Difference between revisions of "Ketrus/IronSoul"

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  Name: Iron Soul
 
  Name: Iron Soul
 
 
  Age: 36
 
  Age: 36
 
  Caste: Dawn
 
  Caste: Dawn
  Anima: Shield
+
  Anima:  
 
  Concept: Armored Guardian
 
  Concept: Armored Guardian
 
  Virtue Flaw: Heart of Flint
 
  Virtue Flaw: Heart of Flint
 
  Motivation: Protect the region from all outside elements.
 
  Motivation: Protect the region from all outside elements.
  
  XP Saved: 0
+
  XP Saved: 25
  XP Total: 126
+
  XP Total: 60
 
 
  
 
  Attributes:
 
  Attributes:
Line 19: Line 17:
 
   Stamina      [XXXXX]    Appearance  [X....]    Wits          [XXXX.]
 
   Stamina      [XXXXX]    Appearance  [X....]    Wits          [XXXX.]
  
 
Abilities:
 
 
     Dawn                Zenith              Twilight
 
     Dawn                Zenith              Twilight
 
  Archery  [.....]  -Integrity  [XXX..]    Craft          [.....]
 
  Archery  [.....]  -Integrity  [XXX..]    Craft          [.....]
 
  M.Arts    [.....]  Performance [.....]    Investigation  [.....]
 
  M.Arts    [.....]  Performance [.....]    Investigation  [.....]
  Melee    [XXXxx]  -Presence  [XXx..]    Lore          [X....]
+
  Melee    [XXXxx]  -Presence  [XX...]    Lore          [X....]
 
  Thrown    [XXX..]  -Resistance [XXXxx]    Medicine      [.....]
 
  Thrown    [XXX..]  -Resistance [XXXxx]    Medicine      [.....]
  War      [XXXx.]  Survival    [.....]    Occult        [.....]
+
  War      [XXX..]  Survival    [.....]    Occult        [.....]
  
 
     Night                Eclipse
 
     Night                Eclipse
 
  -Athletics[XXX..]  Bureaucracy [.....]
 
  -Athletics[XXX..]  Bureaucracy [.....]
  -Awareness[XXX..]  Linguistics [x....]  
+
  -Awareness[XXX..]  Linguistics [.....]  
 
  Dodge    [XXX..]  Ride        [X....]
 
  Dodge    [XXX..]  Ride        [X....]
 
  Larceny  [.....]  Sail        [.....]
 
  Larceny  [.....]  Sail        [.....]
Line 40: Line 36:
 
  Resistance - In Combat [xxx]
 
  Resistance - In Combat [xxx]
 
  Presence - Intimidation [xx.]
 
  Presence - Intimidation [xx.]
  Thrown - Shields [x..]
+
  Thrown - shields [x..]
  
 
  Virtues and Essence :
 
  Virtues and Essence :
Line 47: Line 43:
 
   Valor        [XXX..]    Conviction  [XXXX.]  
 
   Valor        [XXX..]    Conviction  [XXXX.]  
 
   Willpower    [XXXXXXX...]
 
   Willpower    [XXXXXXX...]
   Limit        [xxxxxxxxx.]
+
   Limit        [..........]
   Essence      [XXXx.]    Personal: 19/19     Peripheral: 22/45
+
   Essence      [XXX..]    Personal: 16/16     Peripheral: 20/38
Base commit: 23 (5 daiklave) (4 Sunburst Shield) (8 s.heavy plate) (6 Armored Scout's Invigoration)
+
Base commit: 18 (5 daiklave) (4 Sunburst Shield) (9 Armored Scout's Invigoration)
Inf Mastery: 16
+
Inf Mastery: 6
  
 
  Intimacies:
 
  Intimacies:
His "siblings"
+
His "siblings"
 
 
Ibis
 
 
 
  
 
  Backgrounds:  
 
  Backgrounds:  
 
+
Artifact XXX
Artifact XXX
+
Manse   XXX
 
+
Resources X
Manse XXX
 
 
 
Resources X
 
  
 
  Languages:
 
  Languages:
Riverspeak, Old Realm
+
Riverspeak
  
 
  Merits:
 
  Merits:
  
 
  Flaws:
 
  Flaws:
Disfigurement [3 pt version, 1 pt gained] (-1 to social rolls if not covered up)
+
Disfigurement [3 pt version, 1 pt gained] (-1 to social rolls if not covered up)
 
+
Known Anathema [2 pt]
Known Anathema [2 pt]
 
 
 
  
 
  Charms:  
 
  Charms:  
  
 
  (Melee)
 
  (Melee)
 
+
First Melee Excellency - Essence Overwhelming (1m/die, refl, instant): Spend up to Att+Abi for dice pool. Also enhance DV: roll 1 for 1, each sux adds one to static value.
First Melee Excellency - Essence Overwhelming (1m/die, refl, instant): Spend up to Att+Abi for dice pool. Also enhance DV: roll 1 for 1, each sux adds one to static value.
+
Infinite Melee Mastery (2m+ 1wp, simple, 1 scene): Each 2m committed reduces melee excellency charm costs by 1, to a minimum of 0. Max commit 6.
 
