Campaign:Conquering of Canals/Aria

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Basics[edit]

  • Campaign: Conquering the Canals Exalted
  • Name: Blue Aria
  • Concept: Heavenly Virtuoso
  • Caste/Aspect: Zenith
  • Motivation: Journey to the West
  • Positive intimacies: [Unconquered Sun] [Great Forks][An Teng] [Mishiko]
  • Negative intimacies: [The Shatterer of Ways]
  • Anima: **coming soon**
  • Experience: Unspent: 1/Total: 127


Background[edit]

Appearance[edit]

Attributes[edit]

Strength  ●●        Charisma     ●●●●●     Perception   ●●
Dexterity ●●●●●     Manipulation ●         Intelligence ●●
Stamina   ●●        Appearance   ●●●●●     Wits         ●●●

Abilities[edit]

Archery      ●●●●●     Integrity   ●●●●●  Craft               Athletics ●●●    Bureaucracy 
Martial Arts           Performance ●●●●●  Investigation       Awareness ●●●    Linguistics  
Melee                  Presence    ●●●●●  Lore          ●●●   Dodge     ●●●●●  Ride        
Thrown                 Resistance         Medicine            Larceny          Sail        
War                    Survival    ●      Occult        ●●●   Stealth          Socialize   


Favored Abilities: Archery, Dodge, Athletics, Lore, Occult

Caste Abilities: Integrity, Performance, Presence, Resistance, Survival

Specialties[edit]

Archery +2 (Firedust Weaponry), Performance +2 (Singing)

Languages: Riverspeak, Low Realm, Firetongue

Merits and Flaws[edit]

Enemy - 1 ( Dynast, House Ragara ) Obligation - 2 ( Ahlat )

Backgrounds[edit]

Artifact ( Plasma Tongue Repeater ): ●●
Artifact ( Plasma Tongue Repeater ): ●●
Artifact ( Transformative Armor ): ●●
Artifact ( Essence-Scrying Goggles ): ●


Charms[edit]

  • Excellencies

First ( Archery ) Excellency
Cost: 1m per die Mins: Archery 1, Essence 1
Type: Reflexive
(Step 1 for Attacker, Step 2 for Defender )
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
1 die per mote, max ( Attribute + Ability ).


Infinite ( Archery ) Mastery
Cost: 2m+, 1wpMins: ( Archery ) 4, Essence 3
Type: Simple
Keywords: None
Duration: One Scene
Prerequisite Charms: Any ( Archery ) Excellency
The Solar Exalted are infinite wells of talent. Each two motes committed to this Charm reduces the mote cost for the first three (Ability) Excellencies by one, to a minimum of 0. Exalted with Essence 3 can spend up to six motes on this Charm, while Exalted with Essence 4+ can spend as many motes as they like.


First ( Performance ) Excellency
Cost: 1m per die Mins: ( Performance ) 1, Essence 1
Type: Reflexive
(Step 1 for Attacker, Step 2 for Defender )
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
1 die per mote, max ( Attribute + Ability ).


  • Archery


Trance of Unhesitating Speed
Cost: 2m or 4m per attack Mins: Archery 3, Essence 2
Type: Extra Action
Keywords: Combo-OK, Obvious
Prerequisite Charms: Any Archery Excellency
The ideal archer flows with soft and unhesitating grace through the motions of firing her weapon. This Charm is a magical flurry of two or more Archery-based attacks. Each attack costs two motes, including the first, and the Exalt can buy up to (her permanent Essence + 1) attacks. This Charm lets the Solar make these attacks regardless of the weapon’s Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. Some Archery weapons, such as firewands and siege crossbows, are difficult to fire rapidly. Characters using Trance of Unhesitating Speed with a weapon that has a Rate less than 1 must spend four motes rather than two motes on each attack. This Charm need not be Obvious if the character does not exceed the normal Rate of the bow, but it can be Obvious at any time if the activating character desires.


Flashing Vengeance Draw
Cost: 3m Mins: Archery 3, Essence 2
Type: Supplemental
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Trance of Unhesitating Speed
To assault the Chosen of the Unconquered Sun is folly. Their retribution is swift and terrible. The Exalt must have an Archery weapon available for use to invoke this Charm, but it need not be in her hands. This Charm enhances the Join Battle action, giving the Solar a number of bonus successes on the Join Battle roll equal to her Essence. This Charm immediately and reflexively draws and readies an available Archery weapon.


