[Exalted] Protectors of the River Province OOC

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#26

Post by Marcao »

The Nomad wrote:So you're thirsting for Siddie blood? Be careful what you wish for :twisted: ...
Sidereals as a whole have never impressed me much in the whole story sense. I know that they are integral to the story, but the whole lot of em can burn as far as I am concerned. If a sidereal was on fire, I would not be bothered to cross the street in order to piss on them. *shrug*
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#27

Post by rhoenix »

You know, if the Sidereals had a different atmosphere entirely; perhaps a much more mystic (as well as more ground-bound) one; known for being drifters, fortune-tellers, and such, I'd find them much more interesting and intriguing - but the whole weird Divine Game thing and the Gods just struck me as utterly ridiculous.

If this has changed since the 1st edition, I take it back - but apart from the Sidereal Martial Arts (some of which were outright nauseating), I was singularly unimpressed with the Sidereals as a whole.
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#28

Post by SirNitram »

The Sids are typically shown as ninja-bureacrats now; the MIB of Creation who fix fate/casuality snarls and try and broker problems between deities. Oh, and kill off all other Celestial Exalted.
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#29

Post by B4UTRUST »

if someone could point me out what books I'd need to go over to possibly play, I might be interested.
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#30

Post by SirNitram »

Minimum would be the Core 2nd Ed book. If going Lunar you'd need that one, obviously.
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#31

Post by B4UTRUST »

what are these abyss guys and the sidereals?
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#32

Post by SirNitram »

Abyssal Exalted are the half-dead twisted Solars. They exist solely to destroy Creation and plunge it all into death. Sidereals are the ministers of Fate and Destiny.
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#33

Post by B4UTRUST »

what books are they from?
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#34

Post by SirNitram »

The Books Of Exalted Power have one volume per, save for Solars, which are detailed in Core. There's also the Dragonblooded Exalted, weaker but heavily Elemental in nature.

Frankly, of the three explained, none are good for the type of game pitched so far. Abyssals can't create or help something endure without their dead patrons hammering death-essence through their souls and bodies to destroy it and anything else nearby, Sidereals are burdened by 9-5 hours, and Dragonblooded are generally out to slaughter all other Exalts.
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#35

Post by B4UTRUST »

I just wanted to make sure I had all available options. Not sure if I'll play yet or not, but I'll definately read through.
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#36

Post by The Nomad »

SirNitram wrote:Dragonblooded are generally out to slaughter all other Exalts.
Not to mention getting at each other's throat over the Scarlet Throne :lol:

Non-Dynast Dragon-Blooded are ok (though they're much weaker than Dynasts due to thinner blood, less training and lack of the Realm's support infrastructure), though they must obviously be ready to associate with Anathema... I'm wondering whether to allow Lookshyan DBs or not (they get as much training and even more artefacts and magitech).
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#37 Yvela Sharas

Post by Marcao »

v1.3

Name: Yvela Sharas
Concept: Solar Exalt
Caste: Dawn
Motiff: A blue sea, with a single golden eye emitting three sun rays beneath twin clouds.
Anima Power: Spend 10 motes of Essence, appear huge and terrifying for reminder of scene.
Motivation: Oppose and eventually overthrow the realm.
Intimacies: Recover the Majestic Aurora, Assist the return of the Children of the Sun.

Attributes
Strength: 3
Dexterity: 3
Stamina: 3
Charisma: 3/5
Manipulation: 2/4
Appearance: 3
Perception: 3
Intelligence: 4
Wits: 4

Skills
Archery (caste): 3
Martial Arts (caste): 2
Melee (caste): 5/8 (Daiklaive +3)
Thrown (caste): 1
War (caste): 3/5 (Naval Combat +2)
Sail (favored): 4
Resistance (favored): 3
Presence (favored): 3
Lore (favored): 3/6 (First Age +3)
Awareness (favored): 3
Integrity: 2
Occult: 2
Survival: 1
Athletics: 1

