Campaign:Will Of The Yozi/Lucian Veidt, The Dust Mote
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 |
Basics
Name:Lucian Veidt
Concept:Casual Villain
Caste:Malefactor
Favored Yozi:Adorjan
Motivation:Challenge one of the Incarnate to a martial arts battle and win
Urge:
Intimacies:Cecelyne, Challenges
Anima Banner:A sparkling cloud of silvery grains of sand, as if in a sandstorm.
Anima Effect:May use their animas to destroy holy symbols, to harm the servants of the light and to facilitate the worship of the Yozis.
Experience: 261/272
Background
TO BE REVISED
Coadjutor: TO BE REVISED
Appearance
Lucian stands at an average height of 5 feet and 10 inches with a body proportioned as one would expect for his height. His hair is brown, his eyes blue, and his skin relatively light, though a tan has developed due to spending quite a bit of time in deserts. He is muscular and sturdy, but what is truly striking is that he seems to move without an intervening frames of movement. That is, his hand is one place, then it's somewhere else, and you'll swear it did not move through the space between those points. The reality is that Lucian is simply incredibly fast and prone to standing still for prolonged periods of time, leading to something of an optical illusion.
Veidt wears a silvery robe with something of a sandy texture to it, a homage to Cecelyne, though not one so blatant that many would recognize it. Aside from that, he wears a pair of sandals and the robe has a hood, though he usually has it down.
When in combat, however, a not at all subtle homage to Cecelyne is readily apparent as silvery grains of sand constantly blow off of him as if he were in a stiff breeze and covered in sand. The truth of this imagery becomes immediately apparent when he dematerializes, revealing that his entire body is in fact composed of the silver sand.
Attributes
Strength ●●● Charisma ●●●● Perception ●● Dexterity ●●●●● Manipulation ●● Intelligence ●●●● Stamina ●●● Appearance ●● Wits ●●●
Abilities
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
Crafts
N/A
Linguistics
Old Realm (Malfean dialect)
Riverspeak
Flametongue
Specialties
Dodge (defending someone else) ●
Martial Arts (Unarmed) ●●●
Backgrounds
Cult: ●●●
Resources: ●●
Backing(Cecelyne): ●
Influence(Cecelyne's Demons): ●
Unwoven Coadjutor (Perroneles): ●●●●●
Savant: ●
Artifact (Corrupted Moonsilver Perfected Kata Bracers): ●●●●
Artifact (Corrupted Starmetal Hearthstone Bracers): ●●
Charms
Excellencies:
- First Cecelyne Excellency(4): 1m per 1d/2m per success, Reflexive(Step 1 for attacker, Step 2 for defender), Instant. Too long to describe. Functions under conditions appropriate to Cecelyne and may be applied to any action. Normal dice adding limits apply.
- Second Cecelyne Excellency: -, Permanent, Permanent. Modifies First Cecelyne excellency to include standard second excellency success buying option.
- Cecelyne Mythos Exultant: -, Permanent, Permanent. Provided an action could be enhanced by First Cecelyne Excellency, +2 and +3 stunts provide both Willpower and Essence.
- Cecelyne Inevitability Technique: - (1wp), Permanent, Permanent. May pay one willpower to reduce the TN of any action enhanced by Cecelyne excellency to 6.
- Effortless Cecelyne Dominance: -, Permanent, Permanent. Every time Cecelyne excellency is used, subsequent activations within the scene are reduced in cost by one mote. This effect stacks without limit, ex. 2 activations result in a 2 mote discount.
Malfeas Charms:
- Hardened Devil Body: -, Permanent, Permanent. Adds three -2 Health levels and one -4 health level.
Cecelyne Charms:
- Transcendent Desert Creature: -, Permanent, Permanent. No negative effects from exposure to a place of desolation, no longer produces waste (sweat, etc.), foraging rolls that would have a difficulty of 4+ instead have a difficulty of 1, total penalty for thirst and starvation cannot rise above -3 in are of desolation, Mundane tracking automatically fails against the Infernal unless they allow themselves to be tracked, magical tracking suffers an external penalty equal to (Infernal's essence), and when in a place of physical desolation add (Infernal's Essence) to the difficulty of all awareness rolls to notice the Infernal.
