Campaign:Flailing About/Creek Barique
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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
- 1 Basics
- 2 Attributes
- 3 Abilities
- 4 Backgrounds
- 5 Charms
- 6 Essence
- 7 Willpower
- 8 Virtues
- 9 Combat
- 10 Advancement
Campaign: Flailing About
Concept:Violin wielding PIRATE
Motivation: Steal this Warfleet the Silver Prince is Rumored To have
Intimacies: Hate: Dynasts, Likes:Sailing, Violins
Anima Banner: waves form a musical sheet, with notes in time to his playing
Creek Barique was born on an insignificant island in the Far West, less than 100 souls inhabited it. the island was storm wracked, threatened by the fair folk and raiders of all races, and barely habitable, the only fame to claim an abandoned temple from the first age where once a set of artifacts resided. a Jet Black violin bow, and a shiny violin of Orichalcium. the violin had long ago been stolen by what was said to be an Anathema looking for objects of power, forgetting the paired bow in haste to flee the righteous wrath of the dragons. The temple was locked closed and barred, overgrown with vines and forbidden. Of course forbidding something to a 6 year old kid with nothing better to do is a foolish idea at best, and so Creek would sneak into the temple by climbing the vines into a broken window, and spend hours drawing in the dirt with the black stick he found on a pedestal inside.
However, things were not to last and one day while playing inside alone, he heard explosions and screams of terror, climbing to the window he watched in horror as a warfleet displaying the banner of the Scarlet Empress rained elemental fury down on his village, while cruel warriors in flowing armor blazing with power cut down any who tried to flee. Crying he hid in the temple for days, not even bothering to leave for water slowly growing weaker. then two days after the event, his village in people in cinders, the door to the temple opened and a woman shining with energy, walked in, a song playing with each step. Searching she found the violin bow and moved to take it before noticing the weary and haggard boy nearby, smirking she stole him as well.
The next ten years of Creek's life were spent serving on the goddess's floating palace as little more than a slave, fairly ignored unless something menial needed to be done and not a word said except for commands. Until a day when a bald shaven monk tattooed with winding dragons in red appeared on the barge. This Immaculate monk broke through the few guards the goddess had and began threatening her, something about extorting worship from naive islanders. Filled with anger and the conviction to actually do something about it now, Creek snuck up on the monk as he prepared to strike the goddess and in a burst of elemental power slammed the monk into the ocean with a single blow from his broom. the monk was dead and Creek promptly fainted from his exertions.
While he slept the goddess debated whether to kill him or not. She had her reasons, long ago in the first age a good friend of a lunar, and a beautiful singer was struck down by the Dragon-Blooded in the usurpation, and she had never forgiven them. But she was also practical, and knew of Creek's hatred for the Realm, a great danger to her in the form of the Immaculates and the legions. So she spared his life, and trained him in the Martial Art created by her Lunar lover. She trained him over 20 years to kill for her, to kill with a song.
Then, a few years ago the Goddess heard that the children of the Unconquered Sun had returned to walk Creation once more, and the Lunars had come back from their hiding in the wyld edges of creation. Realizing she needed an effective agent she could trust in the world to report back to her on this situation, she finished his training early, leaving him only half done in the style, and gifted him the violin bow of his island, along with a near perfect wooden violin to play upon. and deposited him on Coral to make his way and report back to her.
Since then Creek has taken up Piracy, stealing a series of larger ships and looting realm and lookshy ships when he could, gaining and losing crew all the while. Recently he has heard that the Silver Prince has been constructing a war fleet to destroy the power of the realm, and Creek has decided to steal it for his and the goddesses own purposes. (Admittedly he has no clue about the size of the fleet, he believes that the Silver Prince discovered a single artifact ship intact from the first age, and that's his main goal... if he could find it.) unfortunately a terrible storm wracked his ship, and all of his crew were lost when the monsters came to play, limping into harbor, he's now at an impasse... what to do now, can't get a crew with this reputation of losing them all the time.
He is Creek Barique! Child of the Elemental Dragon of Water! Pirate! and Musician!
Creek is a Pirate for one, in the swashbuckling sense, he's out to get back at the Realm and also Lookshy seeing no real difference between the two. He has no problem with stealing... from the wealthy, poor people have nothing to steal! ha ha, actually also because poor people generally don't deserve it. Surprisingly he's extremely bad with women, being raised as a servant of a music goddess might make this seem odd, until one finds out she is very jealous and does not share servants, and would never get it on with a child or a dragonblooded, the first because it's wrong, the second because she does not like them. This leads to Creek often completely missing any subtle suggestions, and getting utterly confused by more explicit attempts, ending usually in o_o "what?... you whore how could you say that.". As for men... Creek is not interested, no attraction at all. Otherwise Creek is open to trying new things, especially new forms of music, and loves to play on his violin.
