Campaign:MY RHYMES ARE SICK, MY BEATS ARE SLICK IF YOU DON'T LIKE IT YOU CAN SUCK MY DICK/Pulse Of Forgotten Hearts
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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 Inventory
- 10 Combat
- 11 Advancement
Name: Pulse of Forgotten Hearts
Concept: DJ who fights by throwing down phat beats
Motivation: To find a whole set of Orichalchium Records, receptacles of the Hottest Tracks ever laid down
Intimacies: Spreading Music, The Streets, Performances, 'Fronting' (Negative)
Anima Banner/Totem: A mountain of giant speakers, strobe lights and color-shifting spotlights spinning in every direction
Experience: Unspent: 30/Total: 76
As a mortal, Pulse was born in Lookshy. He showed an interest and aptitude with machinery and history, and found a place in a team of artifact hunters and mechanics who would delve into new crypts and archeological digs. It was not his passion, but music was not likely to be rewarding as a profession. Then he discovered the world of First Age music, and quickly developed that as his field of specialty.
Short Version of the rest:
He was part of an exploration of a Solar tomb, and was using his expertise on an ancient possibly music-related artifact when another team triggered a trap which killed most of the rest of his team and sent the others fleeing for their lives. He was trapped in the room with the music artifact. After the panic subsided, he began to try and figure a way to use the resources at hand to break out of the tomb before it became his as well. For two days he worked until he was almost past the point of exhaustion, when one final inspiration struck. He was filled with golden light as music filled the air, and a wave of solid sound blasted open the doors.
Since then he's discovered more about what he is, the musical artifacts he has discovered, and the constant references to a 'flying city of music'.
(more to come)
(write your background here. i like short, concise, to-the-point backgrounds that tell me all the important things you want me to know about your character. this space is meant mostly for character history, but try and talk a bit about his personality as well.)
Heartbeat of Immortal Spirit, Pulse's first-age incarnation.
A rough sketch of Pulse. (what other people see when they look at your character.)
Strength ●●● Charisma ●●●● Perception ●●●● Dexterity ●●●● Manipulation ●● Intelligence ●●●● Stamina ●● Appearance ● Wits ●●●
Archery o Integrity ●● Craft ●● Athletics o Bureaucracy o Martial Arts o Performance ●●●●● Investigation o Awareness ●●● Linguistics ●● Melee o Presence o Lore ●●● Dodge ●●●● Ride o Thrown ●●●●● Resistance ● Medicine o Larceny o Sail o War o Survival o Occult ● Stealth o Socialize o
Air : ●●
Earth : o
Fire : ●●
Water : ●
Wood : o
Magitech : ●●
Performance (Mixing Tracks) ●●
Lore (Music) ●
Thrown (Throwing Down Phat Beats (attacking with the Beatmaxx 5000)) ●●●
Linguistics (Riverspeech (Native Lookshy), Old Realm, Firetongue)
Artifact (Beatmaxx 5000 Portable Sonic Mastery Device): ●●●●
Manse (Sphere of Courtesans' Constellation): ●●
Manse (Jewel of the Flying Heart): ●
Using the 'fixed' version of Solar Thrown found here: http://1d4chan.org/wiki/Campaign:Enfolding_Ice/Charms#Solar_Thrown
Giant Felling Pebbles Technique: -, Permanent. May spend 1m as a reflexive action that does not count as Charm use to create a glowing pebble from pure Essence. The pebbles have qualities as follows: Speed 5, Accuracy +0, Damage +0B, Range 10, Rate 3 The pebbles dissipate upon impact with any surface or if someone other than the Solar who created them tries to use one.
Spirit Weapons: 2m, Reflexive (Step 1), Combo-Ok, Obvious, Scene-Long. May create up to (Essence) weapons at one time at a cost of 2m each. These weapons have qualities as follows: Speed 5, Accuracy +0, Damage (Essence x2)L without adding Str, Range (Thrown x10) yds, Rate 1. The Solar may at any time reflexively cause one of these weapons to return to her hand, or reflexively end the 2m commitment causing the weapon to fade away into nothingness.
Second Performance Excellency: 2m per success, Reflexive, Instant. Adds a number of automatic successes to any Perform roll for every two motes spent. (Core, 184)
Phantom Conjuring Performance: -, permanent. Whenever the user activates a performance excellency, they can create illusions out of essence within (permanent essence) yards.
Demon Wracking Glory: variable m + 1wp, Simple (speed 6, DV -2), Combo-Basic, Illusion, Obvious, Holy. Phantom Conjuring Performance is expanded to Essencex100 yards area of effect. Also can deal damage to creatures of darkness within (Essx10) yards in one of three ways. (Abyssals, 142)
- Area, Continuing: Every creature of darkness in the area with an MDV lower than the number of successes on the user's (Charisma + Performance) roll takes one level of lethal damage per two motes spent to a maximum of the user's essence. This can only be soaked with stamina or charms. Continuing the attack counts as charm use, but does not cost a willpower.