Elegant Executioner Stance
Cost: 5m Mins: Archery 5, Essence 3
Type: Simple ( Speed 4 )
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Trance of Unhesitating Speed
Upon activating Elegant Executioner Stance, the Abyssal may draw and load any Archery weapons available to him as part of the action needed to use this Charm. For the rest of the Charm’s duration, whenever the Abyssal makes an Archery based attack on a target within five yards, extra successes on attack rolls count twice for purposes of determining raw damage.


Essence Arrow Attack
Cost: 2m Mins: Archery 2, Essence 2
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
Add Essence in damage to Archery attacks. In addition, Dazzling Flare: makes Archery attacks Holy ( Aggravated damage to Creatures of Darkness ), shines brightly enough to be seen for ( Essence x 10 ) miles if fired straight upwards or otherwise unobstructed. Righteous Judgment Arrow: spend one extra mote for +4 extra dice of damage to the attack.


Phantom Arrow Technique
Cost: (1m per attack) Mins: Archery 3, Essence 2
Type: Permanent
Keywords: Obvious
Prerequisite Charms: Essence Arrow Attack
Make ranged attacks without ammunition. 1 mote per arrow. Unrolled reflexive action, not a Charm activation.


Summoning the Loyal Bow
Cost: 1m Mins: Archery 3, Essence 2
Type: Simple ( Speed 3 )
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Phantom Arrow Technique
The Chosen may set aside their weapons for a time, but a life of peace can never be their fate. The Solar first draws a ranged weapon that he owns and has used to inflict damage in battle. This Charm banishes that weapon to Elsewhere. The Solar can then draw the weapon directly from Elsewhere later, using a miscellaneous action. The Charm ends when he does so. If he cancels the Essence committed to this Charm while the weapon is Elsewhere, the weapon falls to the ground at his side. This Charm can banish only objects (including artifacts) deliberately created as ranged weapons.


Inexhaustible Bolts of Solar Fire
Cost: 8m, 1wp Mins: Archery 5, Essence 4
Type: Simple
Keywords: Combo-OK,Obvious
Duration: One Scene
Prerequisite Charms: Phantom Arrow Technique
Make ranged attacks without ammunition, including Firedust charges. Ammunition created by this Charm adds one die to it's normal damage and never strikes an unintended target. It will stop in midair for an instant before vanishing rather than hurt someone the Solar wishes spared.


Solar Flare Methodology
Cost: 5m, 1wp Mins: Archery 5, Essence 4
Type: Simple (Speed 5)
Keywords: Obvious
Duration: One Scene
Prerequisite Charms: Inexhaustible Bolts of Solar Fire
Make a Firewand with the following profile; Range 15 yards, Accuracy +(Essence), Damage 16L plus extra suxx, Rate 2.


  • Performance

Respect Commanding Attitude
Cost: 6m Mins: Performance 3, Essence 2
Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: One Scene
Prerequisite Charms: None
Others listen when the Lawgivers speak. In ancient days, they commanded the attention of Primordials, beasts and gods. This Charm involves a performance or oration, and the Solar’s player rolls (an appropriate Social Attribute + Performance) when invoking Respect Commanding Attitude. This Charm exerts unnatural mental influence on everyone who can see or hear the character. If the extra successes exceed a given target’s MDV, that target suffers a compulsion to stay in the Exalt’s company and respectfully observe the performance. Resisting this compulsion for five minutes costs one Willpower, up to a maximum of three Willpower per scene, and such resistance allows the target to leave, heckle or even forcibly silence the character.


Heart-Compelling Method
Cost: 6m Mins: Performance 4, Essence 2
Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: One Scene
Prerequisite Charms: Any Performance Excellency
Supplements Performance based roll, exerts unnatural mental influence. If ( targets ) MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for a scene. Resisting the influence costs 2 Willpower.


Husband-Seducing Demon Dance
Cost: 10m 1wpMins: Performance 5, Essence 3
Type: Simple ( Speed 6 in long ticks )
Keywords: Combo-OK, Emotion, Obvious, Social
Duration: Instant
Prerequisite Charms: Heart-Compelling Method
The Solar gives a performance, rolls ( Charisma or Manipulation ) + Performance + Appearance in bonus dice. Exerts unnatural mental influence on all who witness the performance. Characters with a MDV less than the Solar's successes must spend 2 Willpower or fall instantly in love with either the Solar or something she represents. This effect does not depend on gender or sexual preference. This love is a form of commitment ( see p.201 ). Targets can break the commitment but must spend one Willpower each scene where they deliberately attempt to shake it off.


