Campaign:Dragon-Blooded: The Musical/Ozone (Sesus Daigan)
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
Is an average looking young man. What sets him apart is the constant smell of ozone that surrounds him, letting anybody within smelling distance know what bad motherfuckers his parents were. His skin carries a blue/grey pattern, like massive thunderheads.
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: ●●
Reputation: ●●
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.
---
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.
---
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.
---
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.
---
C-C-C-Combo's
Essence
Essence: ●●
Regeneration:
Personal Essence Pool: 15/15
Peripheral Essence Pool: 33/33
Committed Essence:
Willpower
Willpower: ●●●●●●●●
Temporary: □□□□□□□□
Virtues
Virtues:
- Compassion ●
- Conviction ●●●●
- Temperance ●●●●
- Valor ●●
Flawed Virtue:
Limit Break: □□□□□□□□□□
Inventory
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)