Difference between revisions of "Miedvied/SilverBranch"

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* Resources 2 - funds provided by his father<br>
 
* Resources 2 - funds provided by his father<br>
  
* Artifacts 1 - [[Miedvied/Woodhome | Woodhome Defender]]
+
* Artifacts 1 - [[Miedvied/Woodhome|Woodhome Defender]]
  
 
<b>Charms:</b><br>
 
<b>Charms:</b><br>

Latest revision as of 00:00, 9 June 2010

Silver Branch

Caste: Full Moon
Concept: Haltan Forest Guardian and trainer of Lost Eggs
Nature: Caregiver
Totem: Bear
Face / Rank: Nain-ya


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


Abilities:
Athletics 1
Awareness 2
Brawl 1
Dodge 2
Endurance 1
Melee 2 [F]
Resistance 1
Craft 1 (Plants) [F]
Linguistics 1
Performance 1
Socialize 1
Stealth 1 [F]
Survival 2 [F]
Lore 2
Medicine 2 [F]
Occult 3


Backgrounds:

  • Knowledge - 2
  • Inheritance 2 - The son of Glorious Jade Branch, forest-walker of the Haltan forests
  • Patron 1
  • Manse 2 - A particularly large and potent tree several miles north of Glorious Jade Branch's sanctum; it appears to have been shot through with moonsilver and blue jade vines; animate near the ground, and sprouting crystalline grapes as one progresses higher on the tree; the interior of the tree is an organic and lavish palace.
  • Allies 2 - A pair of outcaste Wood-aspects brothers that Silver Branch took in after their Exaltations; trained them to control their Essence, and guided them to the Haltan, where they could live amongst others in peace.
  • Heart's Blood (Animal) 2- Falcon, grizzly bear, horse, alligator, giant bat, tree-pard
  • Resources 2 - funds provided by his father

Charms:

Finding The Spirit's Shape
Deadly Beastman Transformation x 2 (+2 Dexterity, +3 Strength, +3 Stamina, Resilience of Nature, Impenetrable Beast Armor)
Ox-Body x 1 (Four -2's)
Sensing the Deadly Flow
Striking Mospid Method
Dance of the Living Blade
Weapon-Shaping Prana
Sense-Sharpening Change

Sorcery:
Arts:

  • Art of Summoning(+2)
    • (Beasts +1)

Sciences:

  • Alchemy - Level One
    • Munificent Anti-Venin
    • Greater Poisons


Willpower: 5
Compassion: 3 (Curse of the Whipped Dog)
Conviction: 2
Temperance: 2
Valor: 2

Perm Ess: 3
Personal: 13
Peripheral: 34

Health Levels:
-0 x 2 / -1 x 2 / -2 x 6 / -4 x 1 / Inc.

Merits & Flaws:
Elemental Archetype (2 pt. Flaw)
Elemental Dominion (7 pt. Merit)
Elemental Power (7 pt. Merit) (Element's Domain - Wood; +6L/6B soak, halve init and movement)
Affected by Wards vs. Wood Elementals (4 pt. Flaw)
Mutation - Large (3 pt. Merit; +1 str, +1 sta, -0 HL. Already figured into stats.)
Unusual Appearance (2 pt. Flaw)
Vice (Temperance - Food) (1 pt. Flaw)
Known Anathema (2 pt. Flaw)
Permanent Caste Mark (2 pt. Flaw)
Past Lives (3 pt. Merit)


Gear Carried:

  • Heavy fur robes, massive straps of leather and spikes and small metal plates, all over tight-fighting black silk shirt and pants, and a long black raptor-leather trench coat. A silver bandana.
  • Pouch of appropriate herbs and parcels for summoning animals.
  • Staff
  • Woodhome Defender seed
  • Barkcloth Buff Jacket (4L/4B, Mob 0, Fatigue 2)

Equipment Owned:

  • Stone of Healing (+3 dice to Medicine rolls)
  • Reinforced Buff Jacket (5L/6B, Mob 2, Fat 2)
  • Target Shield (Increase diff. to hit PC by 1, Mob 1)
  • Stone of the Hunt (empathy with wild animals. +2 dice involving hunting, taming, or otherwise understanding wild animals.)
  • san-Tree-Pard house-pet


General Combat Tactics:

This character is not a combat-beast. Your strategy is generally two-fold;

  1. Uber-soak. You have a Reinforced Buff Jacket (5L/6B), Stamina 5, Elemental Power - Element's Domain (6L/6B), Deadly Beastman Transformation (+3 stamina, +6L/6B from Impen. Beast Armor), for a final soak of 17L/18B, hardness 8. It's not amazing, but you're still a starting character, so it's nothing to complain about.
  1. Summonings. You see the Art of Summoning (Beasts), and the Stone of the Hunt? Make use of these things. Have a small army of animals at your command, preferably bears and leopards and the like. There is no reason for you to be alone in combat, nor always at the forefront. Use small armies, they're useful.
  1. You have almost no essence-requiring charms, so feel free to go buck-wild with the Extra Action attacks against characters that can't break through your soak. If they *can* break through your soak, split your actions up as much as you can; reserve the better dice pools for parry/dodge, and the weaker ones to be boosted with the Sense the Deadly Flow charm.