Campaign:Golby's Beautiful Placeholder/Aldajaal
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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
Yipee kai yay, skeletits is gay.
- Name: Al-Dajaal
- Concept: Guild Back Prince of Thieves
- Caste/Aspect: Night Solar
- Anima Banner: Shaq's face with a brilliant aura of gold, in front of waterfalls of glistening waters as a majestic eagle soars overhead. The face is actually of his First Age incarnation.
- Motivation: To assemble and army of 1,111 thieves to overthrow the regent.
- Intimacies: DAT PAPER, DEM BITCHES
- Experience: 22/221
Al-Dajaal was a simple street urchin who plagued the streets of Chiaroscuro with his petty thefts and acts of vandalism. His penchant though was for disguises. Every time he went to steal food from the markets, he would utilize different disguises in order to throw the merchants off to his identity. Once the guards would search and scour the streets for Al-Dajaal, he would have already taken off the disguise and be enjoying the fruits of his "hard work." He bounced around from several orphanages in his childhood earning the title of "The Nursery Scourge." Eventually, no foster home or orphanage would accept him and he learned how to live on the rough streets, stealing food every day to survive. As he grew older, he learned that select organizations, such as the Guild, had use for people like him, people with his skills. He then began living the life of a professional thief, stealing from established nobles and The Immaculate Order. Then, one day, a underworld boss hired him to steal a certain artifact from The Immaculate Order, one that was traveling from every city the Immaculate Order took residence in and it was coming to Chiaroscuro. Al-Dajaal accepted the mission only to fail horribly.
He thought everything had gone according to plan, but it didn't. He managed to break into the cathedral at night, sneak into the belly of the catacombs beneath it and steal the artifact, only to be instantly surrounded by guards and an Immaculate Order monk. He did his best to fight them off but received some rather lovely parting gifts. He ran. He ran until the boundaries of his ventral cavity felt like it was going to collapse under the stress of the pained breaths that heaved in his lungs. He managed to deliver the artifact to the underground boss who promised to send him to a safe-house. Just as Al-Dajaal was going to shake the man's hand, he was knocked over the head with a sock full of stones.
Al-Dajaal woke up in a dungeon, chained to the walls. He woke up looking at the skeletons of previous tenants. For the first time in his life, Al-Dajaal was scared for his life. Thanks to his barely fed frame and the power of sweat, Al was able to slip out of his chains. It was time to get the fuck outta dodge. He managed to lock the pick of the dungeon door using the phalanges off of a skeleton. After breaking out, he managed assault one of the guards, knock him out and steal his armor. Al-Dajaal made his way out of the stronghold. He escaped into the formless desert, with no direction or idea of where he was going.
After running for three days without water or food and unable to tell whether or not the monsters chasing after him were real or a mirage, Al-Dajaal slowly made his way towards a cave surrounded by palm trees. On arrival, Al-Dajaal was so exhausted that he collapsed the moment he entered the cave and tumbled down the stairs, rolling into the waters of the underground lake. When Al-Dajaal awoke, he found himself lying on the beach on the other side of the lake. He wandered into the tunnel and discovered the hearthstone, taking it from the pedestal and clutching it in his dirty, sandy palm. Immediately, he was thrown into the visions of a past life ending with a command from a voice coming from the sun itself. "Go out, and be excellent to my children. And party on, dude. Also, raise an army of thieves and overthrow the Realm." After he woke, Al-Dajaal found a mask resting on top of a small sheet of soft, velvety cloth. Al-Dajaal put on the mask and walked back to the beach, looking into the waters of the underground lake and watching his appearance shift into different shapes. Then, a sudden surge of energy rushed through his body. Al-Dajaal felt more flexible and nimble. He found himself able to walk upon the waters of the lake and run across them with ease. Still unsure of his powers, Al-Dajaal goes out into the civilizations of the desert, stealing from the rich and famous, vaulting from rooftop to rooftop, performing feats of acrobatic grace while searching for those to add to the ranks of his great army. He currently finds himself in Chiaroscuro, amassing a fortune by robbing nobles and taking his stolen goods back to his manse.
I AM A CREATIVE POWER HOUSE.
