Campaign:Era of Nightmares/Righteous Voice Of Storms
Basics
Name: Righteous Voice of Storms
Concept: God-King
Caste: Zenith
Motivation: Unite what's left of Creation against those trying to destroy it
Intimacies: The Tempest Guard, The Golden Philosophy, The Solar Empire, The Frozen Ashes, Negative: The First and Forsaken Lion
Experience: Unspent: 30/Total: 30
Background
- Born in Realm Year 714 in Arjuf.
- Joined the Legions in RY 722, his charisma and leadership skills earning a position as a low-ranking officer.
- Served for 8 years before being captured by the enemy in a failed battle before being sold as a slave.
- Bought by a merchant as a bodyguard, but his skills quickly earned him a position as an advisor, almost a business partner, making sales pitches, helping negotiate deals and translating.
- Earns his freedom in RY 735 and opts to stay on with the merchant's retinue as a free agent.
- In RY 740 his former master and current mentor retires and gives him a good reference. He quickly found employment with a Merchant Prince in the South. He became the director of a caravan in his new employer's name. This line of work went on comfortably for some time untill...
- In RY 751, his employer expanded his business further south. When the caravan dropped off it's shipment of food and began to take on slaves for shipment back north, he was furious. When the caravan began it's return trip, he began to plot the release of the slaves. When the caravan was attacked by raiders, he saw his chance. Moving quickly from cage to cage and speaking in low, forcefull tones, he unlocked the slaves bindings and had them follow him. After stealing supplies, they ran for the cover. After three days in the wilderness, they reached a barbarian village. Despite the language barrier, he managed to negotiate for shelter and safe passage.
- For 15 years he lead the band of freed slaves and began a gurrila campaign of raids on slave caravans, learning the ways of their barbarian hosts to move unseen through the desert and to strike without warning. By the time the Guild began to respond in force, he and his followers had already become very good at not getting caught. Not all things last forever though.
- In RY 774, the Guild had put up with enough. A huge force of mercenaries was sent to scour the south, and in a matter of months they had tracked down his followers, slaughtered them to a man and captured him alive. He was brought before his former employer, who was planning on relishing a good long session of toruture followed by a flashy public execution...
- But halfway through his gloating speech, Storm found strength he thought had been beaten out of him. He interrupted the dragonblooded prince, speaking in a low voice at first, but quickly building to a furious roar that echoed through the manse. The power of Sol Invictus fowed into him, and with his second breath he delivered a righteous tirade, verbally beating the merchant prince to a pulp.
- With his newfound prowess, he escapes the city and flees into the desert, wandering for days before entering a trance, comuning with the sun as he walks the scorching sands. Several hundred miles south of Chiaroscuro he stumbles uppon the First-Age tomb of his previous incarnation, built in the wake of the usurpation and forgotten beneath the sands along with the entire city it was built in. He recovered the mighty artifacts his ancestor had been buried with, as well as several well-preserved tomes of knowledge detailing the workings of first age society and governance.
- RY 775-866: TBD.
things after exaltation, rough outline
- Tried to resist the First and Forsaken Lion, when he realized the Deathlord was unstoppable he organized an evacuation and personally lead a large group of refugees.
- The refugees flee from conflict after conflict as every safe place in the world seems to be falling apart. When word reaches them of the Solar Empire to the north, the refugees become pilgrims en route to the 'Promised Land'. (X number of) years after the first flight from the Lap, Storm and his flock reach the borders of the Solar Empire.
- Storm arranges for the refugees to be integrated into northern society. He has been teaching them Skytounge on the journey, as well as customs, so the transition is relatively smooth. This new group of immigrants are known as the 'Frozen Ashes'.
- A troop of 100 soldiers from the refugees insist on repaying Storm for saving their lives and their families. They become his personal guard, known as the Tempest Guard. The position became tradition, and ancestors of the refugees have eagerly applied to serve at Storm's side. He makes a point to know each of his guards well, and considers all of them friends and comrades.
- From his words and deeds, and from the scattered Ashes support, Storm's influence amongst the Solar Empire grows. Those in power seek his council, and the people look to him for guidance.
Personality
- Storm is a philosopher and a thinker at heart, greatly enjoying spirited discussions and debates.
- He speaks with careful consideration even in a casual setting.
