Campaign:EA-Exalted/Loka Lemezugi

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Basics[edit]

  • Campaign: Campaign: EA-Exalted
  • Name: Loka Lemezugi, styled Bronze Mirror
  • Concept: Explorer
  • Caste: Twilight
  • Motivation: Discovering the Mother's true purpose; recovering the treasures of the First Age
  • Positive intimacies: Automata, books, old artifacts.
  • Negative intimacies: Being called "thief" or "grave robber", his brother.
  • Anima: A great clockwork mandala that hovers overhead, shining orange and purple like the sunset, eternally whirling and immense, etched with numerous glyphs naming the hours, the elements, the constellations, and more, dizzying in its infinitesimal intricacies.
  • Experience: 43/165

Background[edit]

The younger son of a merchant of Dragon's Jaw, Bronze Mirror was raised mostly by house servants after his mother died in his infancy. He never took as great an interest in the family business as his elder brother, Radiant Gold, and instead pursued history over profits. He would eagerly snatch up any old texts that found their way to the family shop, sometimes buying them at such losses that his father would slap him for "blatant lack of market sense". Many a night he would spend in his room, poring over stories of the bygone Ages, wondering if the world would ever know such splendors again, and secretly wishing he could live in such times.

One day early in his adulthood, Bronze Mirror saw his brother (now manager of the shop) stocking away a pile of old, worn-looking books he'd never seen before, and immediately offered to take them all off his hands. Radiant Gold at first refused, but finally acquiesced on the condition that they sign a simple contract for it, which stated that Bronze would serve him for a few years as an errand boy. Eager and trusting (and already feeling like a servant as the secondborn), Bronze agreed to this, and happily walked away with an armload of musty tomes, certain that at least some of them would hint at more bygone marvels. His elation gave way to weeping anger when he found the volumes to be nothing more than old sales records from when his father ran the shop, re-skinned and splashed with mud and brine by his cunning brother. In a rage, he threw the books into the fireplace, and confronted Gold before their father, demanding that the contract be torn up. To Bronze's further dismay, the father sided with Radiant Gold, saying, "A deal is only as fair as you make it. If you did not think to check before buying, the remorse is entirely yours."

After the shock of fraternal betrayal wore off, Bronze was little surprised when Gold piled further misery on him by charging him a great sum for the immolation of the salesbooks, citing that he had destroyed valuable store property. Not wishing the matter to be taken before the Realm satrapy (who would likely only beat the party that couldn't pay them off), Bronze bitterly agreed to pay him back the only way he could think of: scavenging relics.

His first expedition, a journey to the borders of the Silent Crescent went smoothly, but recovered little in the way of salable relics. The second, even deeper outing turned up an ancient structure, remarkably well preserved (no doubt from its isolation). However, further investigation of the building saw the loss of most of his search party to the many traps within. Bronze somehow survived and plumbed into the depths, where he recovered a priceless artifact: an orichalcum box resembling a small book, that spoke to Bronze in the Old Realm tongue. The artifact called itself "The Mother," and requested that it be returned to its rightful home. This revelation drove Bronze to his Exaltation, and instilled in him a great new purpose: to seek out the treasures and other lost technologies of the First Age, and discover the truth behind the Mother's existence.

Bronze Mirror, under the Mother's limited tutelage, decided that he could never return to his family as he was, believing they would take his priceless new ally from him and certainly rat him out as Anathema to the Wyld Hunt. Adopting a new (but strangely familiar) name of Loka Lemezugi, he instead became an "adventurer for hire", aiming to find more ancient Solar technology and restore the countless mechanisms that once made life flourish across Creation.

Appearance[edit]

YEAHWHATABOUTIT.jpg

An adult male in his mid twenties, Lemezugi stands at a height of 5'10", with a sinuous, sturdy build. Being both in hiding and in search of adventure, he dresses primarily for comfort, wearing a dull, dark shirt and trousers of rugged material, slightly stained with mud around the knees and hem. He wears a pair of shaded glasses to hide his bright orange-colored eyes, a defining trait within his family. When excited or preoccupied, he shows a tendency to spell his thoughts out loud regardless of the situation, leaving strangers in earshot to wonder if he may be somewhat mad, or just a big jerk.








