Zenleigha/CharacterSheet

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NAME                                                            HOMELAND
Zenleigha                                                       Stonewall
CASTE                                                           ANIMA BANNER
Twilight                                                        Twin Serpents
NATURE                                                          EXPERIANCE
Savant                                                          Total: 23 (10) 
                                                                 Attributes: 8 Abilities: 5 Other: 10
--------------------------------ATTRIBUTES----------------------------------------------
PHYSICAL                        SOCIAL                          MENTAL
Strength        2               Charisma        3               Perception      4
Dexterity       3               Manipulation    4               Intelligence    4
Stamina         3               Appearance      4               Wits            3
--------------------------------ABILITIES-----------------------------------------------
--DAWN--                        --ZENITH--                      --TWILIGHT--
■Archery       **              □INTEGRITY	              ■Craft          *****
□WAR           *               □Performance   *               ■Investigation  **   
□Martial Arts  *               □Presence      **              ■Lore           ***
■Melee         ***             ■Resistance    ***             ■Medicine       ***
□Thrown                        □Survival      *               ■Occult         ****

--Night--                       --ECLIPSE--                     --SPECIALTIES--
■Athletics     **              □Bureaucracy                   Inv    (Analysis  **)
□Awareness     ***             ■Linguistics   **              Lore   (Religion  *)
□Dodge         ***             □Ride                          Lore   (First Age *)
□Larceny                       □Sail          *               Occult (Spirits   **)
□Stealth                       □Socialize     **               


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                                BACKGROUNDS
----------------------------------------------------------------------------------------
BACKGROUND                      DESCRIPTION
Resources    *                  Jade 
Artifact     **                 Endurance Charm
Mentor       **                 Daimyo of Lookshy
Allies       ***                Alaethis, Alabaster Chimes
Savant       *                  +1 to Lore rolls about the First Age, +1 to Lore/Occult/
                                Craft rolls involving First Age Technology
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				MERITS/FLAWS
-----------------------------------------------------------------------------------------
MERIT/FLAW               COST      DESCRIPTION
Prescient Dreamer        +3        Dreams of the future.  Intelligence + Occult to inter-
                                   pret correctly.  Acting on the dream interferes with
                                   its accuracy.
 
Selective Conception     +1        Infertile when desired, spend one Willpower to auto-
                                   magically conceive and know that one has done so

Enchanting Feature       +2        Beautiful eyes.  +1 to Social rolls where she can use

Alternate Divination     +1        Reading runes
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TEMPERS                         ESSENCE         ****            VIRTUES
----------------------------------------------------------------------------------------
Willpower:   7                  Personal:       19:19           Compassion       ***
O O O O O O O (O)               Committed:      None            Conviction        **
Limit                           Peripheral:     45:29           Temperance       ***
O O O O O O O O O O             Committed:      16              Valor             **
                                                                
----------------------------------------------------------------------------------------
				COMBAT STATISTICS
----------------------------------------------------------------------------------------
        Initiative:     7       Soak (L/B):    (1/3)            Mobility:          0
ARMOR:  Silk Armor              w/Armor:       (6/6)            Fatigue:           0

HEALTH LEVELS
   -0    -1         -2                    -4    Incapacitated    Negative
    O O   O O O      O O O O               O    O                O O O  

Movement: 15 yards normal, 29 yards sprinting
----------------------------------------------------------------------------------------
				COMBAT ACTIONS
----------------------------------------------------------------------------------------
ATTACKS

WEAPON                       SPEED      ACCURACY    DAMAGE   DEFENSE  RATE
Promise Keeper/Dream Weaver  7(+1)      9(+3)       6L(+4L)   8(+2)    5
Weilded Together             8(+2)      10(+4)      7L(+5L)   9(+3)    5

RANGED                  ACCURACY   DAMAGE      RATE     RANGE      AMMUNITION
Archery (Broadhead)     5(+0)      5L(+2L)     2        150        O O O O O O O O O O 
                                                                   O O O O O O O O O O
-- 
Dodge:  6/10 (+4 Permanent Essence)
----------------------------------------------------------------------------------------
				    CHARMS
----------------------------------------------------------------------------------------
CHARM                   COST     DURATION   TYPE           EFFECT
RESISTANCE
Ox Body Technique       None     Permanent  Special        -1 x 1, -2 x 2 Health Levels