- Has a tremendous sense of responsibility to those who put weight in his words, and to Creation as a whole.
- He dislikes any form of forced servitude, and he treats everyone with respect. He only gives direct orders in dire circumstances or when there is no time for debate.
- He loves to tell stories, some from his personal experience and others from his extensive knowledge of history. He always tells a story relevant to his audience, and uses it to reinforce values or impart a bit of wisdom.
- He only raises his voice when speaking to a very large audience or to get someone's attention.
- Despite his influence and wealth, he lives in modest means. His belongings are well made, but not flashy, and all have seen a great deal of use and maintenance.
The Golden Philosophy
- Storm encourages the virtues of Modesty, Humility, Altruism, Selflessness, Honesty, Openness, Acceptance and Brotherhood.
- Plan for the future, live in the present, and take heed of the past.
- Do not tolerate injustice in any form.
- Other less important teachings.
The Frozen Ashes
- Representatives from almost every major society of the south, it has been a generation and a half since their arrival in the North. Many maintain the customs of their homelands.
- They dispersed to every major city in the Solar Empire to reduce the impact of a sudden arrival of thousands of refugees.
The Tempest Guard
- One hundred well equipped and highly disciplined soldiers who are highly loyal to Storm.
- Volunteers from the Frozen Ashes.
- Their uniform bears Storm's personal seal, and it's design evokes southern aesthetics modified with northern practicality.
The Auspicious Path Trading Company
- The largest privately owned trading company in the North, directed personally by Storm. It's caravans distribute all forms of commodities amongst the Solar Empire, and is a major distributor of northern goods to foreign ports.
- Storm uses his influence and wealth to regulate prices so that necessities are affordable to all, and directly employs thousands with fair wages, and indirectly supports thousands more by purchasing goods that would otherwise have had no buyer.
- Much of the profit he makes from the company is reinvested into new industry and improving current capabilities, and his influence has caused the economy of the north to flourish.
- Even more of of his wealth is spent on charity, funding civil works projects, providing food and medical care to the needy or sponsoring the arts. Much of this is done anonymously, but it is an open secret as to where the mysterious influx of cash is coming from.
- Despite all this, there is still a great deal of wealth stashed away in vaults and investment holdings, a vast 'War Chest' he keeps on hand for emergencies and his own designs.
Appearance
Storm is an old man. His skin is wrinkled and weathered, and his long hair is grey. But rather than appearing weak or worn down, he exudes an air of confidence and wisdom born of long experience. The lines on his face speak of volumes of character and history, and one cannot help but be drawn to him in hopes of being regaled with a tale of past glories or deep wisdom. He speaks with a voice like distant thunder, every word filled with a sense of truth and right. In a crowded room he can make someone feel like he is speaking directly to them.
He wears his Celestial Battle Armor wherever he goes, wrapped in a well-made but weather-worn cloak in a southern style, marked with his personal seal and trimmed with the colors of the Auspicious Path Trading Company. His helmet is retractable, sliding up for protection or down to expose his face at a thought. It's adaptive camouflage system alters it's color and appearance to seem more mundane.
Attributes
Strength ●●CC Charisma ●●●●● Perception ●●●●● Dexterity ●●●●● Manipulation ●●●● Intelligence ●●● Stamina ●●● Appearance ●●●● Wits ●●●
Abilities
Archery o Integrity ●●●●● Craft o Athletics ●●●● Bureaucracy ●●●●● Martial Arts o Performance ●●●●● Investigation ●●●●● Awareness ●●●●● Linguistics ●●●●● Melee ●●●●● Presence ●●●●● Lore ●●●●● Dodge ●●●●● Ride ● Thrown o Resistance ● Medicine o Larceny o Sail o War ●●●●● Survival ●●●●● Occult ●● Stealth o Socialize ●●●●●
Specialties
Melee (Contemplative Edge) ● Performance (Oration) ● Lore (First Age Society) ●
Languages
- Low Realm (Native of Arjuf)
- Flametongue
- Riverspeech
- High Realm
- Skytongue
- Old Realm
Backgrounds
Artifact (Orichalchium Reaper Daiklaive): ●●
Artifact (Orichalchium Celestial Battle Armor): ●●●●●
Cult: ●
Manse (Memory Stone): ●
Manse (Gemstone of the White Jade Tree): ●●●
Manse (Gemstone of Spoken Languages): ●●●
Resources: ●●●●●●
Influence: ●●●●●
Followers: ●●●
Charms
Melee
Second Melee Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Melee Essence Flow: -, permanent. Melee excellencies do not count as charm use.
