Campaign:Golby's Beautiful Placeholder/Rivers Edge Kavi

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Basics[edit]

  • Campaign: Golby's Beautiful Placeholder
  • Name: River's Edge Kavi
  • Concept: No-nonsense asskicking commander.
  • Caste: Zenith
  • Motivation: Assemble all the bandits, drifters and vagrants from Creation and make them into a disciplined, capable army.
  • Positive intimacies: Ambiguously gay Lunar BFF, her group of vagrants
  • Negative intimacies:
  • Anima: Three crossed spears, that form a pyramid around her. One is bright white, the other two brilliant gold.
  • Experience: 30/560

Background[edit]

BULLET POINTS

  • Born to an average family, was always a tomboy
  • Bossed around her little brothers constantly
  • Liked to hit things with sticks and go exploring
  • Got kidnapped by bandits at 17, along with a couple of other pretty young women
  • While travelling, the bandits got attacked by a rival group
  • Rival group was way more violent than first group, started hacking people up indiscriminately
  • Realizing that the innocents could be hurt in this, Kavi told the first bandit group to SHUT UP AND LISTEN UP
  • She then proceeded to organize them into a capable fighting force within half an hour, and lead them to a successful victory over the other group
  • Was then made the leader of that bandit group; she yanked them forcibly away from crime and started a small mercenary organization
  • Met LUNAR BFF in a town where they stopped for supplies, offered her a job.
  • Began a long and lucrative career in the field of asskicking.

Appearance[edit]

Kavi is tall, and of average build. Her hair is pale brown, and cropped to about chin-length- slightly longer in the front, shorter in the back. Her eyes are reddish-violet (roughly the color of pomegranate seeds), and her skin is a light bronze color (roughly the color of brown sugar). Kavi is not an unattractive woman, although for the most part she radiates an aura of untouchability- her face is usually stern, and she rarely smiles; she doesn't appear to have much of a sense of humor, she can be incredibly blunt, and she usually dresses for function, not form. Also, she's kind of flat.

Attributes[edit]

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

Abilities[edit]

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

Languages: Riverspeak, Old Realm, Low Realm, Forest-tongue, Flametongue

Specialties[edit]

Melee (Spears+3)

Backgrounds[edit]

Background 1: Resources ●●●
Background 2: Followers ●●●
Background 3: Artifact ● (Collar of Dawn's Cleansing Light, in the form of a delicate golden necklace)
Background 4: Artifact ●● (Dire Lance)
Background 5: Artifact ●●●●● ( Superheavy Plate)

Charms[edit]

Melee[edit]

  • First Melee Excellency
    • 1m/1d, Reflexive, Instant.
      • Adds 1 die to an (ability) roll for every mote you spend up to (ability)+(Attrib).
  • Second Melee Excellency
    • 2m/1sux, Reflexive, Instant.
      • 'Adds 1 success to a roll for every two motes spent up to (ability)+attribute motes.
  • Dipping Swallow Defense
    • 2m | Melee 2, Ess 1 | Reflexive (step 2) | Combo-OK | Instant
      • This Charm allows the Chosen to concentrate fully on defending herself from each attack from a single foe. (Ignores all penalties to Parry DV)
  • Bulwark Stance
    • 5m | Melee 3, Ess 2 | Reflexive (step 2) | Combo-Basic | Until next action
      • This Charm allows the Exalt to defend herself against all her foes with ease. (Ignores all penalties to Parry DV)
  • One Weapon, Two Blows
    • 1m | Melee 2, Ess 1 | Reflexive (Step 1) | Combo-OK | One Action
      • This Charm increases the accuracy(+1) and rate(+1) of the Exalt's Melee weapon.
  • Peony Blossom Attack
    • 2m/attack | Melee 3, Ess 2 | Extra Action | Combo-OK, Obvious | Instant
      • This Charm allows the Solar Exalt to make a flurry of Melee attacks(Up to permanent essence+1) with ease.
  • Heavenly Guardian Defense
    • 4m | Melee 4, Ess 2 | Reflexive (Step 2) | Combo-OK, Obvious | Instant | Valor flaw
      • This Charm is a parry that allows the Chosen to perfectly defend against any attack.
  • Hungry Tiger Technique
    • Cost: 1m; Mins: Melee 2, Essence 1; Type: Supplemental | Keywords: Combo-OK | Duration: Instant
      • Counts extra successes on the attack roll twice for the purposes of determining raw damage.
  • Call the Blade
    • Cost: 1m; Mins: Melee 2, Essence 2; Type: Reflexive (Step 2) | Obvious | Instant
      • Draws the Solar's weapon to her if it's within (Essence*10) yards and has a flight path to her hand.
  • Melee Essence Flow
    • Permanent
      • Melee Excellencies don't count as Charm use.