Al's appearance is of a well-trained acrobat, specifically one who indulges in the art of parkour. His frame is thin, wiry, but has some muscle packed on his arms, back, shoulders, thighs, and legs. His legs and arms are especially well-toned as he spends most of his time running, jumping, flipping, somersaulting, grabbing onto ledges, hanging from ledges, etc. He has cropped, black hair that he often brushes back to keep it from falling into his brown eyes. He has no real outstanding facial features except for a crooked, obnoxious grin that is possibly the product of being punched in the jaw one too many times. He has tanned skin with few blemishes except for a mole on his forearm and two small, barely noticeable moles. One above the left corner of his lip and one below the same corner. He's often seen wearing a long, blue make-shift bandanna/turban wrapped around his head. It fails to keep most of his head wrapped as the back of his head is uncovered, but it covers his forehead and some of the front of his head, preventing sweat from dripping into his eyes. He wears an ornate, reinforced breastplate over an orange tunic and blue, unbuttoned vest. The breastplate seems to be made of the highest design, something a Dragonblooded noble would wear with its peaked shoulder pauldrons, its ruffled scales and bright green gem in the very center, and the noble's family crest inscribed around the gem (In reality, it's Al using the Everyman's Armor's special effect, when it isn't attuned. It's regular Lamellar armor). He also has a long, flowing brown cape. He wears soft, comfortable orange pants held secure by a leather belt with a large, brass buckle. On his knees he wears bronze kneecaps fastened by two small leather belts (these leather straps can be seen in hind view). Al doesn't prefer foot wear and opts to walk around the city barefoot. Outside the city in the desert or other locales, Al wears sandals.
Strength ●●●● Charisma ●●● Perception ●●● Dexterity ●●●●● Manipulation ●● Intelligence ●●●● Stamina ●● Appearance ●●● Wits ●●●●●
Solar Block 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 ●●
Specialty: Survival (Desert) ●●
Specialty: Athletics (Parkour) ●●
I SPIT DAT FLAMETONGUE DAWG
Backing (Guild): ●●
Artifact (Mask. Alter appearance. 5m upkeep. +4 dice to Int + Larceny rolls for any disguise and +4 dice to any attempt to mislead another to the wearer's true intent while in social combat.) ●●
Artifact ●● (Orichalcum Reaper Daiklave)
First (Melee) Excellency: Essence Overwhelming 1m/Die, (Ability) 1, Essence 1; Reflexive (Step 1 for Attacker, Step 2 for defender), Combo OK, Instant. +1 Die to relevant roll using said ability (Melee) per mote of essence spent.
Ox-Body Technique x2 --, Resistance 1, Essence 1; Permanent, Stackable, Permanent. Add either: A) 1 -0 health level. B) Two -1 health levels. C) One -1 health level and two -2 health levels. (Options A and C were purchased.)
Shadow Over Water 1m, Dodge 3, Essence 1; Reflexive (Step 2), Combo-OK, Instant. Allows Exalt to ignore all penalties to Dodge DV when resolving that attack. Dodge DV is 0 vs. undodgeable attacks, but does not suffer any further penalties
Seven Shadow Evasion 3m, Dodge 4, Essence 2; Reflexive (Step 2), Combo-OK, Obvious, Instant. Pre-req: Shadow Over Water. Exalt invokes charm in response to an attack. Attack must not be unexpected. Charm is a dodge that perfectly defends against the attack -- even if the attack is undodgeable (Suffers from Valor Flaw of Invulnerability).
Easily Overlooked Presence Method 3m, Stealth 3, Essence 1, Simple, Combo-Ok, One Scene. Charm makes Exalt difficult to notice unless circumstances or battle readiness makes him obvious. Awareness + Investigation rolls vs. this Exalt auto-fail unless Solar is currently joined in battle or has a two-die bonus due to circumstances.
Graceful Crane Stance 3m, Athletic 1, Essence 2, Reflexive, Combo-OK, One Scene. Exalt automatically succeeds on any valid Athletics action to keep his balance. Can keep footing on any surface as strong as a human hair.
