Campaign:IMPROMPTU GAME/Ledaal Taltos: Sidereal with Forgotten Blade (Born on blessed Isle)
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Basics[edit]
Name:Ledaal Taltos
Concept: Sidereal with Forgotten Blade
Caste:Chosen of Secrets
Motivation:Reconcile the Bronze and Gold Factions, creating a unified Sidereal Faction
Intimacies:Martial Arts, Pattern Spiders
Anima Banner:As per Chosen of Secrets
Anima Effect:A Chosen of Secrets reflexively makes the Lesser Sign of Jupiter for 10 motes. The Chosen’s anima billows outward in a brilliant green that wafts around all those affected. For one scene, the Sidereal and all her allies within (her Essence x 10) yards are immune to mind-reading and mental attacks from opponents with an Essence less than the Sidereal’s. Against other opponents, the Oracle and her allies add (her Essence) to their Mental Defense Values. Allies enjoy this advantage only as long as they remain within range. With the Sidereal’s anima banner in the 11 to 15 mote range, this costs only five motes. If the banner is fully manifest (16+ motes), this costs only one.
Experience: 58/81
Background[edit]
Ledaal, as his name might indicate, grew up in the Dynastic Great House Ledaal. When he did not exalt as a dragonblooded, his parents were disappointed, but Ledaal was not ignored or forgotten: He still received a good education and was set to fulfill some minor function within his house.
Ledaal, while not the most athletic of people, did take regular walks to keep in shape. It was on one such walk that he tripped and his hand fell on something that would change his life forever...
Fate had dealt Ledaal quite an irony, for when his hand closed around the Forgotten Blade, he immediately exalted as a Chosen of Secrets and reflexively attuned to it. A secret sword for a Chosen of Secrets, how could it have turned out any other way?
Luckily for Ledaal, no one had been around at the time and he simply hurried home, trying to pretend nothing had happened. A day later he was contacted by the Sidereals (who had been slightly delayed), who took him to Yu-Shan to begin his training as a Chosen of Secrets. Luckily, Ledaal was a quick study and managed to complete the training in record time. All this earned him was an immediate and intimidating workload (and a higher salary than most Sidereals start off with. Frankly, Ledaal wishes he could have gotten the lower salary and less work).
Chejop Kejak was faster in recruiting Ledaal than Ayesha Ura, and thus Ledaal has ended up a member of the Bronze Faction. However, Ledaal secretly finds the whole feud between the Bronze and Gold Factions absurd and is teetering on becoming independently aligned.
After his first few weeks of service, Ledaal had managed to earn himself a Celestial Manse as a reward for his... unique talents (The Bronze Faction gleefully used his ability to assassinate memories with the Forgotten Blade to a great extent).
Ledaal still maintains ties to his family and visits when he gets the chance, although he is careful not to reveal he is anything but a typical mortal.
Ledaal's favorite Resplendent Destinies are that of a Dragonblooded, which he is quite good at playing due to being raised in a Dynastic House. His martial art talents lend themselves particularly well to imitating an Immaculate Monk.
Appearance[edit]
Varies with Resplendent destinies. His actual appearance is naturally rather forgettable as well (perhaps lending a slight extra bit of power to the effects of the Arcane Fate in regards to him): He has black hair, brown eyes, and stands exactly 6 feet tall with body weight appropriate to his height.
He dresses in well-made but not flamboyant clothing, typically in some shade of gray. To many people, he doesn't seem to carry any weapons at all, but if you focus for a moment you swear you see a daiklave, the exact appearance of which you can never quite recall and the presence of which you can never seem to remember until you've seen it again.
Attributes[edit]
Strength ●● Charisma ●● Perception ●●● Dexterity ●●●●● Manipulation ●●● Intelligence ●●●●● Stamina ●● Appearance ●● Wits ●●●
Abilities[edit]
Resistance ● Craft ●●● Archery Investigation ●●● Awareness ●● Ride Dodge ●●●●● Athletics ● Larceny ●● Bureaucracy ●● Sail Linguistics ●●● Melee ●●●● Lore ●●● Integrity ● Survival Performance ● Presence Occult ●● Martial Arts ●●●●● Thrown Socialize ●● War Stealth ●●● Medicine
Crafts[edit]
Craft(Fate)
Linguistics[edit]
Old Realm
High Realm
Low Realm
Riverspeak
Specialties[edit]
N/A
Backgrounds[edit]
Artifact: ●●●●●
Artifact: ●●
Backing(Bronze Faction): ●
Acquaintances (Family): ●●
Celestial Manse: ●
Sifu: ●●●
Savant: ●●
Salary: ●●●
Connections (The Celestial Hierarchy): ●
Charms[edit]
Excellencies:
- Second (Martial Arts) Excellency: 2m/success, Reflexive(Step 1 for attacker, Step 2 for defender), Instant. Adds 1 success per 2 mote spent (up to (Essence) successes may be purchased). May increase static values such as DV by 1 per success purchased.