Phantom-Conjuring Performance
Cost: - Mins: Performance 3, Essence 3
Type: Permanent
Keywords: Obvious
Duration: Variable
Prerequisite Charms: Any Performance Excellency
Essence enhances the Solar’s arts. This Charm allows the Solar to create ghostly images, Essence flares, ethereal music and strange sensory effects when using a Performance Excellency or Presence Excellency. These effects do not seem entirely real, they remain within (Essence x 10) yards of the Solar, and they cannot be used to confuse or deceive others without a stunt. This Charm has no cost, but the Solar need not use its effects.


Demon-Wracking Glory
Cost: variable +1 wp Mins: Performance 5, Essence 3
Type: Simple ( Speed 6, DV -2 )
Keywords: Combo-Basic, Illusion, Obvious
Duration: Instant (see below)
Prerequisite Charms: Phantom-Conjuring Performance
This Charm expands Haunting Apparition Trick. The maximum radius for evoking unnatural effects extends to (Essence x 100) yards, or (Essence – 5) miles if the Abyssal has Essence 6+. More importantly, the Exalt may use these effects to cause physical injury to living, mortal creatures within (Essence x 10) yards. The Charm causes harm through blatantly supernatural and suitably Abyssal effects. Chill winds freeze, frightful keening causes the victim to bleed from the ears and so on. Withering Phantasmagoria inflicts harm in three ways. The Abyssal chooses between them each time she uses the Charm. Two methods last as long as the Abyssal continues to sing, play, orate or the like, and spends Essence each action to maintain the Charm. The third is an instant attack. For each form, however, the Abyssal’s player must roll (Charisma + Performance) to initiate the attack. A character gains one attack form when she learns the Charm. Additional applications cost an additional experience point each, or all three attack forms for one bonus point. A character can use only one attack form at a time. Activating the Charm costs Willpower. Continuing it merely costs Essence (for the two continuing effects).142

Area, Continuing: The Abyssal inflicts one level of lethal damage per two motes spent each action, to a maximum of (Essence) damage. Targets can soak this damage only with Stamina or soak-enhancing Charms. The Abyssal’s lethal performance affects everyone whose Dodge MDV is less than the number of successes from the attack roll. Continuing the attack counts as the character’s Charm use for each action.

Single Target, Continuing: The Abyssal’s chosen victim suffers one level of unsoakable lethal damage per action that the Abyssal continues the Charm. This effect costs three motes per action. The initial attack roll must exceed the victim’s Dodge MDV. Continuing the attack counts as the character’s Charm use for each action.

Single Target, Instant: The Abyssal spends up to her (Stamina + Essence) in motes and inflicts that many dice of lethal damage, plus extra successes from the attack roll. The target can resist this damage only with Stamina or soak-enhancing Charms. The attack cannot be parried without a Charm or stunt, but it can be dodged like a normal ranged attack.

New Solar Charm: Demon-Wracking Glory (Prerequisites: Phantom-Conjuring Performance; Exalted, p. 202). This Charm expands the capabilities of Phantom-Conjuring Performance to increase its range. It also has the Holy keyword for its Performance-based attacks, inflicting aggravated damage to targeted creatures of darkness but leaving all other creatures unharmed. Attacks take the form of bright fires, scorching beams of sunlight, phantom executioners and the like.


  • Athletics

Graceful Crane Stance
Cost: 3m Mins: Athletics 1, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
Auto succeed on any athletics roll to maintain balance. Allows the Exalt to keep his balance on any surface as strong and wide as human hair. He treats it as a 3-foot wedge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions he can take and what penalties to them might apply.


  • Dodge

Shadow Over Water
Cost: 1m Mins: Dodge 3, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Ignore all penalties to that apply to her Dodge DV when resolving that attack. Her Dodge DV is still 0 against an undodgeable attack, but she takes no further penalties.


Seven Shadow Evasion
Cost: 3m Mins: Dodge 4, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shadow Over Water
Perfectly dodges an attack, even if it is undodgeable. Compassion flaw (pg. 194).

