Riel Valerian

From Greenthings

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=== backgrounds  ===
=== backgrounds  ===
-
Ally 4 (Harvester of Poisons)<br> Artifact 1 (Twin Orichalchum Typhoon Wheels)<br> Artifact 2 (Jade Hearthstone Bracers)<br> Artifact 2 (Rose Djinn)<br> Artifact 2 (Vibration Orb Shoulderpads)<br> Artifact 3 (Toxin Aerolizer)<br> Artifact 3 (Anti-Toxin Symbiote)<br> Artifact 4 (Mirror Minions)<br> Artifact 5 (Artifact Genesis Lab)<br> Artifact 5 (Kalandern - Artifact Genesis Celestial Battle Armor)<br> Contacts 2 (Jack and Jill (White Veil Society))<br> Contacts 3 (Council of Entities)<br> Familiar 1 (Beetle Spirit)<br> Manse 3 (Gem of Grace)<br> Resource 4<br>  
+
Artifact 3 (Clockwork Elegance Prosthetic Arm of Orichalchum)<br> Artifact 3 (Swift Rider)<br> Followers 1<br>
=== virtues  ===
=== virtues  ===

Revision as of 18:54, 24 August 2009

Contents

Appearance

Riel Valerian is tall and powerful, with a lithe build. His hair is blonde and spiked, though loose on one side to cover his left eye. He wears no shirt, but has a long dark blue coat that goes down to his ankles. His denim jeans are torn at the knees, and thick boots cover his feet. He wears black fingerless gloves on both hands, though the fingers of his right hand are a gold metal instead of regular flesh. His entire right arm is a large prosthetic, but synthetic skin covers everything but the right hand.

History

He has a childhood friend he always saves, has a Lunar mate he screws and mooches off of constantly, has a gang of thugs that follow him, and a Swift Rider that looks like a motorcycle whose wheels hover about the ground and leave trails of flame in the air behind it. The game manual doesn't say anything else besides that.

Personality

Riel is a hotblooded fighter. He knows how to punch, and punching is what he does. He loves to hit things, break things, throw things, use combo moves, juggle enemies in the air...what were we talking about again?

Mechanics

basic info

Name: Riel Valerian
Caste: Dawn
Concept: Fighting Game Hero
Motivation: Discover the Infinite Air Juggle Combo

attributes

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

abilities

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

SPECIALTIES
-------

LANGUAGES
Riverspeak

Advantages

inventory

Food
Swift Rider Pack
Bandages
Spare gloves
Whistle
Sunglasses

backgrounds

Artifact 3 (Clockwork Elegance Prosthetic Arm of Orichalchum)
Artifact 3 (Swift Rider)
Followers 1

virtues

Willpower: 10
Virtues: Valor 3, Conviction 5, Temperance 4, Compassion 2
Intimacies: Poisons, His Patients

health/essence

Health: -0x1, -1x5, -2x10, -4x1, INCx1
Essence: 5
Personal Essence Pool: 25
Peripheral Essence Pool: 59
Experience: 12

merits/flaws

Secrets (3 pt) Greater Curse (3 pt) Legendary Att: Intelligence Unusual Appearance (2 pt)

Combat Statistics

defense

  • Dodge: 10
  • Parry: 9
  • Mental Dodge: 12
  • Mental Parry: 8

soak

  • Unarmored
    • 5B/3L/-A
  • Armor (Kalandern)
    • 14B/14L/14A
  • Total
    • 19B/17L/14A

combat

  • Darts (Without Poison) (Piercing)
    • Speed 4 Accuracy 9 Damage 3L Rate 3 Range 10
  • Twin Orichalchum Typhoon Wheels
    • Speed 3 Accuracy 14 Damage +8L Rate 2 Range 60 Attune 3 Cost 1

With Kalandern

  • Reinforced Gauntlet
    • Speed 4 Accuracy 11 Damage +10B Defense 12 Rate 3
  • Reinforced Boots
    • Speed 4 Accuracy 10 Damage +11B Defense 8 Rate 2
  • Vibrating Forearm Blades
    • Speed 3 Accuracy 16 Damage +9L Defense 13 Rate 3
  • Twin Orichalchum Typhoon Wheels
    • Speed 3 Accuracy 14 Damage +10L Rate 2 Range 60 Attune 3 Cost 1

soundtrack

  • Pending.