Backgrounds
Artifact: Orichalcum Reinforced Breastplate (Soak +12L/11B, Hard 9L/9B, Mob -1, Fatigue 1, Attune 4, Cost 3)
Artifact: Orichalcum Daiklaive (Speed 5, Accuracy +4, Dmg 6L, Defense +3, Rate 4, Attune 5, Cost 2)
Artifact: Collar of Dawn's Cleansing Light (Attune 1, Cost 1)
Manse: 3 (Gem of Grace: +2 to charisma and manipulation rolls)
Resources: 1/2.5

Charms
(Melee) First Excellency
(Melee) Hungry Tiger Technique
(Melee) Dipping Swallow Defense
(Melee) Bulwark Stance
(Melee) Heavenly Guardian Defense
(Melee) Fivefold Bulwark Stance
(Resistance) Whirlwind Armor Donning Pranna
(Resistance) Hauberk Lightning Gesture
(Resistance) Ox Body Technique (2x -1 levels)
(Resistance) Body Mending Meditation
(Sail) Salty Dog Method

Virtues
Compassion: 2
Conviction: 3
Temperance: 2
Valor: 3
Flaw: Foolhardy Contempt

Essence and Willpower
Essence: 3
Willpower: 5
Personal Essence: 14
Peripheral Essence: 25/36 (10 motes committed)

Health Levels
-0 ■
-1 ■ ■ ■ ■
-2 ■ ■
-4 ■
Inc ■
Dying ■ ■ ■

Bonus Points
Essence 2 -> 3 (7 points)
Manse 1 -> 3 (2 points)
Melee 3 -> 4 (1 point)
Presence 2 -> 3 (1 point)
Resources 0 -> 1 (1 point)
Lore Speciality III: First Age (1.5 point)
Melee Speciality III: Daiklave (1.5 point)
War Speciality II: Naval Combat (1 point)

Combat
Join Battle: 7
Speed: 5
Accuracy: 15
Damage: 9L
Rate: 4
Dodge DV: 3
Parry DV: 7
Soak: 12L/11B (with Orichalcum armor)
Natural Soak: 1L/3B
Total Soak: 13L/14B (with Orichalcum Armor)
Hardness: 9L/9B (with Orichalcum armor)

Social Combat
Join Debate: 7
Dodge MDV: 5
Parry MDV: 4 (Presence)

Experience
Total: 50
Spent: 45
Remaining: 5

Experience Usage
Melee 4 -> 5 (7 xp)
Archery 1 -> 2 (1 xp)
Archery 2 -> 3 (3 xp)
Caste Charm: 5FBS (8 xp)
Athletics 0 -> 1 (3xp)
Awareness 2 -> 3 (3xp)
Martial Arts 1 -> 2 (1xp)
Charisma 2 -> 3 (8 xp)
Sail 3 -> 4 (5 xp)
Conviction 2 -> 3 (6 xp)

First Age Background: In the first age Aurelis La`Deral served as one of the subordinates to the legendary Admiral Kendak Arkadi, supreme commander of the Solar Navy. Aurelis was well known during this age as one of the favored of Vanileth, the God of Artificial Flight and while he lacked Arkadi's raw talent and ability for leadership and command he was perceived by many as being the most likely candidate to be next in line for the position. Aurelis was in command of his own naval task force, led by his flagship the Majestic Aurora, a Vanileth inspired variation of one of the great Solar Skyships of the time.

Aurelis was almost not present for the great banquet that led to the Usurpation. By this time, his relationship with his Lunar mate Isha`lari was somewhat strained and she was adamant that they would attend the banquet together. In order to make his attendance to the banquet possible Aurelis needed someone as capable as he was to take his place. He reached out to the Lunar Admiral Leviathan, one of the few Lunars ever to be given the rank of Admiral to take his place.

Aurelis met with his wife and attended the banquet as expected. When the usurpation occurred and the dragon blooded betrayal was in full swing, Aurelis died. His final action being clearing a path through the dragon blooded in order to give his mate a chance to escape. In doing so, he sought to fan the flames of love that had dimmed within his heart. He died unknowing of the final fate of his mate. His final memory was feeling his life's blood spilling into the marble and gold floor of the banquet hall, feeling as the warmth of the Unconquered Sun left his body through over three dozen wounds.