+
Hungry Tiger Technique (1m, supp, instant): Count extra sux on attack roll twice for determining raw damage.
Infinite Melee Mastery (2m+ 1wp, simple, 1 scene): Each 2m committed reduces melee excellency charm costs by 1, to a minimum of 0. Max commit 16.
+
Dipping Swallow Defense (2m, refl, instant): Ignore all parry dv penalties in response to one attack.
 
+
Bulwark Stance (5m, refl, until next action): Ignore all penalties to parry DV until next action.
Hungry Tiger Technique (1m, supp, instant): Count extra sux on attack roll twice for determining raw damage.
+
Fivefold Bulwark Stance (5m 1wp, simple, 1 scene): Remove onslaught penalties imposed on DV. Reduces defense penalty of actions by one.
 
 
Dipping Swallow Defense (2m, refl, instant): Ignore all parry DV penalties in response to one attack.
 
 
 
Bulwark Stance (5m, refl, until next action): Ignore all penalties to parry DV until next action.
 
 
 
Fivefold Bulwark Stance (5m 1wp, simple, 1 scene): Remove onslaught penalties imposed on DV. Reduces defense penalty of actions by one.
 
  
 
  (Resistance)
 
  (Resistance)
 
+
Whirlwind Armor-Donning Prana (1m, simple, instant): one minute of armor donning reduced to one action.
Whirlwind Armor-Donning Prana (1m, simple, instant): one minute of armor donning reduced to one action.
+
Hauberk-Lightening Gesture (1m, simple [spd 3], indefinite): personal armor is sent to Elsewhere, and can be retrieved from such.
 
+
Armored Scout's Invigoration (3m/fatigue-mobility reduction, simple, indefinite): lowers both fatigue and mobility penalties. Lasts until armor is removed. Committed.
Hauberk-Lightening Gesture (1m, simple [spd 3], indefinite): personal armor is sent to Elsewhere, and can be retrieved from such.
+
Durability of Oak Meditation (3m, refl, instant): Makes hardness 8 vs one attack.
 
+
Iron Skin Concentration (2m, refl, instant): Invoke after attack hits, but before dmg. Stam+Res vs attacker's Ess. Win: no dmg. Lose: +4A/+8L/+8B soak.
Armored Scout's Invigoration (3m/fatigue-mobility reduction, simple, indefinite): lowers both fatigue and mobility penalties. Lasts until armor is removed. Committed.
+
Body-Mending Meditation (10m, supplemental, until day ends): requires one action to activate. Stam+Res. Sux = healing rate x10.
 
 
Durability of Oak Meditation (3m, refl, instant): Makes hardness 8 vs one attack.
 
 
 
Iron Skin Concentration (2m, refl, instant): Invoke after attack hits, but before dmg. Stam+Res vs attacker's Ess. Win: no dmg. Lose: +4A/+8L/+8B soak.
 
 
 
Body-Mending Meditation (10m, supplemental, until day ends): requires one action to activate. Stam+Res. Sux = healing rate x10.
 
  
 
  (Presence)
 
  (Presence)
 +
Second Presence Excellency - Essence Triumphant (2m/sux, refl, instant): Spend up to Att+Abi for dice pool. Can spend up to 4m for two autosux.
  
Second Presence Excellency - Essence Triumphant (2m/sux, refl, instant): Spend up to Att+Abi for dice pool. Can spend up to 6m for three autosux.
+
Combo:
 
+
  The Opener: 1st ME + HTT + ISC =1w to invoke, 1m/die, 1m for doubling extra sux on attack, 2m to resist attack, if hit.
  (War)
+
Max output = 8(/5) + 2/enemy attack. +7 dice, x2 the sux, 2m to ISC and ignore dmg, or raise soak.
 
 
Second War Excellency - Essence Triumphant (2m/sux, refl, instant): Spend up to Att+Abi for dice pool. Can spend up to 6m for three autosux (w/charisma).
 