Body-Mending            10 Motes One Day    Reflexive      Speed normal healing 10x
Meditation

ATHLETICS
Graceful Crane Stance   3 motes  One Scene  Reflexive      No need for balance rolls

ARCHERY
First Archery Excellency

MELEE
First Melee Excellency

DODGE
First Dodge Excellency

Shadow over Water

Reflex Sidestep Technique

Seven Shadow Evasion

Flow Like Blood

INVESTIGATION
Sensory Acuity Prana    5 motes  One Scene  Simple         Adds Permanent Essence to
                                                           awareness rolls

Surprise Anticipation   1 Mote   Permanent  Special        Alerts to danger, drains mote
Method                                                     automatically

OCCULT
Terrestrial Circle      1 Will   Instant    Simple         Allows the casting of one
Sorcery                                                    Terrestrial Circle spell

Celestial Circle        2 Will   Instant    Simple         Allows the casting of one
Sorcery                                                    Celestial Circle spell

MEDICINE
First Excellency
In Medicine

Touch of Blissful       5 Motes  Six Hours  Simple         Reduces wound or disease
Release                                                    penalties by 2, -3 penalty to
                                                           rolls requiring coordination
Wound-Mending Care      10 Motes One Day    Simple         Heals Essence + successes on
Technique                                                  Intelligence + Medicine roll
                                                           health levels to other

Instant Treatment	7 Motes	Instant	    Simple	   Shortens 1 hour worth of medical stuff
Methodology						   to a handful of seconds. 

Annointment of          10 Motes Instant    Simple         Heals Health levels equal to 
Miraculous Heath                                           Permanent Essence 

CRAFT
Chaos Resistance 
Preparation

Object-Strengthening    6 Motes  One Scene  Simple         Requires a STR = to [Essence]
Touch                                                      to damage in any way.

Durability-Enhancing    10 Motes Permanent  Simple         Last 10x longer than normal
Technique                                                  objects. Add [Crafts]*2 to
                                                           STR + Athl needed to break

Shattering Grasp        5 Motes  Instant    Simple         STR + Athletics doubled for
                                                           breaking things.

Crack-Mending           10 Motes Instant    Simple         10 - [Essence] hours to 
Technique               1 Will/                            repair any damaged object, 
                        1 HL                               radius = [Essence]

Craftsman Needs No      7 Motes/ One Scene  Simple         Accomplish a day's work in a
Tools                   1 Will                             scene.
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				    SORCERY
----------------------------------------------------------------------------------------
SPELLS                  COST      CIRCLE       EFFECT
Death of Obsidian       15 Motes  Terrestrial  30 Yards wide, 100 Long, 10 High
Butterflies                                    Roll Perception + Occult
                                               Difficulty to avoid is equal to successes
                                               Damage dealt is Successes + Perm Essence

Infallable Messenger    10 Motes  Terrestrial  Sends short message to familiar person
                                               anywhere in creation

Invulnerable Skin of    20 Motes  Terrestrial  Adds 6 Lethal, 12 Bashing Soak
Bronze                                         Attacks doing less raw damage than these
                                               scores do no damage
                                               +2 Bashing Damage with Fists

Silent Words of Dreams  10 Motes  Terrestrial  Send dreams to advise--Manipulation + 
and Nightmares                                 Occult, target must succeed at a virtue
                                               roll per success to continue.  Nightmares
                                               roll that against target's willpower, win
                                               and subtract one temporary willpower.

Swift Spirit of         15 Motes  Terrestrial  Carries [Permanent Essence] people at
Winged Transportation                          80 mph (flying). Goes until destination
                                               or told to stop, at which point it ends.

Flying Guillotine       15 Motes  Terrestrial  18L + Essence + (Perception + Occult) 
                                               roll for damage.

Titan's Icy Breath      10 Motes  Terrestrial  Wits + Occult + (Occult sux) damage.
                                               Halves enemy movement.  Can originate 
                                               anywhere in line of sight.

Burning Eyes of the     10 Motes  Terrestrial  +[Essence] difficulty to hit for all in
Offender                                       100 yards.  Lasts 10 minutes.

