Campaign:Acts of Villainy/Geigr
Basics
- Name: Kelda Geigr
- Concept: Angel of Devastation
- Caste/Aspect: Malfean Slayer
- Anima Banner: A grinning woman wearing a sheet of fire and carrying a sword of flame, with her hair billowing around her in a violent wind.
- Motivation: Raze Creation to a sheet of glistening radioactive glass.
- Urge: Burn
- Intimacies: Little Sister, Watching Things Burn, Hatred of Halta.
- Experience: 213/203
Background
Kelda was born to the northwest of Halta, on the frozen steppes. She loved the campfires of her people, liked to throw things into them. She was smart enough not to get caught doing it, and never threw anything larger than a cat onto the fire. While anyone was looking. She loved the sight of things burning. The smell it made. The heat. The power.
When she was old enough, she began going on raids. One of the raids took her to the edge of the Haltan forests, and she realized that she had an opportunity to set the biggest fire of all. She went back later, during the dry time of Descending Fire, and took every firebuilding thing she could find. She managed to get a good blaze going, but then the Haltans came, Fair Folk in tow.
She hurriedly threw everything on the fire she could, then rounded on the Haltans when they came at her. She fought them off for a while, but more came around him and doused her precious fire. Howling, she tried to fight them off and make it to the last embers, but was subdued, and watched as the flames died out completely. Then, one of the Haltans whispered promises in her ear. Promises that she would be able to do this again, and do it to the whole world. Burn all of Creation to a glowing cinder. All she had to do, was say 'yes'.
She did. She awoke several days later, and the world seemed so much smaller than before. There were strange, jabbering people all around her, waiting for her word. She snorted, dismissed them, and they continued to follow her as she began systematically smashing her way across the North, until she found a demon waiting for her. She challenged it, and it beat her all but senseless, leaving her conscious as it dragged her down into Malfeas. She met her patron, who approved of her wrath, and gave her many gifts. She returned, filled with fire and determination, and full sanction to destroy whatever she wanted.
Appearance
This is Kelda. [1]
Attributes
- Physical: Strength 9 Dexterity 5 Stamina 9
- Social: Charisma 4 Manipulation 2 Appearance 3
- Mental: Perception 2 Intelligence 2 Wits 3
Abilities
[C]Archery: 0 [F]Integrity: 5 [ ]Craft: 0 [C]Martial Arts: 5 [F]Performance: 3 [ ]Investigation: 0 [C]Melee: 0 [ ]Presence: 0 [ ]Lore: 1 [C]Thrown: 5 [ ]Resistance: 2 [ ]Medicine: 0 [C]War: 0 [ ]Survival: 1 [F]Occult: 3 [F]Athletics: 5 [ ]Bureacracy: 0 [F]Awareness: 3 [ ]Linguistics: 1 [ ]Dodge: 1 [ ]Ride: 0 [ ]Larceny: 0 [ ]Sail: 0 [ ]Stealth: 1 [ ]Socialize: 0
- Specialties: Athletics (Feats of Strength +3), Martial Arts (Absurdly Large Weaponry +3), Performance (Dancing +1), Thrown (Essence Blasts +1)
- Languages: Skytongue, Riverspeak
- Crafts: :V
Physical Combat
- Join Battle: 6
- Parry DV: 8
- Dodge DV: 5
- Soak: 9A/24L/27B (Hardness 15L/15B)
- Health Levels: 001112222242IDDDDDDDDD
- Wounds: 0
- Move: 4, Dash: 10, Jump: 14
Weapon Spd Acc Dam PDV Rate Range Punchan - 5 16 +(9)B 2(2) 2 - Kickan - 5 5 +(11)B -2(-2) 2 - Critical Mass - 5 17 +(25)L 2(8) 2 - Vent-Beam - 5 11 +(X)L -(-) 3 50 Vent-Burst - 6 17 +(16)L -(-) 1 8
Social Combat
- Join Debate: 6
- Presence Attack - Speed 4, Dice Pool 4, Rate 2
- Investigation Attack - Speed 5, Dice Pool 4, Rate 2
- Performance Attack - Speed 6, Dice Pool 7, Rate 1
- Parry MDV: 4
- Dodge MDV: 8
Essence
- Essence: 4
- Regeneration: 12/hr at ease, 16/hr sleeping
- Personal Essence Pool: 20/20
- Peripheral Essence Pool: 49/67
- Committed Essence: 3+10+8=21
Willpower
- Willpower: 8
- Temporary: 8
Virtues
Virtues:
- Compassion: 1
- Conviction: 4
- Temperance: 2
- Valor: 4
- Flawed Virtue: Valour
- Limit Break: 0/10
Backgrounds
- Artifact 2 (Green Iron Heart)
- Artifact 4 (Malfean Bands, Artifact 5 Grand Goremaul, )
- Sapience 1 (Meltdown)
- Followers 1 (Seeker Cultists) - These are the most loyal, and stable, members of the Followers. They've attached themselves to their saviour and happily perform any task she asks of them. They wish more were asked of them, since Kelda doesn't seem to enjoy having them do anything for her, except for a young doctor who's joined them.
