Campaign:Oceans Exalted/Valley
Basics[edit]
Name: Valley of Fire (Born Lucaran Mnemon)
Concept: ROCK AND ROWWWLLLLAAAHHH!!!
Aspect: Fire
Motivation: TO LEARN THE SECRETS OF ROCK, METAL, AND BEYOND.
Intimacies: ROCK, METAL, CHICKS, BOOZE, VALLEY
Anima Banner: Pyrotechnics
Experience: 30/30 (0/6 Derginbled Bonus)
LETS HAVE SOME THEME MUSIC:
Background[edit]
A long ass fuckin' time ago, a child was born into the Mnemon family. He was always hyper-active, loud, and was prone to breaking things just by being around them. Come primary school, he was the class clown, and only managed to achieve satisfactory performance by cheating off of those with actual talent, and calling in favors upon favors. His muckin' around was fine enough, until he hit Secondary Education, where he was shipped off to the Heptagram. Valley found that Secondary School was far less accepting of boisterous attitudes, especially the Heptagram(But ESPECIALLY the Cloister of Wisdom, which he thankfully didn't attend). The teachers attempts to browbeat him only made his attitude to wreak havoc grow.
Valley-o-Vision:
"Long ass fuckin' time ago in The Realm, without a clue
There lived an ancient family, Immaculate through and through
But yae there was a black sheep, and he knew just what to dooo
His name was young Val-Ley and he refused to step in line
A vision he did see of ffffucking rocking all the tiiime
He wrote a tasty jam and all the MAIDENS DID ALIIIGN"
"OH THE DRAGON'S BALLS WERE BLAZIN' AS I STEPPED INTO HIS CAVE
AND I SLIICED HIS FUCKIN' COCKLES
WITH MY LONG AND SHINEY BLADE
'TWAS I WHO FUCKED THE DRAGON FUCK-A-LIE SING FUCK-A-LOO
AND IF YOU TRY TO FUCK WITH ME THEN I SHALL FUCK YOU TOOOOOO
TIME TO GET IT ON IN THE VALLEY ZONE.
TIME TO LICK A TOAD IN THE VALLEY ZONE.
TIME TO ROCK & ROLL IN THE VALLEY ZONE."
Valley blew up an entire wing of the Heptagram with his reckless, albeit most excellent rocking. Granted, it was actually a joint effort, but the blame was -easily- placed completely on Valley, as he was completely off his tits trippin' balls on -something- he got out of the magical supply closet.
"YOU'VE DISOBEYED MY ORDERS SON WHY WERE YOU EVER BORN?
YOUR BROTHERS'RE TEN TIMES BETTER THAN YOU THE EMPRESS LOVES THEM MORE
THIS MUSIC THAT YOU PLAY FOR US COMES FROM THE DEPTHS OF HELL
ROCK AND ROLL'S THE YOZI'S WORK THEY WANT YOU TO REBEL
YOU'VE BECOME A MIIINDLESS PUPPET
MALFEAAAS WILL PULL THE STRINGS
YOUR HEART WILL LOSE DIRECTION
AND CHAOS IIIIIT WILL BRIIIIING
YOU BETTER SHUT YOUR MOUTH YOU BETTER WATCH YOUR TONE
YOU GOT FOUR WEEKS WITH NO LEAVIN' HOME
DON'T LEMME HEAR YOU CRY DON'T LEMME HEAR YOU MOAN
YOU GOTTA' PRAISE THE ORDER WHEN YOU'RE IN MY HOME."
And so, to get rid of such a nuisance, Valley was deported off to some backwater island in the West to manage the Coconut Production, or something menial.
When Valley finally awoke from his drug-induced stupor, he found himself almost naked, bearing a Sanxian of some sort, a simple yet flamboyant working knowledge of Emerald Circle Sorcery, and stranded in some backwater Satrap doing Coconut-Tallying work.
"Note to self, find whatever I had and take double."
