Campaign:Era of Dreams/Vigilant Hawk

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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

nicked from [1]

Basics[edit]

Name: Vigilant Hawk
Concept: Beat Mage
Caste: Night
Motivation: Protect Creation's people against Outsiders, corruption, and negligence.
Intimacies(Pos): Cops
Intimacies(Neg): Convicts
Experience: 9/9
Combo Points: 4/30
(write experience points as "unspent / total" plx)

Background[edit]

(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[edit]

Gender: Male
Height: 6' 3"
Weight: 132 lbs, lanky
Age: 179
Hair: Dark Brown, shoulder length pony tail
Eyes: Brown
Skin: Caucasian
Homeland: Denandsor


Description[edit]

A natural citizen under Denandsor, Hawk carries no extra weight on him, as a product of growing up in one of the farming RPCs. He's a tall and somewhat lanky person, thin is a good way to describe him. He has the darker colored hair of his father, though he had lighter eyes.

A law enforcement officer by human career, it's a take he took on exalting into the Nights. All of his gear looked amazingly normal for an Exalt, mostly because he favored blending in without charming everybody around him when he wanted to. The black duster goes down to his knees, and the black fedora only adds to it. His only typical armor is a chain shirt under whatever clothing he was wearing. When on a specific mission, he has a tendency to favor a shirt with the Strike Team logo, which has a more comical than informative design about it.

Attributes[edit]

Strength  3        Charisma     3        Perception   4
Dexterity 4        Manipulation 5        Intelligence 3
Stamina   4        Appearance   2        Wits         5


Abilities[edit]

Archery      4     Integrity   5     Craft         0     Athletics 5     Bureaucracy 3
Martial Arts 0     Performance 0     Investigation 5     Awareness 5     Linguistics 5
Melee        2     Presence    0     Lore          4     Dodge     5     Ride        0
Thrown       0     Resistance  5     Medicine      0     Larceny   4     Sail        1
War          0     Survival    4     Occult        5     Stealth   4     Socialize   0

(write aspect/caste and favored abilities in bold, please. also, you do not have a free dot in every ability. I put them for ease of comprehension.)

Specialties[edit]

Archery : +2 Solar Cannon
Investigation: +2 Financial Records
Lore 4: +3 Demons
Dodge 5: +2 Retreating
Larceny 4: +2 Forging Evidence
Linguistics 5: +2 Cryptography

Languages[edit]

Old Realm
Demontongue
Riverspeak*
Earthtongue
Forest-tongue
Seatongue

Backgrounds[edit]

Arsenal 2
Backing(Most-Righteous Division of Investigative Affairs; Head Investigator, Division for Occult Investigations) 3
Connections(Meru) 5
Connections(Malfeas) 5
Familiar 4(Demonhunter Hound)
Manse 1
Reputation(Criminal Problem Solver/Eliminator) 3
Panoply 2
Wealth 2


Charms[edit]

Archery (2)
-First Archery Excellency (1m per die, Reflexive, Instant)
--Add up to Attribute+Ability in dice to action

-Trance of Unhesitating Speed (2m or 4m per attack, Extra Action, Instant)
--make up to Ess+1 attacks in a round regardless of rate
--no multiple action penalties, DV penalty equal to highest penalty for any one attack

Resistance (6)
-First Resistance Excellency (1m per die, Reflexive, Instant)
--Add up to Attribute+Ability in dice to action

-Body Mending Meditation (10m, Supplemental, Until day ends)
--requires one hour without stunt or another charm
--roll (Stam+Res), success speeds healing rate by factor of 10 or adds directly to sux of physician using Wound-Mending Care Technique
--Usable when inactive

-Ox-body x 3
--One -1 and two -2 levels

-Wound Mending Purity Stance (12m, 1wp, Reflexive, One Scene)
--heals one lethal health level and Res bashing levels per action

Investigation (5)
-First Investigation Excellency (1m per die, Reflexive, Instant)
--Add up to Attribute+Ability in dice to action