Before the Exaltation: Yvela Sharas was born in the west somewhere in the Coral archipelago where children are considered to be uneducated if they cannot sail a boat. His early years were uneventful, although it quickly became apparent that he felt a special connection to the seas and skies which surrounded his place of birth. He assisted his father as a fisherman since the age of five, and eventually joined the Coral naval force.

His time in the Coral naval force as punctuated by a feeling of belonging and peace. He served for three and half years without incident performing his tasks better than most including men twice his age. It was during a conflict between elements of the Coral Naval force and Bluehaven pirates that his moment of epiphany came. With his ship's captain slain and the vessel in disarray, Yvela did what came naturally to him. He took command of the ship and in doing so exalted.

Post Exaltation: Yvela's exaltation was a distant affair to him and he was in some ways unable to comprehend exactly what had transpired during those moments when the Unconquered Sun suffused him with its warmth. The confidence that had always resided in a part of him seem to break free. In a deeper level he understood that something had fundamentally changed but he did not allow himself to dwell on that. He had a ship to save and ideally a battle to win.

Yvela guided his vessel with a skill that surpassed his years and ultimately saved the ship. The conflict in of itself ended in a draw, no decisive victory was possible for either side but the other captains in the coral force all agreed that it was Yvela's skillfull handling of his ship that had allowed the end result which was achieved. Upon his return to Coral, there were many questions and he answered them as best he could. It was decided that his course of action had been the proper one and that his skill at maneuvering the ship he had commanded had certainly been impressive for someone his age.

It was that night that the dreams began. The dreams of ages come and gone, of wonders and terrors that no longer existed. For two weeks he awoke several times a night, a cold sweat drenching his golden tanned body. His dreams were punctuated with faces and images that were impossible, unreal and yet they all felt hauntingly familiar. Uncertain what was happening to him, he sought help from his closest friend.

They came for him that very night. Surrounded by over half a dozen armed men which demanded that he come with them to see the Sea Lord he fought back. The release of essence was spectacular twisting the perceptions of those that sought to harm him, turning him into a larger, stronger more fearsome version of himself. The symbol of the dawn burned brightly on his forehead breaking the will of his adversaries like waves crashing on the shore.

He took his father's fishing boat then and took to the seas certain that he could never return to the island of his birth. The fishing boat was not capable of taking him away from the Coral archipelage but it would take him to another island. Once there, he could find a berth in another vessel one capable of taking him where he wanted to go. For the next few years he followed the scattered dreams that haunted him.

Artifacts


1. Orichalcum Reinforced Breastplate (The Embrace of the Light): This highly decorated piece was crafted in the high first age and presented to Aurelis by his lunar mate. It incorporates a motiff of a single golden eye as well as his mate's own personal sigil. Near the collar of the breastplate the words "Leading the light of the Sun to all corners of creation" is inscribed. The armor incorporates eighteen precious gems artfully placed in various locations in the armor. The significance of the number of gems is as of yet undetermined.

2. Orichalcum Daiklave (Golden Tiger parts the Silk): Another example of first age crafting, this daiklave is adorned with the same golden eye as the armor near the base of the blade. This motiff is found on both sides of the blade and seems to attract and reflect sun light when the blade is swung. The hilt itself is engraved orichalcum with twin wings forming the blade guards, while the core revolves around a sun emitting eighteen sun beams.

3. Collar of Dawn's Cleansing Light (Milana's Gift): This collar stands out when compared to the other similar artifacts due to its crafting. The collar is smooth orichalcum but lacks the carvings and attention to detail that would be expected for such an artifact. The collar is shaped like a choker and posesses only two inscriptions. The familiar mottiff in the front of the choker and words in an uneven hand in the inside of the collar itself which state "For my father with all my love, Milana."
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#38 Solar Exalt

Post by Marcao »

Hey guys, this is my first try at making an exalted character so if anything stands out as clearly wrong please let me know.

