Campaign:Dragon-Blooded: The Musical/Ozone (Sesus Daigan)

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Revision as of 19:41, 16 December 2008 by 1d4chan>Ishallcallu
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Basics

Name: Sesus Daigan
Concept: Emperor Palpatine meets football
Caste/Aspect: Air
Motivation: Graduate
Intimacies: Finding a smoking hot DB girlfriend
Experience: 0/0


Background

Lived on the Derpa Derpa Plains across from the Wannabo Valley until he got kicked out by his parents and enrolled in the School of Bells "Because they wanted him gone." Is now a giant scheming jackass as well as being a decent Exaltedball player. Aspirations of adequacy, etc...But more or less just wants to graduate so he can get to taking over the god damned world already.


Appearance

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    


Specialties

Backgrounds

Allies:
Artifact:
Backing: ●●●●●
Breeding:
Contacts:
Cult:
Familiar:
Influence:
Manse:
Mentor:
Resources:
Retainers: ●

Charms

FIRST ATHLETICS EXCELLENCY
ESSENCE OVERWHELMING
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Re? exive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Dragon-Blooded can invoke this Charm when mak- ing a roll based on the relevant Ability. The Charm adds two dice to the roll for each mote spent. The maximum number of dice that can be added to any one roll, however, is equal to the Dragon-Blood’s Ability rating plus any applicable specialty. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. The player rolls one die for every mote spent, up to a maximum number of dice equal to the relevant Ability plus any applicable specialties. Each success on the roll increases the applicable DV by one. Characters cannot use this or other Excellencies or dice-adding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. Yet a character who uses this or other re? exive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify. This is a re? exive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to add dice to any Ability on the tick in which the Dragon-Blood acts. On the ticks between actions, this Charm can only be used to enhance unrolled uses of the Ability to increase an applicable DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase Melee dice between actions to be used for extra attacks.

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FIRST MELEE EXCELLENCY
ESSENCE OVERWHELMING
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Re? exive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Dragon-Blooded can invoke this Charm when mak- ing a roll based on the relevant Ability. The Charm adds two dice to the roll for each mote spent. The maximum number of dice that can be added to any one roll, however, is equal to the Dragon-Blood’s Ability rating plus any applicable specialty. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. The player rolls one die for every mote spent, up to a maximum number of dice equal to the relevant Ability plus any applicable specialties. Each success on the roll increases the applicable DV by one. Characters cannot use this or other Excellencies or dice-adding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. Yet a character who uses this or other re? exive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify. This is a re? exive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to add dice to any Ability on the tick in which the Dragon-Blood acts. On the ticks between actions, this Charm can only be used to enhance unrolled uses of the Ability to increase an applicable DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase Melee dice between actions to be used for extra attacks.


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ELEMENTAL BOLT ATTACK
Cost: 1m per 2L; Mins: Lore 2, Essence 2; Type: Simple
Keywords: Combo-OK, Cooperative, Elemental, Obvious
Duration: Instant
Prerequisite Charms: None
Sometimes referred to as “the Dragon’s Claw,” this Charm permits a Dragon-Blood to ? re a bolt of elemental energy appropri- ate to his aspect from his hand toward a target. The bolt is targeted with (Dexterity + Athletics) or (Dexterity + Archery), whichever is preferred, with an Accuracy bonus equal to the Dragon-Blood’s Essence and a range of (Essence x 20) yards. The bolt in? icts 2L per mote spent up to a maximum number of motes equal to the Dragon-Blood’s Stamina. The bolt also has an elemental aspect and triggers the following elemental effects: Air buffets the target, subtracting two dice from her next action. Earth triggers a tremor beneath the target’s feet, forcing her player to roll (Dexterity + Athletics), dif? culty 4, to keep the character from falling. Fire sets the target ablaze for a single action (+4L to the attacker’s damage pool). Water ? lls the target’s lungs with seawater, adding three ticks before her next action due to violent coughing. Wood exposes the target to a plant toxin, requiring a re? exive (Stamina + Resistance) roll, with a dif? culty equal to (the Dragon-Blood’s Essence), to avoid suffering a -1 penalty on all actions for the remainder of the scene. Multiple Dragon-Bloods who know this Charm can combine their powers to generate a bolt of exceptional power. One Exalt (usually the one with the best attack pool or the one with the highest Stamina rating) must serve as the focus, with his (Dexterity + [Athletics or Archery]) used to determine the base attack pool. Additionally, the Stamina of the focus determines the maximum number of motes that each participant can spend, with the total number of motes spent determining the base damage pool. In other words, if the focus has a Stamina of 4, then no participant can expend more than four motes to fuel the bolt. The Accuracy bonus of the attack is based on the Essence of the focus but gains a +1 bonus per additional participant. The range of the attack is equal to (the combined Essence of all participants x 20) yards. Finally, the elemental side effects of each separate aspect who aids in this Charm are in? icted upon the target. If multiple Dragon-Blooded of the same aspect aid in this Charm, however, their special elemental effect is applied only once. Therefore, if an Earth Aspect, two Fire Aspects and a Water Aspect combine to ? re a single bolt, the player of the target—if successfully hit—must roll to avoid falling and will be delayed an additional three ticks before his next action due to the seawater, but only four dice are added to the damage pool due to ? re damage, rather than eight. Regardless of the speci? c elemental version learned, this Charm is always considered to be an Air-aspected Charm for purposes of determining whether the one-mote surcharge for out-of-aspect Charms applies, and Dragon-Blooded can only learn the version associated with their aspects.