 
 
Rout-Stemming Gesture - (4m 1wp, refl, until next action): Can target up to Ess in military units or (Ess x100) scattered individuals. Causes instant success on all valor rolls. If used when one or more targets fail valor roll, allows reroll. Targets must be able to see or hear a solar-sent signal.
 
 
 
Mob-Dispursing Rebuke - (7m 1wp, simple [spd 3 long ticks], instant): Forces enemy unit within (Ess x100) yards to make an immediate check for rout. Difficulty 1 if magnitude is greater than Ess; otherwise difficulty 2. Can also be used socially.
 
 
 
Fury Inciting Presence - (10m 1wp, simple [spd 5 long ticks], 1 scene): Roll (Cha + War), to persuade all who hear to war. All who do not resist the persuasion become organized into an unordered military unit. Unit dissolves if abandoned for more than 15 long ticks.
 
 
 
Heroism-Encouraging Presence - (8m 1wp, simple [spd 6 long ticks], 1 scene): All targets no longer need make valor checks. Affects any unit or social group being commanded, as well as every ally within (Ess x5) yards.
 
 
 
Tiger Warrior Training Tech - (10m 2wp, simple, 1 week): Train a military unit. Requires 5 or more hours a week. Increases Drill by 1/wk, to a max of Drill 5. Each week raises a trait by one dot: valor, strength, dexterity, stamina, archery, dodge, martial arts, melee. Can raise up to a max of 4 dots. Can also increase own traits along w/unit. Cannot increase traits of others past own.
 
 
 
 
 
Combo:
 
  
The Opener: 1st ME + HTT + ISC =1w to invoke, 1m/die, 1m for doubling extra sux on attack, 2m to resist attack, if hit.
 
Max output = 8(/5) + 2/enemy attack. +7 dice, x2 the sux, 2m to ISC and ignore dmg, or raise soak.
 
  
 
  Equipment  
 
  Equipment  
Daiklave [orihalcum] (5 spd, +4 acc, +6L dmg, +3 def, 4 rate, 5 attune, 2 art)
+
Daiklave [orihalcum] (5 spd, +4 acc, +6L dmg, +3 def, 4 rate, 5 attune, 2 art)
 
Hearthstone - Dragon-Slaying gem (Underworld; Does aggravated dmg vs. DBs. Also incites great fear in DBs.)
 
Hearthstone - Dragon-Slaying gem (Underworld; Does aggravated dmg vs. DBs. Also incites great fear in DBs.)
Black Jade Superheavy Plate - 1/2-attuned (+15L/15B soak, 10L/10B hardness, -2 mobility, 2 fatigue, 5 art, 8 attune)
+
Superheavy Plate - Wood Empowered (+12L/12B soak, -2 mobility, 3 fatigue, 1 art, Regeneration [1m to use])
  
 
Sunburst shield - (+1/+2 DV [melee/ranged], 0 mobilty, 4 attune 3 art, orihalcum)
 
Sunburst shield - (+1/+2 DV [melee/ranged], 0 mobilty, 4 attune 3 art, orihalcum)
 
(5 spd, +3 acc, +5L dmg, 3 rate, 50 range, returns to hand if misses, if hits, roll reflexive dex+thr at diff 2 to have it return.)
 
(5 spd, +3 acc, +5L dmg, 3 rate, 50 range, returns to hand if misses, if hits, roll reflexive dex+thr at diff 2 to have it return.)
Iron short sword - (4 spd, +2 acc, +3L dmg, +1 def, 2 rate, 1 cost): a backup weapon, strapped to inside of shield.
+
        Iron short sword - (4 spd, +2 acc, +3L dmg, +1 def, 2 rate, 1 cost): a backup weapon, strapped to inside of shield.
Tracking Ring - 1m to use. White/earth jade. When activated, the other four colors move to represent their counterparts' relative location.
+
Tracking Ring - 1m to use. White/earth jade. When activated, the other four colors move to represent their counterparts' relative location.
 