I am still debating if I am going to use a regular Daiklaive (6L dmg) or go for broke and go two hander Grand Daiklaive (12L/4). The Grand Daiklaive has some sweet little perks, ignores half lethal soak, has some reach, minimum 4L damage but its slower -1 rate, less acurate -1 accuracy and most importantly for me -2 to defense. Considering that I do not have the dodge skill at all, parry is going to be my sole defense, that -2 hurts. Is the benefit worth the drawbacks in your estimation?
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#39

Post by LadyTevar »

For me, I don't think the -2 is worth it.
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#40

Post by SirNitram »

Oh, are we allowed merits and flaws? I might go back and consider. There's some downright fun ones in there.
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#41

Post by LadyTevar »

SirNitram wrote:Oh, are we allowed merits and flaws? I might go back and consider. There's some downright fun ones in there.
I'd have to take a look as well, or have Nitram make suggestions.
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#42

Post by The Nomad »

Hm nope, unless they publish a book containing Merits and Flaws, I won't use them in 2nd Edition (I'm hesitating to get the 1st edition Player's Guide...).

A possibility would be Wyld mutations (or their equivalent) bought with (or earning, if debilitating) bonus points. I think most species described at the end of The Compass of Celestial Directions: The Wyld would be acceptable as Exalts... Though beware, Lunars who gained such mutations before their Exaltation would be considered near-Chimerae by the other, untainted ones (and it's of little use to them, since there's a Knack that allows you to buy and manifest additional mutations for 1 mote per scene... unless you want to add flavour to your character).
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#43

Post by Marcao »

I got the perk I listed from the Exalted Players Guide. It was published in 2004, but it does not state it is second edition. If the perk in question is not allowable, I can edit the character easily enough. Three more points to play with is not necessarily a bad thing. It was the only perk that attracted my interest.
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#44

Post by The Nomad »

2nd Ed started in 2006, and when I looked at it the human CS listed 1st Ed abilities, so I guess it's first ed :p

I consider "past lives" a given for all Celestials anyway (subject to an Essence Roll of variable difficulty, 1 to recognize your Circlemates/Lunar mate, to 5 to remember the code stopping the self-destruct mecanism of your First Age battlecruiser which you just triggered :wink: ... ). Basically it's a plot device. I can sometimes reward good players with hints from their past incarnations ("mhh, I seem to recall storing 20 dots of artifacts somewhere there a few thousand years ago... ooooh shiny!" quit drooling and daydreaming, you munchkins!)
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#45

Post by Marcao »

awesome, let me find what I am going to invest those three points into then. :)
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#46

Post by SirNitram »

Just remembered the Lookshy Backgrounds. Don't suppose I can swap out my Artifacts for it, since they're all technically requisitioned?
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#47

Post by rhoenix »

(Status: Finished, post-review, added anima totem)

Version History:
0.01 - basic character sheet formatting done, a few stats
0.1 - Basic info filled out, Abilities complete, Backgrounds finished. Charms, Bonus Points, and Combat still are incomplete.
0.2 - Added 9 of 10 Charms, Spent 11 Bonus Points. 1 Charm, 4 Bonus Points remaining, plus Combat Section.)
0.21 - Added 10th Charm from Ebon Shadow Charm tree
1.0 - Complete, pending review
1.1 - Added separate Combat tables for using Chain Daiklaive whole versus separated
1.2 - Added Character History
1.21 - Added names for the Hearthstone Gauntlets and the Chain Daiklaive
1.22 - Added Anima Banner totem
1.3 (08/02/08) - received 10 XP; annotated in new XP section for expenditure tracking
1.4 (11/27/08) - received 15 XP; annotated for tracking
1.41 (12/02/08) - received 3 XP for roleplaying Academia Nut's intro
1.42 (12/04/08) - overpaid by 2 points to purchase Stealth 3->4.
1.5 (12/05/08) - Hotfoot pointed out I forgot to include Mental defenses. Added Mental Combat section.
1.6 (01/02/09) - added Seven Shadow Evasion (Dodge) and Monkey-Leap Technique (Athletics)

=*=*=*=*=*=*=

:: Basic Info ::
Name: Kolth Inzeti
Concept: Woodsman
Exalt Type: Solar
Caste: Night
Anima Motif: A ferret with greyish-black fur, with glowing runes very faintly visible if studied closely, though the runes shift constantly.
Anima Power: May add 1 more mote to the cost of a Charm to avoid showing their anima banner when using Peripheral Essence, or twice the essence mote cost of the Charm if the Charm is obvious. Additionally, the Night Caste may expend 10 motes to increase the difficulty of all looking for or tracking him by half his Essence rating.