Combos[edit]

It's Showtime 1wp, 6m + 1m per dice
( First Performance Excellency + Heart-Compelling Method )

Unyielding Light of the Sun 1wp, 5-7m + 2m per suxx
( Second Archery Excellency + There Is No Wind + Essence Arrow Attack )

Essence[edit]

Essence: ●●●●
Personal Essence Pool: Current 20/Maximum 20 /
Peripheral Essence Pool: Current 37/Maximum 47 /
Committed Essence: 10

Willpower[edit]

Willpower: ●●●●●●●●
Temporary: 8/8

Virtues[edit]

Virtues:

Compassion ●●●●
Conviction ●●
Temperance ●●●●
Valor      ●

Virtue flaw: Red Rage of Compassion
Limit: □□□□□ □□□□□
Limit Break Condition: The character sees innocents suffering and is unable to effectively intervene..

Inventory[edit]

PLASMA TONGUE REPEATER (ARTIFACT ••)
Pg. 75, WotLA.


ESSENCE-SCRYING GOGGLES (ARTIFACT •)
Pg. 25, SoFR

TRANSFORMATIVE CLOTHING AND ARMOR (ARTIFACT ••)
Pg. 26, SoFR


Manses and Hearthstones[edit]

(write what hearthstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)

Combat[edit]

Dodge DV: 7 (dex+dodge+Ess)/2 round up
Dodge MDV:9 (will+integ+Ess)/2 round down
Soak: 0A/7L/6B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/1L/2B (add half from armor and full from stamina)
Hardness: 0A/2L/2B (armor only)

Attacks[edit]

Plasma Tongue Repeater (Speed 5, Accuracy 14, Damage 10L, Rate 5, Range 20, Ammo 5, Tags F)
Summoned Firewand (Speed 5, Accuracy 17, Damage 16L + extra suxx, Rate 1, Range 15, Ammo 1, Tags 2, F, S)

Health[edit]

□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
□ Dying
□ Dying

one Dying level per dot of Stamina

Advancement[edit]

XP

16 - Essence 3
5 - Combo ( 1st Performance Excellency + Heart-Compelling Method )
1 - Essence Arrow Attack ( extra effect )
24 - Essence 4
8 - Inexhaustible Bolts of Solar Fire
8 - Solar Flare Methodology
8 - Infinite Archery Mastery
8 - Trance of Unhesitating Speed
8 - Elegant Executioner Style
8 - Flashing Vengeance Draw
8 - Summoning the Loyal Bow
8 - Phantom-Conjuring Performance
8 - Demon-Wracking Glory
8 - Husband Seducing Demon's Dance


BP

2 - Archery
2 - Performance
2 - Dodge
2 - Presence
2 - Integrity
2 - Specialty ( Archery, Performance )
3 - Temperance
3 - Compassion


Shopping list[edit]

Monkey Leap Technique
Cost: 3m Mins: Athletics 1, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
For the rest of the scene, the character can jump with a movement action instead of a miscellaneous action, and she doubles the length of all jumps.


Spider-Foot Style
Cost: 4m Mins: Athletics 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Graceful Crane Stance
The heroes of the dawn make the impossible look easy. This Charm allows the character to run (using the Move and Dash actions) on any surface. She cannot stop while standing on a vertical surface or while upside down, however. If she does not make a Move or Dash action on every tick, she falls. If the Solar has Essence 4 or higher, she can spend one mote per action to remain standing on a vertical or inverted surface. She can, for example, fence while standing upside down on the ceiling.


Ox-Body Technique
Cost: - Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
One -1 health level and two -2 health levels.


Keen (Sight) Technique
Cost: 3m Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
Essence enhances the Solar’s senses. Keen (Sense) Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste. This Charm gives two bonus successes on Awareness actions that use the relevant senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow.

Sight. The character can make out the detail on a commander’s epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and with a legendary success, he can make out the motion of the mites that live on others’ eyebrows.


Unsurpassed (Sight) Discipline
Cost: 2m Mins: Awareness 5, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Keen (Sight) Technique
Essence grants the character supreme sensory prowess. Unsurpassed (Sense) Discipline is actually three Charms. One heightens sight, one heightens hearing and touch, and one heightens smell and taste. This Charm doubles the character’s successes on Awareness rolls, before subtracting any external penalties. Should the character employ this Charm in combination with the appropriate Keen (Sense) Technique, it is reasonable to imagine that she could critique the mating practices of insects, read with her fingertips or gauge an individual’s mood by scent.