-Judge's Ear Technique (3m, Reflexive(step 1), One Scene)
--Character can recognize all deliberate lies as lies
--Can recognize use of half-truths, but not which part of statement is true
--If another charm resists add character's Essence in autosux to (Per+Inv) roll to oppose charm

-Irresistible Questioning Technique (4m, Simple, One Scene)
--roll appropriate social attribute + Investigation
--exerts unnatural mental influence and can resist with MDV
--If successful target is compelled to answer questions honestly
--Resisting costs 1wp per five minutes, max 3 wp
--increase targets MDV by 3 if Exalt has used the charm in this story

-Courtier's Eye Technique (3m, Simple, Instant)
--roll (Per+Inv) adding solar's ess in successes to determine target's Resources, Influence ratings and make a solid estimate on how many allies the target has and how much wealth and power target wields through organization specific backgrounds.
--If target is concealing, subtract external penalty of (Man+Soc)/2

-Know the Soul's Price (5m, 1wp, Reflexive, Instant)
--Used immediately after interaction with target, roll (Per+Inv) against target's (Man+Soc)/2, difficulty 1
--If succeeded, target's price must be declared, and if the solar pays, Unnatural Servitude effect is invoked
--Target is loyal to Exalt and must spend 1wp per scene to act knowingly disloyal
--Lasts until solar breaks bargain or 10wp is spent

Occult (5)
-Terrestrial Circle Sorcery
--Emerald Circle Banishment (10+m)
---Affects one first circle demon up to Essencex15 yards away
---Player begins an extended, resisted roll of (Ess+Will) as a speed 3, -1DV action.
---Demon suffers a -1 internal penalty for each five additional motes spent
---continues until one side accumulates net successes of opponents essence

--Demon of the First Circle (20+m)
---Summons one First Circle Demon
---Contest of wills (Ess+Will), demon at -1 internal for every 5 extra motes spent, continues until either side accumulates three or more successes above the other
---If demon wins sorcerer can make (Wits+Occult) difficulty 3 to banish, if fails demon is free

-Spirit-Detecting Glance (3m, Reflexive(step1), One Scene)
--Makes dematerialized creatures within normal range of the character's senses valid targets for Awareness actions

-Malfeas Entry Detecting Compass (10m, Reflexive, One Scene)
--Requires Spirit-Detecting Glance, Essence 4, Occult 5
--Checks the underpinnings of creation for holes that demons can come through and points the Solar towards the nearest one within Essence x 100 miles
--When activating All Encompassing Sorcerer's Sight, this can be activated for 5m without counting as extra charm use

Athletics (5)
-First Athletics Excellency (1m per die, Reflexive, Instant)
--Add up to Attribute+Ability in dice to action

-Graceful Crane Stance (3m, Reflexive, One Scene)
--Automatically succeed on any valid Athletics action to keep balance

-Spider Foot Style (4m, Reflexive, One Scene)
--Can run on any surface
--Can stop on vertical or inverted surface for 1m

-Feather Foot Style (4m, Reflexive, One Scene)
--Allows walking/running on unstable surfaces
--Stopping and standing requires successful reflexive difficulty 2 (Dex + Ath) roll for each action

-Unparalleled Acumen Meditation (6m commit, Simple, Indefinite)
--Enjoy effects of every athletics charm with minimum Essence 2 and duration one scene
--No internal athletics penalties

Awareness(1)
-Surprise Anticipation Method (1m, Reflexive, Instant)
--guarantee success on any awareness roll to notice immediate mortal danger

Dodge(2)
-Shadow Over Water (1m, Reflexive(step 2), Instant)
--Ignore all penalties that apply to Dodge DV for one dodgeable attack

-Seven Shadow Evasion (3m, Reflexive(step 2), Instant)
--Perfect dodge against an expected attack
--Valor Flaw

Larceny (2)
Flawless Pickpocketing Technique (3m, Supplemental, Instant)
--Guarantees success on a pickpocketing roll
--If contested by another charm, add character's Essence in successes to the (Dex + Larc) roll to oppose other charm