Appearance[edit]
http://i45.tinypic.com/33c5bok.png
Attributes[edit]
Strength ●● Charisma ●●●●● Perception ●● Dexterity ●●● Manipulation ●● Intelligence ●● Stamina ●●●● Appearance ●●● Wits ●●●
Abilities[edit]
Terrestrial Block Linguistics ●● Awareness Athletics ●● Bureaucracy ● Archery ● Lore ●● Craft Dodge ●● Investigation Medicine Occult ●●● Integrity ●●● Melee ● Larceny Performance ●●●●● Stealth Resistance ●●● Presence ●●● Martial Arts ●●● Ride ● Thrown War ● Socialize ●●● Sail ● Survival
Specialties[edit]
Performance: GUITARGH +3
Occult: Demonology +1, ROCKOLOGY +1
Languages[edit]
High Realm
Old Realm
Seatongue
Backgrounds[edit]
Breeding: ●●●●● (Add +5 to your Personal Essence pool; +9 to your Peripheral Essence pool; -2 motes to the cost of activating your anima banner; +2 on the roll to see if a child of yours Exalts.)
Artifact: ●● (4 artifact dots to spend on artifacts that are level 2 or lower)
Resources: ●●●
Reputation: ●●●●(FUCKER ROCKED SO HARD HE BLEW UP THE HEPTAGRAM)
Charms[edit]
- Performance First Performance Excellency: ESSENCE OVERWHELMING 1m/2d, Reflexive, Instant. Adds 2 die to performance roll for every mote you spend, up to max of Performance skill + specialty. Can use this charm to add 1 dot to the skill per mote spent for unrolled purposes.
- Performance Hidden Petal Aria Method 2(3)m per subject, Combo-OK, Reflexive. With activation of this Charm, Valley of Fire can weave a message or concept into his song, conveying it directly to a number of subjects he desires. If the subject can hear the sound of music, the subject can understand the message.
- Performance Invisible Street Performer Technique 3(4)m, Combo-OK, Simple. As long as the Valley of Fire is playing an instrument, he is simply ignored by everyone as music is coming from a performer behind the scenes. Those that may notice the Dragonblooded must roll (Wits + Awareness) with a difficulty equal to (Valley of Fire's Performance + Instrument Specialty). Even if successful, the observer has no reason to pay attention to Valley of Fire unless he's in an especially conspicuous place.
- Performance Vibrating Strings Defense 5(6)m, Reflexive, Combo-OK, Obvious, One Scene. For the duration of the scene, Valley of Fire can replace his normal parry Ability with his Performance for purposes of calculating Parry DV. Any dots in applicable specialties apply. Any performance excellencies can apply with raising his DV as if they were Melee/Martial Arts specialties.
- Performance New Voice Technique 2(3)m, Combo-OK, One Scene. For the duration of the scene, Valley can use this Charm to perfectly duplicate another person's voice, or the sound of any animal, spirit or creature, as well as any other sound he hears. Must succeed on a (Perception+Performance) roll to properly remember all of the sound's nuances. Duplicating a voice of a person is usually only difficulty 1, while mimicking an unusual animal might require two or three successes. Imitating the sound of a three-mouthed god who speaks only in music might have a difficulty of 5. The charm doesn't replicate any other supernatural effects associated with the sound. This charm will automatically fool any person unless the listener is using a charm or spell that improves hearing.
- Occult Fivefold Resonance Sense 2m, One Scene. For the duration of the Charm, the Dragon-Blood can detect the presence of jade within a radius of (Essence x 200) yards. If the jade to be detected is elementally aspected with the Dragon-Blood, no roll is required. If the jade is of a different aspect, the Exalt’s player must roll (Perception + Occult) at a difficulty of 3. If the Dragon-Blood has an Occult rating of 3 and an Essence of 2, he can also detect other magical materials at a difficulty of 3, but only at a range of (Essence x 50) yards. This Charm cannot be used to perceive magical materials that are already attuned to someone else, nor can it be used to detect any quantity of such materials that are being concealed through the use of Celestial or Solar level magic, including Charms or spells. If Terrestrial magic is being used to conceal the material, the Dragon-Blood’s player must garner more successes on the (Perception + Occult) roll than successes on the roll made to conceal the material or the Essence of the character using the concealing magic (whichever is higher).
