Campaign:Oh Luna/Adiska

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  • Name: Adiska a.k.a. Diska the Meteor Hammer, Kind-Eyed Remover of Intact Bones, Sleepy
  • Player: Leviathan
  • Campaign: Oh Luna
  • Concept:
  • Motivation: Wipe the whole East clear of roving bandits

  • Type: Lunar
  • Caste: Full Moon
  • Anima Banner: A giant looming bear-sloth-thing.
  • Spirit Shape: Megatherium (treat mechanically as tyrant lizard)
  • Tell: Claw fingers and toes

  • Experience: 0/0

Adiska stands about seven-foot-four, with the deep tan of someone who was born in the East and has spend quite a bit of time traveling. Her hair is a reddish-brown, usually kept pulled back into a braid that goes to about her shoulders, bound at the end with a bit of twisted metal wire. Her shoulders are broad enough to knock down a small house with a misplaced shrug, her biceps are larger than some peoples' heads, and she could crush unworked stone to powder with her thighs—but despite this she actually has something of a hourglass figure (even though the narrowest point of her waist is probably wider than most other women). Given her App 4, she's actually pretty attractive... to people who can avoid the thought of getting squished if she sneezes wrong, anyway. Her bust is, in perspective, fairly moderate, but in absolute scale this still adds up to a lot... same with her hips, legs, etc. Her muscles are huge, but without the ugly hypertrophy of weightlifters—it's more the all-around competent musculature an athlete or a wrestler, just amplified quite a bit by her Large status.

Normally, she wears simple traveling clothes—sleeveless, low-collar forest-green shirt with wooden toggle-buttons that seem like they'd be almost awkward for her to get at (over a wrap that binds her breasts enough so they're not a hindrance), and bark-brown pants kept in place with a simple drawstring arrangement. (Resources 2, so an appropriate sort of sturdy-enough cloth for that... I dunno what specifically, maybe linen or something.) On her feet are geta-style wooden (reinforced with metal) sandals with a pair of raised heels, though they have full bindings around the feet instead of just the V-strap. Around her waist, coincidentally wrapping the shirt tight enough to give some idea of her figure, is wrapped several yards of an iron fighting chain, with full macelike heads at the ends twisted together and hanging on one hip.

On her back is a reinforced-lacquered-wood box (it can fold open a couple of ways, and closes with some very solid latches) that serves as a pack—small in perspective to her, though it's enough to carry full traveling provisions and more, and you could probably fit a normal-sized person into it if you pushed hard enough (and folded once or twice). On top of it is tied the large oilskin bag that contains her (large, but very-tightly-rolled) bedroll.

Her Tell is that her fingers and toes are visibly clawlike; this doesn't (normally) increase her ability to do Lethal damage, but it's certainly pretty freaky and hard to hide.

Attributes[edit]

[C] Strength  ••••••    [F] Charisma     ••••   [ ] Perception   ••
[C] Dexterity •••••     [ ] Manipulation •      [ ] Intelligence ••
[C] Stamina   •••••     [ ] Appearance   ••••   [ ] Wits         •••

Abilities[edit]

[ ] Archery             [ ] Craft (Wood) •      [ ] Bureaucracy 
[ ] Athletics    •••    [ ] Larceny             [ ] Investigation  
[ ] Awareness    ••     [ ] Linguistics  •      [ ] Lore          •
[ ] Dodge               [ ] Performance  •      [ ] Occult        •
[ ] Integrity    •••    [ ] Presence     ••     [ ] Medicine    
[F] Martial Arts •••••  [ ] Ride        
[ ] Melee               [ ] Sail       
[ ] Resistance   ••     [ ] Socialize    ••
[ ] Thrown              [ ] Stealth      •
[ ] War                 [F] Survival     ••
  • Languages: Forest-Tongue, Riverspeak (native)
  • Specialties: Martial Arts (Unarmed +3), Survival (Woods +1).

Essence[edit]

  • Essence: 3
  • Regeneration: 4/hour, +4/hour when resting
  • Personal Essence Pool: 17/17 (Essence + [Willpower x 2])
  • Peripheral Essence Pool: 38/38 [46] ([Essence x 4] + [Willpower x 2] + [highest Virtue x 4])
  • Committed Essence: 8 (special moonsilver articulated plate)

Mental Traits[edit]

  • Positive Intimacies: Honorable combat
  • Negative Intimacies: People who interrupt peaceful existence
  • Motivation: Wipe the whole East clear of roving bandits
  • Willpower: 6/7

Virtues[edit]

  • Compassion: 2/2
  • Conviction: 2/2
  • Temperance: 4/5
  • Valor: 2/2
  • Limit Break: 0/10 (Temperance, The Curse of the Drunken Monkey)

Social Combat[edit]

  • Join Debate: 5 (Wits + Awareness)
  • Surprise Attack: 2 (Manipulation + Socialize) vs. (Perception + Investigation)
  • Dodge MDV: 6 ([Willpower + Integrity + Essence] ÷ 2)

Weapons[edit]

  • Investigation: Speed 5, Acc 4, Rate 2. Parry MDV 2.
  • Performance: Speed 6, Acc 5, Rate 1; affects everyone who can perceive the effort. Parry MDV 3.
  • Presence: Speed 4, Acc 6, Rate 2. Parry MDV 3.