Pirate with a long vest, and a huge hat. He is generally playing a violin, is about 5'8 skin color is of the Greco/Italian coloration. has silky black hair and a trimmed 'stache and goatee. generally has tough boots as part of the ensemble. Eyes are the color of a storm-wracked sea on a really bad day. and his hair is always just a bit damp to the touch.
Strength ●● Charisma ●●●● Perception ●●●●● Dexterity ●●●●● Manipulation ● Intelligence ●● Stamina ●● Appearance ●● Wits ●●●
Terrestrial Block Linguistics Awareness ●●● Athletics Bureaucracy Archery Lore ● Craft Dodge ●●● Investigation Medicine Occult Integrity ●●● Melee ● Larceny Performance ●●●● Stealth Resistance Presence ●● Martial Arts ●●●●● Ride Thrown War Socialize ● Sail ●● Survival
(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.)
Craft Air ●
(Write here the languages you can speak) SeaTongue (native)
MA (Silver Nightingale Style) ●●
Artifact (Harmonic Black Jade Violin Bow (Wrackstaff): ●●
TIGER-AND-BEAR AWARENESS Cost: 6m; Mins: Martial Arts 3, Essence 3; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: One scene Prerequisite Charms: None The martial artist practicing this Charm is aware of all that surrounds him. He respires wisdom, and nothing escapes his notice. To an observer, the martial artist appears to walk more lightly on his feet, and the winds seems to whisper in his ears. For the duration of the Charm, the martial artist is automatically aware of all beings within a number of yards equal to his Essence, unless an entity is expending Essence in an effort to conceal itself. Additionally, learning this Charm brings with it a sort of danger sense. A martial artist who knows Tiger-and-Bear Awareness can activate it reflexively when subject to a sneak attack in order to automatically notice the assault. This Charm does not grant the ability to see immaterial spirits or dematerialized elementals in the vicinity.
TIGER-AND-BEAR UNITY Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Supplemental Keywords: Combo-OK, Enlightening Duration: Instant Prerequisite Charms: Tiger-and-Bear Awareness As she lets the Essence of Creation flow through her, the martial artist flows through it. As they are already one, she cannot fail to strike her target true and with great precision. Attacks supplemented by this Charm gain a number of automatic successes equal to no more than the attacker’s Martial Arts score. She chooses the exact number of successes to apply, minimum zero, after Step Six of combat resolution, allowing her to make her blow as devastating or subtle as she likes.
--Silver Nightingale Style--
INSPIRING BATTLE HYMN Cost: 2m; Mins: Martial Arts 2, Essence 1; Type: Supplemental Keywords: Combo-OK, Emotion, War Duration: One action Prerequisite Charms: None The martial artist’s voice rises in a song of triumph, and in response, her allies take heart and fight more fiercely. For each action in which the Silver-Voiced Nightingale spends two motes, she and all allies within (Essence x 5) yards receive a one-die bonus to attacks and +1 MDV. Rolls to coordinate attacks take a +2 bonus. If the martial artist is part of a mass combat unit of Magnitude 1 or 2, her battlehymn confers a +1 bonus to Attack and Morale ratings for the unit’s action. The martial artist can perform any sort of combat action while using this Charm, as long as it doesn’t use any Ability except Martial Arts. If a character with this Charm has not learned the Charm Terrifying Battle Shriek, then she suffers a -1 penalty to the number of bonus dice she receives for channeling Willpower through her Valor and Conviction. This penalty stacks with other Virtue penalties imposed by Charms of this style and is in effect regardless of whether the character is actually using the Charm.
TERRIFYING BATTLE SHRIEK Cost: 2m; Mins: Martial Arts 2, Essence 1; Type: Supplemental Keywords: Combo-OK, Emotion, War Duration: One action Prerequisite Charms: None The martial artist’s voice rises in a howl that promises horrible death to her foes. For every action in which the Silver-Voiced Nightingale spends two motes, her player rolls (Perception + Martial Arts) and compares the result to the Dodge MDV of every foe within (Essence x 5) yards. Each foe whose MDV does not surpass the roll’s successes incurs a -1 internal penalty on all actions he initiates during the martial artist’s action, and he adds one tick to the Speed of his action from the fear-induced hesitation. In mass combat, this Charm can impose a -1 internal penalty and -1 Morale on an opposing unit of up to Magnitude 2. The martial artist can perform any sort of combat action while using this Charm, as long as that action doesn’t use any Ability except Martial Arts. If a character with this Charm has not learned the Charm Inspiring Battle Hymn, then he suffers a -1 penalty to the number of bonus dice he receives for channeling Willpower through his Compassion and Temperance. This penalty stacks with other Virtue penalties imposed by Charms of this style and is in effect regardless of whether the character is actually using the Charm.
