Campaign:Era of Dreams/Fritzwald Getriebebasteln

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Basics

Name: Fritzwald Getriebebasteln
Concept: Superscalar Civil and Weapons Engineer.
Caste/Aspect: Twilight
Motivation: Develop the more savage areas of Creation through the introduction of improved infrastructure, starting with his own Manse complex and essence fueled monorail across the South
Intimacies: "PROGRESS!", the Getriebebasteln Mining, Manufacturing and Industrial team (the Boyz), Lunar Spouse
Experience: 30/30

Background

Tale of exploration, ultraviolence, and why there is no smoking in the factory cathedral to be inserted here.


Appearance

Latern jawed, cocky, and almost constantly covered by a thin coating of essence discharged soot. To be expanded.

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    


(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.)

Specialties

Bureaucracy: Personal Domain
Craft(Magitech): Backed By Infrastructure
Occult: Geomancy

Crafts

Air 2, Earth 4, Fire 2, Genesis 4, Magitech 5

Languages

Native: Riverspeak; Others: Old Realm

Backgrounds

Arsenal: ●●●●
Command: ●●
Allies: ●●
Connections(The Deliberative): ●
Cult: ●(+● in manse)
Retainers: ●
Wealth: ●●●●
Panoply: ●●●
Manse: ●●●●●(Legendary)

Charms

(example:)
(Ability) First (Ability) Excellency: 1m/1d, Reflexive, Instant. Adds 1 die to an (ability) roll for every mote you spend, yadda yadda.

Archery

  • Second Archery Excellency (2m/Success, Reflexive, Instant)
  • Essence Arrow Attack (2m, Supplemental, Instant) Adds Essence in damage dice, in addition to the following:
    • Dazzling Flare: Attack is holy, inflicting aggrevated damage against creatures of darkness. Attack is bright enough to be seen from (Essence x 10) miles away if fired straight up or otherwise unobstructed.
  • Lambert Bolt of Annihilation (8m, Supplemental, Instant) Attack deals (Essence x 5) lethal damage dice, double versus structures, to everything within (Essence x 5) yards of where it lands. Target must dodge the actual arrow and escape the blast radius in order to avoid damage, he can't dodge or parry the explosion, only rely on Resistance defenses. Mobile creatures other than the target, however, reduce the damage taken by an amount equal to double their Dodge DVs.

Craft

  • Second Craft Excellency (2m/sux, Reflexive, Instant)
  • Craftsman Needs No Tools (7m 1wp, Supplemental, Instant) Removes the need for tools, and the penalties for crafting without tools. Allows the accomplishment of (Essence x 3) hours of work in a single hour.

Bureaucracy

  • Second Bureaucracy Excellency (2m/success, Reflexive, Instant)
  • Speed The Wheels (8m, Simple[Dramatic Action], Indefinite) Roll ([Intelligence or Charisma] + Bureaucracy), adding Essence automatic successes. Difficulty for this roll is 1. If the person responsible for the project deliberately engages in delays subtract their ([Intelligence + Bureaucracy] / 2) from the successes on the roll, and Fritz is aware of such delaying tactics. If successful divide the time needed to begin the project by (Essence + 1), with a maximum possible time of one season.
  • Halo of Ministerial Dominion (20m 1wp, Simple[Dramatic Action], Indefinite) Roll (Intelligence + Bureaucracy + Influence) in a dramatic action to seize control. May be resisted by anyone opposing his bid. If successful he will have five dots of Backing in a particular bureaucracy, though his official status remains unchanged.

Dodge

  • Shadow Over Water (1m, Reflexive, Instant) Negate penalties to Dodge DV against a single attack. Dodge DV is still 0 against unexpected attacks.
  • Seven Shadow Evasion (3m, Reflexive, Instant) Perfectly Dodge any one attack he's aware of. Conviction Flaw of Invulnerability
  • Reflex Sidestep Technique (1m, Reflexive, Instant) Can be used in response to an unexpected attack, allowing the use of Dodge DV or Dodge charms against the attack.