Supreme Mastery of Melee (Contemplative Edge): 3m 1wp, reqs 5/5, Reflexive, Combo-OK, Obvious, Instant. Perfect success at one task involving specialty. If used as a Perfect Defense, it carries one of the four flaws of invulnerability. (DotFA 2, 55)
Dipping Swallow Defense: 2m, reqs 2/1, Reflexive, Combo-OK, Instant. Ignore all penalties that apply to Parry DV for one attack.
Bulwark Stance: 5m, reqs 3/2, Reflexive, Combo-Basic, Until next action. Ignore penalties to parry DV until next action.
Unassailable Aegis of Dual Armament: 10m 1wp, reqs 5/5, Simple, Combo-Basic, Counterattack, Obvious, One Scene. While wielding a shield, the user automatically blocks all non-perfect blockable attacks. While wielding an off-hand weapon, the user may counterattack against any close-range attack. The user's main hand must hold a weapon and their off hand must hold a shield or off-hand weapon to benefit from this charm.(DotFA 2, 57)
War
Second War Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Mob Dispersing Rebuke: 7m 1wp, reqs 3/2, Simple (Speed 3 in long ticks), Combo-OK, Social, War, Instant. Force the leader of a unit who's members are within (Ess x 100) yards to immediately check for rout. The difficulty is 1 if it's magnitude is greater than your Essence, or 2 otherwise. This can be used in social combat, in which case the Exalt can treat any gathering, group or social unit he can reasonably chastise as a military unit.
Integrity
Third Integrity Excellency: 4m, reqs 1/1, Reflexive, Combo-OK, Instant. Re-roll any roll with this ability, or add the ability to a relevant dice pool. (Add half of the ability to a static DV). (Core, 185)
Integrity Essence Flow: -, Permanent. Integrity Excellency use does not count as charm use.
Integrity Protecting Prana: 5m 1wp, reqs 1/1, Reflexive, Combo-OK, One day. This protects the user from any Shaping effect that directly alters her mind, body, spirit or traits. This also protects from any unblockable, undodgeable Shaping attacks.
Spirit Maintaining Maneuver: 5m per 1wp, reqs 4/2, Reflexive, Combo-OK, Social, Instant. When resisting unnatural mental influence, user can spend motes instead of willpower. If cost is paid entirely in motes, user does not gain any Limit.
Performance
Second Performance Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Performance Essence Flow: -, Permanent. Performance Excellencies do not count as charm use.
Heart Compelling Method: 6m, reqs 4/2, Supplemental, Combo-OK, Emotion, Social, One Scene. This Charm suppliments a Performance-based roll to rouse emotion in others. It exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for one scene. Resisting costs two willpower. (Core, 202)
Infatuation-Gathering Idol Methodology: -, Permanent. Whenever the user scores more successes than any target's Temperaence on a Performance attack, those targets acquire an Intimacy towards him. This may reflect any positive emotion, and as long as a character feels it, they'll see the Solar as having an Appeareance increased by an ammount equal to half their Performance. Furthermore, one scene after any Performance roll that scores more than five successes, the attack re-targets all creatures within a number of miles equal to their Essence. (DotFA 2, 59)
Respect Commanding Attitude: 5m, reqs 3/2, Simple (Speed 4 in long ticks), Combo-OK, Compulsion, Social, One Scene. Roll (Appropriate social attribute + Performance) when invoking this charm. This exerts unnatural mental influence on everyone who can see or hear the character. If the extra successes exceed a given target's MDV, that target suffers a compulsion to stay in the user's company and respectfully observe the performance. Resisting for five minutes costs one willpower, up to a maximum of three per scene, and such resistance allows the target to leave, heckle or even forcibly silence the character.
