Wyldgame/Adamant Silver
From Greenthings
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===Abilities=== | ===Abilities=== | ||
- | Caste: Resistance 4, Sail 2, Ride 1, Survival 2<br> | + | Caste: Resistance 4, Sail 2, Thrown 1, Ride 1, Survival 2<br> |
- | Favored: Athletics | + | Favored: Athletics 3, Melee 3, Integrity 3, Martial Arts 5<br> |
- | Other: Linguistics 3 (Native: High Realm, Other: Old Realm, Riverspeak, Skytongue), Performance 2, Socialize | + | Other: Linguistics 3 (Native: High Realm, Other: Old Realm, Riverspeak, Skytongue), Performance 2, Socialize 2, Dodge 3, Investigation 1, Larceny 3, Lore 3, Occult 2, Stealth 2, Awareness 3, Bureaucracy 2 |
==Advantages== | ==Advantages== | ||
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===Dodge=== | ===Dodge=== | ||
* '''Absence:''' As the Solar Dodge charm "Shadow Over Water" (see Exalted 2e core). 2m. | * '''Absence:''' As the Solar Dodge charm "Shadow Over Water" (see Exalted 2e core). 2m. | ||
+ | * '''Duck Fate:''' Perfect dodge, 10m. | ||
===Investigation=== | ===Investigation=== | ||
* '''Auspicious Prospects for Journeys:''' Ask the pattern spiders/ST about the destiny of a subject. 1m. | * '''Auspicious Prospects for Journeys:''' Ask the pattern spiders/ST about the destiny of a subject. 1m. | ||
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* '''Water and Fire Treaty:''' Complete protection against one element for a scene. 5m, 1wp, 1 bashing HL. [Spd 5, DV -1] | * '''Water and Fire Treaty:''' Complete protection against one element for a scene. 5m, 1wp, 1 bashing HL. [Spd 5, DV -1] | ||
* '''Someone Else's Destiny:''' Reflexive activation when poisoned/drugged; transfer effect to an opponent upon successful lethal damage-dealing attack. 4m. | * '''Someone Else's Destiny:''' Reflexive activation when poisoned/drugged; transfer effect to an opponent upon successful lethal damage-dealing attack. 4m. | ||
+ | * '''Optimistic Security Practice:''' Raises all soak equal to Essence for one scene. 5m, | ||
===Melee=== | ===Melee=== | ||
* '''Impeding the Flow:''' Step 2 Reflexive parry. 3m. | * '''Impeding the Flow:''' Step 2 Reflexive parry. 3m. | ||
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* '''Serenity of Fortune's Mantle:''' All attacks that target the Sidereal (including area of effect attacks) suffer a -2 external penalty on step 3. Combo-OK. Instant/Reflexive (Step 2). 1m. | * '''Serenity of Fortune's Mantle:''' All attacks that target the Sidereal (including area of effect attacks) suffer a -2 external penalty on step 3. Combo-OK. Instant/Reflexive (Step 2). 1m. | ||
* '''Horrific Wreath:''' An attack bolstered by this Charm deal aggravated damage to Creatures outside of Fate. Combo-OK, Holy, Obvious. 2m. Instant/Reflexive (Step 1). | * '''Horrific Wreath:''' An attack bolstered by this Charm deal aggravated damage to Creatures outside of Fate. Combo-OK, Holy, Obvious. 2m. Instant/Reflexive (Step 1). | ||
- | + | * '''Finding Hidden Flaws:''' Spend 3m to decrease a weapon's Damage rating by 2 on Step 7, or to decrease a weapon's accuracy by 2, or DV by 1 on steps 3 or 4. Natural weapons and Dodge DV are explicitly included. This does not affect MDV. Considered a magical penalty for the purposes of other charms. Instant, Reflexive (Step 1 or 2). Combo-OK. 3m. | |
+ | * '''Fate-Touched Hero Style:''' All Martial Arts attacks gain (half Essence, round up) automatic successes and the same value to DV of choice. While under the auspices of Fate, the Sidereal may safely parry Lethal damage with bare hands. 6m. | ||
==Astrology== | ==Astrology== |
Revision as of 23:39, 30 January 2010
NOTE: Currently incomplete (still needs 50XP and 9 backgrounds).
Contents |
Character Dossier
Name: Adamant Silver (aka Ledaal Kebok Althenia)
Exalt: Sidereal
Caste: Journeys
Motivation: Lead humanity down the path of self-determination and personal strength.
