Zenleigha/CharacterSheet
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NAME HOMELAND Zenleigha Stonewall CASTE ANIMA BANNER Twilight Twin Serpents NATURE EXPERIANCE Savant Total: 15 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 ** ■Endurance ** ■Craft ***** □Brawl * □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 ** ------------------------------------------------------------------------------------- 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 ----------------------------------------------------------------------------------------- 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- matically 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 ---------------------------------------------------------------------------------------- TEMPERS ESSENCE **** VIRTUES ---------------------------------------------------------------------------------------- Willpower: 7 Personal: 19:19 Compassion *** 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) ---------------------------------------------------------------------------------------- CHARM DESCRIPTIONS ---------------------------------------------------------------------------------------- CHARM COST DURATION TYPE EFFECT Ox Body Technique None Permanent Special -1 x 1, -2 x 2 Health Levels Graceful Crane Stance 3 motes One Scene Reflexive No need for balance rolls 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 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 Touch of Blissful 5 Motes Six Hours Simple Reduces wound or disease Release penalties by 2, -3 penalty to rolls requiring coordination Body-Mending 10 Motes One Day Reflexive Speed normal healing 10x Meditation Grevious Injury 10 Motes One Day Simple Heals Essence + successes on Recovery Method Stamina + Endurance roll health levels Annointment of 10 Motes Instant Simple Heals Health levels equal to Miraculous Heath Permanent Essence Wound-Mending Care 10 Motes One Day Simple Heals Essence + successes on Technique Intelligence + Medicine roll health levels to other Flawless Diagnosis 1 Mote 5 minutes Simple Flawlessly diagnose any Technique disease the character has heard of. General type of other diseases Wise Arrow 1 Mote Instant Supplemental Adds dice to single archery /die attack roll Excellent Strike 1 Mote Instant Supplemental Adds dice to a single melee /die attack Reed in the Wind 1 Mote Instant Reflexive Adds 2 dice per mote to one /2 Dice dodge action. Must be aware. Shadow over Water Reflex Sidestep Technique Seven Shadow Evasion Flow Like Blood Flawless Handiwork 3 Motes Instant Supplemental Success buyer, max = to ini- Method per sux tial sux + [Essence] 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. -- 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. ---------------------------------------------------------------------------------------- SCIENCES ---------------------------------------------------------------------------------------- TYPE RATING DESCRIPTION Alchemy ** Create potions ---------------------------------------------------------------------------------------- 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 ---------------------------------------------------------------------------------------- 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 ---------------------------------------------------------------------------------------- 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.
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