MentalFloss/Amunaria

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Name: Amunaria vel Jura atrun Darunael (called Ria for short)
Player: MentalFloss aka TBS
Caste: Zenith
Concept: Inquisitive Redeemer
Motivation: To understand the motivation behind the world's evil, and end it from the bottom up
Anima: A halo of swords blossoming behind her like countless petals of some golden flower, floating and shifting in response to her thoughts and actions

Attributes [6/8/4+1]

 Strength_______[OO...]    Charisma_______[OOOOO]    Perception_____[OOO..]
 Dexterity______[OOO..]    Manipulation___[OO...]    Intelligence___[OOO..]
 Stamina________[OOOO.]    Appearance_____[OOOO.]    Wits___________[OO...]

Abilities [28+7]

      Dawn                      Zenith                    Twilight
 Archery________[.....]   .Integrity______[OO...]    Craft__________[.....]
.Martial Arts___[OOO..]   .Performance____[O....]   .Investigation__[OOOO.]
.Melee__________[OO...]   .Presence_______[OOOOO]   .Lore___________[OO...]
 Thrown_________[.....]   .Resistance_____[OOOO.]    Medicine_______[O....]
 War____________[OO...]   .Survival_______[O....]    Occult_________[O....]

      Night                     Eclipse
 Athletics______[O....]    Bureaucracy____[.....]
.Awareness______[OOO..]    Linguistics____[O....]
 Dodge__________[.....]    Ride___________[.....]
 Larceny________[.....]    Sail___________[.....]
 Stealth________[.....]    Socialize______[OO...]

Specialties: ...

Languages Known: Old Realm (Daruna), Riverspeak

Advantages

      Backgrounds [7+4]                        Virtues [5]
 Resources______[OOOOO]    Compassion_____[OOO..]    Temperance_____[OO...]
 Manse__________[OOO..]    Conviction_____[OO...]    Valor__________[OO...]
 Artifact_______[O....]    Virtue Flaw: Heart of Tears
 
                   Willpower                    Essence
                  [OOOOO.....]                [OO........]
                                            Personal   11/11
                    Health                  Peripheral 27/28
             -0 -1 -1 -2 -2 -4 Inc          Committed      1

Intimacies:

  • Daruna
    • ...her homeland, peaceful and idyllic in her mind. Recently beset by enemies, who were themselves beset by a larger evil, and so on, the plight of her beloved home has inspired Amunaria to travel the world to find the reasons why.
  • justice
    • ...not in the sense of law and lawfulness, but the absolute state of right and wrong, which seems so clear to Amunaria where it seems so alien to others. Those who call her views "childish" are simply too sullied by this dirty world to know the truth, and she will gladly teach them.
  • her song
    • ...a song so old the meaning of its words is all but lost to history. Amunaria has known this song for as long as she can remember, and in the quiet hours, out in this lonely, hostile world, it is the only thing which brings her comfort.

Charms

(Melee)
1/1 First Melee Excellency

(Presence)
1/1 First Presence Excellency
3/2 -Hypnotic Tongue Technique - 10m1w - give a single order, unnatural mental influence

(Resistance)
2/1 Durability of Oak Meditation - 3m - set Hardness against a single attack to 8
3/2 -Iron Skin Concentration - 2m - roll (Sta+Res) against attacker's Essence diff., success prevents all damage, failure grants +4A/+8L/+8B soak

(Investigation)
1/1 Second Investigation Excellency

(Lore)
2/2 Spirit-Detecting Glance - 3m - see spirits for a scene

(Athletics)
1/2 Graceful Crane Stance - 3m - automatically keep balance, keep footing on anything as strong+wide as hair

(MA: Solar Hero Style)
1/1 First Martial Arts Excellency
2/1 Fists of Iron Technique - 1m - +1Acc +2Dmg to unarmed, makes damage Lethal, parry Lethal without a stunt

Etc.

Weapon:
Perfect Ancient Ceramic Chopping Sword (equivalent to Chiaroscuran glass): Speed 4, Accuracy +3, Damage +6L/2, Defense 0, Rate 2, Piercing

Armor:
Perfect Buff Jacket: Soak +4L/5B, Mobility -0, Fatigue -0

Artifact:
Gem of Grace: Adds +2 to all Charisma and Manipulation rolls so long as the target can see you
Hearthstone Amulet: +1m Essence recovery per hour, Hearthstone setting (Gem of Grace), 1m committed

Combat Summary:
Join Battle: 5
(Attack) Punch: Speed 5, Attack 7, Damage 2B, Parry DV 4, Rate 3
(Attack) Kick: Speed 5, Attack 6, Damage 5B, Parry DV 2, Rate 2
(Attack) Sword: Speed 4, Attack 8, Damage 8L/2, Parry DV 3, Rate 2, Piercing
Soak: 6L/9B
Dodge DV: 3

Social Combat Summary:
Join Debate: 5
(Attack) Investigation: Speed 5, Attack 11(9)/8(6)/8, Parry MDV 6(5)/4(3)/4, Rate 2
(Attack) Performance: Speed 6, Attack 8(6)/5(3)/5, Parry MDV 4(3)/3(2)/3, Rate 1
(Attack) Presence: Speed 4, Attack 12(10)/9(7)/9, Parry MDV 6(5)/5(4)/5, Rate 2
Dodge MDV: 5

