edit]
(example:)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)
Health[edit]
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
Advancement[edit]
1 bp (Panoply 3)
4 bp (Perception 5)
4 bp (Appearance 4)
4 bp (Survival 3, 4)
1 bp (Specialty: Craft)
1 bp (Specialty: Archery)