- Occult Spirit-Detecting Mirror Technique 2m, One Scene. After the Great Uprising, it fell to the savants of the Air to attempt to repair the Terrestrial Exalted’s badly fractured relationships with the spirit courts. In both diplomacy and spycraft, they used this Charm, which allows a Dragon-Blood to see the reflection of unmanifested spirits in any reflective surface, such as a mirror, a polished sword or even a still pool of liquid. Furthermore, the Dragon-Blood can hear the voices of any spirits he can see, allowing for both conversations and, perhaps, discrete eavesdropping.
- Terrestrial Circle Sorcery
- Emerald Countermagic
- Summon First Circle Demon
Thaumaturgy[edit]
- The Art of Weather Working, Master Degree:
The Council of Winds is a powerful elemental court that influences virtually all of the weather in Creation. Most often, they obey the plans of the Bureau of Seasons, but clever magicians can beseech them to arrange for particular conditions in a region. Effects might be as small as a simple breeze to snuff out a candle or as large as a powerful storm, depending upon the thaumaturge’s skill and the plans of the elementals involved.
Whenever a thaumaturge makes more than one request during the same two day period, she must spend twice as long enacting these rituals, and her player suffers a +1 difficulty per subsequent request made before leaving the Council alone for at least a week. Most elementals capable of directing large weather patterns have servants to answer for them and are thus generally immune to summons. Botches or particularly egregious uses of this Art can lead to dangerous retribution on the part of the Council of Winds or the Bureau of Seasons.
Different cultures may use different tools for weather working. Some brew strange potions in cauldrons; others tie elaborate knots in cords. Every ritual, however, includes some form of offering to the elementals.
(Degree required, Attribute, Difficulty, Time needed)
Foretell Weather (0, Perception, 2, one minute):
Whispering to the winds, offering incense and listening for its answers, a thaumaturge uses this ritual to predict the weather, with each success representing one day in the future. Subsequent events of which the Council of Winds was unaware at the time of the ritual may change the Council’s course and render this rite’s results irrelevant.
Minor Changes (1, Charisma, 3, 10 minutes): The thaumaturge may convince local elementals to enact minor alterations to the weather. Each specific ritual evokes one minor change, such as raising a fog or a breeze, reducing rainfall or snowfall, changing the direction of an existing wind, or the like. No change is itself improbable; it merely happens when the thaumaturge would like it to. Changes never extend over more than a square mile or last more than an hour.
Transform Weather (2, Charisma, 4, one hour): True manipulation of weather becomes possible. Each ritual seeks to persuade the Court to change a storm to a gentle rain, a blinding heat to a pleasant summer day, and other significant, distinctly improbable alterations. Changes never extend over more than two miles’ radius and last four hours.
Major Changes (3, Charisma, 5, one day): The thaumaturge can convince the Court to make huge changes such as summoning up gales or giving rain during a drought. Each ritual can affect an area up to five miles’ radius for an entire day.
- The Art of Demon Summoning, Apprentice Degree:
The Art of Demon Summoning came into being shortly after the Primordial War. This dangerous Art taps into the inescapable oaths laid upon those Primordials who chose surrender. When called to service according to the ancient compacts, a creature of Malfeas must attend the summons. Sadly for Creation, every summoning releases demonic influences upon the world, and Creation’s citizens must remain ever vigilant against the potential sinister affects thereof. Worse yet, the terms of these oaths merely bind demons to serve Exalts and gods who are powerful enough to enforce their will. Mortals may invite demons into Creation, but the provisions of those oaths do little to protect them and do not allow them to extract slavish servitude.
Demon summoning involves elaborate ceremonies with numerous components, both reused and consumed. Many ceremonies require drawing a magic circle or other diagram. Tools include braziers burning stinking incense; weapons; knotted cords, keys and other symbols of bondage (and its removal); talismans scribed with the symbol of a demon or demonic species; and discordant musical instruments suitable for the spawn of the maimed and twisted Primordials.