-Lock Opening Touch (3m, Supplemental, Instant)
--Success automatic to pick a lock
--If opposed by another charm/magical effect add character's Essence in automatic successes to (Dex+Larc) roll to oppose

Stealth (2)
-First Stealth Excellency (1m per die, Reflexive, Instant)
--Add up to Attribute+Ability in dice to action

-Easily Overlooked Presence Method (3m, Simple, One Scene)
--Awareness/Investigation rolls to notice solar automatically fail unless Solar is currently joined in battle or observer has minimum 2 die bonus from circumstances


C-C-C-Combo's[edit]

Smoke and Mirrors 4m, 1wp
Surprise Anticipation Method - Seven Shadow Evasion
When using this combo, Hawk's essence forms around him in a look-alike illusion that blows away like smoke when the attacker hits it.

Trance of Excellent Speed 1m per die + 2m per attack, 1wp
First Archery Excellency - Trance of Unhesitating Speed
Looks exactly like Trance of Unhesitating Speed with appropriate current anima banner.

Trance of Evasive Speed 2m per attack + 3m, 1wp
Trance of Unhesitating Speed - Seven Shadow Evasion
Looks exactly like Trance of Unhesitating Speed and Seven Shadow Evasion with appropriate current anima banner.

Reading the Inner Heart 1m per die + 5m, 2wp
First Investigation Excellency - Know the Soul's Price
No combo display for this charm.

Essence[edit]

Essence: 4
Personal : 6/6[19] (13 committed) Peripheral Essence Pool: 46/46

Willpower[edit]

Willpower: 7/7

Virtues[edit]

Virtues:

  • Compassion 2
  • Conviction 4
  • Temperance 3
  • Valor 2

Limit Break: □□□□□□□□□□

Inventory[edit]

(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of.)

Sawed-off Solar Cannon ***
Full-Power

Speed Accuracy Damage Defense Range Rate Cost Minimums Attune
5 +3 +9L -- 300 1 3 STR 3 4

Half-Power

Speed Accuracy Damage Defense Range Rate Cost Minimums Attune
5 +3 +6L -- 300 1 3 STR 3 4

A modified form of the Solar Cannon, the weapon is two feet long and the barrel half as wide. It does not require a fire or solar hearthstone to power it and can instead draw on the Attuned Solar's essence. Three motes for full power, two for half power. However, the cost can be nullified by using a hearthstone in a similar fashion as the full size Cannon. The weapon does not have the 'spread' of the full sized solar cannon and the Attuned Solar cannot attack separate targets.

Orichalcum Chain Shirt *

Soak   Hardness   Mobility Fatigue Attune Cost
7L/5B 3L/3B 0 0 2 1

Silken Armor Woven Leather Duster ***

Soak	 Hardness	Mobility Fatigue Attune Cost
5L/3B -- -1* 0 7 4

A duster with Silken armor finely woven into the leather, this armor jacket appears like a typical leather coat. The inner pocket is gateway to elsewhere, but only to items stored in the coat. Anything that can fit through the pocket can be stored, even, theoretically, the unwieldy ten foot pole you don't want to touch the nasty shit with. It's just a matter of going through the trouble of getting it completely through. All the exalt needs to extract the item he wants is a lack of confusion with other items stored in elsewhere via the duster as he reaches into the pocket.

Note: Silken armor is mobility -1 until attuned.


Manses and Hearthstones[edit]

(write what hearthstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)

Prism of Focused Passion **
This prism-shaped carnelian allows the bearer to inflame passions in others. The bearer can amplify any emotion, turning vague resentment into raging jealousy, slight nervousness into unbridled terror or mild attraction into panting lust. The bearer of a prism gains three additional dice on all Presence or Performance rolls designed to inflame emotions. Also, for purposes of resisting these inflamed passions a target's Temperance is treated as if it were two points less than it is(minimum 1). The latter effect only works on a single target at a time.

