Campaign:Enfolding Ice/Burning Heart Mei

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Revision as of 20:45, 25 August 2008 by 1d4chan>Gorbash Kazdar (→‎Abilities)
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Basics

Name: Burning Heart Mei
Concept: Failed Revolutionary
Caste/Aspect: Eclipse
Motivation: Defending and providing for her people
Intimacies: Survivors of the revolution, justice, Solars, pancakes
Experience: 25/37

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

Mei is tall and athletically built, though slim. She has long white hair she keeps tied back into a ponytail with a ribbon. Mei wears a buff jacket and carries a large quiver of arrows across her back. She always keeps her long powerbow, Furious Sunfire Dawn, close to hand.

Attributes

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


Abilities

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: Low Realm (Native), High Realm, Old Realm, Skytongue, Riverspeak

Specialties

Linguistics: High Realm

Backgrounds

Artifact: ●●●
Followers: ●●●
Resources: ●●●

Charms

Archery

  • Second Archery Excellency: 2m per success, Reflexive, Instant: Add up to (Dexterity + Archery)/2 successes to any roll, every 2 motes gives +1 DV.
  • Essence Arrow Attack: 2m, Supplemental, Instant: Add Essence (3) to damage. Righteous Judgment Arrow (spend 1m additional to add 4 damage dice.
  • Phantom Arrow Technique: - (1m per atk), Permanent: Shoot any Resources - arrow for 1m.
  • There Is No Wind: 3m or 5m, Supplemental, Instant: Nullifies all penalties (except wound and multiple action) on one Archery attack. 2m additional to increase Range of attack to max visibility range.
  • Trance of Unhesitating Speed: 2m or 4m per atk, Extra Action, Instant: Make up to 4 (Essence + 1) additional Archery attacks without multiple action penalties and at DV penalty for all equal to highest for one. Costs 4m per atk for weapon with Rate less than 1.

Dodge

  • Shadow Over Water: 1m, Reflexive (Step 2), Instant: Remove all penalties to Dodge DV when resolving attack. Dodge DV still 0 vs undodgeable attack.
  • Seven Shadow Evasion: 3m, Reflexive (Step 2), Instant: Perfect dodge that defends against attack Exalt is aware of, even undodgeable attack.

Linguistics

  • Sagacious Reading of Intent: 3m, Reflexive (Step 2), Instant: Identify motivation behind statement as one sentence summary of what person hopes to gain.
  • Poetic Expression Style: 3m, Reflexive, One Scene: Removes external penalties to dramatic and combat actions caused by character not knowing others' language. Does not apply to Social or Military actions.

Socialize

  • Mastery of Small Manners: 1m, Reflexive (Step 1 for attacker, Step 2 for Defender), Until next action: Treat enemy groups as one Magnitude smaller (min 0). Increase effective Appearance by 1 dot. Understand basic motivations of all in scene as if had 3 successes on Investigation roll.
  • Gathering the Congregation: 10m 1wp, Simple (Speed 5 in long ticks), One week: Organize any who can hear into group in Exalts service, roll Charisma + (Performance or Socialize). Group dissolves if Exalt abandons for more than a day.
  • Wise-Eyed Courtier Method: 3m 1wp, Simple (6 long ticks), Instant: Make social group of Magnitude 1+ believe something. Must have spent several hours in last year encouraging desired belief within group, roll (Charisma or Manipulation) + Socialize, subtract external penalty of leader's MDV plus 1/2 group Magnitude from rolled successes. Social group accepts new belief until Leader spends 6 Loyalty to remove permanently, or can spend 1 Loyalty to remove for a scene.

C-C-C-Combo's

Name of combo 1
First move of combo - Second move of combo
Description of Combo right here.

Name of combo 2
etc.

Essence

Essence: ●●●
Regeneration: 4/hour
Personal Essence Pool: 16/16
Peripheral Essence Pool: 32/39
Committed Essence: 7

Willpower

Willpower: ●●●●●●●
Temporary: xxxxx□□
("cross out" □ boxes by substituting them with Xs)

Virtues

Virtues:

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

Flawed Virtue:Compassionate Martyrdom
Limit Break: □□□□□□□□□□

Inventory

Furious Sunfire Dawning | Orichalcum Long Powerbow | Artifact ●●● | Attune for 7 motes. Has a single hearthstone slot.

Fancy Clothing | Resources ●●

Buff Jacket | Resources ●● | Mobility -1 | Fatigue 2

Manses and Heartstones

None

Combat

Dodge DV: 6
Dodge MDV: 6
Soak: B:7 L:4 A:0
Hardness: B:0 L:0 A:0

Attacks

Furious Sunfire Dawning w/Broadhead (Speed 6, Accuracy 13, Damage 8L, Rate 3, Range 400, 2 handed, bow)
Furious Sunfire Dawning w/Fowling (Speed 6, Accuracy 13, Damage 8B, Rate 3, Range 400, 2 handed, bow)
Furious Sunfire Dawning w/Frog's Crotch (Speed 6, Accuracy 13, Damage 10L, Rate 3, Range 400, 2 handed, bow)
Furious Sunfire Dawning w/Target (Speed 6, Accuracy 13, Damage 6L, Rate 3, Range 400, 2 handed, bow)
'Punch (Speed 5, Accuracy 4, Damage 2B, DV 3, Rate 3, Natural) Kick (Speed 5, Accuracy 3, Damage 5B, DV 1, Rate 2, Natural) 'Clinch (Speed 6, Accuracy 3, Damage 2B, DV 2, Rate 1, Natural, Clinch, Piercing)

Health

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

Advancement