Wyldgame/Adamant Silver
From Greenthings
(→SUMMARY ASSESSMENT: After careful review, Agent Ledaal has been reassigned to the Convention of Air. --Oversight.) |
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==Combat Statistics== | ==Combat Statistics== | ||
=== Defense Statistics === | === Defense Statistics === | ||
- | * Dodge DV: | + | * Dodge DV: 7 |
- | * Parry DV: | + | * Parry DV: 6 |
- | * Mental Dodge DV: | + | * Mental Dodge DV: 6 |
- | * Mental Parry DV: | + | * Mental Parry DV: 3 |
=== Soak === | === Soak === |
Revision as of 20:41, 31 January 2010
To be able to live as I am, without dressing myself up?
I can't even believe in myself, so what should I believe in?
The answer is so close that I can’t see it..."
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 5, Sail 3, 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, Stealth 2 (Tracking +2), Occult 2, Lore 3, Larceny 4, Investigation 1, Bureaucracy 2, Awareness 3, Presence 2
Advantages
Backgrounds
Salary 2
Sifu 3 (Sueh-yen Sun, Chosen of Battles)
Savant 2
Backing 1 (Convention of Air)
Artifact 1 (Starmetal bonelace armor, same stats as a chain shirt, can be worn beneath clothing - see below)
Artifact 2 (Starmetal razor claws, see below)
Manse 2 (Monkey stone, reduces difficulty of all Athletics rolls involving balance, jumping or climbing by 2 to a minimum of 1. Also doubles climbing speed and jumping distance. Writeup of manse forthcoming)
Artifact 2 (Starmetal hearthstone bracers, as per core)
Connections 2 (Silver Pact)
Backing 1 (Silver Faction)
Tattoo Artifact 1 (Starmetal Sword Grace. +3 dice to Survival and tracking rolls in the Wyld, Temperance roll difficulties increased by 2).
Willpower, Virtues, and Intimacies
Willpower: 6
Virtues: Compassion 3, Temperance 2, Conviction 2, Valor 3
Intimacies: Sueh-yen Sun (affection), Creation (stewardship), Silver Pact (respect)
Health and Essence
Health: -0/-1/-1/-2/-2/-4/Incap
Essence: 4
Personal Essence Pool: 14
Peripheral Essence Pool: 40
Experience: 50 XP // 1 XP Banked
Merits and Flaws
Flaw: Sun-Seared (Albinism) (-2)
Obligation: Moonstone Ibis (-1)
Combat Statistics
Defense Statistics
- Dodge DV: 7
- Parry DV: 6
- Mental Dodge DV: 6
- Mental Parry DV: 3
Soak
- Unarmored
- Standard: 3B/2L/0A
- Starmetal bonelace armor
- Soak +5L/3B, Hardness +2L/2B, Mob 0, Fatigue 0, Attune 2m
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
- Starmetal Razor Claws, "August Weaver's Bite"
- Standard: Spd 5, Acc +5, Dmg +8L, Rate 3, Tag M, Attune 6m
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.
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.
Melee
- Impeding the Flow: Step 2 Reflexive parry. 3m.
Martial Arts
- First Excellency: As per core, can also act as a penalty buyoff. Cost variable.
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.
- Yellow Maiden Flight: While tearing away at breakneck speed, the Sidereal's movement is unhindered by wound penalties. Automatically exits combat and remains (Essence) in yards ahead of any pursuers. In the case of effects that would keep her in battle (magical restraints, Foot-Trapping Counter) or would prevent the Sidereal from staying ahead of those following (pursuit Charms), default to Unstoppable Force/Immovable Object rules. Combo-OK. One scene/Reflexive, 4m.
Astrology
Colleges
- The Messenger 2
- The Sorcerer 2
- The Crow 2
- The Sword 1
Personal Record
A series of excerpts from the Forbidding Manse of Ivy's dossier regarding one Ledaal Kebok Althenia, operative of the Golden Barque. Much of the file, like that of many Sidereals on special missions, is sealed per order of the Convention on Oversight.
( I moved this to my personal wiki for length, let me know if you want to see it. ^^;;; )