Difference between revisions of "Taerinshar/Saren Edgewalker 2"

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Bonus Point Spending: 15 normal +10 flaw = 25 <br>  
 
Bonus Point Spending: 15 normal +10 flaw = 25 <br>  
 
6 - Virtues to Temperance 5<br>
 
6 - Virtues to Temperance 5<br>
3 - Valor 4
+
3 - Valor 4 <br>
 
1 - Linguistics Specialty (Old Realm and Flametongue, have Foresttongue as natural language)<br>
 
1 - Linguistics Specialty (Old Realm and Flametongue, have Foresttongue as natural language)<br>
 
2 - Survival 5<br>
 
2 - Survival 5<br>
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2 - Specialties (Occult: +3 sorcery), +1 Prayer (performance)) <br>
 
2 - Specialties (Occult: +3 sorcery), +1 Prayer (performance)) <br>
 
2 (+3 background) - 4 dot Spellcapturing Cord <br>
 
2 (+3 background) - 4 dot Spellcapturing Cord <br>
 +
1 - Extra? Need to find something here <br>
  
Willpower: 10 <br>
+
Willpower: 9 <br>
Essence: 2 <br>
+
Essence: 3 <br>
Personal Essence = 2*2+9 = 13 <br>
+
Personal Essence = 2*3+9 = 15 <br>
Peripheral Essence = 2*6+9+12 - 3 attune = 30 <br>
+
Peripheral Essence = 3*6+9+12 - 3 attune = 36 <br>
  
 
<b>Combat </b> <br>
 
<b>Combat </b> <br>
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The Sorcerer - 1 <br>
 
The Sorcerer - 1 <br>
 
The Spear - 1 <br>
 
The Spear - 1 <br>
 +
 +
<b> Current Destinies </b> <br>
 +
Dex - Older heroic mortal who travels around helping newly exalted with their growth.  Only helps those he considers worthy.<br>
 +
Endurance: 3 <br>
 +
Duration: 1 Season <br>
  
 
<b> Experience Tracker </b> <br>
 
<b> Experience Tracker </b> <br>

Revision as of 16:10, 16 November 2009

Chosen of Journeys
Motivation: Bring the Lunars back into creation and mold/civilize them into a fighting force.

Attributes:

Str/Dex/Sta : 1/2/4
Cha/Man/App : 4/3/2
Per/Int/Wit : 3/4/4

Initial Abilities:
Journeys: Integrity 1, Ride 0, Sail 3, Survival 3, Thrown 0
Serenity: Craft 0, Dodge 0, Linguistics 2 (Forest-tongue), Performance 3 , Socialize 1
Battles: Archery 0, Melee 3 , Presence 0, Resistance 2, War 1
Secrets: Investigation 0 , Larceny 0 , Lore 3, Occult 3 , Stealth 1
Endings: Athletics 2 , Awareness 2, Bureaucracy 3, Martial Arts 2, Medicine 0

10 Extra dots are currently going into Integrity 1, War 1, Melee 3, Bureaucracy +1 (3), Investigation 0, Performance +2, Survival +1 (3), Occult +1 (3)

Abilities after BP:
Journeys: Integrity 1, Ride 0, Sail 4, Survival 5, Thrown 0
Serenity: Craft 0, Dodge 0, Linguistics 2 (Forest Tongue, Old Realm, Flametongue), Performance 3 (Prayer +1), Socialize 1
Battles: Archery 0, Melee 4 , Presence 0, Resistance 2, War 1
Secrets: Investigation 0, Larceny 0, Lore 3, Occult 5 (Sorcery +3) , Stealth 1
Endings: Athletics 2, Awareness 3, Bureaucracy 3, Martial Arts 2, Medicine 0

