Campaign:Troubleshooters/Furious Iron Fist
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Basics[edit]
- Campaign: Troubleshooters
- Name: Furious Iron Fist
- Concept: Heavy Weapons Dawn
- Caste/Aspect: Dawn
- Motivation: Challenge and defeat a Deathlord at boxing
- Positive intimacies: Doctors
- Negative intimacies:
- Anima: A large roaring bear, with countless streaks of golden light lancing past him as he attacks
- Experience: 9/99
Background[edit]
Vlaryskev loved his fists. They solved problems, prevented many more, and even made a decent living.
Sometimes, however, they were more trouble than they were worth..
---
The tournament progressed smoothly, though he found himself jealous of the gifted Dragonblooded martial artists. His opponents, comparatively, seemed so.. puny, as if some sick man had sent babies to fight him.
After several bitter struggles (including one prelude to a match in which he punched a small man harassing the tournament's resident doctor), he found himself at the finals of the mortal competition, where despite the lesser skill displayed, several Immaculates had gathered to observe regardless. This opponent was more skilled than the last - he called himself Grim Cyclops, and had the eyepatch to prove it - and seemed destined to end Vlaryskev's struggle to the top.
But it was not to be - with one mighty punch, Vlaryskev found himself wreathed in golden light, and Grim Cyclops found himself flying through several of the dojo's walls..
.. right into the midst of several unusual folk wearing elaborate silver tattoos, and evidently in the process of what appeared to be kidnapping another.
Aside from the noise of falling debris, one could have heard a pin drop - and all eyes were on Vlaryskev.
Two seconds later, everything erupted into action. The Immaculates howled for the blood of the Anathema, Vlaryskev knew what he had just become, and the unusual folk - one of the exceedingly rare Lunar extraction teams - found themselves in a situation where nothing was going according to plan. Throwing caution to the wind (perhaps enhanced by the leadership of a Sun King Seneschal who had been masquerading as someone more agreeable), they snatched up their target - a sudden Lunar exalt by the name of Sachanta - as well as Vlaryskev and bailed out.
For his part, Vlaryskev had stolen the prizes - a peculiar lunchbox and a fascinating set of gauntlets.
Redefined as Furious Iron Fist, he now looks for a few good things: a good fight, a good meal, and maybe a good doctor.
Appearance[edit]
Attributes[edit]
Strength ●●●● Charisma ●●● Perception ●●● Dexterity ●●●●● Manipulation ●● Intelligence ●● Stamina ●●● Appearance ●● Wits ●●●●
Abilities[edit]
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
Specialties: Martial Arts (MY FISTS, THEY ARE MADE OF STEEL +3), Dodge (Cowards* +3)
- Cowards: Anyone attacking from range or with a Valor score less than half of Iron Fist's, rounded down. Anyone who accepts a challenge to directly battle him in a boxing match is unaffected by this regardless of their Valor score.
Languages: Riverspeak, Low Realm, Foresttongue
Backgrounds[edit]
Backing (The Organization): ● Artifact (Gauntlets of the Obliterator): ●●●● Artifact (Badass Jacket): ●● Artifact (Box of Carefree Lunches): ● Allies (Sachanta): ●●● Resources: ●
Charms[edit]
- Second Martial Arts Excellency: C-OK 2m/success (up to Att+MA), Reflexive, Instant.
- Fists of Iron Technique: C-OK 1m, Supplemental, Instant. Enhances unarmed MA attack. Accuracy +1, Damage +2. All damage from this attack is lethal. All lethal close combat attacks can be parried without stunts until next action.
- Thunderclap Rush Technique: C-OK 1m, Simple (3), Instant. Single MA attack. No DV penalty.
- Sledgehammer Fist Punch: C-OK, Obvious 3m, Supplemental, Instant. Doubles raw damage against inanimate objects.
- Dragon Coil Technique: C-OK 3m, Reflexive, Instant. Clinch crush damage is lethal. Dice pools related to clinches are increased by (Ess). Cannot be in a Combo with Extra Action charms.
- Solar Hero Form: Form-Type, Obvious 6m, Simple, Scene-long. May block ranged and lethal attacks without stunts. 1m per successful attack: Successes are counted twice to determine damage.
- Heaven Thunder Hammer: C-OK 3m, Supplemental, Instant. Target struck is thrown back one yard per point of raw damage. Targets striking hard objects take one die of damage per yard they would have traveled. Damage dealt is bashing unless object is sufficiently dangerous.
- Ox-Stunning Blow: C-OK, Crippling 1m/die, Simple, Instant. Make an unarmed MA attack. On hit, replace normal damage roll with a stunning damage roll equal to the motes spent (up to Str*2). Natural and armor soak does not apply. Target takes a penalty to dice pools and DV equal to the total successes.
- Hammer On Iron Technique: C-OK 3m 1wp, Extra Action, Instant. Magical flurry of (Ess+1) MA attacks. Ignores rate and multiple action penalties. DV penalty is equal to the highest penalty of any one attack. All attacks must be against the same target.