Spider-Foot Style 4m, Athletics 3, Essence 2, Reflexive, Combo-OK, Obvious, One Scene. Pre-req: Graceful Crane Stance. Exalt can run (using either Move or Dash actions) on any surface. Cannot stop on vertical surface or while upside down. Must make a Move or Dash action every tick to not fall.
Monkey Leap Technique 3m, Athletics 1, Essence 2, Reflexive, Combo-OK, One Scene. Character can jump with a movement action instead of a miscellaneous action. All jump lengths are doubled.
Lock Opening Touch 3m, Larceny 3, Essence 1, Supplemental, Combo-OK, Instant. All actions to pick a lock are an automatic success (although the use of this Charm without lock-picks makes this charm Obvious) unless opposed by another Charm or magical effect. If opposed, add the Exalt's essence as automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic/Charm.
Feather Foot Style 4m, Athletics 4, Essence 2, Reflexive, Combo-OK, One scene. Allows the Solar to walk or run on unstable surfaces like water, lava, falling leaves, etc.
Hungry Tiger Technique 1m, Melee 2, Essence 1, Supplemental, Combo-OK, Instant. Exalt counts extra successes twice for purposes of determining raw damage.
Fire and Stones Strike 1m per die, Melee 3, Essence 1, Supplemental, Combo-OK, Instant. Exalt spents up to STR inmotes of essence and makes a Melee-based attack. For each mote spent, this Charm adds one die to the post soak damage.
Returning Weapon Concentration --, Thrown 3, Essence 2, Permanent. Charm gives three bonus successes on any actions that, if it succeeds, will physically reclaim one or more throwing weapons he owns. Charm does not affect reclaim attempts through any other means besides physical but allows the weapon to slide free of any target without resistance.
Spirit Weapons 2m, Thrown 4, Essence 3, Reflexive (Step 1), Combo-OK, Obvious, One scene. Allows Exalt to make throwing weapons from pure essence. Weapons have the same stats of a Resources 2 throwing weapon.
Mental Invisibility Technique 5m, 1wp, Stealth 4, Essence 2, Simple, Combo-OK, Compulsion, One scene. Exalt rolls DEX or MANIP + Stealth, adding his Essence in automatic successes. Charm exerts UMI on all who observe the Exalt. If the character's successes exceed a target's Dodge MDV, the target is compelled to ignore the Solar's presence whenever the Solar is not joined in battle. Target must spend 4wp to resist the compulsion. Cost drops to 1wp if anyone calls the Solar out.
2nd Dodge Excellency 1m/Die, (Ability) 1, Essence 1; Reflexive (Step 1 for Attacker, Step 2 for defender), Combo OK, Instant. +1 Die to relevant roll using said ability (Dodge) per mote of essence spent.
Flow Like Blood 5m, 1wp, Dodge 5, Essence 3, Combo-OK, Obvious, One scene. For the remainder of the scene, Charm negates DV penalties caused by onslaught or coordinated attacks.
Surprise Anticipation Method 1m, Awareness 5, Essence 2, Reflexive (Step 2), Combo-OK, Instant. Charm guarantees success on an Awareness roll to notice immediate mortal danger. Charm works in or out of battle, asleep or awake. If the Exalt has a chance to notice a surprise attack during a prolonged struggle, like an attack from an invisible enemy, or a blown dart in a heavy jungle, he notices. If the Exalt's player must make a a notice roll and there is a degree of failure, and if the Solar can invoke this charm, the Charm invokes itself automatically. At that time, if the player has a Combo containing this Charm, he may declare use of that Combo instead. This charm does not invoke itself if the character has already used his Charm for the action, if the character does not have sufficient motes of Essence, if the character is Inactive and cannot become active, if the character is certain to succeed on an Awareness roll, or if the character cannot normally attempt an Awareness roll.
Invisible Stature Spirit 5m, Stealth 3, Essence 2, Simple, Indefinite duration, Combo-OK. Charm makes it impossible to detect the character with any sense save touch. Charm fades instantly if the character joins battle or moves (With the Move or Dash action, and their narrative and dramatic equivalents). It fades automatically after five ticks after someone notices the Exalt by touch.