- Fateful (Martial Arts) Excellency: 1m/difficulty reduction (+1wp if reducing to 3), Reflexive (Step 1 for attacker, Step 2 for defender), Instant. Reduce the difficulty of a Martial Arts action by 1 per mote spent. Cannot reduce to below 4 unless a temp WP is spent, at which point reducing to 3 converts all dice in the pool to successes automatically. This auto-success feature may be used to double an appropriate DV against an attack. Cannot be comboed.
- Second (Stealth) Excellency: 2m/success, Reflexive(Step 1 for attacker, Step 2 for defender), Instant. Adds 1 success per 2 mote spent (up to (Essence) successes may be purchased).
Resistance Charms:
- Ox-body Technique: -, Permanent. Adds one -0 Health level.
Dodge Charms:
- Absence: 2m, Reflexive (Step 2), Instant. Ignore all penalties to Dodge DV Vs a single attack. Dodge DV is still 0 Vs undodgeable attacks, but no further penalties apply.
- Duck Fate: 10m, Reflexive (Step 2), Instant. Roll (Dexterity + Dodge) Vs difficulty equal to the essence of the foe responsible for the trouble (Environmental dangers are difficulty 1). If the roll succeeds, avoid the harmful effect. Must declare use of this charm before attack roll is made or when first aware of the effect. "Harmful effect" includes just about everything but a direct physical attack you are aware of and attacks with very large Areas of Effect (such as Rain of Doom).
- Trouble Reduction Strategy: 5m, Simple, One Scene. May use dodge charms on behalf of others with a combined essence score (can be used on multiple entities at once) no greater than your own. Reflexive and Simple use Sidereal's scores, Supplemental enhances the target's scores. Use of the dodge charm on behalf of others counts as charm use and follows all the rules accordingly. May use a dodge charm that is part of a combo on behalf of another and still use other charms of the combo on themself.
- Avoidance Kata: 2m, Reflexive, Instant. May be used within two actions (by the Sidereal) after a Join Battle or Join Debate roll. The Sidereal vanishes and reappears somewhere else it would have been plausible for them to be had they chosen a different course of action a few minutes before. Also removes memories that the Sidereal was even there unless 2 WP are spent to resist the illusion effect.
Melee Charms:
- Harmony of Blows: 8m, Extra Action, Instant. take two extra attack actions using Archery, Martial Arts,
Melee or Thrown, ignoring multiple-action penalties and the attacks’ listed Rate. This Charm may be in Combos with Charms of other combat Abilities. Each attack used in the magical flurry must use the same Ability and weapon, though.
- Impeding the Flow: 3m, Reflexive (Step 2), Instant. Reduce the number of successes of an incoming attack to 0, provided it has a physical component and is not unblockable.
- Serenity in Blood (invulnerability flaw: Conviction): 5m + 1wp, Reflexive (Step 2), Instant. Perfectly parry an attack. May be used against an unexpected attack with a successful (Perception + Melee) roll Vs difficulty 3.
Investigation Charms:
- Efficient Secretary Technique: 2m, Simple, One miscellaneous action. The character spits out this indestructible construct, whereupon it immediately dematerializes and attaches itself to a part of his body. Thereafter, the character may spend two motes of Essence to instruct the spirit to fetch some particular piece of information for him. If the information is available and not actively concealed, the spider scuttles away along the weave of fate. The spider returns in the space of a miscellaneous action and whispers the information to the Sidereal. The pattern spider can only retrieve simple, objective facts. It can answer questions such as, “What is that shopkeeper’s name?” or “When did it last rain in Nexus?” or even “Who stabbed Sesus Lahor?” It cannot answer questions such as, “Does the shopkeeper hate me?” (the spider doesn’t read minds), “Who’s winning the battle?” (the spider has no strategic sense) or “Who murdered Sesus Lahor?” (murder, unlike stabbing, is a matter of intent). Questions such as, “What is the Bull of the North up to?” usually give unhelpful answers, such as, “Eating lunch.” The pattern spider cannot retrieve information that is actively hidden or innately esoteric, such as spells, and the spider does not function in regions where fate’s influence is weak, such as the Wyld, shadowlands or Malfeas. As an alternative to pulling such answers from the Loom of Fate, the Sidereal can send the spider with a query to her own library, in Creation or Yu-Shan, for her assistants to look up. The answer falls within the spider’s purview because the answer is objective information—what the Sidereal’s staff can locate in books—rather than anything so nebulous as truth. Such answers take longer to retrieve, of course.
