Campaign:Conquering of Canals/HolmesNinja
(italicized text is just a comment, don't keep it in your sheet) originally from [1]
Basics
- Campaign: Campaign:Conquering_of_Canals
- Name: Omen of Hidden Wrongs | Sesus Kelim
- Concept: Sherlock Holmes as a Night Caste
- Caste/Aspect: Night Caste
- Motivation: To find out what really happened to the Solars.
- Positive intimacies: His pipe. An-Teng. 'Watson'
- Negative intimacies:
- Anima: His banner is a pipe! Sort of smoky-dark light for his nonbanner'd aura.
- Experience: 2/117
Background
Sesus Kelim was not your ordinary Sesus by any recognition. He may have been born with flaming-red hair and a light complexion as is common in the family, but he held none of its supposed drawbacks. As a child he found interest in games of hide and seek, and even scavenger hunts. Eventually, as he began to get on in years it was quickly discovered he wasn't really 'right' for regular society. He had much too high a flair for discovering when people were trying to hide something, and no qualms of exclaiming this aloud. Eventually this practice got him booted from the Realm proper, and his family sent him off to fend for himself. He went west, and found An-Teng to be a glorious place where there was a grand opportunity to ply his skills. At length, he routed out and exposed a large cell of the Seven-Stranded Vine with the help of a new friend of his. At the final culminating arrest of this fortuitous affair, a solar shard found itself inexorably attracted to his soul. Kelim was dumbfounded by the experience, and with the help of his new friend they at length discovered what exactly had happened to him. Now that he has been given the power of the Unconquered Sun, Kelim discards his worthless Dragonblooded name to take one which better suits his new life. An-Teng will be scoured from top to bottom of all its wrongs by the time he is done with it! It just so happened that the shard he inherited knew something of fighting, and he has also gone to great lengths to find himself a mentor in this strange new style.
Appearance
Omen of Hidden Wrongs appears to have integrated well into the area of An-Teng. He wears their clothes quite well, other than a simple hat which often seems slightly out of place with the rest of the outfit. He shaves his head and face clean so as not to display the bright-red hair of his heritage. He wishes only to be judged on his personal merits. He is Five-foot-ten, and not particularly heavily built. He is oft seen with an unlit.. or lit pipe in his mouth.
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 ●●●
Languages: Flametongue, High Realm, Low Realm, Seatongue
Specialties
Investigation (Deductive +2)
Martial Arts (Nonlethal +2)
Stealth (Looking For Evidence +2)
Backgrounds
Artifact (Ori chain daiklave): ●● (Attune 3)
- dire chain - Speed 5 (Attack) +1 acc, +8B damage, +3 defense rate 3. M,R. When clinched has +2 acc, +6B damage, rate 1, C, M, P, R.
- short daiklave -
- Chain Daiklave -
Artifact (Ori Bracers): ●● (Attune 4) +3 ddv calculations +2 damage
Artifact (Silk Armor: ●● (attune 2) +5L/+3b soak, can be worn and do MA
Resources : ●●●●
Mentor : ●●●
Allies : ●● (Watson To My Holmes)
Influence : ● (Merchant district of Sapphire)
Charms
2nd Investigation Excellency 2m per success counts as 2dice for calculating max added dice.
Judge's Ear Technique 3m. Reflexive. One Scene Combo-OK. Know all lies spoken within hearing, also half-truths. If opposed by another charm, add (ess) to the characters Per+Inves rolls
Crafty Observation Method 5m. type: Simple (Dv -1). Instant. Combo-OK. Functions as a dramatic investigation action, but takes only a simple action and doesn't require ransacking the scene.
Courtier's Eye Technique 3m. Instant. Combo-OK. view identity, backgrounds, with per+inves + essence suxx. - the target's Manip+socialize/2 if they're hiding anything.