Integrity

  • Integrity Protecting Prana (5m 1wp, Reflexive, One Day) Protects Fritz from any Shaping effect that directly alters his mind, body, spirit or trait. Includes spontaneous Shaping effects and new alterations caused by long-term Shaping effects. Also protects the character from undodgeable, unblockable Shaping attacks.

Lore

  • Second Lore Excellency (2m/success, Reflexive, Instant)
  • Third Lord Excellency (4m, Reflexive, Instant)
  • Lore Essence Flow (Permanent) May use Excellencies without counting as a charm use. In all other ways they still function as normal, except without counting as his charm for the turn. Incompatible with any effect that reduces the cost of excellencies.
  • Harmonious Academic Methodology (10m 2wp, Simple[Dramatic Action], One Week) Trains an organized social group, such as a class, ministry or guild. This action requires five or more hours of effort in any given week. Each week of training allows one trait to be trained: Conviction, Temperance, Craft(Air, Earth, Fire, Water, or Wood), Investigation, Lore, Linguistics, Performance, Presence or Socialize. Increases that trait for each member of the group by one dot, to a maximum of 4. Can train with the group or on his own, increasing his own traits. Cannot increase others' traits past his own.
    • Legendary Scholar Curriculum (Permanent) Enhances Harmonious Academic Methodology to train others in any of the following: Social and Scholarly Abilities he possesses at 4 or more, including Awareness, Bureaucracy, exotic Crafts, Integrity, Larceny, Medicine and Occult. Any virtue to 4. Charisma, Manipulation and Wits to a maximum of 4, including Appearance with an appropriate rationale.
    • Terrestrial Edification Program (Permanent) Enhances Harmonious Academic Methodology. May raise a mortal's Essence to 2, raise a supernatural's Essence to 3, teach thaumaturgy or teach sorcery. Five weeks of training is required per Essence dot; one week per thaumaturgical degree or spell.
  • Chaos-Repelling Pattern (8m, Simple, One Hour) His immediate vicinity--out to (Essence) in yards--functions according to the laws of Creation, even in the Wyld, Malfeas, or stranger locations.
  • Wyld-Shaping Technique (20m 1wp, Simple[Dramatic Action], Instant) Dramatic action to reshape the Wyld as he commands. Dice pool is (Intelligence + Lore), each roll requiring five hours of effort. The charm's cost must be paid for each roll. This roll has a base difficulty of 1 in Pure Chaos, 3 in the Deep Wyld, 5 in the Middlemarches and 10 in the Bordermarches. At any time he can spend accumulated successes to complete part of his construction, functioning as follows:
    • Land: To create a stable region must spend successes equal to its resource value, up to five at a single time. Afterwards, may use wyld shaping on the land as though it were the middlemarches, all other effects treat it as tainted lands.
    • Demesne: To forge a demesne he must first create the land then spend successes equal to its demesne level.
    • Manse/Artifact: Apply successes directly as Craft successes in manse or artifact construction. Cannot speed the construction more than tenfold, but explicitly permitted to supplement this process with Craft Charms such as Craftsman Needs No Tools.
    • People: To Create extras spend successes equal to the number of background dots necessary to have them as followers. To create useful Essence 1 servants costs 1 success per servent. Increase the require successes by one if creating a coherent military unit, social group, or government. May spend up to five successes at a time.
    • Wealth: Portable Wealth can be created by spending successes equal to its resource value, up to five successes at a time.
  • Things created with this charm are not entirely real. If it fails to interact extensively with things of Creation during a story roll Essence against difficulty 1, difficulty 2 if it did not interact with real things that story at all. After three failures without extensive interaction with Creation or an Exalt, something created by this charm fades away entirely.
  • Creatures made using Wyld-Shaping Technique 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.
    • Wyld Cauldron Technology (Permanent) Enhances Wyld-Shaping Technique, allowing him to make permanent and real things:
      • Land/Wealth: Can make real land or wealth by making a sacrifice--normally a quanity of orichalcum or jade with Resources value equal to the Resources value of the creation. Cannot sacrifice functional artifacts. Can instead spend (Resource value x2) experience points.
      • Artifact/Manse: Any manse or artifact made with materials imported from Creation does not lose reality as described above.
      • People: May change a person or social group, subtracting an external penalty equal to the target's MDV from the successes on the Wyld-Shaping roll. If successful he may change the target's Motivation and impose a number of points of Wyld mutations equal to his Essence. The target can resist this change by spending four willpower. Can alternately spend two willpower and state a short condition limiting Fritz's options. Targets of this Charm must be present in the Wyld and within (Essence x 10) yards.