Rocks and Storms Chorus: 15m 1wp, reqs 5/5, Simple, Combo-OK, Compulsion, Obvious, One Performance. All aggressive forces within 100 yards halt, including environmental ones. Fires listen in, storms quiet, and armies raise their voices in chorus with the user. All characters become Inactive unless they spend a willpower and score a number of successes equal to the user's Performance on a (Charisma + Performance) roll. On a success, the character may integrate themselves into the performance and may take a single action. (DotFA 2, 59)
CUSTOM CHARM
Inspiration to Glorious Deeds
- Cost: 10m, 1wp
- Mins: Performance 5, Ess 4
- Type: Supplemental
- Keywords: Combo-OK, Compulsion, Social
- Duration: Instant
- Prerequisite Charms: Heart-Compelling Method
- When the Lawgivers make the call to action, the people of Creation throw themselves to the task. This charm supplements a Performance-based roll to convince a group to support a cause. It exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this charm inspires the target to take on the cause as a sorcerous Intimacy. Wearing down this intimacy takes an additional number of rejection actions equal to the Solar's Essence. If used on someone who already has an intimacy towards the goal, it is automatically fully repaired and granted sorcerous enhancement as if it had been caused by this charm. Resisting the effects of this charm costs 3 willpower.
Presence
Second Presence Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Presence Essence Flow: -, Permenant. Presence excellencies do not count towards charm use. (Core, 186)
Hypnotic Tongue Technique: 10m 1wp, reqs 3/2, Simple, Combo-OK, Social, Stackable, Compulsion, Touch, Solar's Charisma in days. This charm exerts unnatural mental influence to create a Compulsion effect. Roll (Manipulation + Presence). If the result exceeds the target's MDV, they recieve a compulsion to follow one order given by the solar. The target must spend one willpower per day to resist the order. This influence fades when the charm expires. The target is not aware of teh compulsion, nor does the solar need to spell out the order explicitly in words. If the target wishes to recognize the influence or remember it later, doing so costs four willpower which must be spent all at once. This does not count as resisting, and the target does not gain Limit for doing so. (Core, 203)
Mind Yields To Glory: -, Permanent. This charm expands Hypnotic Tongue Technique, making it's duration one month. If the user has Essence 4+, they can make the cost to resist when the first opportunity to fulfill the order costs 5 willpower after which the Charm ends. If the user has Ess 5+, the cost to activate Hypnotic Tongue Technique is only the target's Essence rating instead of 10m. (Abyssals, 143)
You Can Be More: 5m 1wp, reqs 4/3, Supplimental, Combo-OK, Emotion, Social, Instant. Enhances (Charisma + Presence) based attack to build or repair Intimacies that the solar shares with their target. Success enables the solar to achieve the desired effect instantly. With Essence 4+, a mortal's Motivation may be "Attacked" in order to confer a new and more heroic Motivation. mortals are explicitly not allowed to resist this effect. Success transforms an extra into a heroic mortal. (Abyssals, 143)
Resistance
Second Resistance Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Survival
Second Survival Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Investigation
Lore
Athletics
Awareness
Surprise Anticipation Method: 1m, Reqs 5/2, Reflexive, Combo-OK, Instant. This Charm guarantees success on any valid Awareness roll to notice immediate mortal danger. This works in or out of battle, awake or asleep. If you must make such a roll and has a chance of failing, and can invoke this charm, it invokes itself automatically. They can choose to invoke a combo containing this charm instead. (Core, 226)
Bureaucracy
Linguistics
Sagacious Reading of Intent: 3m, Reqs 1/1, Reflexive, Combo-OK, Social, Instant. This charm identifies the motivation behind a given statement that the Exalt reads or hears, a one sentence summary of what the person making the statement hopes to gain. If the Exalt invokes this charm to defend against the social attack and the attacker's purpose is fundamentally hostile to the Exalt or his Motivation, this charm perfectly negates the attack. (Core, 233)
Socialize
Second Socialize Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Mastery of Small Manners: 1m, reqs 2/1, Reflexive, Combo-OK, Social, Until next action. In social combat she treats all enemy groups as one point of Magnitude smaller than they are (To a minimum of zero). It also increases their effective Appearance by one dot. When in doubt, other characters will be more apt to do small favors and provide hospitality than not. Finally, this Charm ensures the character understands the basic motivations of everyone present in the scene, as if her player had rolled three successes on a mundane Investigation roll to estimate each person's motives. (Core, 239)
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: 12 (16)
Personal Essence Pool: 22/22
Peripheral Essence Pool: 38/53
Committed Essence: 15
Willpower
Willpower: ●●●●● ●●
Temporary: □□□□□ □□
Virtues
Virtues:
- Compassion ●●●●
- Conviction ●●
- Temperance ●●●
- Valor ●●
Flawed Virtue:Compassion
Limit Break: □□□□□□□□□□
Furious Tirade: Overcome with the injustices and cruelties of the world, Storm launches into a fiery crusade, verbally tearing apart everyone he sees as having caused or allowed some sort of cruelty to occur. He drowns out all opposing voices or any attempt by his victims to defend their actions, tearing apart their every flaw before moving onto the next offender. He makes no distinction between ally or enemy, or between epic depravity and minor infractions. Attempting to stop his verbal rampage is seen as an affront, and he will not hold back in denouncing any obstructor. Friends and confidants are even more in danger, as he will readily reveal secrets and private information if he finds any part of them objectionable. If there is no-one specific to tear apart, he will rage at his audience in general, or seek an audience out.