 
Not commonly carried
 
Target Shield (+1 DV, -1 mobility)
 
  
Superheavy Plate - Wood Empowered (+12L/12B soak, -2 mobility, 3 fatigue, 1 art, Regeneration [1m to use])
+
Not Commonly Carried
 +
Target Shield (+1 DV, -1 mobility)
  
  
Line 156: Line 114:
 
  Quick and dirty:
 
  Quick and dirty:
  
Daiklaive att - 15, +9L dmg
+
Daiklaive att - 15, +9L dmg
 
  w/infinite min - 18
 
  w/infinite min - 18
 
  w/infinite max - 23 (5m cost)
 
  w/infinite max - 23 (5m cost)
  
Shield throw - 9, +8L dmg, 50 range
+
Iron ShSw att - 10, +6L dmg
 
 
Iron Sh Sw att - 10, +6L dmg
 
  
ISC - 13 vs. enemy Ess
+
ISC - 13 vs. enemy Ess
  
Parry DV - 8/9
+
Parry DV - 8
- +3 dice w/infinite min [must roll: sux add to DV]
+
          - +3 dice w/infinite min [must roll: sux add to DV]
- +8 dice w/infinite max (5m cost) [must roll: sux add to DV]
+
          - +8 dice w/infinite max (5m cost) [must roll: sux add to DV]
Dodge DV - 6/7 (3/4 w/out armored scout's invigoration)
+
Dodge DV - 6 (3 w/out armored scout's invigoration)
  
Full Soak - 14L/17B
+
Full Soak -   14L/17B
Base Soak - 2L/5B
+
Base Soak -     2L/5B
ISC Soak - 16A/22L/25B
+
ISC Soak - 4A/22L/25B
  
Armored Scout effects - 0 mobility, 0 fatigue (6m commit)
+
Armored Scout effects - 0 mobility, 0 fatigue (9m commit)
  
Dodge MDV - 7
+
Dodge MDV - 6
Parry MDV - 4 (intimidation via presence)
+
Parry MDV - 7 (intimidation via presence)
  - 7 (w/above, plus 2nd excellency: 6m spent)
+
  - 5 (most cases)
  - 3 (most cases)
 
  
 
XP LOG:
 
XP LOG:
Line 191: Line 146:
 
  8 - melee charm: bulwark stance
 
  8 - melee charm: bulwark stance
 
  8 - melee charm: 5-fold bulwark stance
 
  8 - melee charm: 5-fold bulwark stance
24- Ess 3 -> 4
 
8 - presence charm: 2nd presence excellency
 
3 - dot of linguistics: Old Realm
 
3 - dot of presence
 
5 - War 3 -> 4
 
8 - war charm: 2nd War Excellency
 
8 - war charm: Rout-Stemming Gesture
 
8 - war charm: Mob-Dispursing Rebuke
 
8 - war charm: Fury Inciting Presence
 
8 - war charm: Heroism-Encouraging Presence
 
8 - war charm: Tiger Warrior Training Tech.
 
  
126 xp spent
+
35 xp spent

Revision as of 22:29, 27 June 2007

Character sheet crunch from X's Dawn

Name: Iron Soul
Age: 36
Caste: Dawn
Anima: 
Concept: Armored Guardian
Virtue Flaw: Heart of Flint
Motivation: Protect the region from all outside elements.
XP Saved: 25
XP Total: 60
Attributes:
 Strength     [XXX..]     Charisma     [XXX..]     Perception     [XXX..]
 Dexterity    [XXX..]     Manipulation [XXX..]     Intelligence   [XX...]
 Stamina      [XXXXX]     Appearance   [X....]     Wits           [XXXX.]
    Dawn                 Zenith               Twilight
Archery   [.....]   -Integrity  [XXX..]    Craft          [.....]
M.Arts    [.....]   Performance [.....]    Investigation  [.....]
Melee     [XXXxx]   -Presence   [XX...]    Lore           [X....]
Thrown    [XXX..]   -Resistance [XXXxx]    Medicine       [.....]
War       [XXX..]   Survival    [.....]    Occult         [.....]
    Night                Eclipse
-Athletics[XXX..]   Bureaucracy [.....]
-Awareness[XXX..]   Linguistics [.....] 
Dodge     [XXX..]   Ride        [X....]
Larceny   [.....]   Sail        [.....]
Stealth   [.....]   Socialize   [.....]
-:Favored
Specialities:
Melee - Daiklave [xxx]
Resistance - In Combat [xxx]
Presence - Intimidation [xx.]
Thrown - shields [x..]
Virtues and Essence :
 Compassion    [Xx...]     Temperance   [Xx...] 
 Valor         [XXX..]     Conviction   [XXXX.] 
 Willpower     [XXXXXXX...]
 Limit         [..........]
 Essence       [XXX..]    Personal: 16/16     Peripheral: 20/38

Base commit: 18 (5 daiklave) (4 Sunburst Shield) (9 Armored Scout's Invigoration) Inf Mastery: 6