Durability of Oak Meditation 3m, Resistance 2, Essence 1, Reflexive (Step 7), Combo-OK, Instant. Solar invokes this Charm after an attack but before damage is rolled. Charm sets Exalt's hardness to 8.
Iron Skin Concentration 2m, Resistance 3, Essence 2, Reflexive (Step 7), Combo-OK, Obvious, Instant. Exalt invokes Charm after an attack but before damage is rolled. Roll STAM + Resistance against a difficulty of the opponent's Essence (up to a maximum of 6). On a success, Charm prevents ALL damage from the attack, on a failure, this Charm grants the Exalt +4A/+8L/+8B soak.
Regeneration: 6 (4 + 2 from Hearthstone's rating)/hour.
Personal Essence Pool: 15/15
Peripheral Essence Pool: 32/37
Committed Essence: 5 of Periph,(Mask. Alter appearance. +4 Die to Int + Larceny roll for any disguise and +4 Die to any attempt to mislead another to the wearer's true intentions in social combat.)
- Compassion ●●
- Conviction ●●
- Temperance ●●
- Valor ●●●●
Flawed Virtue: Valor
Limit Break: Foolhardy Contempt (see pg. 105 of Exalted Second Edition Core Rulebook) □□□□□□□□□□
Mask (Artifact ●●) - Alter appearance. 5m upkeep. +4 Die to Int + Larceny roll when crafting a disguise and +4 Die to any attempt to mislead another to the wearer's true intentions in social combat.
Hearthstone was found on its pedestal when Al-Dajaal retreated into the cavern in order to escape a desert sandstorm. See background for more information.
Orichalcum Reaper Daiklave - A Blade Which Kills Uppity Dudes and Liars. Stolen from some dead guy's tomb somewhere in the south. Al isn't very creative when it comes to giving things names. (Speed 4/Accuracy +4/Damage +4L/+1 Defense/Rate 3/Minimums: STR ●●/Attune 5)
Manses and Hearthstones
The Glittering Oasis Powers: Comfortable x2, 1 Conveniences
An oasis in the middle of the desert seas of the southern continent. On the outside, it appears to be a cavern surrounded by palm trees and small bushes, shrubs, and other greenery with a small entrance. Once inside, the cavern is much cooler than the outside. There are stone steps that lead further down inside the cavern and lead to a small, underground beach with dark sands and a large lake of glittering water. The lake is shallow (3 feet) but gets deeper the further out you go from the beach (7-10 feet). On the other side of the lake is another beach and a tunnel in the cavern wall. The tunnel leads to a small, hallowed out room inside the belly of the cavern with walls that have a finely polished surface and have been smoothed as to show a person's reflection should they stand close enough to the wall. In the middle of the room is a small, cracked pedestal with cracks that periodically glow with blue energies that intensify whenever the manse's owner grows near. Housed on the pedestal is the manse's hearthstone (or when taken, a deep imprint of where the hearthstone should be.)
Stone of Recognition (+2 Dice to social attack vs. convincing target to trust hearthstone's bearer or convincing target to believe something. Whenever the bearer wishes, her player and the player of a designated target make a reflexive and resisted (Willpower + Essence) roll. If the target’s player fails, that character assumes he has either met or heard of the bearer before and thinks well of her. On a botch, the target has positive memories of spending time with or hearing many stories about the bearer and considers her a good and honorable person whom he likes.)
- Join Battle: 10
- Parry DV: 5
- Dodge DV: 7
- Soak: 0A/0L/2B
- Wounds: 0
- Move: 5, Dash: 11, Jump: 6
Weapon Spd Acc Dam Def Rate Range Clinch - 6 +0 +(0)B -- 1 -- Punch - 5 +1 +(0)B +2 3 -- Kick - 5 +0 +(3)B -2 2 -- Ori Reaper Daiklave - 4 +5 +(4)L +2 4 --
- Join Debate: 7
- Presence Attack - Speed 4, Dice Pool 5, Rate 2
- Investigation Attack - Speed 5, Dice Pool 3, Rate 2
- Performance Attack - Speed 6, Dice Pool 3, Rate 1
- Parry MDV: 2
- Dodge MDV: 4