Motivation: Ever since his Exaltation, the dreams he has are are vivid and unsettling; more like memories than dreams. Kolth won't rest until he's discovered what happened to him in his past life, and all the secrets that go along with such knowledge.

Character History: Kolth was the son of a mortal Immaculate soldier and his childhood sweetheart. Kolth was raised to respect and revere the ways of the wild as well as the ways of men - he learned much about stalking, tracking, foraging, and hunting from his father, both in the city and in the untamed wilderness.

His parents both died when he was in his early teens, leaving him to raise his slightly younger sister. She Exalted one night and left of her own volition following a heated debate, and he has since been taking care of his parents' cabin, not knowing what else to do. That night, he Exalted as a Night Caste, and has since taken up traveling. The dreams began that same night.

One day, he met who would become his Sifu - a taciturn Night caste named Melia Sunshadow. She and Kolth have become friends over the years, she taking him under her wing to avoid the Wyld Hunts, and according to her, "give you a better chance the first few years after your Second Breath than I did."

It is from her that he learned several of the tricks, Charms, and points of view from, as well as the beginnings of the Ebon Shadow martial art. She has subtly hinted that it might not be the last he'll learn. It was from her that he got the idea to become employed as a courier for Lookshy, which gave him more than enough money to handle his basic needs (as well as his Bracers and his Chain Daiklaive). And it was from her that he was able to more fully understand himself in a way he was never able to before. They remain friends and sometimes lovers to this day, though he as always suspects that she knows much more than she lets on.

:: Attributes ::
Physical: Strength 3, Dexterity 5, Stamina 3
Mental: Perception 3, Intelligence 3, Wits 3
Social: Charisma 2, Manipulation 2, Appearance 2

:: Abilities ::
(* = Caste Ability, # = Favored Ability)
*Athletics 3
*Awareness 3
*Dodge 4
*Larceny 2
*Stealth 4
#Occult 2
#Martial Arts 4
#Resistance 2
#Archery 3
#Melee 2
Survival 2
Integrity 2
Lore 1

:: Charms ::
(Athletics) Monkey Leap Technique
(Awareness) Surprise Anticipation Method
(Awareness) First Awareness Excellency
(Archery) First Archery Excellency
(Dodge) Shadow Over Water
(Dodge) Reflex Sidestep Technique
(Dodge) Seven Shadow Evasion)
(Martial Arts) First Martial Arts Excellency
(Martial Arts - Ebon Shadow Style) Image of Death Technique
(Melee) First Melee Excellency
(Resistance) Ox-Body Technique (-1, -1)
(Resistance) Durability of Oak Meditation
(Resistance) Body-Mending Meditation
(Stealth) Easily Overlooked Presence Method

:: Backgrounds ::
Mentor 3
Resources 2
Artifact 2 (Brilliant Windswept Bracers): Orichalcum Hearthstone Gauntlets (+3 die bonus to Dodge attempts; all damage caused by wearer increased by 2 dice; Attunement cost: 4 (2 per gauntlet))
Artifact 2 (Long-Tongued Golden Dragon's Tooth): Chain Daiklaive (can detach to become a short Daiklaive and a Dire Chain. (As full Bladed Chain: Speed 5, Acc +0, +5L Damage, Defense +2, Rate 2, Attunement Cost: 4) (As Dire Chain only: Speed 5, Acc +0, +8B Damage, Defense +2, Rate 2) (As Short Daiklaive: Speed 4, Acc +4, +4L Damage, Defense +1, Rate 2))

:: Virtues ::
Compassion: 2
Conviction: 3
Temperance: 2
Valor: 3
Virtue Flaw: Foolhardy Contempt

:: Exalted Stats ::
Essence Rating: 3
Personal Essence: 15
Peripheral Essence: 37 (8 committed)
Willpower: 6
Health Levels:
-0
-1
-1
-1
-1
-2
-2
-4
Incapacitated
x.x

:: Combat ::
(Using Chain Daiklaive intact as a slashing chain weapon)
Speed: 5
Accuracy: [5(Dex) +4(Martial Arts)] = 9
Damage: [3(Str) +5L +2(Gauntlets)] = 10L
Rate: 2