Know the Soul's Price. 5m 1 wp. Servitude. Combo-OK. Roll per+inves at diff 1, but - external penalty of manip+social of the target. Gives the solar a price on the target's soul, literally.
DODGE
Shadow Over Water 1m. Reflexive. Instant. Combo-OK. Ignores all current DV penalties for a single attack.
Seven Shadow Evasion 3m. Reflexive. Instant. Combo-OK. Obvious. Perfect defense dodge, even undodgeables. (Flaw)
Reflex Sidestep Technique 1m. Reflexive. Instant. Combo-OK. Makes an unexpected attack expected.
MARTIAL ARTS
2nd Martial Arts Excellency 2m per success counts as 2 dice for calculating max added dice
Image of Death Technique 2m. Simple (DV-3). Illusion. One Day. Pretend to be dead! (Medicine+perception at difficulty 3 to determine otherwise)
Wall Climbing Technique 1m. Reflexive, combo-ok, obvious, One action. Climb a wall as if it were level ground at half movement
Distracting Finger-Gesture Attack 2m. Reflexive. Obvious. Instant. Delays the target for (MA) Ticks, forcing him to wait until then to refresh his DV. Cannot flurry on his turn. Can guard, or use other extra-action charms as normal.
Ebon Shadow Form 5m. Simple (Speed 5)Form-type, obvious, one scene. Add (MA) to Join Battle rolls, and (ess) to stealth and DDV. Attacks made with MA, Sais, or Fighting Chains can be made lethal. If killed while charm is active, body dissipates into smoke.
Elusive Flicker Evasion 4m reflexive. One action. Add (Essence) to DDV. Need not be in combat.
Blow-Concealing Gesture Technique 2m, 1 wp. Supplemental. Combo-OK. Makes an attack unexpected. Target may attempt a (wits+awareness) at a diff of the attacker's essence to allow themselves to apply charms as normal, but they are still at DV 0 otherwise.
STEALTH
Easily Overlooked Presence Method 3m. Simple. Combo-ok. One scene. The user becomes effectively unnoticeable, unless he is already Joined Battle, or an observer has a minimum two-die bonus to notice him.
Mental Invisibility Technique 5m 1wp simple combo-okay one compulsion scene. Roll dex or manip + stealth vs target's mdv. forces the target's to ignore the solar, or pay 4wp. 1 wp if someone calls attention to the solar
Vanishing from Mind's Eye Method 10m 1wp combo-ok indefinite. roll wits or manip + stealth + ess suxx. Anyone who attempts to remember or recognize the solar while this charm is active must roll wits+lore and score more suxx than the solar did, or they cannot remember or recognize the solar.
Combos
Essence
Essence: ●●●
Regeneration: (twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)
Personal Essence Pool: 15/15
Peripheral Essence Pool: 27/36
Committed Essence: 9
Willpower
Willpower: ●●●●●●
Temporary: 6/6
Virtues
Virtues:
Compassion ●●● Conviction ●●● Temperance ● Valor ●●
Virtue flaw:
Limit: □□□□□ □□□□□
Limit Break Condition: Damage to an intimacy
Inventory
Pipe~ Dire Chain.
Manses and Hearthstones
Combat
Dodge DV: 9.
Dodge MDV: 5
Soak: 0A/5L/6B
Pierced: 0A/6L/4B
Hardness: 0A/0L/0B
Attacks
Health
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
□ Dying
Advancement
2bp on Dodge
2bp on MA
2bp on Inves
3bp on Mentor
3bp on resources 4
3bp on Specialties
2bp on Allies
4 exp on strength 1
8 exp on easily overlooked presence method
16 exp on ess 3
8 exp on elusive-flicker evasion
8 exp on blow-concealing gesture technique
3 exp on artifact
8 exp on reflex sidestep technique
8 exp on courtier's eye technique
8 exp on Know the Soul's Price
12 exp on stealth
8 exp on mental invisibility technique
8 exp on vanishing from mind's eye method