Campaign:Acts of Villainy/Unrepentant Sand Mistress

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Basics

Name: Unrepentant Sand Mistress AKA Elvira the Pentient AKA Wise Whisperer AKA Nellens Lude
Concept: Warlord-trickster
Caste/Aspect: Malefactor
Motivation: Turn all of the East against itself
Intimacies: Celestial Exalts (Negative), Disorder, Manipulation, Infernals
Anima Banner: Dustclouds, the specks of dust eventually focusing to look like screaming heads
Anima Effect Desecration
Experience: 2/200
(write experience points as "unspent / total" plx)

Background

Once a minor member of House Cathak, the woman that would become Unrepentant Sand Mistress enjoyed vacationing in the Near South, in the Realm tributary states. She was on a fast track to Exaltation, when one night a traveler came to her door. What happened then was a blur of gold and words, but when she came free of the Solar's sway she was penniless, with only a day's meal and the clothes on her back to her name, and lost in the desert. Unsure as to what had happened but unwilling to simply lay down and die from it, she kept walking for five days, pausing only once to eat the meal she had been left with. At the end of the fifth day, starving, dehydrated, and desperate, she fell at the gates of Malfeas where she was pulled in. Seeing the bitterness and pain from her time wandering her deserts, Cecelyne took it upon herself to Exalt the young woman, and carefully nurtured her hatred. Eventually, when she had learned what The Five Days Desert sought to teach, she was returned to Creation in the east...at first simply meddling in the afairs of petty dictators, but quickly learning to twist these mockeries of the true rulers of the world to her will. Since then, she's made many allies, and just as many times she's brought kingdoms toppling down around her. Now, with the leash removed, she seeks to set the entire East ablaze.

Appearance

http://i50.photobucket.com/albums/f348/jkmvalgaav2/Maiden/livingtattoofe7.jpg only usually far more clothed.

Attributes

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

Abilities

Infernal Block
Archery      X     Integrity   ●●●      Craft         X     Athletics X        Bureaucracy (●)
Martial Arts X     Performance ●●●●●    Investigation X     Awareness ●●●(●)   Linguistics ●●●
Melee        ●●●●● Presence    ●●●●●(●) Lore          ●●    Dodge     X        Ride        X
Thrown       X     Resistance  ●●●      Medicine      X     Larceny   X        Sail        X
War          ●●●●● Survival    X        Occult        ●●    Stealth   X        Socialize   ●●●●●

Specialties

  • Bureaucracy: Governing ●●
  • Performance: Speeches ●

Backgrounds

(1st dot Free) Backing (Cecelyne's Demons): ●
(1st dot Free) Influence (Cecelyne's Demons): ●
(1st dot Free) Cult: ●●●●●
Resources: ●●●●●
Infernal Command (Mortals): ●●●
Infernal Command (Blood Apes): ●
Infernal Command (Agata): ● Backing (Hundred Kingdoms): ●●
Spies: ●●
Influence (Nexus): ●●●
Connection (Lookshy): ●●●
Demonic Familiar: ●
Demonic Familiar: ●●
Artifact: ●●●

Charms

  • First Cecelyne Excellency: 1m/1d, Reflexive, Instant. Adds 1 die to a roll for every mote you spend, so long as the roll resonates with She Who Stands Beside The World. x4
  • Cecelyne Inevitability Technique
  • Hellskry Chakra
  • Demonic Primacy of Essence
  • Pentients Like Scattered Grains
  • Transcendent Desert Creature
  • Sand Through Fingers Defense
  • Holy Land Infliction
  • Verdant Emptiness Endowment
  • As You Wish
  • Standing Beside the Battle
  • Demon-Hardened Body
  • Bestowal of Accursed Fortune
  • Untouchable Infinitude Reflection
  • Counter-pronouncement of Enthymemic Law


Essence

Essence: ●●●●
Regeneration: 10m/hour (4 normal, +6 cult), 14 resting, +1 willpower every 6 hours
Personal Essence Pool: 18/18
Peripheral Essence Pool: 33/40
Committed Essence: 7
(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