Fire Manse: Division for Occult Investigations, Meru **
Like any law enforcement office, this manse is at least slightly publicly accessible. The lead investigator is attuned to the manse and all of the law enforcement offices are designed similarly. They have a control center for security, archives for records and information regarding the office's major investigative focus, and cellblocks and interrogation rooms for suspects. The Division is a fancy looking building that is heavily glass, made from the sands of the South, only the foundation and supports being normal building material, giving the manse Fragility 1.

Magical Conveniences* - Cameras watch the cells, interrogation rooms, public areas, and general gathering areas. Private offices are not videoed. Canvases record spoken words in cells and interrogation rooms.
Minor Tricks and Traps* - Cells and interrogation rooms are windowless rooms with automatic trap doors that work based on the approach of authorized personnel. The suspect is sitting in a box with fellow suspects waiting for the agency to decide its their turn for questioning.
Archive** - The archives keep track of two things. The first is the case records and interrogation and cell room recordings of the department. The second is occult research to aid the investigators in figuring out what happened in their specific crimes.
Control Center** - A uniformed officer is always in the control room overseeing the public areas of the office and watching the cells.

Familiar[edit]

Demonhunter Hound ****
Name: Mouse
Health Levels:
-0/-1/-1/-2/-2/-4/I

Willpower: 6
Essence Level: 1

Rolls:
Join Battle: 9
Dodge DV: 2

Attributes:

STR: 6		CHA: 2		PER: 2
DEX: 4 		MAN: 3 		INT: 1
STA: 4 		APP: 2 		WIT: 3

Abilities:
Athletics 6
Awareness 5
Dodge 3
Integrity 4
Investigation 3
Martial Arts 4(Wrestling + 2)
Presence 2(Intimidation + 2)
Resistance 2
Stealth 3(Shadowlands + 3)
Survival 3(Tracking + 3)

Virtues:
Compassion 2
Conviction 4
Temperance 2
Valor 4

Soak: 8L/12B

Attacks:
Bite:

Speed Accuracy Damage Defense Rate
  5	  +6 	  +8L    -- 	1

Other Notes: +1 on rolls against Unholy Creatures. +3 on rolls against Demons. Bite is natural and cannot be unarmed.

An Incomplete List of Demons[edit]

He Who Walks Behind:
First circle demon who deals in information. He and other demons like him keep an eye on other demons as they come and go from Malfeas. They don't pay attention to why demons do so, just who and when. He Who Walks Behind is Hawk's main contact for this kind of information.

Hitman:
A second circle demon known for his fighting abilities. He is summoned to Creation as much as he is hired by other demons in Malfeas to protect someone or attack a chosen target. Different from other demons by the fact that he doesn't just leave or fight if he wins the summoning mental fight. He will still do as the summoner wishes if they can meet his price. Otherwise he either leaves or fights them himself.

Combat[edit]

[] denote familiar
() denotes without duster
Join Battle: 10 [9]
Solar Cannon ATK: 13
Solar Cannon ATK BD: 9
Half Power Solar Cannon ATK BD: 6
Soak: B:12 L:14 A:12 (B:9 L:9 A:7) [B:12 L:8 A:8]
Natural: B:4 L:2 A:0
Pierced: B:6 L:7 A:6 (B:4 L:4 A:3)
Hardness: B:3 L:3 A:0
Dodge DV: 7[2]
Parry DV: 3
Dodge MDV: 8[6]
Parry MDV: 4(CHA) -- 5(MAN) [3(CHA) -- 4(MAN)]
[Bite ATK: 16 ]
[Bite ATK BD: 14 ]

Attacks[edit]

Solar Cannon(Full): Speed 5, Accuracy 11, Damage 9L, Rate 1, Range 300, Tags: 2, F
Solar Cannon(Half): Speed 5, Accuracy 11, Damage 6L, Rate 1, Range 300, Tags: 2, F
[Bite: Speed 5, Accuracy 6, Damage 8L, Defense --, Rate 1]

Health[edit]

Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-4/I

Advancement[edit]

Smoke and Mirrors 9xp
Trance of Excellent Speed 4xp
Trance of Evasive Speed 7xp
Reading the Inner Heart 6xp