Emerald Circle          10+ Motes Terrestrial  Roll Willpower + Essence, contested, 
Banishment                                     against a First Circle Demon.  May
                                               spend +5 to give -1 to demon's pool.
                                               Opponent's Essence in sux wins.

Lightning Spider        10+ Motes Terrestrial  Can walk on walls or ceilings. +5
                                               to clinch attempts.  Towlines carry
                                               100 pounds per mote spent.

Cantata of Empty Voices 30 Motes  Celestial    [Essence]*2 turns, 2L per turn, 800 yards
                                               * [Essence] range.  -2 to all actions,
                                               magical creatures roll STA + resistance, 
                                               dif [Essence], to ignore this.
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                      	           SCIENCES
----------------------------------------------------------------------------------------
TYPE          RATING        DESCRIPTION
Alchemy       **            Create potions
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                                ALCHEMY RECIPES 
----------------------------------------------------------------------------------------
(all rolls are INT + Occult unless otherwise stated)
NAME               RATING      COST    DIFFICULTY   DESCRIPTION
Maiden Tea         **          *       2            Men infertile for a week, women for
                                                    a month.  Can induce abortions

Blood-Saunching    *           *       3            Automatically stops bleeding, wounds
Compress                                            do not reopen except on a botch

Wound-Cleansing    *           *       1            Prevents the infection of wounds in
Unguent                                             surgery and reduces infection diff-
                                                    iculty by 1
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                                    GEAR
----------------------------------------------------------------------------------------
ITEM                            QUANTITY                   NOTES
Dirk                            1                          Carried
Dagger                          1                          Carried
Carving Knife                   1                          Carried
Hand Made Bow                   1                          Carried
Arrows                          20                         Carried
Nine Lives' Claw                1                          Carried
Endurance Charm                 1                          Worn
Medicinal Herbs                 Assortment                 Carried
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                                ARTIFACTS/HEARTHSTONES
----------------------------------------------------------------------------------------
NAME           RATING   COMMITMENT   EFFECT
Endurance      **       None         2 Motes - Grants someone +4 endurance for a scene
Charm

Silk Armor     ***      6 Motes      Armor that's not armor


Promise Keeper ****     5 Motes      After damaging a target, for one month, spend 1 mote
                                     to know where target is and how far.  Bonus against
                                     target equal to difference in Essence scores, min 1.
                                     Willpower provides 2 successes per point.

Dream Weaver   ****     5 Motes      4 Motes, +Essence difficulty to hit.  6 Motes, same
                                     difficulty on all of opponent's actions.  Dice action 
                                     to shake off.  +1 die versus illusions.   
Both:                                Together:--: weilder gets two Fully Independent 
                                     Actions.  Does Agg to demons, and can detect demons
                                     within a mile (Per + Aware, Diff [Essence]). Kills
                                     demons--kills them DEAD!

A Hearthstone  ****     None         When the user is reduced to -4, the stone heals them
                                     up to their last -2 and refills their Personal pool.
                                     When the scene ends, they are Incapacitated.  

Stone-Shifting Gem *** concentration Using this hearthstone – an elongated smooth rock twisted like a drill – one 
                                     can focus at a nearby solid material and walk through it. The stone smoothly                     
                                     displaces the material in a bubble around the user, and reforms it behind her 
                                     without a trace of her passage.

                                      It is possible to move at a rate of five yards per turn in earth and similar 
                                      loose materials, down to a rate of one yard per turn in rock. Solid metal 
                                      slows the rate to a crawl – a yard per minute – while especially durable 
                                      materials (adamant, the magical mate-rials, etc) blocks the powers of this 
                                      hearthstone. The displacement bubble can be up to Essence yards across, but 
                                      the user can percieve an equal distance of surrounding solid materials 
                                      around it, determining their structure, density and such.

                                      It’s impossible to entomb anything inside a solid material with a 
                                      Stone-Shifting Gem, unless the gem is destroyed when inside solid material. 
                                      Otherwise it pushes everything along within the bubble. It is possible, 
                                      however, to run out of breathable air if one travels for a long distance  
                                      without magical breathing aid.