Presence

  • Second Presence Excellency (2m/success, Reflexive, Instant)

Resistance

  • Ox-Body Technique (Permanent) Increase health levels by /-1/-2/-2/ additional health levels.

War

  • Second War Excellency (2m/success, Reflexive, Instant)
  • Rout-Stemming Gesture (4m 1wp, Reflexive, Until Next Action) Can target up to Essence in magnitude or (Essence x 100) scattered individuals, choosing the targets insofar as he cares to specify, otherwise affecting the closest non-enemy targets. Individual targets must be able to see or hear the Exalt. The targets automatically succeed on all Valor rolls. If used when one or more targets fail a Valor roll, this charm allows them to reroll, but the reroll does not automatically succeed.
  • Mob-Dispersing Rebuke (7m 1wp, Simple[speed 3lt], Instant) Chastises an unworthy rabble. Forces an enemy unit whose members are within (Essence x 100) yards to make a check for route. Difficulty is 1 if the unit has Magnitude greater than the Exalt's Essence, 2 otherwise. Can be used Socially as well as in war.
  • Fury Inciting Presence (10m 1wp, Simple[speed 5lt], One Scene) Attempts to persuade everyone who can hear him to join him in righteous violence, roll (Charisma + [Performance or War]). Organizes all characters whom he successfully persuades and who do not resist the persuasion into an unordered military unit under his direction. This unit dissolves if he abandons it for more than 15 long ticks.
  • Heroism-Encouraging Presence (8m 1wp, Simple[speed 6lt], One Scene) This charm affects any unit or social group that he commands, and every ally within (Essence x 5) yards. The targets no longer need to make Valor checks. In war this prevents rout and reduces the chance of fatigue.
  • Tiger Warrior Training Technique (10m 2wp, Simple[Dramatic Action], One Week) This charm involves training a military unit, requiring five or more hours of effort in any given week. Increases Drill of a unit by one for each week of training, to a maximum Drill of 5. In each week of training, he picks one trait to train: Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts, or Melee. This charm increases that trait for each member of the unit by one, to a maximum of 4. He can train with the unit or alone, increasing his own traits. Cannot train others' traits past his own.
    • Legendary Warrior Curriculum (Permanent) Enhances Tiger Warrior Training Technique to train others in any of the following: Military Abilities he possesses at 4 or more, including Thrown, War, Integrity, Resistance, Survival, relevant Craft, Medicine, Athletics, Awareness, Stealth, Ride and Sail. Willpower to a maximum of 7. Bonus dice, devoting a week of training to rare and special techniques, giving trained characters two bonus dice or one bonus success for a specific activity defined during training. This must have military relevance, does not apply to Exalted targets, and is not cumulative. Characters must abandon their previous bonus to benefit from this charm again. This counts as an artificial specialty, and stacks with at must one die of other specialties.

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 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:
(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)

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

(write what heartstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)

Combat

Dodge DV:
Dodge MDV:
Soak: B:0 L:0 A:0
Hardness: B:0 L:0 A:0

Attacks

(example:)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)

Health

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

Advancement

30/30 for combos
5/5 regular