Attributes[edit]

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

Abilities[edit]

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


Crafts: Air ●●●●●, Fire ●●●●, Earth ●●●, Wood ●●, Water ●. Magitech ●●●.

Languages: Low Realm; Flametongue, Riverspeak, Old Realm.

Specialties[edit]

None

Backgrounds[edit]

Artifact: ●●●● (Small crafted consciousness, named "Mother".)
Library: ● (Small private collection of books.)
Resources: ●● (Itinerant son of a merchant.)

Charms[edit]

First Martial Arts Excellency
Cost: 1m per die; Mins: Martial Arts 1, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This charm allows him to increase Martial Arts rolls by up to (Attribute + Ability).

Fists of Iron Technique
Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Lemezugi infuses his hands with the strength of his Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its accuracy by one and its Damage by two and making its damage lethal. Lemezugi can parry lethal hand-to-hand attacks without a stunt until his next action.

Dragon Coil Technique
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Until next action
Prerequisite Charms: Fists of Iron Technique
Lemezugi's grip is inexorable, and he may, if he chooses, squeeze the life from the strongest opponent. This Charm makes clinch crush damage lethal. This Charm also adds Lemezugi's Essence in dice to the dice pools to inflict, maintain, and control a clinch. It also adds his Essence to the damage of clinch crush attacks.
This Charm cannot be placed in a Combo with extra-action Charms.

Sledgehammer Fist Punch
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Fists of Iron Technique
This Charm is also called the "Pillar-Breaking Blow." Lemezugi's anima flares, and he strikes like the judgement of Heaven. THis Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (pre-soak) damage of the attack.

Hardship-Surviving Mendicant Spirit
Cost: 10m; Mins: Survival 3, Essence 1; Type: Reflexive
Keywords: None
Duration: Indefinite
Prerequisite Charms: None
This Charm negates any environmental penalties to Survival rolls made for Lemezugi. He can find food and water easily, ignores inclement weather even when lightly dressed, and does not suffer undue blisters, bug bites, or plant poison even walking barefoot through the Far East. This Charm does not protect against environmental damage, however, so if the environment is deadly enough to force Resistance rolls, he will need Element-Resisting Prana to endure it.

First Craft Excellency
Cost: 1m per die; Mins: Craft 1, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This charm allows him to increase Craft rolls by up to (Attribute + Ability).

Object-Strengthening Touch
Cost: 5m; Mins: Craft 2, Essence 1; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: Any Craft Excellency
This Charm makes an object more difficult to break. It increases the number of success necessary to damage the object by Lemezugi's Essence. It increases the (Strength + Athletics) rating necessary to break the object with a feat of strength by his Essence. No combination of Charms that include Object-Strengthening Touch can increase those totals by more than his Essence.

Craftsman Needs No Tools
Cost: 7m, 1wp; Mins: Craft 4 Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Craft Excellency
This Charm supplements a Craft action It removes the need for tools as well as penalties for crafting without tools. The character still needs raw materials. This Charm can enhance a Craft action to build something, in which case the character accomplishes (Essence x 3) hours of work for each hour invested.

First Investigation Excellency
Cost: 1m per die; Mins: Investigation 1, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This charm allows him to increase Investigation rolls by up to (Attribute + Ability).

Crafty Observation Method
Cost: 5m; Mins: Investigation 3, Essence 2; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Investigation Excellency
This Charm is an Investigation-based action wherein Lemezugi studies observable evidence. This Charm functions exactly as a dramatic Investigation action that takes up to 15 minutes, save that the character performs it in a handful of seconds and does not need to ransack the scene.

Spirit-Detecting Glance
Cost: 3m; Mins: Occult 2, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
This Charm allows Lemezugi to see, hear, smell and feel-but not touch-dematerialized creatures. It makes dematerialized creatures within the normal range of his senses valid targets for the character's Awareness actions, including reflexive Awareness actions.