Appearance

Everything about Amunaria is light and pale, ethereally so, giving her the appearance of someone not quite from this world... which is true in a certain sense, and an image that her ever-so-slightly unusual clothing does nothing to dispel. Fair of skin, with soft and somewhat boyish features, it is easy enough to believe she is the wayward princess of an ancient kingdom. Her eyes are a milky blue that calls to mind an empty midday sky, and her hair is pure cloud-white, shoulder-length and curling gently towards the ends. Smiles come easily to her, a look which comes as practiced politeness to most of her peers in the rest of the world, but her earnestness makes truth of what is a lie on the faces of others.

Amunaria's dress is much like her appearance; white and pale blue, just this side of otherworldly. Simple low-cut boots, straight loose pants woven of some unknown fine material, something like silk, often belted at the waist. Above that, a light undershirt, cut in the fashion of common garb, sleeveless with a circular neckline, which she often wears without the remaining two layers when going out amongst the peasantry; over that, a long-sleeved overshirt of vaguely military design, with a low mandarin collar; and finally, a mantle to cover it all, like a cape or cloak with the back split from the front, and the front split again down the center. With the exception of her quite sensibly brown shoes, the entire outfit is stark white, with subtle accents in pale blue and gold.

Personality

Amunaria is above all things an idealist, with a strong, romantic, and unfortunately simple worldview. She passes few judgements preemptively, and is often surprised when the harsher actions of others turn out more successfully than her charitable, "benefit of the doubt" approach. She makes friends quickly but trusts slowly, ever vigilant of the darkness the outside world seems to sow in its people's hearts, but is unfailingly friendly and polite unless reason is found to be otherwise. While her optimism tends to more than slightly border on naïveté, it is backed by a force of personality and intense magnetism that is almost frightening to behold when set to a purpose: woe betide those few whom she truly deems "evil", and even the misguided are unlikely to remain that way long under her focused attention.

Amunaria is personally opposed to killing, and will go to great lengths to avoid it, despite the ceramic sword sheathed constantly at her side. "This sword is a tool of evil," she would say, "because its only purpose is to kill. To do harm to others is evil, and to kill does harm to far more than just the dead. Therefore, each time I draw my sword, I must remove from this world more evil than I am bringing into it." This belief has yet to face testing in reality, and is highly unlikely to serve her well... but, such is life.

Background

Little is known of the place Amunaria calls home, or of her history there, and she speaks little enough on the matter that it tends to remain that way. Daruna is a hidden kingdom, secluded in a mountainous valley far to the east, built upon the ruins and remnants of a palatial First Age residence and the city which had grown up around it to house its servants. The kingdom itself is very influenced by that ancient society, and moreso by its continued seclusion from the outside world. Despite being generally peacable, when visited by Immaculate missionaries who decried their ancient ways as heretical and improper, the people of Daruna turned them away at swordpoint; it was only through the great fortune of their seclusion and the resultant decision that they were simply not worth bothering with that saved them from Imperial retribution. And so it went, for hundreds of years.

Five years prior, mounting tensions between Daruna and the neighboring nation of Lathus began to blossom into sporadic conflict of arms, the first they had seen over a hundred years. When it became clear that these matters were not going to resolve themselves, the princess of Daruna (who already had something of a reputation as a willful free spirit) took to disappearing from the castle for days at a time, going in disguise among the common folk of Daruna and even traveling to Lathus to learn about the conflict. What she found led Amunaria on a troubling journey of discovery; Lathus was only eyeing Daruna greedily because they were themselves being threatened by others, and so the chain of causality went for as far as she could see. At some point during these investigations, Amunaria was caught in the middle of an armed conflict, and in throwing herself between a soldier's blade and an unarmed man, she found the sun's favor, immediately ending the skirmish in a blaze of radiant glory. Returning home, this blessing was celebrated in the animistic rites of her people, but the crown princess of Daruna was not satisfied with what she had achieved. To her gathered, beloved people, she told the tale of what she had seen, and spoke her sadly smiling farewells, promising that she would return to them when she could promise them a safe world to live in.

That night, Amunaria vanished, taking with her only a handful of gifts that would keep her safe in her travels, and began following the trail of cause and effect down the river. Where she went, she observed, and upon her heart engraved a list of the sufferings of mankind, and the direction each further atrocity pointed. Though encouraged by the sometimes stunning acts of kindness and magnanimity she witnessed, she was driven ever onward to right what was wrong, once she had learned just what it was that was well and truly wrong in the world. Greed, fear, jealousy, hatred... all these trails she followed, and at the end of each was another lead, another thread in the tapestry of wrong that had been woven for ages. With a mixture of hope and trepidation, she ventured into this place its people called Toriari, ethereal blue eyes seeking signs of the darkness underlying all things, and the light of the human heart.

BP Spending Summary

15
-4 Attribute (Mental)
-4 Background (Resources)
-7 Abilities (Caste/Favored)

XP History

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