Demonsight (1, Perception, 4, five minutes): His closed eyes annointed with blood, the thaumaturge opens them to perceive immaterial demons with all senses for the rest of the scene.
Alarm Ward against Demons (1, Perception, 1, One hour): The thaumaturge sets up an invisible magical line that alerts the character whenever a demon crosses the ward. The alert only reaches the thaumaturge if she is within one mile per success she gained during its casting. The alert can manifest as anything from an enchanted bell that rings to a pricking sensation in the thaumaturge’s thumbs. Once placed, this ward endures for one day. Magical methods of avoiding detection, including Charms, must exceed the ward’s threshold, although sorcery and necromancy that prevent detection automatically succeed. The ward protects an area at most (character’s Degree in Demonology x 20) feet in any direction.
Lesser Ward Against Demons (1, Manipulation, 1, one hour): Employing components antithetical demons, the thaumaturge evokes an invisible magical barrier that discourages their approach. A Lesser Ward acts as a deterrent rather than a physical barrier. A creature needs Dodge MDV at least equal to the number of successes achieved on the thaumaturgy roll in order to ignore its unnatural mental influence. A creature affected by the ward may spend 1 Willpower per scene to ignore its effects, though doing so may incur Limit when applicable. Once cast, the ward lasts for one day. The ward protects an area at most (character’s Degree in Warding x 20) feet in any direction. If the thaumaturge limits the ward to blocking only a specific subtype of Demon, such as Erymanthoi or a named Second Circle Demon, then he gains an extra die to roll for each Degree he possesses in the Art of Demonology.
Essence[edit]
Essence: ●●●
Regeneration: 4/hour
Personal Essence Pool: 15 / 15
Peripheral Essence Pool: 29 / 29(35)
Committed Essence-
Peripheral-5
Personal-
Total:5
Willpower[edit]
Willpower: ●●●●● ●●
Temporary: □□□□□ □□
("cross out" □ boxes by substituting them with Xs)
Virtues[edit]
Virtues:
- Compassion ●●
- Conviction ●●
- Temperance ●
- Valor ●●●●●
Flawed Virtue: Valor
Flaw: Burn-out.
Flaw Trigger:
Flaw Duration: AT FIRST, VALLEY'S THE LOUDEST MOST FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK FOR THE SCENE. Then, the flaw activates the morning after he reaches full limit, and lasts for the entire day.
Limit Break: [][][][][][][][][][]
Inventory[edit]
Sanxian of Soul's Voice(Artifact ●●)
Commit:4
This Sanxian, as marvellous it may be, has a peculiar quality. In stead of using the bearer's Intellect to weave Sorcery, the Sanxian instead lets their sheer force of Charisma to call out to Sorcerous concepts, and weave them into desired spells. On top of giving +2 dice to Performance rolls, the Sanxian lets Sorcerors shape Sorcery with Charisma+Occult rather than Intelligence+Occult.
Dragon Tear Tiara:(Artifact ●●)
Commit:2
Dragon Tear Tiaras add One die to Perception rolls, and 3 dice to Occult rolls related to Geomancy, Astrology, Detecting Spirits, or other occult sensitivity.
Combat[edit]
Dodge DV: 5
Parry DV: 4
Dodge MDV: 6
Parry MDV: 6
Soak: B:4 L:2 A:0
Hardness: B:0 L:0 A:0
Attacks[edit]
(example:)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)
Health[edit]
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
Advancement[edit]
10BP: Essence 3(HNNNNNNGGGGGGGGGGGGGGG)
3BP: Valor 5
2BP: Favored Specialties(Perform +3 GUITARGH, Occult +1 ROCK)
1BP: Performance 4
7XP: Performance 5
10 XP: Spirit-Detecting Mirror Technique
10 XP: Vibrating String Defense
3 XP: (Occult: Demonology +1)
30 Spent.
EXP
1 XP to spend~