Wyldgame/Adamant Silver
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'''Personal Essence Pool:''' 14<BR> | '''Personal Essence Pool:''' 14<BR> | ||
'''Peripheral Essence Pool:''' 40<BR> | '''Peripheral Essence Pool:''' 40<BR> | ||
- | '''Experience:''' | + | '''Experience:''' 66 XP // 7 XP Banked<br> |
===Merits and Flaws=== | ===Merits and Flaws=== |
Current revision as of 08:45, 27 February 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 |
[edit] 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
[edit] Attributes and Abilities
[edit] Attributes
Physical: Strength 4, Dexterity 4, Stamina 3
Social: Charisma 3, Manipulation 2, Appearance 3
Mental: Perception 3, Intelligence 3, Wits 3
[edit] 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), Socialize 2, Dodge 3, Stealth 2 (Tracking +2), Occult 2, Lore 3, Larceny 3, Investigation 2, Bureaucracy 2, Awareness 3
[edit] Advantages
[edit] 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).
[edit] 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)
[edit] Health and Essence
Health: -0/-1/-1/-2/-2/-4/Incap
Essence: 4
Personal Essence Pool: 14
Peripheral Essence Pool: 40
Experience: 66 XP // 7 XP Banked
[edit] Merits and Flaws
Flaw: Sun-Seared (Albinism) (-2)
Obligation: Moonstone Ibis (-1)
[edit] Combat Statistics
[edit] Defense Statistics
- Dodge DV: 7
- Parry DV: 6
- Mental Dodge DV: 6
- Mental Parry DV: 3
[edit] Soak
- Unarmored
- Standard: 3B/2L/0A
- Starmetal bonelace armor
- Soak +5L/3B, Hardness +2L/2B, Mob 0, Fatigue 0, Attune 2m
[edit] 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, Def +2, Rate 3, Tag M, Attune 6m
[edit] Charms
[edit] Awareness
- Prior Warning: Make reflexive Wits+Awareness roll, success protects against unexpected attacks. 6m.
[edit] Dodge
- Absence: As the Solar Dodge charm "Shadow Over Water" (see Exalted 2e core). 2m.
- Duck Fate: Perfect dodge, 10m.
[edit] 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.
[edit] Integrity
- 3rd Integrity Excellency: Reroll original roll, take the higher of the two successes. Cannot combo with other Excellencies or charms.
[edit] 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.
[edit] Melee
- Impeding the Flow: Step 2 Reflexive parry. 3m.
[edit] Martial Arts
- First Excellency: As per core, can also act as a penalty buyoff. Cost variable.
- Fateful Excellency: Reduce TN to 4 or spend 1wp for an entire dicepool of successes. Cost variable.
[edit] Martial Arts
[edit] 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.
- Force Terminating Gesture: With a deft hand, the Sidereal reaches out and seizes an attack that he has failed to defend against and with just the slightest twist, transfers all the momentum elsewhere. On step 7 of combat, this strips a single attack down to minimum damage dice and any additional effects such as Fire and Stones Strike or Impressions of Strength. This may always be used against attacks that always hit and attacks that negate one or both Defense Values. 2m, Martial Arts 5, Essence 3, Instant/Reflexive? (Step 7), Combo-Ok.
- Crimson Palm Counterstroke: The Sidereal's fist blurs and seeks to intercept an incoming attack, taking the attack's momentum and using it against the attacker. On step 9, the Sidereal makes a Martial Arts counterattack using the attacker's original (pre DV) successes as bonus dice. 5m, Martial Arts 5, Essence 3, Instant/Reflexive? (Step 9), Combo-Ok, Counterattack.
- Unobstructed Blow: The Sidereal strikes with absolute certainty, his fist or weapon lit up with glowing trails as he strikes his target. This attack cannot be parried or dodged, and if it strikes, armor's soak is ignored. 5m, 1wp. Martial Arts 5, Essence 3, Instant, Combo-Basic, Obvious.
[edit] Astrology
[edit] Colleges
- The Messenger 2
- The Sorcerer 2
- The Crow 2
- The Sword 1
[edit] Personal Record
Personality: She's pretty easygoing, but hedonistic enough that some people in the Fellowship joke she should have been chosen by Venus, instead. She's a friendly woman who likes a good time, but is quick to anger if you press her buttons or hurt someone she cares about. She's fond of new things and new sensations (which explains the aforementioned hedonism in part), if somewhat fickle unless someone or something interests her, and while she doesn't exactly take a paternalistic attitude towards things she protects, she does tend to fall in the wise older sister role fairly often. Also, if you get to really know her, she's pretty insecure, and relatively lacking in self-esteem. She desperately wants to be necessary and often goes out of her way to place herself in roles where she's indispensable, which is why she's a good field agent despite her reputation in Heaven: she'll focus like no one else to get the job done.
Appearance: If it weren't for her snow-white skin and hair (and the smattering drifts of pale freckles on her cheekbones, nose and shoulders which lend her an oddly disarming girl-next-door aura), and the moonsilver tattoos that swirl in graceful metallic loops and curves over her skin, Adamant would be fairly typically Dynastic in appearance. She's tall and imposing, with generous curves that would put any social butterfly to shame - or they would if she were indolent enough to develop the figure she's genetically predisposed towards possessing. As it is, her martial training (and tendencies) serve to keep her trim, but she still has long legs and dramatically flared hips. She isn't as bothered by the cold as most would be, possibly due to her pox, but she does tend to dress for utility in the field - though always with some yellow item on her person, to curry her patron's favor.
(So yeah, in short, she's the one character I have that's built like a 1950's pin-up model. That said, she doesn't exactly go around showing it off when there's work to do, unless dressing/acting like a whoresid happens to be part of some Amazing Sidereal Plan in order to accomplish something. :3)
History: Something she doesn't discuss much, past the decade and a half she spent with the Silver Pact in the far North and the connections she still maintains as a result. Adamant's real name is Ledaal Kebok Althenia, the fourth of five daughters born to her Dragon-Blooded parents and the only one who failed to Exalt as a Terrestrial (for reasons that are, of course, obvious in retrospect). She was born in the resort city of Tuchara, a daughter of one of the wealthiest families in the prefecture, and when she didn't Exalt, her parents arranged a marriage to another unExalted Dynast 30 years her senior named Sesus Maraka, a man who operated mercantile concerns out of An-Teng and the Northern holding of Cherak. Six months into their marriage, he died of a heart attack and rather than return to the Realm to wait for her family to find another match for her, Adamant joined the Vermilion Legion on its campaign against the Varajtul.
Her scouting fang was ambushed by the enemy and cut to pieces, and she Exalted in the Wyld while on her way back to Gethemane to warn the army. The Lunars found her instead, and amidst much heated debate among the regional Pact elders it was finally decided that with proper training she would be more useful to them alive. She spent the next seventeen years as a retrieval tracker, helping the Crossroads Society find new Lunars before the Wyld Hunt did, and joining in rescue operations. Ironically, it was one of these missions that inadvertently alerted the Bronze Faction to her existence, and she was finally caught by a Battles who specialized in ronin hunting and taken captive, then forced to Yu-Shan. It took her a long time to actually capitulate to any degree, but she passed her year and a day and was assigned to Chiaroscuro, where it was felt she was the lowest flight risk. Recently, she has been reassigned to the Convention of Air, though the trust she's built with her department head has earned her missions in other directions in the past two years.
( I moved the Bureau writeup to my personal wiki for length, Greeny, so let me know if you want to see it. ^^;;; )