Campaign:Flailing About/Sori Wehigi
(italicized text is just a comment, don't keep it in your sheet)
Basics
Name: Sori Wehigi
Concept: Good Man Wronged
Caste/Aspect: Zenith
Motivation: Redeem Himself
Intimacies: His old Village, Honesty
Anima Banner/Totem:
Anima Effect/Tell:
Experience: /
(write experience points as "unspent / total" plx)
Background
Sori was a fairly cool guy, always worked hard, caught the fish, and worked to resolve any problems that came up with the town. He hated liars in all forms, and would often get into brawls with them. However, one day a storyteller and soothsayer came to town, and the accuracy of his predictions couldn't be denied. This man from the stars set himself up, and one day prophecized that the boy would become sun-mad, touched by anathemic power. The townsfolk, with heavy hearts, believed him and chased my character away...and while he ran, seeking shelter, he Exalted, fufilling the prophecy. He sailed, then, and wound up finding a ship's remains...that wasn't. It was a manse, which was still active, and he took the stone from it with new resolve, seeing that such a place as that could still operate after so long. Now, he's returning to civilization, to rebuild his reputation and prove he's still the man he was.
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 X Integrity ● Craft X Athletics ●● Bureaucracy Martial Arts ●●●●● Performance X Investigation ●●●●● Awareness ●● Linguistics ● Melee X Presence ●●●●● Lore X Dodge ●●●●● Ride Thrown X Resistance ●● Medicine X Larceny X Sail ●●●●● War X Survival ●●● Occult X Stealth X Socialize ●●●
(write aspect/caste and favored abilities in bold, please. also, you do not have a free dot in every ability. I put them for ease of comprension.)
Backgrounds
Artifact: ●●
Manse: ●●●
Resources: ●●
Charms
(Investigation)
- Second Investigation Excellency
- Courtier's Eye Technique
- Judge's Ear Technique
- Know The Soul's Price
(Dodge)
- Shadow over Water
(Sail)
- Second Sail Excellency
- Salty Dog Method
(Athletics)
- Third Athletics Excellency
(Marital Arts)
- Fists of Iron Technique
- Dragon Coil Technique
Essence
Essence: ●●
Regeneration: 10/hour
Personal Essence Pool: 12/12
Peripheral Essence Pool: 25/29
Committed Essence: 4
(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.)
Willpower
Willpower: ●●●●● ●
Temporary: □□□□□ □
("cross out" □ boxes by substituting them with Xs)
Virtues
Virtues:
- Compassion ●●
- Conviction ●●
- Temperance ●
- Valor ●●●●
Flawed Virtue:
Limit Break: □□□□□□□□□□
Inventory
(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of.)
Manses and Heartstones
- Stone of Aquatic Pussiance - Manse 3 - Allows freedom of underwater movement.
- Shattered Memory - Manse 3 - Pirate shipwreck preserved and reinforced to be a Manse, as well as a memory of those lost.
Combat
Dodge DV: 6 +3d bracers
Dodge MDV: 4
Soak: B:3 L:1 A:0
Hardness: B:0 L:0 A:0
Attacks
- Punch (Speed 5, Accuracy 11, Damage 5B, Parry DV 6, Rate 3, Natural
- Kick (Speed 5, Accuracy 10, Damage 7B, Parry DV 4, Rate 2, Natural
- Clinch (Speed 5, Accuracy 10, Damage 5B, Parry DV 5, Rate 1, Natural, Piercing, Clinch
Health
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
Advancement
(Here is where you write down your experience points and how you spent them)