Campaign:Flailing About/Sori Wehigi
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Reason: A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore
(italicized text is just a comment, don't keep it in your sheet)
- 1 Basics
- 2 Attributes
- 3 Abilities
- 4 Backgrounds
- 5 Charms
- 6 Essence
- 7 Willpower
- 8 Virtues
- 9 Inventory
- 10 Combat
- 11 Advancement
Campaign: Flailing About
Name: Sori Wehigi
Concept: Good Man Wronged
Motivation: Redeem Himself
Intimacies: His old Village, Honesty
(write experience points as "unspent / total" plx)
Sori was a fairly cool guy, always worked hard, caught the fish, and worked to resolve any problems that came up with the town. He hated liars in all forms, and would often get into brawls with them. However, one day a storyteller and soothsayer came to town, and the accuracy of his predictions couldn't be denied. This man from the stars set himself up, and one day prophesied that the boy would become sun-mad, touched by anathematic power. The townsfolk, with heavy hearts, believed him and chased the man away...and while he ran, seeking shelter, he Exalted, fulfilling the prophecy. He sailed, then, and wound up finding a ship's remains...that wasn't. It was a manse, which was still active, and he took the stone from it with new resolve, seeing that such a place as that could still operate after so long. Now, he's returning to civilization, to rebuild his reputation and prove he's still the man he was.
Sori is a thin man, toned of muscle from years of hard work but not particularly large. He's deeply tanned, from working the boats, but always energetic. He has a scar on his right shoulder, a memory from a knife-fight, but is otherwise untouched - he quickly learned how to spot such attacks coming. He wears light clothes, often just a breechclout or pair of shorts, and a pair of golden armbands with a single deep blue - almost black - stone set within.
Strength ●●● Charisma ●●●● Perception ●●●● Dexterity ●●●●● Manipulation ● Intelligence ●● Stamina ●●● Appearance ●●● Wits ●●●
Solar/Abyssal Block Archery X Integrity ● Craft X Athletics ●●● Bureaucracy Martial Arts ●●●●● Performance X Investigation ●●●●● Awareness ●● Linguistics ● Melee X Presence ●●●●● Lore X Dodge ●●●●● Ride Thrown X Resistance ●● Medicine X Larceny X Sail ●●●●● War X Survival ●●● Occult X Stealth X Socialize ●●●
(write aspect/caste and favored abilities in bold, please. also, you do not have a free dot in every ability. I put them for ease of comprehension.)
Second Investigation Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Courtier's Eye Technique: 3m,Reqs 3/1, Simple, Combo-OK, Instant. Roll Perception + Investigation, add the user's Essence in automatic successes. If the target is concealing their identity or resources in any way, subtract an external penalty of (target's Manipulation + Socialize)/2. If the user succeeds, they learn the target's Resources and Influence ratings. In addition, they can make a rough but solid estimate of how many allies the target considers himself to have in the immediate circumstances and how much wealth and power the target wields through organization-specific backgrounds such as Backing and Followers. You may not use this more than once on any given target in a scene. (Core, 214)
Judge's Ear Technique: 3m, Reqs 2/1, Reflexive (Step 1), Combo-OK, One scene. The character recognizes as lies all deliberate lies presented to them, as well as the deliberate use of half-truths. If another charm contests these effects, add the character's Essence as automatic successes to the (Perception + Investigation) roll to oppose the other charm. (Core, 213)
Know The Soul's Price: 5m 1wp, Reqs 4/2, Reflexive, Combo-OK, Servitude, Instant. Immediately after interacting with a target, roll (Perception + Investigation) with a difficulty of 1, but with an external penalty of (The target's manipulation + socialize)/2. On a success, this charm forces the target's player to declare the target's price. If the Exalt meets that price, this charm invokes an unnatural Servitude effect - The target becomes loyal to the Exalt and must spend one Willpower per scene to act in a knowingly disloyal fashion. This effect lasts until the Exalt betrays the bargain, or the target has spent a total of 10 willpower to act disloyally. (Core, 214)
First Presence Excellency: 1m per dice, Reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Majestic Radiant Presence: 7m, Reqs 4/3, Reflexive (Step 2), Obvious, Social, One Scene. This charm intimidates others, negating any physical or social attack made against the Solar unless the attacker's player succeeds on a successful Difficulty 1 Valor roll. The attacker need only succeed once per action, no matter how many attacks she makes during a Flurry. The charm's effects are a form of Unnatural Mental Influence, and characters can spend three Willpower to resist the effects of Majestic Radiant presence for a scene.