(Using Chain Daiklaive separated into Dire Chain and Short Daiklaive weapons)
Speed: 5(Dire Chain) / 4(Short Daiklaive)
Accuracy: Dire Chain: [5(Dex) +4(Martial Arts)] = 9 / Short Daiklaive: [5(Dex) + 2(Melee) +4(Short Daiklaive)] = 11
Damage: Dire Chain: [3(Str) +8B +2(Gauntlets)] = 13B / Short Daiklaive: [3(Str) +4L +2(Gauntlets)] = 9L
Rate: 2

Dodge DV: [5(dex) +4(dodge) +3(gauntlets) +3(essence)=15] /2 = 8
Parry DV: [5(dex) +4(Martial Arts) +2(Chain Daiklaive)=11] /2 = 6
Soak: 3B/1L
Hardness: 0

:: Mental Combat ::
Dodge MDV: 5 ([6(Willpower) +2(Integrity) +3(Essence)] /2)
Parry MDV: 1 ([2(Charisma/Manipulation) + 0(Presence/Investigation/Performance)] /2)


:: Bonus Points ::
Essence from 2 to 3: 7 points (8 remaining)
Artifact 2: Diaklaive Chain (6 remaining)
Dodge from 3 to 4 (5 points remaining)
Martial Arts from 3 to 4 (4 points remaining)
Conviction from 2 to 3 (1 point remaining)
Stealth from 2 to 3 (All Bonus Points used)

:: Experience Points :: (4 remaining)
Attribute: new rating x4
Favored or Caste Ability: (new rating x2) -1
Out-Of-Caste Ability: new rating x2
Essence (3 and above): new rating x8
Virtue: new rating x3 (doing so does not affect current willpower)
Willpower: new rating x2
New Trait: as cost
Ability: 3
Specialty: 3 (max 3 per Ability, but you can purchase same multiple times)
Favored/Caste Charm: 8
Out-Of-Caste Charm: 10
Spell (Occult Favored/Caste): 8
Spell (Occult is out of Caste): 10
(08/03/08): 12 xp received for Prelude roleplaying (all points spent):
* -8 (purchased Awareness charm: First Awareness Excellency)
* -1 (Larceny skill raised from 1 to 2)
* -3 (Archery skill raised from 2 to 3)

(11/27/08): 15 xp received for Abyssal ship-breaking (all points spent):
* -8 (purchased Resistance charm: Body-Mending Meditation)
* -5 (Stealth skill raised from 3 to 4)

(12/02/08): 3xp received for roleplaying Academia Nut's intro (all points spent)

(01/02/09): 10xp (+5xp for Christmas) = 15 (4 remaining)
* -8 (purchased Dodge charm: Seven Shadow Evasion)
* -8 (purchased Athletics charm: Monkey Leap Technique)
Last edited by rhoenix on Fri Jan 02, 2009 9:11 pm, edited 28 times in total.
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Marcao
Disciple
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#48

Post by Marcao »

Hey Rhoenix, I look forward to seeing how your proposed character takes shape. It should be interesting, although I am kinda interested as to how the game is going to get off the ground with our very varied backgrounds so far. Nit seems to be pimping the Lookshy angle, and I know for a fact that my character is not going to be too keen on that little fact. *shrug* We will see what transpires.
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rhoenix
The Artist formerly known as Rhoenix
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#49

Post by rhoenix »

Marcao wrote:Hey Rhoenix, I look forward to seeing how your proposed character takes shape. It should be interesting, although I am kinda interested as to how the game is going to get off the ground with our very varied backgrounds so far. Nit seems to be pimping the Lookshy angle, and I know for a fact that my character is not going to be too keen on that little fact. *shrug* We will see what transpires.
It'll take me longer than I'd like to read up on all that's changed between versions 1 and 2 of the game, so my character sheet will be evolving over this week, and possibly the weekend. The basic direction I'm going with mine is the Ninja Woodsman type, but it might change between now and then.

In either case, this does indeed look to be an interesting group of characters yet, and I'd be interested to see what other players bring in as well.
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The Nomad
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Joined: Sun Mar 23, 2008 3:32 pm
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#50

Post by The Nomad »

Exams finally over, now on to the serious business...
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