- Single Target, Continuing: The target suffers a single level of unsoakable lethal damage per action the user continues this charm. This effect costs 3 motes, and continuing it counts as charm use. The user must exceed the target's MDV with their Cha+Perf roll.
- Single Target, Instant: Spend up to (Stamina + Essence) motes. The target receives that many dice of lethal damage, plus extra successes from the attack roll. The damage can only be resisted with stamina or soak-enhancing charms. The attack cannot be parried without a charm or a stunt, but it can be dodged like any ranged attack.
Ox Body Technique: -1/-2 x 2(Ref. Core, 208)
Second Craft Excellency: 2m/success, Reflexive, Instant. One automatic success per 2m spent. (Ref. Core, 184)
Second Lore Excellency: 2m/success, Reflexive, Instant. One automatic success per 2m spent. (Ref. Core, 184)
Shadow Over Water: 1m, Reflexive (Step 2), Combo-OK, Instant. Ignore all penalties to Dodge DV for one attack. (Ref. Core, 227)
Seven Shadow Evasion: 3m, Reflexive (Step 2), Combo-OK, Obvious, Instant. Perfectly dodge any expected attack. (Ref. Core, 227)
Reflex Sidestep Technique: 1m, Reflexive (Step 2), Combo-OK, Instant. One unexpected attack becomes expected. (Ref. Core, 227)
Regeneration: 10 (14)
Personal Essence Pool: Current 15/Max 15
Peripheral Essence Pool: Current 28/Max 36
Committed Essence: 8
Willpower: ●●●●● ●
Temporary: x□□□□ □
- Compassion ●●
- Conviction ●●
- Temperance ●
- Valor ●●●●
Flawed Virtue: Valor
Limit Break: x□□□□□□□□□
Beatmaxx 5000 Portable Sonic Mastery Device - The large device fitted to Pulse's back in his character art. Constructed primarily from steel and orichalchium, with leather straps, cloth padding etc. Acts as a Solar Elemental Lens (doubles the bonus to the damage modifier of temporary weapons created from Essence, or doubles the base damage of attacks that are blasts of essence). He can 'throw' Essence-based attacks through the turntables, and they will be projected through the speakers. It is an incredible instrument, adding two successes to any Performance roll made with or enhanced by it (Same as the Unsurpassed Sanxian). These do not count towards any caps for dice from charms. Has a hearthstone socket. It requires at least Strength 3 to carry the device around without penalties. The record-manipulating arms are not designed to do anything other than retrieve and return records to/from the container and cannot be used as 'extra hands' except for that purpose. Costs 8 motes to attune. (Note to self, make sure to explain how he came across this artifact either here or in his history/background)
(Tools, supplies, clothing and records also go here when I have time to write them out.)
"This bag can carry anything. All objects put in it are instantly transported to Elsewhere and can be brought back by saying the magical words, "Pimps up, hoes down. DJ play that music, dance all night long."
Manses and Heartstones
Sphere of Courtesans' Constellation: Improves bearers appearance to 3 so long as it is on their person, adds 2 to all performance and presence rolls. (Ref. Oadenol's Codex, 106)
Jewel of the Flying Heart: +1 to dodge DV, +1 to melee rolls if set in a bladed weapon. (Ref. Oadenol's Codex, 85)
(Note to self: Write a short description of each manse, and include how he gained control of them in his history/backstory when I get the chance.)
Dodge DV: 7
Dodge MDV: 5
Soak: B:2 L:1 A:0
Hardness: B:0 L:0 A:0
Punch (Speed 5, Accuracy 5, Damage 3B, Parry DV 3, Rate 3, Tags N)
Kick (Speed 5, Accuracy 4, Damage 6B, Parry DV 1, Rate 2, Tags N)
Clinch (Speed 6, Accuracy 4, Damage 3B, Parry DV 2, Rate 1, Tags C, N, P)
Bm5000 firing Spirit Weapons (Speed 5, Accuracy 12, Damage 12L, Range 50 yards, Rate (2 total per 2m committed), Tags: )
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)
(Edited 2/03/09: Added intimacies, switched Glorious Solar Chakram for Phantom Conjuring Performance, switched First Performance Excellency for Second Performance Excellency, changed Thrown charms to custom fixes, altered the Beatmaxxx 3000 to fit with changes.)
5xp on Performance 4
7xp on Performance 5
24xp on Essence 4
10xp on Demon Wracking Glory and both additional effects.