Campaign:Warriors of Light/Echo

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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