- Sand Through Fingers Defense: 3m, Reflexive (step 2), Instant. Perfect dodge against physical attacks. Does not function against attacks that strike dematerialized beings and suffers from the Imperfection of The Endless Desert (Cannot be used against opponents with Essence greater than the (Infernal's Essence)+2). This charm may be used in places where dematerializing is normally impossible.
- Soul-Sieve Transmutation: - (5m+1wp), Permanent, Permanent. May spend 5 motes and one willpower instead of 3 motes when using Sand Through fingers Defense to remain dematerialized until the Infernal's next action tick. Alternatively, the Infernal may force an opponent into a dematerialized state until that opponent's next action tick. This charm may be activated in the absence of an attack.
- Soul-Sand Devil Shintai: -, Permanent, Permanent. The Infernal's natural state is now dematerialized. Does not need to eat or breathe (this is universal, barring the loss of cult of 3+). May toggle between manifest and non-manifest state by reflexively spending 1 mote. Gains the use of the Materialize Charm with the standard formula of ([Willpower + Essence] * 5). If this amount exceeds the combined mote pools of the Infernal, their entire pool is sufficient.
- Verdant Emptiness Endowment: 10m+1wp, Simple, Instant. To use this charm on a target, the Infernal must have heard them express dissatisfaction with their current state or a desire for improvement. The Infernal may grant a relevant dot in an attribute, ability, or specialty as is appropriate for the improvement desired. The offered improvement can be turned down at the cost of 1 willpower (The target only knows the trait being offered and the experience cost. Not the source or any other associated things). If accepted, the dot is granted over the course of a scene. At any time in the future, the Infernal may request one task of the target. Provided the target understands, the task does not constitute an unacceptable order, and the task is not literally impossible, then they intuitively understand that there are severe consequences for disobeying. If the target fails to work towards the task for more than one day, they suffer a number of automatic botches equal to the (Essence) of the Infernal (these botches function in the same manner as Eclipse oaths). After one month or if the task becomes impossible or constitutes an unacceptable order, then the task ends without harm to the target. Range is (Essence) Yards.
- Bestowal of Accursed Fortune: -, Permanent, Permanent. Enhances Verdant Emptiness Endowment to be capable of enhancing the following backgrounds at a cost of 3 experience points per dot (this does not have to be be paid until the dot is actually received a number of weeks later equal to the new rating in the background): Abyssal Command, Allies, Acquaintances, Backing, Command, Connections, Contacts, Cult, Followers, Henchmen, Influence, Mentor, Resources, Reputation, Retainers, Salary, Sifu and Spies.
- Hellscry Chakra: 5m, Simple, Indefinite. While this Charm is active, the Exalt gains the following benefits:
- He perceives dematerialized demons with all senses, recognizing that they are incorporeal.
- He perceives all possessing demons as smoky anima banners enveloping their hosts.
- He adds (Essence) bonus successes on all rolls to notice natives of Malfeas, track them or pierce any disguise attempts. If the target isn’t using magic to contest the action, the Infernal may spend one Willpower to automatically succeed.
- Upon recognizing a perceived character as a demon or a Yozi, its nature becomes Obvious to him. The Storyteller
provides a basic synopsis of the target’s capabilities and Motivations (if any). This power imparts the same information about Infernal relics the Infernal can perceive.
- He automatically recognizes non-demon natives of Malfeas as such upon perceiving them, although he learns nothing else.
- Demonic Primacy of Essence: -, Permanent, Permanent. Whenever a character with this Charm makes a social attack against a native of Malfeas who has a lower Essence rating, the target suffers an MDV penalty equal to the difference between their Essence ratings, and the attack is considered unnatural mental influence. Attacks enhanced this way cost the usual number of Willpower points to resist. Hierarchy works both ways, however. The Infernal suffers the same penalty against the social attacks of Malfean natives with higher Essence (unless they also have this Charm, in which case the DV penalties for both Charms don’t stack), though any natural mental influence remains so.