Intimacies:
His "siblings"
Backgrounds: 
Artifact  XXX
Manse	   XXX
Resources X
Languages:
Riverspeak
Merits:
Flaws:
Disfigurement [3 pt version, 1 pt gained] (-1 to social rolls if not covered up)
Known Anathema [2 pt]
Charms: 
(Melee)
First Melee Excellency - Essence Overwhelming (1m/die, refl, instant): Spend up to Att+Abi for dice pool. Also enhance DV: roll 1 for 1, each sux adds one to static value.
Infinite Melee Mastery (2m+ 1wp, simple, 1 scene): Each 2m committed reduces melee excellency charm costs by 1, to a minimum of 0. Max commit 6.
Hungry Tiger Technique (1m, supp, instant): Count extra sux on attack roll twice for determining raw damage.
Dipping Swallow Defense (2m, refl, instant): Ignore all parry dv penalties in response to one attack.
Bulwark Stance (5m, refl, until next action): Ignore all penalties to parry DV until next action.
Fivefold Bulwark Stance (5m 1wp, simple, 1 scene): Remove onslaught penalties imposed on DV. Reduces defense penalty of actions by one.
(Resistance)
Whirlwind Armor-Donning Prana (1m, simple, instant): one minute of armor donning reduced to one action.
Hauberk-Lightening Gesture (1m, simple [spd 3], indefinite): personal armor is sent to Elsewhere, and can be retrieved from such.
Armored Scout's Invigoration (3m/fatigue-mobility reduction, simple, indefinite): lowers both fatigue and mobility penalties. Lasts until armor is removed. Committed.
Durability of Oak Meditation (3m, refl, instant): Makes hardness 8 vs one attack.
Iron Skin Concentration (2m, refl, instant): Invoke after attack hits, but before dmg. Stam+Res vs attacker's Ess. Win: no dmg. Lose: +4A/+8L/+8B soak.
Body-Mending Meditation (10m, supplemental, until day ends): requires one action to activate. Stam+Res. Sux = healing rate x10.
(Presence)
Second Presence Excellency - Essence Triumphant (2m/sux, refl, instant): Spend up to Att+Abi for dice pool. Can spend up to 4m for two autosux.
Combo:
The Opener: 1st ME + HTT + ISC =1w to invoke, 1m/die, 1m for doubling extra sux on attack, 2m to resist attack, if hit.

Max output = 8(/5) + 2/enemy attack. +7 dice, x2 the sux, 2m to ISC and ignore dmg, or raise soak.


Equipment 
Daiklave [orihalcum] (5 spd, +4 acc, +6L dmg, +3 def, 4 rate, 5 attune, 2 art)

Hearthstone - Dragon-Slaying gem (Underworld; Does aggravated dmg vs. DBs. Also incites great fear in DBs.)

Superheavy Plate - Wood Empowered (+12L/12B soak, -2 mobility, 3 fatigue, 1 art, Regeneration [1m to use])

Sunburst shield - (+1/+2 DV [melee/ranged], 0 mobilty, 4 attune 3 art, orihalcum) (5 spd, +3 acc, +5L dmg, 3 rate, 50 range, returns to hand if misses, if hits, roll reflexive dex+thr at diff 2 to have it return.)

       Iron short sword - (4 spd, +2 acc, +3L dmg, +1 def, 2 rate, 1 cost): a backup weapon, strapped to inside of shield.
Tracking Ring - 1m to use. White/earth jade. When activated, the other four colors move to represent their counterparts' relative location.
Not Commonly Carried
Target Shield (+1 DV, -1 mobility)


Health Levels
-0 [.]
-1 [..]
-2 [..]
-4 [.]
Incap
Quick and dirty:
Daiklaive att  - 15, +9L dmg
w/infinite min - 18
w/infinite max - 23 (5m cost)
Iron ShSw att  - 10, +6L dmg
ISC - 13 vs. enemy Ess
Parry DV - 8
         - +3 dice w/infinite min [must roll: sux add to DV]
         - +8 dice w/infinite max (5m cost) [must roll: sux add to DV]
Dodge DV - 6 (3 w/out armored scout's invigoration)
Full Soak -    14L/17B
Base Soak -     2L/5B
ISC Soak  - 4A/22L/25B
Armored Scout effects - 0 mobility, 0 fatigue (9m commit)
Dodge MDV - 6
Parry MDV - 7 (intimidation via presence)

- 5 (most cases)

XP LOG:

3 - dot of temperance
4 - towards Iron Horse
6 - background pay for sunburst shield (art 3) 
3 - dot of thrown speciality: shields
3 - dot of compassion
8 - melee charm: bulwark stance
8 - melee charm: 5-fold bulwark stance

35 xp spent