Concept: Supporter of the Thousand Streams River Project
Attributes and Abilities
Attributes
Physical: Strength 4, Dexterity 4, Stamina 3
Social: Charisma 3, Manipulation 2, Appearance 3
Mental: Perception 3, Intelligence 3, Wits 3
Abilities
Caste: Resistance 4, Sail 2, Thrown 1, Ride 1, Survival 2
Favored: Athletics 3, Melee 3, Integrity 3, Martial Arts 5
Other: Linguistics 3 (Native: High Realm, Other: Old Realm, Riverspeak, Skytongue), Performance 2, Socialize 2, Dodge 3, Investigation 1, Larceny 3, Lore 3, Occult 2, Stealth 2, Awareness 3, Bureaucracy 2
Advantages
Backgrounds
Salary 2
Sifu 3 (Sueh-yen Sun, Chosen of Battles)
Savant 3
Backing 1 (Convention of Air)
Connections 2 (Silver Pact)
Backing 1 (Silver Faction)
Tattoo Artifact 1
Willpower, Virtues, and Intimacies
Willpower: 6
Virtues: Compassion 3, Temperance 2, Conviction 2, Valor 3
Intimacies:
Health and Essence
Health: -0/-1/-1/-2/-2/-4/Incap
Essence: 4
Personal Essence Pool: 14
Peripheral Essence Pool: 40
Experience: 50 XP
Merits and Flaws
Flaw: Sun-Seared (Albinism) (-2)
Obligation: Moonstone Ibis (-1)
Combat Statistics
Defense Statistics
- Dodge DV:
- Parry DV:
- Mental Dodge DV:
- Mental Parry DV:
Soak
- Unarmored
- Standard: 3B/2L/0A
- Discreet Essence Armor
- Soak 8B/7L/0A, Hardness 2L/2B, Mob -0, Fatigue 0, Attune 5
Combat Statistics
- Clinch
- Standard: Spd 6, Dmg +0B, Rate 1, Tags C,N,P
- Kick
- Standard: Spd 5, Dmg +3B, Rate 2, Tag N
- Punch
- Standard: Spd 5, Acc +1, Dmg +0B, Rate 3, Tag N
- [insert artifact I haven't decided on yet]
- Standard: Spd -, Acc -, Dmg -, Rate -, Tag -
Charms
Awareness
- Prior Warning: Make reflexive Wits+Awareness roll, success protects against unexpected attacks. 6m.
Dodge
- Absence: As the Solar Dodge charm "Shadow Over Water" (see Exalted 2e core). 2m.
- Duck Fate: Perfect dodge, 10m.
Investigation
- Auspicious Prospects for Journeys: Ask the pattern spiders/ST about the destiny of a subject. 1m.
Larceny
- 1st Larceny Excellency: Diceadder, up to permanent Essence, 2m per die. Alternatively, acts as a penalty buyoff for Sids with no dice cap.
- Name-Pilfering Practice: On a successful Man+Larceny roll, the Sidereal can steal someone's name, and keep it as long as the Charm is active. 5m.
Integrity
- 3rd Integrity Excellency: Reroll original roll, take the higher of the two successes. Cannot combo with other Excellencies or charms.
Resistance
- Water and Fire Treaty: Complete protection against one element for a scene. 5m, 1wp, 1 bashing HL. [Spd 5, DV -1]
- Someone Else's Destiny: Reflexive activation when poisoned/drugged; transfer effect to an opponent upon successful lethal damage-dealing attack. 4m.
- Optimistic Security Practice: Raises all soak equal to Essence for one scene. 5m,
Melee
- Impeding the Flow: Step 2 Reflexive parry. 3m.
Athletics
- 1st Athletics Excellency: Diceadder, up to permanent Essence, 2m per die. Alternatively, acts as a penalty buyoff for Sids with no dice cap.
Martial Arts
Fate-Touched Hero Style
- Serenity of Fortune's Mantle: All attacks that target the Sidereal (including area of effect attacks) suffer a -2 external penalty on step 3. Combo-OK. Instant/Reflexive (Step 2). 1m.
- Horrific Wreath: An attack bolstered by this Charm deal aggravated damage to Creatures outside of Fate. Combo-OK, Holy, Obvious. 2m. Instant/Reflexive (Step 1).
- Finding Hidden Flaws: Spend 3m to decrease a weapon's Damage rating by 2 on Step 7, or to decrease a weapon's accuracy by 2, or DV by 1 on steps 3 or 4. Natural weapons and Dodge DV are explicitly included. This does not affect MDV. Considered a magical penalty for the purposes of other charms. Instant, Reflexive (Step 1 or 2). Combo-OK. 3m.
- Fate-Touched Hero Style: All Martial Arts attacks gain (half Essence, round up) automatic successes and the same value to DV of choice. While under the auspices of Fate, the Sidereal may safely parry Lethal damage with bare hands. 6m.
Astrology
Colleges
- The Messenger 2
- The Sorcerer 2
- The Crow 2
- The Sword 1
Personal History
Personality
Coming soon
Appearance
Coming soon
History
Coming soon
Trivia/Extras
Coming soon