- Penitents Like Scattered Grains 5m, Simple, Indefinite. This Charm allows the Exalt to hear individual prayers spoken from places of desolation as though she were a spirit. Actually listening to all prayers imposes a -3 internal penalty to all non-reflexive actions; if the Infernal tunes them out, the Storyteller only relays the most widely repeated or urgently spoken prayers.
SWLiHN Charms:
- Factual Determination Analysis: 2m, Reflexive, Instant. Determines if a given statement is true or not. omission counts as lie, truth is taken as per the target's perception (returns true if they believe it to be true). When contested by another charm, add (Essence) successes to the roll-off.
- Essence Dissecting Stare: Special, Simple, One Hour. Mote cost is (8 - lower of perception or occult). Functions as All-encompassing Sorcerer's Sight.
- Counter-Conceptual Interposition: 5m, Reflexive (Step 2), Instant. Perfect Parry vs 1 attack. Suffers from the Imperfection of The Principle of Hierarchy (too long to list, refer to book).
- Mind-Hand Manipulation: 10m, Simple, Indefinite. Committing the 10 motes for the cost results in Telekinetic powers. Too long to list.
- Force-Suppression Barrier: 4m, Reflexive (Step 2), One Scene. Provides a shield DV bonus equal to (Essence) that does not stack with any other cover (only best bonus applies) for the duration of the charm. Direct Telekinetic Attacks with Mind-Hand become DV -0 for the duration.
Ebon Dragon Charms:
- Loom Snarling Deception: Special, Simple, Indefinite. Creates a perfect disguise and matching destiny. Can only be pierced by non-excellency charms, in which case an appropriate roll-off occurs, adding (Essence) successes for the user of Loom-Snarling Deception. Does not disguise Essence (which is a separate charm). Costs (10 - Essence) motes.
- Eldritch Secrets Mastery: -, Permanent, Permanent. Enhances Loom Snarling Deception so that magical traits such as essence, anima, charm appearance, etc. can be masked as well. This enhanced illusion is overcome by the usual means as per standard Loom Snarling.
Martial Arts:
- Monkey tail Distraction Strike: 2m, Simple, Instant. This charm may only be used before combat starts. Grants a single free attack before Join Battle is rolled which is also unexpected if the target fails a (Perception + Awareness) roll with a difficult of the Martial Artist's (Essence).
- Flowing Mirror of Opposition Technique: 1m, Reflexive (Step 1 or 2), Instant. This Charm has three separate functions. First, it may subtract two dice from the dice pool of an opponent's attack. Second, it may add (Essence) to a Join Battle roll. Third, it may reduce the speed of an attack by one.
- Body of War Meditation: Varies, Simple, One Scene. Must spend 20 minutes performing a meditative prana, After which the Martial Artist may raise Strength or Stamina by one dot per 4 motes spent or Dexterity by one dot per 6 motes spent. This charm may be used multiple times within a scene and its effects are cumulative. However, no attribute may be raised by more than (Essence) dots.
- Withering Paw Strike: 4m+1wp, Simple, Instant. The Martial Artist makes a disarm attempt with no penalty and the target takes a penalty to their DV equal to the Martial Artist's (Essence). The Martial Artist may take the weapon for himself or fling the weapon a number of yards equal to the extra successes on their roll to disarm.
- Celestial Monkey Form: 5m, Simple (Speed 3), One Scene. The Martial Artist need not make Virtue Tests, is completely immune to natural mental influence, and Unnatural Mental Influence attempts suffer a -1 external penalty when applicable. Spending willpower to resist Unnatural Mental Influence does not result in gaining limit.