Archery[edit]

  • Second Archery Excellency
    • Cost: 2m per success; Mins: Generic 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
      • This Excellency allows the Exalt to spend motes to add automatic successes to a roll with the ability for which this charm is purchased. For every two motes spent an automatic success is added, up to a maximum of the character's Attribute + Ability, divided by 2 and rounded down.
  • There Is No Wind
    • 3m/5m | Arch 4 Ess 1 | Supplemental | Combo-OK | Instant
      • This Charm allows the Solar to ignore any external and most internal penalties to a single Archery attack. With higher Essence, the Exalt can also increase the range of the attack to her own line of sight.
  • Forceful Arrow
    • 3m | Arch 4 Ess 2 | Supplemental | Combo-OK, Knockback, Obvious | Instant
      • This Charm augments the raw force of an Archery attack. If the attack hits, the enemy rolls (Stamina+Resistance) vs. the attack's post-soak damage. If they fail, they're knocked back.

War[edit]

  • Mob-Dispersing Rebuke
    • 7m, 1wp | War 3, Ess 2 | Simple (Speed 3 in long ticks) | Combo-OK, Social, War | Instant
      • The Lawgiver chastises the unworthy rabble. This Charm forces the player of an enemy unit whose members are within (Essence x 100) yards to make an immediate check for rout. The difficulty of this roll is 1 if the unit has Magnitude greater than the Exalt's essence, and 2 otherwise. This Charm can be used socially rather than in war, in which case the Exalt can treat any mob, gathering or social group she can reasonably chastise as the target military unit.
  • Fury Inciting Presence
    • 10m, 1wp | War 3, Ess 3 | Simple ( Speed 5 in long ticks) | Combo-OK, Obvious | One Scene
      • This Charm allows the Exalt to spurs a group of people to follow her lead.
  • Second War Excellency
    • Cost: 2m per success; Mins: Generic 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
      • This Excellency allows the Exalt to spend motes to add automatic successes to a roll with the ability for which this charm is purchased. For every two motes spent an automatic success is added, up to a maximum of the character's Attribute + Ability, divided by 2 and rounded down.
  • Rout-Stemming Gesture
    • Cost: 4m, 1wp; Mins: War 3, Ess 2; Type: Reflexive | Combo-OK, Obvious, War | Until next action
      • Can target up to her Essence in military units or (Essx100) scattered individuals with this Charm. Chooses the targets if she wants, otherwise, defaults to closest non-enemy units. Must be able to see the Exalt/some sort of signal. Causes targets to succeed automatically on all Valor rolls. If used when someone fails, they're allowed to reroll, but they don't automatically succeed.
  • Heroism-Encouraging Presence
    • Cost: 8m, 1wp; Mins: War 4, Ess 3; Type: Simple (Speed 6 in long ticks) | Combo-OK, Obvious, War | One Scene
      • Affects any unit or social group that the Solar commands and every ally within (Essx5) yards. They no longer need to make Valor checks. In war, prevents rout and reduces fatigue.
  • Tiger Warrior Training Technique
    • Cost: 10m, 2wp; Mins: War 4, Ess 3; Type: Simple (Dramatic Action) | Obvious, Touch, Training | One Week
      • This Charm involves training a military unit. Requires five or more hours of effort in any given week to be effective. Increases the Drill of a unit by one for each week, to a maximum of Drill 5. In each week, picks one unit to train: Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts or Melee. Increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the unit or as a solo unit, increasing her own traits. She cannot increase others' traits past her own.
  • Legendary Warrior Curriculum
    • Cost: ---; Mins: War 5, Ess 4; Type: Permanent | Obvious | One Week
      • Can use Tiger Warrior Training Technique to train others in any of the following:
        • Military abilities she has at 4+. This includes Thrown, War, Integrity, Resistance, Survival, relevant Craft, Medicine, Athletics, Awareness, Stealth, Ride and Sail.
        • Willpower, to a maximum of 7.
        • Bonus dice. Can devote one week's training to rare and special techniques. This gives trained characters two bonus dice or one bonus success for a specific activity defined by the Solar during training. Must have military relevance, does not apply to Exalted targets, and is not cumulative. Can apply to rolls for any Ability and considered an artificial two-die specialty that stacks with at most one one die of other specialties. Non-extras must pay four bonus points or eight experience points for this benefit.

Presence[edit]

  • Second Presence Excellency
    • Cost: 2m per success; Mins: Generic 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
      • This Excellency allows the Exalt to spend motes to add automatic successes to a roll with the ability for which this charm is purchased. For every two motes spent an automatic success is added, up to a maximum of the character's Attribute + Ability, divided by 2 and rounded down.
  • Respect Commanding Attitude
    • Cost: 5m; Mins: Performance 3, Essence 2; Type: Simple (Speed 4 in long ticks)
      • This Charm forces an Exalt's audience to stay and observe their oration, performance or display.
  • Majestic Radiant Presence
    • 7m | Presence 4, Ess 3 | Reflexive (Step 2) | Obvious, Social | One Scene
      • Negates any physical or social attack made against her unless the attacker succeeds on a reflexive resistance roll. Requires a difficulty 1 Valor roll to resist.
  • Terrifying Apparition of Glory
    • 3m | Presence 5, Ess 3 | Supplemental | Combo-OK, Social | Instant
      • This Charm renders others unable to ignore the Exalts oration, performance or other social attack. They may still attempt to refute the Chosen's points, but they can not simply turn away. If Majestic Radiant Presence is active, this Charm's cost is reduced to 2 motes.