Modifiers[edit]

  • Relative Appearance: Difference in Appearance is applied as a penalty (if agressor is higher than attacker) or bonus (if vice-versa) to MDV, up to -3 or +3.
  • Intimacy, Virtue, or Motivation: -1 MDV against attacks that directly support existing Intimacies; -2 if with a dominant Virtue; -3 if with Motivation. (Only the greatest applies.) Same numbers as a bonus against Intimacies/Virtues/Motivation.

Physical Combat[edit]

  • Join Battle: 5 (Wits + Awareness)
  • Surprise Attack: 6 (Dexterity + Stealth) vs. (Wits + Awareness + 2)
  • Dodge DV: 4 ([Dexterity + Dodge + Essence] / 2)
  • Soak: 0A/2L/5B Natural + 12A/12L/14B Armor = 12A/14L/19B; Pierced 6A/8L/12B; Hardness 8L/8B.
    • In DBT: 0A/3L/6B Natural + 0A/4L/4B Mutation + 12A/12L/14B Armor = 12A/19L/24B; Pierced 6A/13L/17B; Hardness 8L/8B.
    • In spirit shape: 0A/6L/12B Natural + 12A/12L/14B Armor = 12A/18L/26B; Pierced 6A/12L/19B; Hardness 8L/8B.

Weapons[edit]

  • Unarmed (Normal/DBT/DBT with Claws)
    • Clinch: Speed 6; Acc 13/14/19 (+0/+0/+5); Damage 6B/7L/14L (+0B/+0L/+7L); Parry DV —; Rate 1; Tags C, N, P.
    • Kick: Speed 5; Acc 13/14/19 (+0/+0/+5); Damage 9B/10L/20L (+3B/+3L/+10L); Parry DV 6/6/7 (-2); Rate 2; Tags N.
    • Punch: Speed 5; Acc 14/15/20 (+1/+1/+6); Damage 6B/7L/14L (+0B/+0L/+7L); Parry DV 8/9/10 (+2); Rate 3; Tags N.
  • Totem (Normal/with Claws)
    • Bite: Speed 6; Acc 15/20 (+2/+7); Damage 14L/28L (+0L/+14L); Parry DV 8/9 (+0); Rate 1; Tags N.
    • Claw: Speed 5; Acc 14/19 (+1/+6); Damage 8L/16L (-6L/+8L); Parry DV 7/8 (+0); Rate 2; Tags N.
  • Weapons
    • Fighting chain: Speed 5; Acc 9 (-1); Damage 11B (+6B); Parry DV 6; Rate 2; Tags M, R.
    • Fighting chain, clinched: Speed 6; Acc 9 (-1); Damage 9B (+4B); Parry DV —; Rate 1; Tags C, M, P, R.

Health[edit]

  • □□ -0
  • □□ -1
  • □□ -2
  • □ -4
  • □ Incapacitated
  • □□□□ Dying

Backgrounds[edit]

  • Contacts •• (an influential bounty hunter in Nexus; a martial artist minor god in Great Forks)
  • Face ••• (well-known among martial artists all across the East and slightly known elsewhere, as a mortal master of the meteor hammer)
  • Resources •• (money from guard duty, and similar)
  • Taboo ••• (12 continuous hours of sleep and/or meditation a day; beds are for sleeping, not loving; scaled things can only be eaten uncooked; never have a covered head against the moon)

Shapeshifting[edit]

Knacks[edit]

  • Form Acquisition
    • Animal
      • Towering Beast Form: Can master the shapes of things as large as yeddim and tyrant lizards.
  • Shapeshifting Refinement
    • Internal Form Mastery: Use the better of Dexterity or form's Dexterity in other forms.
  • War Form
    • Deadly Beastman Transformation: Assume a war form with +1 to physical Attributes and 7 (Essence + 4) points of mutations. Selected mutations: Armored Hide [4], Talons [2].