  • Cliumane, The Dark Advisor. Artifact 3, Sapience 2. A soul of the Ebon Dragon often summoned up to provide wisdom to rulers, it understands the inner workings of any society...and how to bring it down. A tattoo of this Demon often denies attempts to see its outline, seeming to draw shadow in around it and hide its edges. In addition to its usual Charms and intelligence, it grants three dots of specialties (Bureaucracy: Governing +2 and Performance: Speeches +1) and one bonus dot each to Awareness, Bureaucracy and Presence. A three dot version of this tattoo also grants one bonus dot each to Manipulation, Appearance and Intelligence.
    • Measure the Wind: 1m. Your essence. I see it.
    • Harrow the Mind: 5m, Scenelong, Illusion, Social. The spirit convinces the target that something is true, supplementing a (Manipulation + Presence) attack, adding (Temperance) successes. If this social attack is successful, the target finds the impossible possible, then probable, then certain: she’s forced to believe the spirit. She sees things the spirit says are there, feels what the spirit says she feels; she may explicitly act on this information however she wishes, but she cannot doubt that it’s true. Spending one Willpower allows her to disbelieve the illusion for a single action; once the target has spent as many points of Willpower as the spirit’s Essence, she’s overcome the Charm’s effects completely. A spirit with Essence 4+ may spend a point of Willpower when invoking this Charm to make its effect Crippling. The illusion persists, in a more manageable form, forcing the target to spend one Willpower each day and during any scene in which the illusion is in any way reinforced to avoid acknowledging the illusion as reality. The effect fades entirely only after the target has successfully resisted the illusion for a number of days equal to the spirit’s Essence.
    • Hoodwink: variable motes, Instant, Combo-OK, Social. With a thousand tricks, the spirit overloads the target’s mind. The spirit spends as many motes as it wants. It then counts (motes spent) successes on a special social attack, which can only be made during the tick that an opponent acts, and can only be defended against by the target’s Dodge Mental Defense Value. If the spirit is successful, the target suffers a (spirit’s Essence) internal penalty to all actions that tick. On a threshold of 5, the target becomes Inactive; at 7, the target forgets where he is and what he was doing, and cannot recall anything about the past scene. This most potent effect usually fades after the target takes (spirit’s Essence) actions, but mortals must spend one Willpower before they can begin to recover at all. Finally, until the target’s next action, he must make a (Perception + Awareness) roll with a difficulty equal to the threshold to perceive any of the spirit’s attacks against him. The spirit gains one bonus success if this Charm is used within a social timeframe, and another if the target is taking any actions that don’t focus on the spirit specifically. Because Hoodwink is only tiny tricks, the target may spend 1 willpower to double his Mental Defense Value against this attack.
  • Starmetal Reinforced Breastplate of Vitirol: Artifact 3.
  • Peronelle: Demon Familiar 2
  • Emonalis, the Blade that Rages. First Circle Demon. Malfeas. Created of his anger and despair, they were the blades his demon troops once used to fight against the vile usurper-Exalts. Now bound, they are rarely summoned, for even when properly bound they do not unleash their full potential. When wielded by natives of Malfeas or those under their command, this demon counts as a Short Daiklave. When wielded by others, it's an Exceptional Chopping Sword. No attunement. Demon Familiar 1

Combat

Dodge DV:
Dodge MDV:
Soak: B:14 L:12 A:11 (11L/11B from armor, can increase armor up to +4L/8B)
Hardness: B:9 L:9 A:9 (can increase Hardness up to 5L/5B)
Special: All attacks roll 1 fewer damage.

Attacks

(Mine)
Short Daiklave: Speed 4, Accuracy 13 (+4), Damage 6L (+4), Parry DV 5 (+1), Rate 2, Attune 6, dual-wielding
Peronelle
Tentacle Slam: Speed 5, Accuracy 5, Damage 2B, Rate 3
Tentacle Clinch: Speed 6, Accuracy 6, Damage 2B, rate 1, Clinch

Armies

Mortals:
Magnitude: 4 (240 members)
Drill: 3
Endurance: 7
Might: 2 (+1 from talismans, etcetera)
Close Combat: 5 (4 Dex, 4 Melee, +2 Mace /2)
Damage: 7B (4 Str, +10B Mace)
PDV: 6 (Commander) +2 vs. Ranged (Shields)
Soak: 3L/5B (8L/9B Perfect Lamellar, 4B stamina, Mobility -1)

Blood Apes
Mgnitude: 1 (5 members)
Drill: 4
Endurance: 9
Close Combat: 5 (4 Dex, 4 MA, 1 specialty /2)
Damage: 4L (6 STR, +2 claws)
PDV: 8
Soak: 2L/3B

Mounted Troops
Magnitude 2
Drill: 4
Endurance: 8
Might: 2
Close Combat: 6 (4 dex, 4 melee, +3 Spear /2) (+1 vs. Non-Mounted)
Damage: 5L/6L (4 Str + 5L/8L Spear)
PDV: 5 (4 Dex, 4 Melee, +3 Spear /2)
Soak: 3L/5B (9L/9B Articulated Plate, Mobility -3, Fatigue 2)

Health

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

Advancement

  • 8 BP: Abilities
  • 7 BP: Essence
  • 36 XP: Abilities
  • 72 XP: Backrounds
  • 24 XP: Essence 4
  • 8 XP: Goddamn Excellency
  • 56 XP: Cherms