Resistance[edit]

  • Ox-Body Technique
    • Cost: None; Permanent, Stackable
      • This Charm grants the Exalt the ability to suffer more harm than others. A Solar may purchase this Charm up to a number of times equal to her Resistance. (One -1 health level and two -2 health levels).
  • Ox-Body Technique(#2)
    • Cost: None; Permanent, Stackable
      • This Charm grants the Exalt the ability to suffer more harm than others. A Solar may purchase this Charm up to a number of times equal to her Resistance. (One -1 health level and two -2 health levels).
  • Ox-Body Technique(#3)
    • Cost: None; Permanent, Stackable
      • This Charm grants the Exalt the ability to suffer more harm than others. A Solar may purchase this Charm up to a number of times equal to her Resistance. (One -1 health level and two -2 health levels).

Integrity[edit]

  • Integrity-Protecting Prana
    • 5m, 1wp | Integ 1, Ess 1 | Reflexive (Step 2) | Combo-OK | One Day
      • This Charm protects the Exalt perfectly from any direct Shaping effects.

Survival[edit]

  • Friendship With Animals Approach
    • 3m | Survival 1, Ess 2 | Type: Reflexive (Step 1 or 2) | Combo-OK | One Scene
      • Allows her to speak with animals; also, keeps natural animals from attacking her unless provoked or driven.

C-C-C-Combo's[edit]

Two Striking Tigers 1wp 2-12m

  • One Weapon, Two Blows (1m)
  • Hungry Tiger Technique (1m)
  • Heavenly Guardian Defense (4m)
  • Peony Blossom Attack (2m/attack)

Essence[edit]

Essence: ●●●●●
Regeneration: (twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)
Personal Essence Pool: 23/23
Peripheral Essence Pool: 44/44 (57)
Committed Essence: 8 + 5 = 13

Willpower[edit]

Willpower: ●●● ●●● ●●
Temporary: □□□□□ □□□□□

Virtues[edit]

Virtues:

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

Virtue flaw: Berserk Anger (Valor). KILL EVERYTHING THAT MOVES.
Limit: □□□□□ □□□□□
Limit Break Condition: Insulted, belittled, demeaned, mocked, pissed off in general.

Inventory[edit]

  • Dire Lance (art 2)
    • Speed 5
    • Accuracy +3
    • Damage +8L/12L
    • Defense +3
    • Rate 3
    • Attune 5
  • Superheavy Plate (art 5)
    • Soak +17L/17B
    • Hardness 11L/11B
    • Mobility -2
    • Fatigue 2
    • Attune 8

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: 8
Parry DV: 9
Dodge MDV: 9
Soak: 17A/19L/21B
Pierced: 8A/10L/12B
Hardness: 11A/11L/11B

Attacks[edit]

(example:)

Name   Speed  Accuracy  Damage  Defense   Rate   Range
Spear   5        +3      13L      +3        3      --   (Jabbin')
Spear   5        +3      17L      +3        3      --   (Chargin')

Health[edit]

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

Advancement[edit]

BP:

7 - Ess 3
3 - Valor + 1
3 - Valor +1
2 - Dodge + 2


EXP:

Charisma 4 - 12xp
Stamina 4 - 12xp
Strength 4 - 12xp
Awareness 4 (1xp + 3xp + 5xp) - 9xp
Ride 3 (3xp + 2xp + 4xp) - 9xp
Perform 4 (1xp + 3xp +5xp) - 9xp
Presence 5 - 7xp
Investigation 4 - 12xp
Awareness 5 - 7xp
Dodge 5 - 12xp
Athletics 4 - 15xp
Resistance 5 - 12xp
Integrity 5 - 12xp
Specialty (Melee) - 3xp
Essence 4 - 24xp
9 Favored/Caste charms - 8xp * 9 - 72xp
Perception 5 - 24xp
Manipulation 3 (4xp + 8xp) - 12xp
Intelligence 3 - 8xp
War 5 - 12xp
Survival 3 - 3xp
Friendship with Animals charm - 8xp
Hungry Tiger Technique - 8xp
Melee 5 - 12xp
Specialty (Melee) - 3xp
Specialty (Melee) - 3xp
FIVE WAR CHARMS - 40xp
Call the Blade - 8xp
Temperance 2 - 3xp
Temperance 3 - 6xp
Temperance 4 - 9xp
Lore 2 - 2xp
Lore 3 - 4xp
ESSENCE 5- 32xp
Cha 5 - 16xp
Str 5 - 16xp
Linguistics 4 - 15xp
COMBO - 11xp
Melee charm - 8xp
Melee charm - 8xp
Melee 7 - 20xp