Friendship with animals Approach: 3m, reqs 1/2, Reflexive (Step 1 or 2), Combo-KO, One Scene. This charm keeps natural animals from attacking the character. It allows the Exalt to communicate with natural animals as though they shared a common language. This charm can be activated while Inactive.
Shadow Over Water: 1m, Reqs 3/1, Reflexive (Step 2), Combo-OK, Instant. This charm allows the Exalt to ignore all penalties that apply to his Dodge DV when resolving that attack. (Core, 227)
Second Sail Excellency: 2m per success, reqs 1/1, Reflexive, Combo-OK, Instant. Spend up to Att + Abil in motes. (Core, 184)
Salty Dog Method: 3m, Reqs 2/1, Reflexive (Step 1 or 2), Combo-OK, Social, War, One scene. This Charm assists in naval and shipboard operations. This charm removes up to the character's Essence in external penalties from appropriate battle, social, dramatic and military actions. This includes penalties directly related to the naval environment, and unrelated penalties such as an enemy's DV or MDV.
Third Athletics Excellency: 4m, Reqs 1/1, Reflexive, Combo-OK, Instant. Invoke after rolling, re-roll and use the result you prefer. For static values, increase the (Attribute + Ability) rating for one task by the ability rating.
Solar Hero Style
Fists of Iron Technique: 1m, reqs 2/1, Supplemental, Combo-OK, Instant. Improve the accuracy of an unarmed MA attack by 1 and it's damage by 2. The damage becomes lethal. The user may parry lethal hand-to-hand attacks without a stunt until his next action. (Core, 242)
Dragon Coil Technique: 3m, Reqs 3/2, Reflexive, Combo-OK, Until next action. This charm makes Clinch crush damage lethal, and adds the Solar's Essence in dice to the pools to inflict, maintain and control a clinch. It also adds the character's Essence to the damage of clinch crush attacks. Cannot be placed in combos with extra-action charms.
Personal Essence Pool: 12/12
Peripheral Essence Pool: 25/29
Committed Essence: 4
(write your essence pools as "current / maximum". current should be lower than maximum if you have motes committed to artifacts or if we finished a session while you wasn't at your maximum essence.)
Willpower: ●●●●● ●
Temporary: □□□□□ □
("cross out" □ boxes by substituting them with Xs)
- Compassion ●●
- Conviction ●●
- Temperance ●
- Valor ●●●●
Limit Break: □□□□□□□□□□
(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of.)
Manses and Hearthstones
- Stone of Aquatic Puissance - Manse 3 - Allows freedom of underwater movement.
- Shattered Memory - Manse 3 - Pirate shipwreck preserved and reinforced to be a Manse, as well as a memory of those lost.
Dodge DV: 6 +3d bracers
Dodge MDV: 5
Soak: B:3 L:1 A:0
Hardness: B:0 L:0 A:0
- Punch (Speed 5, Accuracy 11, Damage 5B, Parry DV 6, Rate 3, Natural
- Kick (Speed 5, Accuracy 10, Damage 7B, Parry DV 4, Rate 2, Natural
- Clinch (Speed 5, Accuracy 10, Damage 5B, Parry DV 5, Rate 1, Natural, Piercing, Clinch
- 16 XP: Ess 3
- 16 XP: 2 charms
- 8 XP: 1 charm