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=== Anetessa, the Doctor Who May Not Heal ===
 
=== Anetessa, the Doctor Who May Not Heal ===

Revision as of 09:05, 3 April 2010

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Anetessa, the Doctor Who May Not Heal

Anapyxi stopped to speak, and Anetessa stepped from her mouth. He looked at her, and she continued with what she had meant to say. "You will make things better, whether they want you to or not." She walked on, and Anetessa clicked his claws together for the first time.

Anetessa is bulky, quick, and unnatural. He somewhat like a gorilla with a fox's snout, but made entirely out of transparent crystal, run through with veins of blue light faintly glowing. He has two fingers and a thumb on each hand, after a fashion; their joints bend backwards, and end in long adament scalpel blades, three inches long and wickedly sharp. They sink into the ground if he walks on a floor made of anything other than magical materials, and his movement is utterly silent.

He has been summoned by many sorcerors over the years, and he is more than willing to be brought into the world. He will heal any sorceror who summons him, if that is their bidding - but they must be very specific what they would like done. If they are vague, then he will heal them in his own fashion, twisting their flesh and bone until it suits him, leaving his victim alive but usually rather displeased at their transformation when they awake. If they are very specific and prohibit him from taking liberties with their health, then he will be infuriated and curse his victims horribly, unless also bound not to do that also. Of course, he prefers that his targets take him into their open arms. His work is his life, and he likes nothing better than to operate on a willing victim. He will experiment as he sees fit; a sorceror who asks for a new arm may find that he emerges with a bird's wing ending in a dozen human hands; or one who asks to be cured of a cancer may find that this is accomplished by replacing their blood with searing acid.

If he is free in the world, he will be found by the trail of men horribly twisted into abominations against the shape of what they were. He loves nothing more than to work on the flesh of living things, and he wishes only that his wards feel the same as he did. He will attempt to convince anyone that he meets to go under his touch, for he can offer them the greatest of gifts - a newer and better life. He is firm in his belief that this is the right thing for them.

Nature: Leader
Attributes: Strength 5, Dexterity 4, Stamina 4, Charisma 4, Manipulation 3, Appearance 4, Perception 4, Intelligence 3, Wits 3.
Virtues: compassion 5, Conviction 4, temperence 3, Valor 3
Abilities: Awareness 4, Bureaucracy 4 (Haggling +2), Craft (Flesh) 6, Dodge 4 (people he has deformed +2), Endurance 2, Larceny 3 (Body parts +3), Linguistics 1, Lore 3, Martial Arts 4, Medicine 6 (experimentation +2) Occult 3, Presence 4 (Gaining trust +2), Resistance 1, Socialize 4, Stealth 2 (move silent +2)
Charms: Uncanny Prowess, Creation of Perfection, Soul Rapt, Thoughts-Bound-And-Guided, Imprecation, Touch of Grace, malediction
Cost to Materialize: 60
Base Initiative: 6
Attack: Scalpel punch- speed 8, Accuracy 11, Damage 9L, Defense 11, rate 6
Dodge pool: 8 Soak: 12B/10L (Crystal skin, 8L/8B)
Willpower: 6
Health Levels: -0 x 12, I.
Essence: 7 Essence pool: 118

Other notes: Anyone, including exalts, struck by a scalpel blow, will continue to bleed one health level per turn until their wounds are bandaged. Anetessa's wounds are completely painless, and it takes a successful perception + awareness roll to know that you have been injured. The blood loss is likewise painless. Anybody who is struck by Anetessa's claws is anesthetized, and will not suffer from any wound penalties for the scene. For two motes per blow, Anetessa may exude a coating on his claws that is a powerful soporific; it will lower its victim's intelligence by 1 for an hour and applying a -1 penalty to all die pools, knocking them out if their intelligence reaches 0. This counts as a poison, and it may be used on any target any number of times. The blow needs to deal damage to deliver the poison, unless Anetessa intentionally pulls his blow so as to leave his victim intact.
Anetessa may inflict any pox, deficiency, affliction, or debility on a difficulty 5 intelligence + medicine roll, a blight or deformity at difficulty 7, and an abomination at difficulty 9. This roll may be aided by Creation of Perfection and Thought-Bound-And-Guided.
Anetessa may use touch of grace, but mut always use imprecation at the same time, reducing dexterity and perception. This is the only time that he may use that charm, and he must do so. His Touch of Grace can cure any sort of medical condition short of regrowing a lost body part, although he is quite skilled at devising replacements from nearby life. He may cure incurable diseases short of the Contagion, and he may repair degenerative or genetic conditions. Repairing anything other than simply health levels costs 10 motes and a willpower. This carries a use of the malediction charm, rather than imprecation. Malediction will also target perception, unless Anetessa is infuriated; in this case, it will permanently curse the victim to be the target of bad luck. He can be bound not to do so, but cannot be bound not to use malediction at all.

Comments

I really don't do well with avoiding excessive notes.