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Bare Hands: Spd 7, Acc 5, Dmg 4B, Def 5
 
Bare Hands: Spd 7, Acc 5, Dmg 4B, Def 5
  
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Latest revision as of 17:37, 8 June 2010

Character Description

In the far Northeast there is a little-known tribe known as the Alghast, numbering less than a thousand individuals. Legends tell that they were once proud rulers of an enlightened realm, but they are now barely civilized, scratching out a living under a terrible geas. They live entirely within a 20-mile radius area described by a circle of 17 runestones; to stray from the area promises any of the tribe a quick but painful death. They cannot leave, and few enter, so they mainly do what they can to subsist on what little they can grow or catch between the stones and in the ruins of their first-age city, fallen into disrepair thanks to lack of expertise and trade. In the center of their realm is another circle of 17 stones, this one a mere mile in diameter - their geas is to slay any who enter, and this they do with savage efficiency. In the center of the smaller ring can be seen a single stone, towering 50 feet or more above the snow-swept rocky plain, inscribed with the sunburst design of the Forsaken. They hate this stone and symbol, as they are the sign of the one who condemned them to their fate an age ago, using the foulest sorcery.

This is the story of a youth of that tribe. Perhaps a year ago, the tribe came under attack by the forces of a Dragon-Blooded sorcerer, intent on capturing the secret of the stone. The Alghast, as always, fought well and bravely, but were losing; a long age of decline had finally taken their toll on the tribe's numbers and fighting ability. The Dragon-Blood's forces fought the Alghast to within the inner circle, then within a hundred feet of the stone. As he was pushed back towards the stone, this youth suddenly found power filling his limbs and skill driving his blows, and led a counter-charge to the sorcerer himself, who he slew in single combat. But to his horror, as he stood exultantly over the body of the invader, sword raised in triumph, he saw that the eyes of his fellows fell on him with unbridled hate, and before he could speak they attacked. Almost before he knew what he had done, he had killed twenty of his own tribe, friends in hardship from his birth. Drawn as if by instinct, he ran to the hateful stone; a cunningly hidden door opened beneath his hand, leading to a shaft tunneling down into darkness, lit now by the glow from his body.

The stone was the entrance to a Manse and Solar tomb, the tomb of the one who had ensorcelled his people to protect it for all eternity. He soon learned that he was the same sort as the one who had done this, and hated himself for it. But the worst was yet to come. In dreams in the days he spent in the tomb resting, it became all to clear to him that not only was he the same kind of creature who had cursed his people, he was the very same one. Taking the treasures he found in the tomb, he left, knowing the geas no longer affected him. He had to kill still more of his fellows to do it, but he had no choice, after all. Since then, he has been wandering the wilds. Sometimes he feels determined to do good, and wipe out the sins of his previous life, and find a cure to the terrible curse that still afflicts his people if he can. But sometimes he feels that if he is a monster, so be it, and acts appropriately. He has been joined in his travels by an enigmatic young Lunar exalt, the reincarnation of his former lover, and they have become lovers in turn.

The Butcher (the only name he now uses) is a well-muscled bear of a man, bald, with extensive tattoos, but he is usually enveloped by the heavy fur Balefire Cloak. He wears a helm in the shape of a wolf's skull, on the forehead of which he has crudely carved the symbol of the Forsaken, which he hates, as a reminder of his demonic nature. When the cloak is active, greenish fires can be seen burning behind the eyeholes, and his great daiklaive is clasped in front of him with sickly-burning hands of fire.

This guy came to me in a dream. As such, he started off with a vague image and a strong emotional impression and expanded from there. It could be interesting to play a guy who was, in the First Age, a prime example of what caused the Usurpation and fully aware of it. I should probably find a way to make what his FA incarnation did even more terrible, but I may just play up the extent to which the Alghast have fallen.


Name: The Butcher of Alghast\\ Caste: Dawn\\ Nature: Survivor\\ Anima: Maelstrom of Knives\\ Concept: Tortured Carrier of a Monstrous Shard\\

Attributes:\\ Strength 4, Dexterity 3, Stamina 4\\ Charisma 2, Manipulation 2, Appearance 3\\ Perception 3, Intelligence 2, Wits 4

Caste Abilities:\\ Brawl 2, Melee 5, Thrown 2\\ Favored Abilities:\\ Athletics 3, Dodge 2, Medicine 2, Resistance 3, Survival 3\\ Other Abilities:\\ Awareness 1, Endurance 1, Lore 1, Occult 1, Presence 1

Backgrounds: Artifact 5, Manse 3, Resources 1

Virtues: Compassion 2, Conviction 3, Temperance 2, Valor 4\\ Virtue Flaw: Deliberate Cruelty (Conviction)

Willpower: 7\\ Health: -0,-1,-1,-1,-1,-2,-2,-4,Incap\\ Essence: 2\\ Essence pool: 13/25(32)\\ Experience: 0

Charms:

  • Athletics\\

Graceful Crane Stance, Increasing Strength Exercise

  • Dodge\\

Reed in the Wind

  • Endurance\\

Ox-Body Technique (-1 -1)

  • Medicine\\

Body-Mending Meditation

  • Melee\\

Excellent Strike, Retrieve the Fallen Weapon, Golden Essence Block

  • Resistance\\

Durability of Oak Meditation

  • Survival\\

Hardship-Surviving Mendicant Spirit

  • Combos\\

Golden Reed Strike (Excellent Strike + Golden Essence Block + Reed in the Wind)

Artifact: Balefire Cloak (see Davidl/Level3Artifacts), Orichalcum Daiklaive\\ Manse: Jewel of Stability

Combat:\\ Base initiative: 7\\ Soak: 6L/12B (4L/8B from Balefire Cloak)\\ Dodge: 5\\ Attacks:\\ Daiklaive: Spd 11, Acc 11, Dmg 9L, Def 11\\ Bare Hands: Spd 7, Acc 5, Dmg 4B, Def 5

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