Campaign:Enfolding Ice/Lasemu

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Revision as of 11:17, 24 August 2008 by 68.81.23.2 (talk)
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Basics

Name: Lasemu
Concept: White Mage
Caste: Twilight
Motivation: Become Immortal
Intimacies: Knowledge, His wife, Solars
Experience: 25/25
(write experience points as "unspent / total" plx)

Background

(write your background here. i like short, concise, to-the-point backgrounds that tell me all the important things you want me to know about your character. this space is meant mostly for character history, but try and talk a bit about his personality as well.)


Appearance

Lasemu stands about five and a half feet tall, and is generally unimposing. He hides his thin body under a well-made Buff Jacket, which he's rarely seen without. He keeps a backpack at hand at all times, with the symbol of the Twilight Caste pressed against his back. He keeps himself well-trimmed at all times, though his hair always seems a little wind-swept despite it, with this effect and his knowledge of the arcane leading many to believe him an Air aspect.

Attributes

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


Abilities

Solar/Abyssal Block
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   
Craft: Air ●●●
Craft: Fire ●●●

Backgrounds

Resources: ●●●
Mentor: ●●
Artifact: ●●●●

Charms

Archery

  • Second Archery Excellency:

2m/1die, supplemental: Add (Ability + archery)/2 successes to any roll, every 2 motes gives +1 DV

  • Essence Arrow Attack

4m, Supplemental: Righteous Judgement Arrow (Deal 4 extra damage dice, the arrow becomes a needle that pierces the target)

  • Phantom Arrow Technique

1m/attack, can shoot any Resources / arrow for 1 mote
Occult

  • Terrestrial Circle Sorcery

Resistance

  • Durability of Oak Meditation:

3 motes, Reflexive: Gain Hardness 8 against one attack
Medicine

  • Third Medicine Excellency

4m, Reflexive: Reroll any Medicine check and choose the better of two.

  • Wound Mending Care Technique

10m, Supplemental: spend 1 hour treating a patient, and roll (Intelligence + Medicine). Patient recovers (Successes) lethal or bashing health levels, and if he spends the day resting she gains (Essence) Health levels as well.

  • Contagion-Curing Touch

2m, Supplemental: Mastery of pressure points means I am never considered without tools
Sorcery

  • Invulnerable Skin of Bronze

20m: Until the sun next crosses the horizon, gain 6L/12B soak and 6L/12B Hardness, deal 2 extra dice with Martial Arts, and weigh 100 extra pounds

  • Thunder Wolf's Howl

10m: an area 20 yards across within 100 yards gets hit by a Wolf's Howl, smashing fragile objects and dealing (rolled Int + Occult) + Essence bashing damage, ignoring DVs and armor. Everyone within range is also deafened and disorienting, taking -2 to everything until (5 * successes) ticks later. Essence users can contest this with Stamina + Resistance, reducing the time one-to-one

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: 15/15
Peripheral Essence Pool: 32/37
Committed Essence: 5

Willpower

Willpower: ●●●●● ●
Temporary: □□□□□ □

Virtues

Virtues:

  • Compassion ●●●
  • Conviction ●●●
  • Temperance ●●
  • Valor ●●

Flawed Virtue:
Limit Break: □□□□□□□□□□

Inventory

Resplendent Satchel of Hea;ing | Artifact ●●●● | Attune for an additional 5 motes and wrap a band held inside around a crippled limb or stump. Take 5 minutes and a Difficulty 3 (Int + Medicine) roll, and it regrows, in one day for Exalts and 3 days for Mortals.
Wound-Mending Needles | Artifact ●●●● (Part of Satchel) | Heal 1 Bashing HL/minute for 1 mote/HL, 1 Lethal HL/15 minutes for 3 motes/HL, or 1 Aggravated HL/4 hours for 5 motes and 1 willpower/HL. This use requires a (Perception + Medicine) check, Diff 1 for healing someone else and Diff 3 for healing me. Can also cure Poison
Rod of Cleansing the Body | Artifact ●●●● (Part of Satchel) | Roll Perception + Medicine, spend 1 mote: Cure a disease, Diff as normal. For every extra mote, reduce the difficulty by 1. Perfect Buff Jacket | Resources ●●●

Manses and Heartstones

Tree shaped to channel Wood Essence, grants Survival Stone (semi-permanently used to power Satchel)

Combat

Dodge DV: 4
Dodge MDV: 5
Soak: B:9 L:6 A:4
Hardness: B:0 L:0 A:0

Attacks

PUNCH  (Speed 5, Accuracy 4, Damage 2B, DV 3, Rate 3, Natural)
KICK   (Speed 5, Accuracy 3, Damage 5B, DV 1, Rate 2, Natural)
CLINCH (Speed 6, Accuracy 3, Damage 2B, DV 2, Rate 1, Natural, Clinch, Piercing)
Composite Bow w/ Broadhead     (Speed 6, Accuracy 6, Damage 4L, Rate 3, Range 250, 2 handed)
Composite Bow w/ Fowling       (Speed 6, Accuracy 6, Damage 4B, Rate 3, Range 250, 2 handed)
Composite Bow w/ Frog's Crotch (Speed 6, Accuracy 6, Damage 6L, Rate 3, Range 250, 2 handed, 1/2 damage vs. Armor)
Composite Bow w/ Target        (Speed 6, Accuracy 6, Damage 2L, Rate 3, Range 250, 2 handed, Piercing)

Health

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

Advancement

(Here is where you write down your experience points and how you spent them)