Violet Bier of Sorrows:
- Secrets of Future Strife: -, Reflexive (Step 1), Permanent. Doubles unmodified Join Battle dice pool.
- Flight of Mercury: 1m/action, Reflexive (Step 1), Up to (Martial Arts) actions. Reduce speed of Martial Arts attacks by 1 to a minimum of 3 for one action per mote spent. Can spend up to (Martial Arts) motes.
- Joy in Adversity Stance: 5m, Reflexive (Step 5), One scene. When facing a real threat, roll (Essence) when an attack fails to overcome your DV. Gain 2 motes of essence for each success.
- Blade of the Battle Maiden: 2m/die+2wp, Reflexive (Step 1), One Scene. Martial Arts Attacks inflict lethal damage and the Sidereal may parry lethal attacks unarmed. Each 2 motes spent (up to Dexterity + Martial Arts dice added) and committed with this charm add one die to Martial Arts attack pool and for determining Martial Arts parry DV.
Combos[edit]
N/A
Colleges[edit]
The Sorcerer: ●●
The Treasure Trove: ●●
The Key: ●●
The Spear: ●
Essence[edit]
Essence: ●●●
Regeneration: 4 (8 when resting)/hour
Personal Essence Pool: 2/12
Peripheral Essence Pool: 5/34
Committed Essence: 7
Willpower[edit]
Willpower: ●●●●●●
Temporary: □XXXXX
Virtues[edit]
Virtues:
- Compassion ●●
- Conviction ●●●●
- Temperance ●●
- Valor ●●
Main Virtue:Conviction
Virtue Flaw:As per Chosen of Secrets
Limit: □□□□□ □□□□□
Inventory[edit]
The Forgotten Blade: Artifact ●●●●● (stats as per standard starmetal daiklave (Speed 5, Accuracy +4, Damage 9L, Defense +2, Rate 3) except as follows: Use intelligence instead of strength to determine raw damage. Damage inflicted is "phantom" damage, each box of phantom damage removes all dots in a random ability of the victim's and the memory of the last 5 years of victim's life. Reduction to incapacitated by "phantom" damage results in complete amnesia. More specific memories can be targeted with called shots. Cannot remember what the daiklave looks like when not looking at it and cannot remember the daiklave at all when not in its presence. This unnatural mental influence can be shaken off for a scene by spending 2 wp but does not apply if attuned.)
Silk Armor: Artifact ●● (Soak 5L/3B, Hardness -, Mobility -1 (0 if attuned), Fatigue 0, Attune 2)
Fine Clothing: Resources ●●
Manses and Heartstones[edit]
Manse ● (Celestial, Sidereal): A Townhouse-sized Manse in Yu-shan. Not particularly well-located but not poorly either. Ledaal lives in this manse and it is stocked and decorated accordingly. He keeps the decorations simple (but vaguely reminiscent of House Ledaal) and maintains a small personal library.
Hearthstone ●: Gem of Holiness; Makes you appear more trustworthy and devout. Gain 1 die to any manipulation or charisma roll to gain trust or convince someone of your honesty.
Combat[edit]
Dodge DV:6
Dodge MDV:4
Soak: 5B/6L/0A
Pierced: 4B/4L/0A
Hardness: 0B/0L/0A
Attacks[edit]
Forgotten Blade (MA attack) (Speed 5, Accuracy 14, Damage 14P, Parry DV 6, Rate 3, Tags -)
Forgotten Blade (Melee attack) (Speed 5, Accuracy 13, Damage 14P, Parry DV 6, Rate 3, Tags -)
Punch (Speed 5, Accuracy 11, Damage 2B, Parry DV 6, Rate 3, Tags N)
Kick (Speed 5, Accuracy 10, Damage 5B, Parry DV 4, Rate 2, Tags N)
Health[edit]
□□ -0
□□ -1
□□ -2
□ -4
□ Incapacitated
Advancement[edit]
Bonus Points[edit]
4 spent on Artifact 3->5
3 spent on Sifu 0->3
3 spent on conviction 3->4
2 spent on MA 3->5
4 spent on Melee 0->4
2 spent on Dodge 3->5
Experience Points[edit]
18 Spent on Essence 2->3
10 spent on Charm: Avoidance Kata
10 spent on Charm: Trouble Reduction Strategy
10 spent on Charm: Fateful (Martial Arts) Excellency
10 spent on Charm: Blade of the Battle Maiden