Current Abilities:
Journeys: Integrity 2, Ride 0, Sail 4, Survival 5, Thrown 0
Serenity: Craft 0, Dodge 0, Linguistics 2 (Forest Tongue, Old Realm, Flametongue), Performance 3 (Prayer +1), Socialize 1
Battles: Archery 0, Melee 4 , Presence 0, Resistance 2, War 3
Secrets: Investigation 0, Larceny 2 , Lore 3, Occult 5 (Sorcery +3) , Stealth 1
Endings: Athletics 2, Awareness 3, Bureaucracy 3, Martial Arts 2, Medicine 0

Charms
Survival: Adopting the Untamed Face, Sky and Rain Mantra
Sail: Serendipitous Voyage
Occult: Mark of Exaltation, Telltale Symphony
War: Auspicious Recruitment Drive, 3rd Excellency (Reroller)
Melee: Impeding the Flow
Resistance: Ox Body (1x-0)
Lore: Methodology of Secrets
Performance: 2nd Excellency
Bureaucracy: Underling Invisibility method



Virtues (After BP):
Temperance 3(5)
Valor 3 (4)
Compassion 1
Conviction 2
Temperance Limit Break after 8 limit is acquired

Backgrounds (after BP) 

1 - Mentor (Nazri)
1 - Backing (Bureau of Destiny)
3 - Connections (Bureau of Nature)
1 - Acquaintances (Halta)
1(4) - Manse in Yu-Shan, gives Wilderness Stone (+4 dice on survival, supernatural tracking)

 Manse characteristics:    8 Creation Points.  Rainbow Tabernacle (4), Astrological Observatory (3-1 for Sidereal favor), Favoured Aspect (Sid, 1) 

3(4) - Resources (1 free)

Artifacts:
2 - Starmetal Lamellar Armor (Attune:3)
3 (4) - Spell Capturing Cord


Flaws and Merits
Flaws:
5 - Strict Vegetarian - 5 points gained from flaw are: Manse 4
3 - Vice - Gambling - Succeed at difficulty 3 temperance roll or compelled to engage in activity. 1 wp to resist for the scene.
2 - Greater Curse

Bonus Point Spending: 15 normal +10 flaw = 25
6 - Virtues to Temperance 5
3 - Valor 4
1 - Linguistics Specialty (Old Realm and Flametongue, have Foresttongue as natural language)
2 - Survival 5
2 - Occult 5
1 - Melee 4
1 - Sail 4
Sub: 16
4 - Manse 4 (Wilderness Stone: +4 survival, supernatural tracking)
2 - Specialties (Occult: +3 sorcery), +1 Prayer (performance))
2 (+3 background) - 4 dot Spellcapturing Cord
1 - Extra? Need to find something here

Willpower: 9
Essence: 3
Personal Essence = 2*3+9 = 15
Peripheral Essence = 3*6+9+12 - 3 attune = 36

Combat
Defence: PDV (Perfect Quarterstaff) = 2dex+4melee+4(staff)/2 = 5
DDV = 2+0+2(ess)/2 = 2
MDDV = (9 wp + 1 int + ess)/2 = 6
Soak:
2L/4B Natural
Starmetal Lamellar: 8L/9B, 6 Hardness with starmetal. -1 damage external penalty.
Total: 10L/13B

Fists
Speed: 5
Ac: 2+2+1(fist)=5
Dmg: 1B
Rate: 2(x2)

Perfect Wooden Quarterstaff
(Reduced Requirements to 1 str) Speed: 5
Ac: 4+2+2(staff) = 8
Rate: 2
Dmg: 6b +1str

Colleges:
The Wheel - 3
The Captain - 2
The Sorcerer - 1
The Spear - 1

Current Destinies
Dex - Older heroic mortal who travels around helping newly exalted with their growth. Only helps those he considers worthy.
Endurance: 3
Duration: 1 Season

Experience Tracker
September 24 - 8 XP
October 29 - 6
November 5 - 12
November 12 - 8 Total: 34

Spent XP:34
War 2 - 1 xp
War 3 - 3 xp
Essence 3 - 18
Larceny 2 - 1 xp
Integrity 2 - 1 xp
Terrestrial Circle Sorcery - 10 xp