Graceful Crane Stance
Cost: 3m; Mins: Athletics 1, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
This Charm allows him to automatically succeed on any valid Athletics action to keep his balance. Moreover, this Charm allows him to keep his footing on any surface at least as strong and wide as a human hair. He treats it as a three-foot-wide ledge 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.

Shadow Over Water
Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This Charm is used in response to an attack. It allows him to ignore all penalties that apply to his Dodge DV when resolving that attack. His Dodge DV is still 0 against an undodgeable attack, but he takes no further penalties.

Seven-Shadow Evasion (Conviction Flaw of Invulnerability)
Cost: 3m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Shadow Over Water
Lemezugi invokes this Charm in response to an attack. The attack must not be unexpected. This Charm is a dodge that perfectly defends against the attack-even if the attack is undodgeable.

Combos[edit]

None.

Anima Powers[edit]

Solar Exalted of the Twilight Caste may channel Essence through their animas as a last-ditch protective act. If, after damage has been rolled, a Twilight Exalt will lose health levels, he may instead spend five motes of Essence to strengthen his anima in an attempt to resist the attack. Subtract one health level from the damage for every dot of Essence he possesses. This effect can turn an otherwise deadly blow or reduce a weak attack to harmlessness. This effect comes into play automatically once the Solar spends 11+ motes of Peripheral Essence.

Merits and Flaws[edit]

Merits
Eidetic Memory: Lemezugi has a remarkable mind, one capable of recalling everything he has ever observed with picture-perfect clarity. He can recognize someone by a whiff of perfume, repeat verbatim an epic poem first heard years earlier, or recognize a specific person from amongst a crowd of hundreds. Generally, there is no roll to recall anything he has ever experienced. Should he attempt to do so while under stress or remember something he first observed during a stressful situation, an (Intelligence + Awareness) roll with a difficulty assigned by the Storyteller will be required.
Double-Jointed: Lemezugi is remarkably supple, as well as being able to dislocate his limbs at parties. He gains a one-die bonus to all grapple rolls and to all rolls in which such flexibility benefits him, primarily rolls based on Dexterity, Athletics, and/or Larceny.

Flaws
Obligation: Lemezugi owes a major debt to his older brother, an event that more or less ruined his 'original' life and set him on the path to where he is today. And it is going to rear its ugly head one of these days.

Essence[edit]

Essence: ●●●
Regeneration: 0 when active, 4/hour when relaxed, 8/hour when sleeping or meditating.
Personal Essence Pool: 15/15
Peripheral Essence Pool: 26/36
Committed Essence: 10 (Forge-Hand Gauntlets 10)
Anima Level: 0

Willpower[edit]

Willpower: ●●●●●●
Temporary: 6/6

Virtues[edit]

Virtues:

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

Virtue flaw: Conviction - Rigid Mastermind

The character becomes obsessed with planning out every detail of any action he wants to take. Before doing anything he has to have a perfect plan of approach. Even the tiniest of possible flaws in the plan is not acceptable. If the character is forced to take actions without a plan, he receives a -2 penalty on all his actions until he has sufficiently planned out the situation. This also happens when some kind of event disrupts the current plan and the character has to work with these new circumstances directly.

Partial control: The character still has to plan all his actions, but doesn't have to perfect it to the tiniest details, and his mind can also withstand minor disruptions.

Limit: xxx□□ □□□□□

Limit Break Condition: The character lands in a situation that could have been reasonably preventable with the use of available knowledge and resources or misses a golden opportunity which he could have known of.

Duration: One day.

Inventory[edit]

Chain Shirt (Soak +3L/4B, Mobility -0, Fatigue 1, may be concealed under normal clothes), Hatchet, Whip, Clothes and Rucksack.