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ELEMENTAL BURST TECHNIQUE
Cost: 1m per 1L; Mins: Lore 3, Essence 2; Type: Simple
Keywords: Combo-OK, Cooperative, Elemental, Obvious
Duration: Instant
Prerequisite Charms: Elemental Bolt Attack
This Charm is identical to Elemental Bolt Attack in all respects except the following. First, each mote spent on the burst in? icts only one level of lethal damage. Second, the burst in? icts damage across a circular area with a radius equal to the Dragon-Blood’s permanent Essence in yards. The burst attack has a range incre- ment of (permanent Essence x 20) yards and an Accuracy bonus equal to the Dragon-Blood’s permanent Essence. The burst also applies elemental effects identical to the Elemental Bolt Attack to each person caught within the burst radius. If multiple Exalted who know this Charm join together, the power of the elemental burst is calculated in the same manner as the elemental bolt, and the radius of the burst is equal to the combined permanent Essences of all participants in yards.

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C-C-C-Combo's

Essence

Essence: ●●
Regeneration:
Personal Essence Pool: 6/6
Peripheral Essence Pool: 18/18
Committed Essence: 5 (Elemental Lens) + 5 (Dire Lance) + (Jade Breastplate)

Willpower

Willpower: ●●●●●●
Temporary: □□□□□□

Virtues

Virtues:

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

Flawed Virtue:
Limit Break: □□□□□□□□□□

Inventory

ELEMENTAL LENS (ARTIFACT ●●●)

Repair: 2
Rather than serving as energy weapons in their own right, these versatile jade and crystal artifacts 
were created to enhance the energy-based Charm attacks innate to the Dragon-Blooded. Most elemental 
lenses were built as integrated weapon systems on powerful artifacts (such as dragon armor, pp. 84-87), in 
which case they may be obtained for free as part of purchasing the artifact in question. Other lenses improve 
weaker artifact weapons made of jade (Artifact 4 for an artifact normally rated 1 or 2, as well as adding 
two motes to the weaponís normal attunement cost). The most common examples are First Age daiklaves 
mounting lenses in their hilts. The rest of these wondrous devices were built as amulets, rings, bracelets or 
other forms of jade jewelry costing ? ve motes to attune.
Only one elemental lens can enhance the same activation of a Charm. In order for a Terrestrial Charm 
to qualify as a valid target for enhancement, it must ? t one of two criteria. The ? rst category includes all 
Charms that cause direct damage using projected elemental energy. Such Charms double their base damage 
under the in? uence of the lens. (Therefore, a blast costing one mote per 2L, for which the lens-equipped 
Exalt spent three motes, would in? ict a base damage of 12L, plus attack successes.) The second category 
includes all Charms that create a non-permanent weapon directly out of elemental energies. For these 
Charms, the conjured weaponís Damage modi? er is doubled while wielded by its creator. (Therefore, a 
? aming sword with a normal Damage modi? er of +4L would add 8L to its lens-equipped ownerís Strength 
to determine base damage.)
In recent years, the Deathlords have built entropic lenses using soulsteel and inauspicious crystals mined 
from shadowlands. Entropic lenses duplicate the effects and rules of elemental lenses but enhance pertinent 
Abyssal Charms that project or form weapons from necrotic energy instead. Similar devices might also exist 
to augment energy attack Charms of other Exalted types, such as Solar and Alchemical Exalted.


Manses and Heartstones

Combat

Dodge DV:
Dodge MDV:
Soak: B:9 L:7 A:6
Hardness: B:0 L:0 A:0

Attacks

Health

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

Advancement

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