Zhubin

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(Difference between revisions)
(Advantages)
(abilities)
Line 26: Line 26:
   DAWN        ZENITH          TWILIGHT
   DAWN        ZENITH          TWILIGHT
-
   *Archery 2   *Integrity 1    Occult 1
+
   *Archery 1   *Integrity 1    Occult 1
   War 0        *Performance 1  Investigation 1
   War 0        *Performance 1  Investigation 1
   Martial 0    *Presence 5    *Lore 2
   Martial 0    *Presence 5    *Lore 2
Line 33: Line 33:
                                
                                
   NIGHT        ECLIPSE         
   NIGHT        ECLIPSE         
-
   Athletics 1  *Bureaucracy 2  
+
   Athletics 1  *Bureaucracy 3  
   *Awareness 2 Linguistics 3   
   *Awareness 2 Linguistics 3   
   Dodge 2      *Ride 1         
   Dodge 2      *Ride 1         

Revision as of 08:24, 26 July 2009

Contents

Appearance

Zhubin is a withered and gaunt man in his late 30s. He stands only 5'3, and slowly walks with the aid of his staff, never in any hurry. The lack of color to his skin, combined with the heavy scarring of burns across much of his body only serve to strengthen the idea that the man standing before you has lost much that he held and is now reduced to a wretched shell of himself. His hair is pulled back into a twisted white braid, laying against his neck. Zhubin normally wears a thick layer of clothing covering nearly all his flesh to protect it from the harsh light of the desert sun. When he can, however, he still goes in light silks for the heat, showing the raised scars through the cloth.

History

Zhubin was born to a minor Guild merchant and was raised to be a trader from the time he was young. He grew up with a sound, if not genius mind. He followed in his father's footsteps and began to make his own fortune. All seemed to be going well, as his stake grew larger, his share of the caravan wider, and his fortune larger. On his most recent trip, some 20 years after he began trading, however, it began to fall apart. In the high desert, many miles south of Gem, and even further from home, the caravan was ambushed and destroyed by a massive bandit raid. Zhubin survived, and by force of will dragged himself over burning sands through the desert, back to Gem, and then home, the sun burning him, destroying his body. During these weeks of hellish travels the only thing he saw/felt much of the time was the Sun. And he had time to think. It was so powerful that it could rob his body of its color, why wasn't it placed properly and worshiped?
On the last trip, Zhubin's wife, Azra, and young twins, one boy and one girl named Prabhat (Morning) and Nisha (Night), respectively, were cut down by bandits in front of him, leaving him still seething at the injustice and cruelty of those who rob others.


Personality

Mechanics

basic info

Name: Zhubin Ochieng
Splat: Zenith Caste Solar
Concept: Sun Priest
Motivation: Establish the Sun into his rightful place of worship!

attributes

Physical: Strength 2, Dexterity 2, Stamina 6
Social: Charisma 5, Manipulation 1, Appearance 4
Mental: Perception 3, Intelligence 2, Wits 3

abilities

 DAWN         ZENITH          TWILIGHT
 *Archery 1   *Integrity 1    Occult 1
 War 0        *Performance 1  Investigation 1
 Martial 0    *Presence 5     *Lore 2
 Melee 0      *Resistance 3   Medicine 1
 Thrown 0     *Survival 2     Craft 0
                             
 NIGHT        ECLIPSE        
 Athletics 1  *Bureaucracy 3  
 *Awareness 2 Linguistics 3  
 Dodge 2      *Ride 1         
 Larceny 2    Sail 0         
 Stealth 0    Socialize 1    



SPECIALTIES

Presence: The Sun 2
Ride: Cute and Fluffy 1
LANGUAGES
Riverspeak
Firetongue
Old Realm
High Realm

Advantages

Charms

Performance:First Excellency

Inventory

Old Realm Hymnal
Ghost Robes (with Orihalcum)

Backgrounds

Resources 4
Reputation 1 (Zhubin still carries an excellent reputation for driving a wonderful, but always fair, bargain.)
Contacts 2 (2 of note)
Allies 1(+3) (V'Neef Ashum, an old companion from Zhubin's early days of trading. They've fallen out of touch since Zhubin's ill-fated caravan and trek through the desert. Last time they'd communicated, Ashum had just been promoted to a regional Guild position.)
Familiar 4 (Cute, the Dromedary, and Fluffy, the Bactrian. Both are trained War Camels, who were on the last trip Zhubin took. Being exceptionally hardy specimens, they managed to not only survive the desert, but probably saved Zhubin's life by carrying him along when they had the strength.)
Followers 4 (-Most of a gang.- Most of two gangs!)
Artifact 3 (Currently placeholding)

Virtues

Willpower: 10
Virtues: Valor 1, Conviction 5, Temperance 4, Compassion 2
Intimacies: Worshiping the Sun, Bandits (negative), Cute and Fluffy

Health/essence

Health: -0x3, -1x6, -2x6, -4x1, INCx1
Essence: 2
Personal Essence Pool: 16/16
Peripheral Essence Pool: 36/36
Experience:

Merits

Legendary Stamina
Priest (1pt, Zenith)

Flaws

Sun Seared (No more!), Unusual Appearance (2pts), Sun Addiction (2pts, reduced), Known Anathema (3pts, Oldschool type)

Combat Statistics

defense

  • Dodge: 2
  • Parry: 1
  • Mental Dodge: -
  • Mental Parry: -

soak

  • Unarmored
    • 6B/3L/-A
  • Armor (Perfect Breastplate)
    • 4B/6L/6A
  • Total
    • 10B/9L/6A

combat

Natural Attacks

  • Punch
    • Speed 5, Accuracy 2, Damage 1B, Parry DV 1, Rate 3
  • Kick
    • Speed 5, Accuracy 1, Damage 4B, Parry DV 0, Rate 2
  • Clinch
    • Speed 6, Accuracy 1, Damage 1B, Parry DV -, Rate 1

Weapons

  • Bow
    • Speed 6, Accuracy 4, Damage by arrow, +1, Rate 2, Range 250

soundtrack

Background Items

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N O T E S
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Join Battle:4

Exp 47 base + 8 logs.
Spent 4 to raise Dex 1 to 2.
Spent 3 for 2 dots of Followers in game.
Spent 6 for 2 more Familiar.
Spent 3 more for 2 more Followers.
18 on Merits/Flaws
3 to raise Artifact
Total 37 spent. 18/55 remaining.
In the works:

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