- Partial control: Reigning in his anger, Storm is able to prioritize his targets. While he must still rant about a person or group that is present either physically or via a representative, he begins with the most heinous offender. He can control the volume of his voice, and can withhold any secret or private information from the content of his rant.
- Duration: One day
Inventory
Orichalchium Reaper Daiklaive Contemplative Edge
- Speed 4, Acc +5, Damage +4L, Defense +2, Rate 4, Attune 5
Orichalchium Celestial Battle Armor
- Filtration Baffles: +2 bonus to Resistance against poison or all forms of disease, one hours supply of fresh air.
- Sensory Augmentation Visor: +2 bonus to Awareness as a reflexive action. Reflexively activate Essence Sight for three motes per scene, and can additionally see un-manifested spirits, ghosts, living beings and enchanted objects as glowing presences.
- Exomuscular Fibers: +2 to Strength for purposes of feats of strength, calculating jump distances and damage
- Peripatetic Greaves: Doubled movement rate; 10mph marching movement rate.
- Reinforced Gauntlets/Boots: These can parry lethal attacks without a stunt and replace the statistics for a normal punch or kick.
- Adaptive Camoflage Subsystem: +2 bonus to Stealth while moving or +3 while stationary.
- Voice of Command: Duplicates the effects of a Pectoral of Resplendent Speeches. 2 motes to be heard clearly for 100 yards. +4 dice for speeches or verbal performances. For 5 motes, anyone within 100 yards can't hear anyone speak who is more than 5 yards away, and adds 2 dice to all Presence rolls for the next scene. Can still be heard 200 yards away, but can be drowned out.
- Enhanced Healing: While wearing the armor, the owner heals one level of bashing damage every tick and one level of lethal every hour.
- Essence Shield: For 4 motes the user can create a shield out of solidified Essence for one scene, increasing their DV's by 2.
- +14B/14L soak, 9B/9L Hardness, Mobility -0, Fatigue 1, Attune 10.
Manses and Heartstones
Memory Stone - Set in CBA.
Gemstone of the White Jade Tree - Set in CBA. Any damage the user suffers after soak is cut in half (Round up). The user's base speed is cut in half (Round down).
- On a craggy mountainside, several withered trees cling to life. Amongst them is a tree formed of pure white jade, growing from the rocks as if it was the most natural thing in the world.
Gemstone of Spoken Languages - Set in CBA. The user can understand and speak any language or dialect as if it was their native tongue, but cannot read a language they have not learned.
- In (Major northern trading city goes here) there is an ancient and sturdily constructed auction house, where in better days merchants from all across Creation would come to ply their wares.
Combat
Dodge DV: 10(12)
Dodge MDV: 8
Soak: B:17 L:16 A:14
- Pierced: B:10 L: 9 A: 7
Hardness: B:9 L:9 A:9
Attacks
Gauntlet (Speed 5, Accuracy 9, Damage 12B, Parry DV +2, Rate 3, Tags N)
Boot (Speed 5, Accuracy 8, Damage 13B, Parry DV -2, Rate 2, Tags N)
Reaper Daiklaive (Speed 4, Accuracy 22, Damage 11L, Parry DV 10, Rate 4, Tags -)
Health
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
Advancement
7bp on Essence 5
1bp on CBA
2bp on Influence 4 and 5
4bp on Resources 6
1bp left