Campaign:Betrayal of the Light/Dragon Blooded Retainers
| This article is bad and may or may not require deleting. |
Comment on the article's talk page.
Reason: A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore
Concept:Generic Social Focused Dragon Blooded.
Starting 100 years 250 years 400 years 550 years Strength ● ●●● ●●● ●●●● ●●●●● Dexterity ●●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Stamina ●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Charisma ●● ●●● ●●●●● ●●●●● ●●●●● Manipulation ●●●● ●●● ●●●● ●●●●● ●●●●● Appearance ●●●● ●●● ●●●●● ●●●●●● ●●●●●●● Perception ●●● ●●● ●●●●● ●●●●● ●●●●● Intelligence ●● ●●● ●●●●● ●●●●● ●●●●●● Wits ●●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Essence ●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Pool 19/39 Valor ●● ●●●●● ●●●●● ●●●●● ●●●●● Temperance ● ●●●●● ●●●●● ●●●●● ●●●●● Conviction ●● ●●●●● ●●●●● ●●●●● ●●●●● Compassion ●●●● ●●●●● ●●●●● ●●●●● ●●●●●
Awareness ●●●●● Craft Integrity ●●●●● Resistance War ●
Athletics Dodge Melee ● Presence ●●●●● Socialize ●●●●●
Bureaucracy ●●● Investigation ●●● Larceny ●●● Martial Arts Sail
Archery ● Medicine Performance ●●●●● Ride ● Survival
Linguistics ●●● Lore ●●● Occult ●●●●● Stealth ●●● Thrown
Integrity + ●●● Familial Loyalty
New Terrestrial Charms
- Auspicious First Meeting Attitude: 2m, reflexive, one scene, emotion. Gain a +3 specialty "Exclusively against (target)" to all social actions during social combat. Reduce this bonus, cumulatively, by -1 per prior scene of social combat.
- Passion Transmuting Nuance: 3m, simple, one scene. Can't be first action in social combat. Roll Manipulation+Presence+Essence, if it beats MDV, inspires a desired emotion, and reduces Temperance to 1 (unless its the primary Virtue), and provides same modifiers as a high rated virtue. 1wp frees a character from this charm.
- Warm-Faced Seduction Style: 1m, supplemental, increase any social dice pool by 5 for seduction purposes, and makes it unnatural influence, costing 1wp to resist.
- First Socialize Excellency: 1m per die, reflexive.
- Smoothing-over-the-Past Technique: 3m, 1wp, reflexive, one scene. Wp costs are waived vs a descendant. Roll Manipulation+Socialize and add (Essence) automatic successes against Dodge MDV. Target may spend 1wp to resist (but doesn't realize someone is tampering with their memories). Spending 3wp in one day protects vs this charm all day. Once memory has been suppressed, the cost to break free is 5wp PER ALTERATION. At Essence 5+, the duration becomes instant.
- Terrestrial Circle Sorcery: 1wp, simple. Shape Sorcery Action (speed 5, -2 dv), then Join Battle.
- Curse of Slavish Humility: Roll Manip+Occult as a social attack, with automatic successes equal to Essence. If the attack overcomes the Dodge MDV, they must grovel before the target for the scene (as a Compulsion). The victim may resist the spell for a single action for 1 Willpower. They may attack the subject of the grovelling, but at a -3 external penalty, unless they have spent Willpower for the attack.
- Infallible Message: 10m, summons a cherub that will deliver a message (including a social attack enhanced with instant charms) to any target in Creation or Yu-Shan.
- Song of the Waves: 20m, Manipulation + Occult, adding Essence to automatic successes. If it bypasses Dodge MDV, the target may resist for four willpower. For every success over the MDV, the target attacks a target of the sorcerer's choice for 1 action. After the Total Control lapses, they remember all.
- Stormwind Rider: 15m, ride a mini-tornado at 100mph, or 45 yards per tick. Also can fly (Essence) Magnitude of troops.
Manses and Heartstones