- Ox-Body Technique: Permanent. Gain one -1 health level and two -2 health levels.
- Shadow Over Water: C-OK 1m, Reflexive, Instant. Ignore all penalties to Dodge DV on that attack.
- Seven Shadow Evasion: C-OK, Obvious 3m, Reflexive, Instant. (Flaw: Valor) Perfect dodge.
Essence[edit]
Essence: ●●●
Regeneration: 4
Personal Essence Pool: 16/16
Peripheral Essence Pool: 20/20 (37)
Committed Essence: 17 (Gauntlets 10, Bracers 4, Armor 3)
Willpower[edit]
Willpower: ●●●●●●●
Temporary: 7/7
Virtues[edit]
Virtues:
Compassion ● Conviction ●●● Temperance ● Valor ●●●●
Limit: □□□□□ □□□□□
Virtue flaw: Arrogant Paragon: The character is convinced that he can do no wrong. The failure was not his: no, it was his allies, or some unforeseen circumstance that ruined his faultless plan. The character can make no attempt to work with or assist his allies in any situation whatsoever, and any actions that could even indirectly prevent rightfully deserved harm from coming to them are made at a -2 penalty. Similarly, the character freely betrays them if the option is given: after all, they betrayed him, didn't they? Should the character experience a Limit Break in a situation where no allies can be responsible, he instead flies into a berserker rage, focused wholly on destroying the intervening circumstance, somehow. Even if he has to punch down trees to do it.
Partial Control: The character can continue to assist and work with his allies, but the gnawing sense that they screwed his best-laid plans constantly distracts him, resulting in a -2 penalty to those actions. The character will not willingly betray them, but the lingering doubt can be exploited: any attempts to coerce him into such gain one automatic success. In a situation where no allies were responsible, the character still focuses on destroying the interruption where reasonable: he will not, however, attempt to punish a vastly superior foe or a volcano. Trees, however, may still be at risk.
Duration: One full day.
Limit Break Condition: A decision or order made by the character makes ends in failure directly resulting from his actions.
Inventory[edit]
Gauntlets of the Obliterator (Forge-Hand Gauntlets, Artifact ●●●● Attune 10)
These oversized blue gauntlets are.. big and stuff. (More description later.)
Badass Jacket (Reinforced Buff Jacket, Artifact ●● Attune 3)
1) It's badass.
2) It's blue.
3) This description will be finished later.
Orichalcum HURTstone Bracers (DDV+1.5, Damage +2 - Attune 4, supplied by Sasuke)
Box of Carefree Lunches (Artifact ●)
Made by a Terrestrial sorcerer-engineer with a strange love of the art of sandwiches, this simple iron lunchbox is just that. Containing a fresh supply of two large sandwiches on demand, the lunchbox helpfully banishes and recalls itself from an unknown location (most assume Elsewhere, but it's possible it's something else entirely) when it knows it is wanted. The downside is that it has a five minute travel time to arrive in an extremely obvious location. Furious Iron Fist, however, is a very large and impatient man, especially when hungry, and has been known to devastate his surroundings only to discover his lunchbox sitting in front of him.
Manses and Hearthstones[edit]
Furious Iron Fist has not yet found an unclaimed manse that he can fit through the doorway of. This often leads to manses being punched. This has yet to yield any success.
Combat[edit]
Dodge DV: 8 (10 vs Cowards)
Dodge MDV: 7
Soak: 9A/10L/15B (+10 vs heat/flame)
Pierced: 4A/5L/9B
Hardness: 0A/6L/6B (+10 vs heat/flame)
Attacks[edit]
Gauntlets of the Obliterator (Speed 5, Accuracy 13, Damage 15B piercing/10A, Parry DV 8, Rate 2, Tags M)
Gauntlets of the Obliterator (Clinch) (Speed 6, Accuracy 13, Damage 12B piercing/9A, Rate 1)
(all attacks using the Gauntlets permanently reduce non-magical material object/armor soak values by pre-soak damage, all attacks fully parried destroy non-MM weapons)
Health[edit]
□ -0
□□□ -1
□□□□ -2
□ -4
□ Incapacitated
□□□ Dying
Advancement[edit]
3BP: Specialties x6
2BP: Martial Arts +2
2BP: Resistance +2
2BP: Dodge +2
2BP: Artifact +2 (Armor)
2BP: Artifact +1 (Gauntlets)
1BP: Athletics +1
1BP: Integrity +1
16XP: Essence +1
16XP: Dexterity +1
8XP: Awareness +2
8XP: Shadow Over Water
8XP: Seven Shadow Evasion
4XP: Presence +2
6XP: Ally +2
8XP: Thunderclap Rush Technique
8XP: Irrepressible Bravery Tactic
8XP: Dancing with Strife Technique
Shopping list[edit]
ALL THE SOLAR HERO