Difference between revisions of "FrivYeti/TepetMadora"
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<b>CHARMS</b>: | <b>CHARMS</b>: | ||
− | <b>Excellencies:</b><br> First Medicine, First Archery, First Lore | + | <b>Excellencies:</b><br> First Medicine, First Archery, First Lore <br> |
Other: One Linguistics, One Medicine, One Socialize, One Lore | Other: One Linguistics, One Medicine, One Socialize, One Lore | ||
− | Artifacts: Short Blue Jade Powerbow, Collar of Pasiap’s Grace, Painreading stone ( | + | Artifacts: <br> |
+ | Short Blue Jade Powerbow (**): This was gifted to Madora by her mother upon her graduation from the Spiral Academy, as a not-so-subtle reminder that she should have gone into the House of Bells. <br> | ||
+ | Collar of Pasiap’s Grace (*): Another gift, this was given to Madora by her father when she first Exalted, and she wears it happily. Mechanically, it is identical to the Collar of Dawn's Cleansing Light. <br> | ||
+ | Painreading stone (*): This stone of white jade was given to Madora by one of her teachers at the Academy. If placed on any person, Madora may spend 1 mote - the stone glows green if the person has been poisoned, turns dark if they are suffering from disease, and grows red if they are injured, with the strength of the change depending on the power of the poison, disease, or degree of injury. Mechanically, it adds two successes to all Medicine rolls to determine how a person is suffering or identify poisons and diseases. |
Revision as of 15:46, 15 September 2006
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Tepet Madora
Growing up, Tepet Madora was a gentle child, and as such tended to be picked on by her older siblings, each of whom knew very well that they were better than her. The daughter of a prominent Deliberative senator, she learned early on that compassion was a sign of weakness, but she couldn’t help it; it was not in her nature to be cruel.
Madora Exalted when she stopped to help a child being picked on by others; wind blew around her to protect them, and she helped to soothe his injuries. Since then, she has done her best to mask her weak heart under a layer of duty, but she still spends more time helping those too weak to help her back, rather than advancing her House’s interests. This has created friction between her and her mother, but she considers the payoff to be worthwhile.
Description
Madora is a slim, young Dynast, with pale blue hair that coils around her shoulders and soft gray eyes. Her skin has the slightest tint of light blue to it, and her clothes often ripple in an invisible, but soft, breeze. Usually, she wears simple silk and cotton robes, depending on her situation, but she keeps her powerbow slung on her back in case of trouble when travelling.
Character Sheet
Strength 2, Dexterity 3, Stamina 3
Charisma 3, Manipulation 4, Appearance 4
Perception 4, Intelligence 4, Wits 3
Linguistics 4, Lore 3, Occult 3, Thrown, Stealth 2
Awareness 2, Crafts, Integrity 2, Resistance 1, War 1
Athletics 1, Dodge, Melee 1, Presence 2, Socialize 4
Bureaucracy 2, Investigation 1, Larceny, Martial Arts 1, Sail
Archery 3, Medicine 4, Performance 2, Ride 1, Survival 1
Backgrounds: Artifact 2, Breeding 3, Connections (Poor) 1, Connections (Tepet) 1, Family 1, Henchmen 1, Resources 3
Compassion 4, Conviction 2, Temperance 2, Valor 2
Willpower 6, Essence 2, Personal 10/10, Peripheral 25/25
CHARMS:
Excellencies:
First Medicine, First Archery, First Lore
Other: One Linguistics, One Medicine, One Socialize, One Lore
Artifacts:
Short Blue Jade Powerbow (**): This was gifted to Madora by her mother upon her graduation from the Spiral Academy, as a not-so-subtle reminder that she should have gone into the House of Bells.
Collar of Pasiap’s Grace (*): Another gift, this was given to Madora by her father when she first Exalted, and she wears it happily. Mechanically, it is identical to the Collar of Dawn's Cleansing Light.
Painreading stone (*): This stone of white jade was given to Madora by one of her teachers at the Academy. If placed on any person, Madora may spend 1 mote - the stone glows green if the person has been poisoned, turns dark if they are suffering from disease, and grows red if they are injured, with the strength of the change depending on the power of the poison, disease, or degree of injury. Mechanically, it adds two successes to all Medicine rolls to determine how a person is suffering or identify poisons and diseases.