- Artifact 2 (Sun-Core of Reactor #3)
- Manse 4 (Blood-Stained Wind Gemstone [+3 Acc, -1 DV for close-combat attacks]).
- Cult 1 (Seekers of the Angels) - The Followers of the Source are a small group of semi-crazed people who have been following the great Kelda on her rampage through the North, believing her to be the incarnation of Malfeas' righteous wrath. They collect the glassy shards of vitrified earth she leaves behind, and willingly subject themselves to small doses of Green Sun Wasting, to scourge themselves and purify their bodies in Malfeas' name.
- Influence 1 (Malfean Progeny)
- Backing 1 (Malfean Cults)
Mutations
- Huge (2): Kelda's time in the Chryalis Grotesque changed her. She is eight feet tall now, and heavily muscled, with ropy sinew singing underneath thick, fire-toughened skin.
- Thick Skin (2): Kelda's skin was thickened by her time in the Chrysalis, and is slightly coarse to the touch, especially on her arms and shoulders, where rough patches of carbon crystal glitter darkly.
- Permanent Castemark (-2): Kelda's forehead has the Slayer castemark permanently displayed. It normally appears as a livid green welt, unless Essence is channeled through it.
Apocalypse Form
Kelda's Apocalypse Forms represent the power and majesty of Malfeas Almighty, the One True King of Creation.
- Juggernaut: (Armoured Body, Armoured Body) - The Juggernaut can weather even the mightiest blows with little more than a twinge of irritation. She glows brilliant green as the Sun-Core's power suffuses her, shining through her body.
- Archon: (Wings, Terrible Aspect) - The Archon is the incarnation of Malfeas' majesty, and inspires awe and terror in all who see her as she takes flight on wings of viridian flame.
- Terrible Aspect (2): The mutant inspires nearly supernatural terror in all who see her. She gains +2 dice to all attempts at intimidation, and her Appearance is considered 1 dot higher (or lower if it would be more beneficial) for this purpose. All attempts at manipulation automatically fail, and any social attack not related to cowing or commanding others receives a -2 internal penalty.
Charms
- Hardened Devil-Body - --m, Permanent: Kelda gains three -2 Health Levels, and one -4 Health Level.
- 1st Malfean Excellency (x4) - 1m+, Reflexive, Instant: Kelda may add up to (Attribute+Ability) dice to one Malfean-themed roll, at the cost of 1m per die.
- Second Malfeas Excellency - 2m+, Reflexive, Instant: Kelda may add one success to any Malfean-themed roll, at the cost of 2m per success, to a maximum of (Attribute+Ability)
- Malfean Mythos Exultant - --m, Permanent: Kelda doubles all mote gains from stunts.
- Realization of Malfean Potency - --m, Permanent: Kelda gains (Essence x5) motes to her Peripheral Essence pool. She may only fill this pool by performing one hour of
- By Pain Reforged - 1hl, Reflexive, One Scene: Kelda ignores all wound penalties from bashing, and she does not fall unconscious when reduced to Incapacitated with bashing wounds.
- Nightmare Fugue Vigilance - --m, Permanent:
- By Agony Empowered - --m, Permanent:
- Scar-Writ Saga Shield - --m, Permanent: Kelda's Lethal soak is increased to her full Stamina, and she gains Bashing and Lethal Hardness equal to her Stamina. As well, she adds her Essence to her soaks.
- Pathetic Distraction Rebuke - 3m, Reflexive, Instant: Kelda ignores all penalties to her Parry DV for one attack, and may add the greatest wound penalty she suffers as a bonus to her PDV so long as she has By Pain Reforged active, and may block any attack unarmed without a stunt.
- Invulnerable Wounding Futility - 3m, Reflexive (Step 9), Instant: Kelda catches an attack on her mighty body and sends the shock of the of impact back into the weapon, destroying nonmagical projectiles. Attackers in close combat suffer bashing damage equal to (Tyra's Soak - the raw damage of the attack), which cannot be lower than her Essence or the raw damage of the attack. The attack may be soaked normally, but is considered unblockable and undodgeable. Tyra cannot use this attack if she has dodged it, and completely parried attacks use the raw damage unmodified by attack successes.