- Walking in the Footsteps of Ten Thousand Things: 10m+1wp+2xp, Simple, One Scene. Must observe the target of this charm fighting for One Scene and then spend an hour of meditation. Upon doing so, whenever the Exalt fights the target, they roll (Perception + Martial Arts) against a difficulty equal to the target's Martial Arts dots. If successful, the Exalt applies the Threshold successes to all his Martial Arts attacks against the target for One Scene. This charm ceases to affect a given opponent who learns a new Martial Arts style and must be reused in such a case.
Combos
N/A
Essence
Essence: ●●●●
Regeneration: 4(8 when resting)/hour
Personal Essence Pool: 17/19
Peripheral Essence Pool: 25/46
Committed Essence: 12
Willpower
Willpower: ●●●●●●●
Temporary: □XXXXXX
Virtues
Virtues:
- Compassion ●●●
- Conviction ●●
- Temperance ●●●
- Valor ●●
Primary Virtue:Temperance
Torment:Cecelyne
Limit: □□□□□ □□□□□
Inventory
Non-heavy robe: Resources ●●
Corrupted Moonsilver Perfected Kata Bracers: Artifact ●●●● (All following bonuses occur upon the activation of a Form-Type charm and last for the duration of the scene or until all Form-Type charms are dropped, whichever comes first: +(Essence) to accuracy, damage, and defense of unarmed attacks, may parry lethal damage unarmed, May choose to inflict bashing or lethal damage with unarmed attacks, and ignore bonuses for opponents from cover and shields. Attune 8)
Corrupted Starmetal Hearthstone Bracers: Artifact ●● (+1 to accuracy and defense of weapons used, +3 to dodge dice pools, and one hearthstone slot. Attune 4)
Manses and Heartstones
N/A
Combat
Dodge DV:9
Dodge MDV:7
Soak: 3B/1L/0A
Pierced: 3B/1L/0A
Hardness: 0B/0L/0A
Attacks
Punch with PKBs active (Speed 5, Accuracy 19, Damage 7L, Parry DV 10, Rate 3, Tags N)
Kick with PKBs active (Speed 5, Accuracy 18, Damage 10L, Parry DV 8, Rate 2, Tags N)
Health
□ -0
□□ -1
□□□□□ -2
□□ -4
□ Incapacitated
Advancement
Bonus Points
3 spent on compassion 2->3
2 spent on Martial Arts 3->5
2 spent on Dodge 3->5
5 spent on Coadjutor 2->5
1 spent on Martial Arts Specialty 0->2
2 spent on Willpower 6->7
Experience Points
16 spent on Essence 2->3
8 spent on Charm: First Cecelyne Excellency, 3rd iteration
10 spent on Charm: Force suppression Barrier
8 spent on CMA Charm: Monkey Tail Distraction Strike
8 spent on CMA Charm: Flowing Mirror of Opposition Technique
8 spent on CMA Charm: Body of War Meditation
8 spent on CMA Charm: Withering Paw Strike
8 spent on CMA Charm: Celestial Monkey Form
4 spent on Manipulation 1->2
12 spent on Artifact 0->4
6 spent on Artifact 0->2
8 spent on Charm: Cecelyne Mythos Exultant
3 spent on Martial Arts Specialty 2->3
8 spent on Charm: Verdant Emptiness Endowment
8 spent on Charm: Soul-Sieve Transmutation
24 spent on Essence 3->4
8 spent on Charm: First Cecelyne Excellency, 4th iteration
8 spent on Charm: Soul-Sand Devil Shintai
8 spent on Charm: Effortless Cecelyne Dominance
15 spent on Presence 2->5
5 spent on Bureaucracy 3->4
6 spent on Athletics 1->3
8 spent on Charm: Hellscry Chakra
8 spent on Charm: Demonic Primacy of Essence
8 spent on Charm: Penitents Like Scattered Grains
8 spent on Charm: Loom Snarling Deception
8 spent on Charm: Eldritch Secrets Mastery
8 spent on CMA Charm: Walking in the Footsteps of Ten Thousand Things
8 spent on Charm: Cecelyne Inevitability Technique
8 spent on Charm: Bestowal of Accursed Fortune