Artifacts[edit]

Mother: ●●●● (Crafted Consciousness, codenamed "Mother". Attributes unknown. Bronze Mirror found this artifact inside a large temple of indeterminate age. Its purpose and powers are unknown, but it speaks of a great desire to "return" somewhere. The discovery of the Mother elevated Bronze Mirror to the ranks of the Solar Exalted.)

Forge-Hand Gauntlets: ●●●● (Repair: 2. These red dragon-scale leather gloves are impervious to all heat, and confer the same benefits to Lemezugi's hands and arms while he is attuned to and wearing them. Against attacks based on heat or flame, he gains a +10L/10B soak and hardness bonus, as long as he uses them to parry the attacks (and has a positive parry DV while doing so). They will also heat themselves with a thought from him, making them hot enough to melt stone and steel; while wearing them, he effectively has an Exceptional blacksmith's forge on his person at all times, and receives a +2 bonus to all Craft (Fire) rolls to make or repair applicable objects as a result. Used combatively, every unarmed attack made against an inanimate object not made of a magical material (or comparably invulnerable) permanently reduces the object's soak ratings by the pre-soak damage of the attack (to a minimum of 0 soak). Attacking a character wearing non-indestructible armor likewise reduces its soak, destroying it should it reach 0L/0B. The gauntlets allow their wearer to parry lethal and ranged attacks without a stunt, and if the gauntlets fully parry a non-magical weapon, the attacking weapon is destroyed. They receive no magical materials bonuses and may be wielded using Martial Arts, suffering no off-hand penalties while used paired.)

Manses and Hearthstones[edit]

None.

Combat[edit]

Join Battle: 6 dice.
Dodge DV: 6
Dodge MDV: 4
Soak: 4L/3B (Chain Shirt, +3L/1B, Fatigue 1)

Attacks[edit]

Punch: Speed 5, Accuracy 9, Damage 2B, Parry DV 5, Rate 3, Tags: N.
Kick: Speed 5, Accuracy 8, Damage 5B, Parry DV 3, Rate 2, Tags: N.
Clinch: Speed 6, Accuracy 8, Damage 2B, Parry DV n/a, Rate 1, Tags: N/P.
Forge-Hand Gauntlets (Punch): Speed 5, Accuracy 8, Damage 10B (Aggravated 7A while heated), Parry DV 5, Rate 2, Tags: M.
Forge-Hand Gauntlets (Clinch): Speed 6, Accuracy 8, Damage 9B (Aggravated 6A while heated), Parry DV n/a, Rate 1, Tags: M/P.
Hatchet: Speed 4, Accuracy 4, Damage 7L, Parry DV 2, Rate 2, Tags: T.
Whip: Speed 5, Accuracy 4, Damage 3B, Parry DV 2, Rate 2, Tags: D/R.
Hatchet (Thrown): Speed 5, Accuracy 4, Damage 5L, Range 10, Rate 2, Tags: None.

Health[edit]

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

Advancement[edit]

BP
Merits (4)
Eidetic Memory (3)
Double-jointed (1)

Flaws (3)
Obligation: Debt (3)

Other BP Expenditures (14)
Essence ●●● (7)
Background: Artifact ●●●● (2)
Dodge ●●●● (2)
Survival ●●●● (2)
Resistance ● (1)

XP
Lore ●●● (3)
Craft (Magitech) ● (2)
Craft (Magitech) ●● (1)
Craft (Magitech) ●●● (3)
Charm: Fists of Iron Technique (8)
Charm: Dragon Coil Technique (8)
Athletics ●●● (4)
Lore ●●●● (5)
Occult ●●●● (5)
Craft (Elements) ●●●● (5)
Charm: Craftsman Needs No Tools (8)
Occult ●●●●● (7)
Martial Arts ●●●● (5)
Medicine ●● (1)
Medicine ●●● (3)
Valor ●●● (6)
Integrity ● (3)
Charm: Sledgehammer Fist Punch (8)
Lore ●●●●● (7)
Martial Arts ●●●●● (7)
Awareness ●●●● (5)
Craft (Elements) ●●●●● (7)
Investigation ●●●● (5)