- Ablation of Brass and Fire - 4m, Reflexive, Instant: Kelda steps into the path of an attack or hazard, perfectly parrying it with her massiveness. This cannot be used in any place that is not built up by humans in any way.
- Insignificant Embers Intuition -
- Green Sun Nimbus Flare - 3m, Instant, Supplemental:
- Wrath-Stoked Bonfire Soul - --m, Permanent:
- Rebuking Impudent Arms -
- Vitriolic Corona Endowment - 6m, 1hl, Simple, One Scene: Kelda may enhance any attack with Green Sun Nimbus Flare without it counting as a charm activation.
- Cold-Fire Desolation Brand - --m, Permanent: Any of Kelda's attacks enhanced by Green Sun Nimbus Flare now also cause Green Sun Wasting. Penalties from the disease start at full strength, rather than building up.
- Gifts of Invisible Flame -
- Sun-Salted Fields -
- Wind-Borne Stride - --m, Permanent:
- Joy in Violence Approach -
- Threat-Monitoring Excitement -
- Hidebound Arms - 3m, Reflexive, Instant: Kelda adds her Stamina to her Parry DV, and may parry lethal attacks without a stunt.
- Strength of the Ungulate - 5m, Simple, (Essence) Actions: Kelda adds (Strength-1) dots to her Strength score. This counts as dice from charms, and may not grant more dice than her Strength.
Combos
- Your Weapons Cannot Harm Me (Threat-Monitoring Excitement, Ablation of Brass and Fire, Invulnerable Wounding Futility)
- Kelda steps into a blow, or simply lets it slam into her. She stands impassively, grinning as her opponent's weapon shudders and shakes, their bones crack, and flesh bruises from striking her impervious flesh. She often follows this with "Silly bitch..."
- Cost: 0m, 1wp
Inventory
- Tower of Cooled - Meltdown is a . The weapon was built from the central cooling rod that kept the Sun-Core of Reactor #3 from overheating, and a husband and wife pair of Seeker Cultists, who had answered their lord's call to come to Hell to serve a greater purpose. They can still be seen sometimes, twined in a lover's embrace inside the rod's surface.
- Spd: 5, Acc: +4, Damage: +16L/5, Def: +2, Rate: 2; 2, O, P, R
- For 5m, 1wp, 2 Meltdown per Circle of the spell, Kelda may dispel or cancel any Sorcery or Necromancy spell originating from within (Ess x4) yards of her, or with her as one of the targets. She must then win a contested (Willpower+Essence) roll, and may pay 2m for an automatic success on the roll, up to a maximum of (Essence) automatic successes. Success negates the spell as if it were hit with the appropriate countermagic. Failure draws the spell to her as the primary target, and gives her 4 Meltdown per circle, after which she immediately takes Meltdown damage.
- Anytime Kelda successfully parries with the Tower, she may pay 8m. For the rest of that scene, the enemy pays a surcharge of (Essence/2) motes on any charm they use to attack her.
- Granted Charms: Principle of Motion: 5m, 1wp, Extra-Action, Until Used: Kelda gains a number of extra actions equal to her Willpower, which she may use for anything. She cannot use this charm again until she has completely spent every action granted by it.
- Urge: Meltdown is constantly pushing for Kelda to utterly annihilate her foes. They don't let up until the enemy is a greasy paste on their knuckles.
- Malfean Bands - This armour was once an orichalcum buff jacket, before the cloth was stripped away and the metal tainted and bent into the shape of fur-lined, orichalcum underwear, coloured red by their dip in the blood of an unwilling cultist.
- Soak: +9L/+12B, Hardness 6L/6B, Mobility: -1, Fatigue: 0;
- Green Iron Heart - When Kelda was recalled to Malfeas after igniting the whole town of Jerun, and everyone in it, she was gifted with this prosthetic heart. She was awake for the entire procedure, screaming obscenities as the demonic surgeons cut into her. She was only allowed to black out when they sewed her chest back together, and new heart had begun beating.
- +4 Strength and Stamina, +2 Integrity, -1 Compassion, +1 Conviction
- Sun-Core of Reactor #3 - See Below.
The Tabernacle of Furious Bells
The Tabernacle of Furious Bells is a large cathedral on the edges of the Demon City, with broken statues of the saints of Hell decorating its pitted iron facade. It's bloodstained pews and scorched statuary stand as monument to the fiery sermons given by the priests of Cecylene working up the parishioners into murderous frenzy. The bulk of the congregation is made of Malfean and Adorjani descended demons, all of them wielding bells of all kinds; from tiny hand-bells to great brass contraptions carried on their backs. They ring the bells at all times to ward off Adorjan, and pay worship to the demon city. The sermons get rather violent, with the demons slamming their bells into eachother and shouting praise to Malfeas at the top of their lungs, with the Cecylenian priests watching over it all and exhorting them to greater fury.