Forms[edit]

  • Spirit shape: Megatherium.
  • Heart's blood forms

Charms[edit]

  • Strength
    • Damage Enhancement
      • Claws of the Silver Moon: 4m, 1wp (or 1m or 3m, Gift); Simple (Speed 4) (or Gift); Combo-OK, Gift, Obvious; One scene (or Gift). Natural attacks improved with Accuracy +2 (or +Dexterity for +1m), Damage +(Strength)L, and can parry lethal damage. Pay +1m to add Charm's effects to natural attacks past claws.
  • Dexterity
    • General
      • First Dexterity Excellency: 1m per die; Reflexive; Combo-OK; Instant.
      • Instinctive Dexterity Unity: 2m+ (up to 6 [Essence x2]), 1wp; Simple; —; One scene. Every 2 motes reduces the cost for the first three Dexterity Excellencies by 1, to a minimum of 0.
    • Movement
      • Instinct-Driven Beast Movement: 4m+; Simple; Obvious; One scene. Double movement rate for every 4m spent, and every 4m spent gives +1 stacking success to opposed speed rolls.
    • Speed and Extra Action
      • Wasp Sting Blur: 2m per tick (or 2m, RLF); Reflexive (or RLF); Combo-OK, Fury-OK; Instant (or RLF). Reduce Speed of an action by 1 tick per 2 motes, to a minimum of 3; or, with RLF, reduce Speed of all attacks by one (min 3) for the duration.
  • Stamina
    • General
      • Third Stamina Excellency: 4m; Reflexive; Combo-OK; Instant. Reroll a Stamina roll, or double Stamina for a static value.
    • Fury
      • Relentless Lunar Fury: 1m, 1wp; Reflexive (Step 1 or 2); —; 6 (Essence x2) actions. +1 automatic success to all combat actions; does not suffer wound penalties until they are worse than -1; completely ignores fatigue; Attribute Excellency caps increase to (Attribute + Essence); can activate up to 3 (Essence) Fury-OK Charms at the same time. However, must continue to hunt and kill enemies until Charm ends—a successful Willpower roll can allow a non-combat or non-offensive action (at -2 dice), or Willpower vs. Valor to come out of it entirely.
  • Charisma
    • General
      • First Charisma Excellency: 1m per die; Reflexive; Combo-OK; Instant.
    • Interaction
      • Terrifying Lust Infliction: 5m; Supplemental; Combo-OK, Emotion, Social; One scene. Supplement a social roll, causing "lust for X" in targets with MDV lower than roll result. Shakeable with 2wp.
  • Martial Arts
    • Lunar Hero Style
      • Foot-Trapping Counter: 2m; Reflexive; Combo-OK; Instant. Target rolls (Dexterity + Athletics) at a difficulty of 5 (Dexterity), failure indicates he can't move away until his next action. This doesn't work against reflexive retreat Charms.

Inventory[edit]

  • Weapons: Fighting chain.
  • Armor: Special moonsilver articulated plate (soak +12L/14B, hardness 8L/8B, mobility -0, fatigue 1, attune 8).

Advancement[edit]

  • BP: 15 bp
    • 6 BP on Strength +3.
    • 1 BP on Martial Arts (Unarmed +2).
    • 1 BP on Martial Arts (Unarmed +1) and Survival (Woods +1).
    • 6 BP on Temperance +2.
    • 1 BP on Large mutation.
  • Bonus stuffs: +5 XP for sloth.
    • 3 XP on Claws mutation. 2 XP remains.
  • Prelude (6/21): +6 XP. 8 XP total.
  • Chapter 1 (6/22): +8 XP, and one EXALTED! point. 16 XP total.
    • 10 XP on Instinct-Driven Beast Movement. 1 XP on Survival ••. 5 XP remains.
  • Chapter 2 (6/29): +10 XP, +1 XP for being nice to NPC. 16 XP total.
    • 2 XP on Socialize ••. 14 XP remains.
  • Chapter 3 (7/13): +10 XP, +1 XP for catching elemental, +1 XP for being persistent. 26 XP total.
    • 2 XP on Presence ••. 10 XP on Wasp Sting Blur. 16 XP remains.
  • Chapter 4 (7/21): +8 XP, +1 XP for turning down Stripes, +1 XP for lesbian overtones. 26 XP total.
  • Chapter 5 (7/27): +9 XP, and now Essence 3. 35 XP total.
    • One month of downtime for tattooing and training. +1 free dot of Heart's Blood.
    • Instinctive Dexterity Unity [10 XP]
    • Relentless Lunar Fury [10 XP]
    • Third Stamina Excellency [10 XP]
    • 5 XP on wat?

Background[edit]

Sleepy was a walkin' the earth type, beating the snot out of people who would disturb the peace everywhere she went. This aimlessness was partly because she sort of instinctively knew she'd gotten as good as she ever would (Martial Arts 5, man), but she wasn't willing to follow the Immaculate Path to transcend to something more.

She'd been hired on as a guard for a caravan when Calibration went down. Some totally wicked flash floods and lightning storms screwed up stuff as they tried to make it to high ground, and Sleepy ended up singlehandedly pulling a set of wagons away from being pounded into dirt by the roaring water, or something impressive like that.