HARMONY IN OPPOSITION STANCE Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Simple Keywords: Combo-Basic Duration: Varies Prerequisite Charms: Inspiring Battle Hymn, Terrifying Battle Shriek 104 When a Silver-Voiced Nightingale uses this Charm, she moves in perfect counterpoint to her opponent. A brief kata and several sharp notes allow her to sound him out, using a (Perception + Martial Arts) roll with a difficulty equal to his Essence. For every success on this roll (to a limit equal to her own Essence score), the martial artist may reduce his Dodge or Parry DV against her attacks by one and add one to her own Dodge or Parry DV against him. The DV adjustments last as long as the martial artist continues to fight this opponent and no one else. The martial artist also hears snatches of sounds that matter to her foe: his lover’s name, perhaps; for an introspective literary man, his favorite poem; or, for a loyal general, a snatch of his country’s national anthem. From these clues, the martial artist can determine one of her enemy’s Intimacies per scene, if she can keep the Charm’s effect running for five actions.
HAUNTING HEART-RENDING MELODY Cost: 4m, 1wp; Mins: Martial Arts 3, Essence 2; Type: Simple Keywords: Combo-OK, Emotion Duration: Instant Prerequisite Charms: Inspiring Battle Hymn The Nightingale sings a cascade of notes to arouse an emotion of his choice while focusing his will and Essence on his target, who must be within (Essence x 10) yards. The martial artist’s player rolls (Charisma + Martial Arts). If the result exceeds the target’s Dodge MDV, the target feels whatever emotion the Silver-Voiced Nightingale wishes her to feel about anything or anyone he chooses that is present at the time. Thereafter, the emotion returns every time the target sees that thing again. (Intimacies, Virtues and Motivations may reduce the target’s Dodge MDV for this purpose, as detailed on p. 172 of Exalted.) Spending a Willpower point enables the target to fight past this unnatural mental influence for a scene. If the target does so three times, she breaks the Charm’s influence. If a character with this Charm has not learned the Charm Voice of the Night Bird, then he suffers a -1 penalty to the number of bonus dice he receives for channeling Willpower through his Valor and Conviction. This penalty stacks with other Virtue penalties imposed by Charms of this style and is in effect regardless of whether the character is actually using the Charm.
VOICE OF THE NIGHT BIRD Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Terrifying Battle Shriek The martial artist draws a deep breath as he takes the stance for an attack, then shouts a violent kiai. The force of his call strikes the enemy like a punch. By spending three motes, the Nightingale can make any Martial Arts attack sonic. He can launch it against anyone within (Martial Arts x 10) yards, and his player uses (Perception + Martial Arts) for its attack roll. Charisma replaces Strength for its base damage. The battle cry’s damage is normally bashing, but it can be increased or made lethal with a weapon or appropriate Charm (such as Weeping Nightingale Form). The Nightingale could even attempt to shout a weapon from an enemy’s hand or knock her off her feet. Doing the former acts as a ranged attempt to disarm a target (per the rules on p. 158 of Exalted), incurring the standard -4 penalty. Doing the latter follows the knockdown rules on p. 153 of Exalted. (If the Charm-supplemented attack attempts to deliberately cause knockdown, its Accuracy suffers the standard -2 penalty, as well as a -4 penalty since the attack is ranged.) Voice of the Night Bird cannot be parried without a stunt or a Charm, though it can be dodged. If a character with this Charm has not learned the Charm Haunting Heart-Rending Melody, then he suffers a -1 penalty to the number of bonus dice he receives for channeling Willpower through his Compassion and Temperance. This penalty stacks with other Virtue penalties imposed by Charms of this style and is in effect regardless of whether the character is actually using the Charm.
