Campaign:Warriors of Light/Echo
This article has been flagged for deletion. Comment on the article's talk page. Reminder: Do NOT blank pages when flagging them for deletion. Reason: A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore |
(italicized text is just a comment, don't keep it in your sheet) originally from [1]
Basics
- Campaign: Campaign:Warriors of Light
- Name: Resounding Echo
- Concept: lead singer Zenith
- Caste/Aspect: Zenith
- Motivation:
- Positive intimacies:
- Negative intimacies:
- Anima:
- Experience: /
(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
(what other people see when they look at your character.)
Attributes
Strength ●● Charisma ●●●● Perception ●● Dexterity ●●● Manipulation ●●● Intelligence ●●● Stamina ●● Appearance ●●●● Wits ●●●●
Abilities
Solar/Abyssal/Infernal 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 Languages: Native: Seatongue Other: Low Realm, Riverspeak
Specialties
(Write here your specialties, if any)
Backgrounds
Resources: ●●● Influence: ● Manse: ●● Artifact: ●
Charms
Thrown
- Second Thrown: 2m/1sux, the usual. Cap of Dex + Thrown.
- Triple Distance Attack Technique: 3m, Supplemental, Combo-OK, Instant. Triples range of a thrown weapon.
- Warrior Needs No Weapons: 1m, Reflexive, Combo-OK, Instant. Solar mirror of Improvised Assassin's Trick, statline in attacks.
Integrity
- Third Integrity: 4m, The usual.
- Integrity Protecting Prana: 5m 1wp, Reflexive, Combo-OK, One Day. Protects from Shaping effects that alter the user's mind, body, or spirit or traits.
Performance
- Second Perform: 2m/1sux, the usual. Cap of Cha/Manip/App + Perform.
- Respect Commanding Attitude: 5m, Simple (4 Long Ticks), Combo-OK, Compulsion, Social, One Scene. Roll (Social Att + Perform) when orating/performing, If sux exceed MDV the target watches respectfully. UMI, costs 1wp to resist for 5 minutes to a max of 3wp for a scene.
Presence
- Second Presence: 2m/1sux, the usual. Cap of Cha/Manip/App + Presence.
- Irresistible Salesman Spirit: 3m, Supplemental, Combo-Basic, Social, Instant. Double successes on a Presence roll for a favorable bargain or specific action.
- Hypnotic Tongue Technique: 10m 1wp, Simple, Combo-OK, Social, Stackable, Touch, (Charisma) days. Roll (Manip + Presence), if it beats their MDV the target follows one directive given by the user. Recognizing the Unnatural Compulsion effect costs 4wp and can be resisted for 1wp per day until the charm fades. Recognizing it does not count as resisting it, and the target does not gain Limit from it.
Combos
Combo Name 1wp 0m+
- Charm Name
- Adamant Skin Technique
- Cause Gem to explode.
Essence
Essence: ●●
Regeneration: 7m/hr active, 11m/hr resting, 15m/hr sleeping
Personal Essence Pool: 14/14
Peripheral Essence Pool: 30/30 (31)
Committed Essence: 1
(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. commit from peripheral.)
Willpower
Willpower: ●●●●● ●●●
Temporary: 8/8
Virtues
Virtues:
Compassion ●● Conviction ● Temperance ●●●● Valor ●●●●
Virtue flaw: Valor (Irrepressible Competitive Spirit) (Custom)
Limit: □□□□□ □□□□□
Limit Break Condition: Failing at a specific task where another succeeds, including combat.
Custom Limit Break: Irrepressible Competitive Spirit. When the user limit breaks, they see competition in all they survey; the weaver is doing so good over there, what right does he have to be so good at that when you're not? They will try to defeat any who would challenge them to a game of sport, or something deadlier. If they fail, most nearly immediately try again, demanding a rematch and citing an (often made up) handicap that held them back from succeeding. Partial control will result in them only accepting challenges given by another, not simply ones they imagine to happen.
Inventory
- Orichalcum hearthstone amulet, set with Gem of Grace (+1 mote/hour)
Manses and Hearthstones
- Gem of Grace (+2d to Cha/Manip rolls when they can see you).
Combat
Dodge DV: (dex+dodge+Ess)/2 round up
Dodge MDV: (will+integ+Ess)/2 round down
Soak: 0A/0L/0B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/0L/0B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)
Attacks
(example:)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)
Health
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
□ Dying
one Dying level per dot of Stamina
Advancement
- 1BP: Dodge 4
- 1BP: Thrown 4
- 1BP: Presence 4
- 2BP: Perform 4+5
- 2BP: Integrity 4+5
- 2BP: Awareness 3+4
- 3BP: Valor 4
- 3BP: Temperance 4
Shopping list
it's also helpful (but optional) if you write out charms you intend to buy