- Level 4 Manse: Maintenance 3, Habitability 1 (12 points)
- Soak:17L/24B External, 9L/17B Internal, 20 Health Levels
- Powers: Well-Flavored Aspect (Adorjan), Archive (Demon Lore), Armoured (Thick Steel), Temple-Manse,
Advancement
Martial Arts 5 (2 BP) Thrown 5 (2 BP) Athletics 5 (2 BP) Huge (2 BP) Specialties (4 BP) Manse 3 (3 BP) Essence 3 (24 XP) Essence 4 (32 XP) Scar-Writ Saga Shield (16 XP) Cold-Fire Desolation Brand (8 XP) Gifts of Invisible Flame (8 XP) Sun-Salted Fields (8 XP) Rebuking Impudent Arms (8 XP) Vitriolic Corona Endowment (8 XP) Wrath-Stoked Bonfire Soul (8 XP) Second Malfeas Excellency (8 XP) Malfean Mythos Exultant (8 XP) Realization of Yozi's Potency (8 XP) Wind-Borne Stride (8 XP) Joy in Violence Approach (8 XP) Threat-Monitoring Excitement (8 XP) Nightmare Fugue Vigilance (8 XP) By Agony Empowered (8 XP) Temperance 2 (3 XP) Compassion 2 (3 XP) Artifact 3 (9 XP) Manse 4 (3 XP) Artifact 4 (3 XP) Strength of the Ungulate (8 XP) Hidebound Arms (8 XP)
Sun-Core of Reactor #3
Reactor #3 provides the power to the factories that build weapons for the armies of Malfeas. Or at least, it did. When Kelda was recalled, she found herself pinned to a demonic dissection table by a man in white with a heavy accent. She struggled the whole time, but was not allowed to rise or pass out or submit to death or sleep. She was to stay awake, to test the Exalted mind. There were two operations performed on her. The second was the replacement of her heart. The first was the installation of a burning ball of Malfean fire taken from the core of Reactor #3. The memory of the installation pains her even today, both the pain of the surgery itself and the thoughts of what she may have lost to the burning heart glowing in her stomach.
The Sun-Core shows as a slowly spinning sigil similar to the one in her anima on a lens of green glass ringed with blackened moonsilver set into her stomach, which spins faster the more power it holds, and a pair of vents on her shoulders, which, when venting, form two wings of green fire that billow behind her.
- Aura of Heat: Kelda is no longer affected by heat or cold, and radiates an aura of warmth within (Essence x2) yards, removing the need for layers of clothing in the North for anyone near her. This aura grows uncomfortably hot the more she uses it, but does not grow so hot as to apply penalties to anyone in its radius.
- Burning Sustenance: Kelda no longer needs to eat, and can survive indefinitely with no food. She must still breathe, though, and drink, but she receives a +2 bonus to Resistance against all inhaled or ingested poisons, as they must first pass through the Sun-Core before being processed into the body.
- Reactor's Flame: Kelda is constantly pained by the heat of the reactor core in her stomach. She must spend 1 Bashing Health Level to attune to it. In return, she does not have to spend the 1 HL cost of Vitriolic Corona Endowment.
- Charging the Reactor: As a reflexive action, Kelda may place one or more motes into the Reactor, and regains 2m for each mote placed inside it. She may not place more than (Essence) motes in the Reactor per action. Each time she regains motes this way, she adds one point to the Reactor's Meltdown pool, and then rolls her Meltdown rating as bashing damage. She may soak this damage normally, but armoured soak and Hardness do not apply.
- Venting the Reactor: As an attack action, Kelda may vent stored pressure by expelling it in a beam of stabbing green energy from her mouth. She pays 1m and 2 Meltdown points and launches a beam with the statistics rated below. She may not use this in the same tick she has gained Meltdown.
- Speed: 5, Acc: +0, Damage: (Meltdown+Essence)L, Rate: 3, Range: 50
- Vent Burst: As a simple action for 3m, Kelda may violently release all stored Meltdown points at the same time in a furious conflagration of green fire. She makes an attack using (Stamina+Resistance+Essence) and applies it to everything, friend or foe, within (Essence x2) yards. The attack deals a number of dice of lethal damage equal to the Meltdown points vented, which may be soaked normally, and then Kelda takes a number of unsoakable bashing dice of damage equal to her permanent essence. She may spend any number of motes to add directly to her Meltdown score, but she does not receive motes in return.