Charms

------------------------------------------------------------------
C H A R M S - D A W N 
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THROWN
1st Thrown Excellency
Joint Wounding Attack
Triple Distance Attack Technique
Cascade of Cutting Terror
Returning Weapon Concentration
Spirit Weapons
Fury Driven Maelstrom

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C H A R M S - Z E N I T H 
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INTEGRITY
2nd Integrity Excellency
Temptation Resisting Stance
Elusive Dream Defense

RESISTANCE
2nd Resistance Excellency
Immunity To Everything Technique
Body-Mending Meditation
Ox-Body Technique (-1x4, -2x8)

PRESENCE
2nd Presence Excellency
Enemy-Castigating Solar Judgment
Scathing Solar Condemnation
Majestic Radiant Presence
Terrifying Apparition of Glory
Authority Radiating Stance
Inevitable Victory Declaration
Demon-Wracking Shout

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C H A R M S - N I G H T 
------------------------------------------------------------------

ATHLETICS
2nd Awareness Excellency

LARCENY
Lock-Opening Touch

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C H A R M S - T W I L I G H T 
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CRAFT
2nd Craft Excellency
Craftsman Needs No Tools
World Building Technique

INVESTIGATION
2nd Investigation Excellency
Judge's Ear Technique
Within The Mind's Eye

MEDICINE
1st Medicine Excellency
Touch of Blissful Release
Contagion-Curing Touch
Wound-Mending Care Technique
Anointment of Miraculous Health
Wound-Cleansing Meditation
Flawless Diagnosis Technique
Ailment-Rectifying Method
Body-Purifying Admonitions
Wholeness-Restoring Meditation
Instant Treatment Methodology

OCCULT
[Terrestrial Circle Sorcery]
Emerald Counter Magic
Flying Guillotine
Impenetrable Frost Barrier
Invulnerable Skin of Bronze
Spirit Sword
Sting of the Ice Hornet
Virtuous Guardian of Flame

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C H A R M S - E C L I P S E 
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SPIRIT CHARMS
Worldly Illusions
>Hand or Eye-Contact, bring a target into a world of your making
 for one Tick Real-Time, and up to a day in Illusion Time.  Works
 Automatically on targets with MDV lower than or equal to
 (Conviction+Essence), otherwise it's a contested roll.  People
 cannot die in this world, but instead are put into a coma for
 a full day if "killed".
Dematerialize

------------------------------------------------------------------
T H A U M A T U R G Y 
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-Master's Degree of Alchemy


Background Items

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M A N S E 
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Ability Enlightment (3, Medicine, Presence, Crafts, Resistance)
Workshop Manse (3, Water Crafts (Poisons))
Magical Conveniences (1, you make up three)
Well-Flavored Aspect

Drawbacks: Maintenance 2 (cleaning the damn place)


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A R T I F A C T S
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Artifact 1 (Twin Orichalchum Typhoon Wheels)
Speed 4 Accuracy +3 Damage +5L Rate 2 Range 60 Attune 3 Cost 1

Artifact 2 (Jade Hearthstone Bracers)
+2 DV/-1 to Speed of Hand-to-hand or ranged attacks

Artifact 2 (Rose Djinn)
Rose: +1 Presence per Anima Flare; +2 MDV (3 ranks)

Artifact 2 (Vibration Orb Shoulderpads)


Artifact 3 (Toxin Aerolizer)
Turns any inserted poison or drug into an AoE air-based attack.

Artifact 3 (Anti-Toxin Symbiote)
The slug feeds on a sample of poison or chemical, and is then inhaled into a target's lungs.
Target is then immune to whatever the poison or drug the slug had inhaled.

Artifact 4 (Mirror Minions)


Artifact 5 (Artifact Genesis Lab)


Artifact 5 (Kalandern - Artifact Genesis Celestial Battle Armor)
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