DULCET NIGHTINGALE FORM Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple Keywords: Emotion, Form-Type Duration: One scene Prerequisite Charms: Haunting Heart-Rending Melody Standing straight and pitching her voice to reach all of her listeners, the Nightingale’s song rings out with exquisite clarity. So moved are her opponents by its beauty that, as long as they can hear her and are within (her Essence x 10) yards of her, their attacks against her suffer an internal penalty equal to (her Martial Arts – foe’s Temperance). Moreover, if a foe acts on a tick during which the martial artist is guarding, he finds the loveliness of the Nightingale’s song so disarming that he cannot attack her without spending a Willpower point. These are active effects. They persist as long as the character sings. A character can stop singing, however, without deactivating the form. Should she start singing again before the scene ends, the effects come back into play without requiring the character to spend more Essence. If a character with this Charm has not learned the Weeping Nightingale Form, she suffers a -1 penalty to the number of bonus dice she receives for channeling Willpower through her Valor and Conviction. This penalty stacks with other Virtue penalties imposed by Charms of this style and is in effect regardless of whether the character is actually using the Charm. Characters who know both forms cannot use both at the same time.
Combo Name: Combo Cost + 1wp
- List of constituent Charms, including Cost and Type.
- Heavenly Guardian Defense, 4m, Reflexive (Step 2).
Regeneration: (4 per hour plus twice the rating of your hearthstone(s) under normal conditions. remember you gain an additional 4 motes per hour when you're resting)
Personal Essence Pool: 9/9 /
Peripheral Essence Pool: 19/24 /
Committed Essence: 5
(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: □□□□□ □□□□□
Black Jade Violin Bow
Speed Accuracy Damage Defense Rate Minimums Attune Cost Tags
3 +2 +5L +2 3 Str••,Mrt• 5 •• 2, M, P, R
3 +2 +13B +2 3 Str••,Mrt• 5 •• 2, M, R
Perfect Clothing: Pirate garb, long coat, boots, fancy ass hat. +1 to all social rolls
Perfect Jewelry: Rings and necklaces, and a festooning of small jewels in the clothing. +1 to all social rolls
Perfect Violin: A Gift from his mentor, it plays sweetly but sorrowfully, it is a very old and worn violin, but of the highest quality and kept cared for. +3 to performance rolls using it.
Lockpicks: hidden in the hat.
Ship: The Gray Conch
BLUE-WATER MERCHANT (RESOURCES ••••)
These large sailing ships traverse Creation from the White Sea (in summer, at least) to the isles of the far Southwest, carrying freight ranging from dried Laplander vegetables to fine marble from Calin. Many navies also use these ships as troop transports. Such ships often have two masts. The stern holds a large, enclosed deckhouse that can quarter crew or passengers. A primary hold and a secondary, lower hold can house personnel or merchandise.
Speed: 7/15 mph
Endurance: Winds and currents
Cargo: 2,000 tons or more; troop carriers use the primary hold for 125 soldiers and the lower hold for their gear and supplies
Health Levels: Ux12/Mx6/Cx5/I/D
Heavy 6 -1 11L 1 400 - •••/•• 2,A,P Front
Heavy 6 -1 11L 1 400 - •••/•• 2,A,P Back
Other Notes: Measures 35x8x3/3
Violin Bow Blade (Speed 3, Accuracy 13, Damage 7L, Parry DV 8, Martial Arts, Piercing, Reach
Violin Bow Back (Speed 3, Accuracy 13, Damage 15B, Parry DV 8, Rate 3, Martial Arts, Reach
Sonic Violin Bow Blade (Speed 3, Accuracy 13, Damage 9L, Parry DV 8, Martial, P, R
Sonic Violin Bow Back (Speed 3, Accuracy 13, Damage 17B, Parry DV 8, Rate 3, Martial, R
Punch (Speed 5, Accuracy 11(13), Damage 2B, Parry DV 7, Rate 3, Natural
Kick (Speed 5, Accuracy 10(12), Damage 5B, Parry DV 5, Rate 2, Natural
Clinch (Speed 6, Accuracy 10(12), Damage 2B, Parry DV 6, Rate 1, Natural, Piercing, Clinch
10: Essence 3
1: MA 4
2: Mentor Boost
1: 2nd point in Artifact
Martial Arts 5: 7 xp
Performance 4: 5 xp
Dulcet Nightingale Form: 12 xp
Martial arts specialty to 3 3 xp
Weeping Nightingale Form 12 xp
Dodge 4 + 5 12 xp
Integrity 4 + 5 12 xp
Charisma 5 16 xp
Essence 4 30 xp
willpower 7 12 xp
Aria of Tranquility 12 xp
Resounding Songbird's Cry 12 xp
Impending Silence 12 xp
Weapon Tuning Resonance 12 xp
HeartSong Meditation 12 xp