Sons Of The Seventh Legion/KARAL SHIN

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BRIEF HISTORY

Born into considerable political clout as the child of the present Taimyo of the First Field Force, Karal Linwei, great things were expected of Shin. Unfortunately, the child disappointed: he had no lack of talent but suffered under a debilitating lack of ambition.

Though his tutors at the House of the Five Winds helped develop his natural tactical acumen by utilising lessons outside the normal scope of the education provided, Shin still lacked the determination to truly excel. Nonetheless, his talents were adequate and his natural leadership ability was impressive enough that he was accepted into the Lookshy military as an officer.

By design however, he was to take command under his father, Linwei so that he could personally see to it that the wayward child learnt what it meant to be a real officer of the Seventh Legion, by taking him in hand to prevent even the hint of favouritism. Shin's first deployment out of his father's watchful eye was the training exercise that eventually led to the Battle of Emerald Tears; the days that built up to its climax saw more and more of his men dying under his command.

In the final battle, once they had realised the truth of Varash's invasion, Shin was jolted from his stupour by the reality of suffering and of the responsibilities that were his to address. Shin's first true act of selfless leadership called him to the attention of the Unconquered Sun, and in rallying his men against the seemingly-impossible odds, he was Exalted.

APPEARANCE

Shin is a lean but built young man with long red-brown hair and intense brown eyes, a legacy of House Karal's strongly Fire-aspected bloodline. His hair is commonly tied up in a tight ponytail or even braided in an oriental style for formal occasions. He is of average height and can sometimes be mistaken for a fire-aspected Dragonblooded, albeit a weak one.

CHARACTER SHEET

Name:    Karal Shin
Nature:  Leader
Caste:   Night
Concept: Tactical Genius / Squad Leader

Attributes

Strength:  5 Charisma:     5 Perception:   5
Dexterity: 5 Manipulation: 5 Intelligence: 5
Stamina:   5 Appearance:   4 Wits:         5

DAWN

Archery:      5 **PRODIGY**
Brawl:
Martial Arts: 
Melee:        5   
Thrown:       

ZENITH

Endurance:    
Performance:  5
Presence:     5
Resistance:   
Survival:     1

TWILIGHT

Craft(War):   5
Investigation: 
Lore:         1
Medicine:     1
Occult:       

NIGHT

Athletics:    5
Awareness:    5
Dodge:        5
Larceny:
Stealth:      5

ECLIPSE

Bureacracy:   3
Linguistics:  4 
Ride:         5
Sail:
Socialise:    3

SPECIALITIES

Archery:      3 (To be chosen)
Dodge:        1 (To be chosen)

ADVANTAGES

BACKGROUNDS

Allies:          
Artifact:        5
Backing(Lookshy):2
Resources:       4
Reputation:      2
Retainers:       1
Tactical Instincts

ESSENCE 5

Personal   23/23
Peripheral 35/55
[Committed 20]

WILLPOWER 8

VIRTUES

Compassion 2
Temperence 2
Conviction 5
Valor      3

LIMIT BREAK
Heart of Flint (Conviction)

HEALTH LEVELS

-0    x 1
-1    x 2
-2    x 2
-4    x 1
Incap x 1


MOVEMENT

May move 68 yards and make a full dice action in combat.
May move 140 yards at the cost of the turn's actions.

CHARMS

MELEE

Dual Slaying Stance
Sun and Moon Method
Two Swords Technique

ARCHERY

Wise Arrow
Trance of Unhesitating Speed
Arrow Storm Technique
Sight Without Eyes
Accuracy Without Distance

There is no Wind
Fiery Arrow Attack
Dazzling Flare Attack



Phantom Arrow Technique
Immaculate Golden Bow
Rain of Feathered Death

DODGE

Reed in the Wind
Reflex Sidestep Technique
Shadow over Water
Flow Like Blood
Seven Shadows Evasion

ATHLETICS

Increasing Strength Exercise 
Graceful Crane Stance
Monkey Leap Technique
Lightning Speed
Spider-Foot Style
Feather-Foot Style
Cloud-Foot Style

MEDICINE

Body Mending Meditation

EQUIPMENT

The Sun-in-the-Night (Orichalcum / Moonsilver Ring)
Collar of Dawn's Cleansing Light (Orichalcum version)
Breastplate (Normal Quality, Earth-imbued)
Cooking plates (Normal Quality, Fire-imbued)
Ranger suit (Normal Quality, Fire-imbued)
Ranger suit liner (Normal Quality, Air-imbued)

EXPERIENCE

Session 1    10 Experience + 1 Charm or 1 Charm Mastery
Session 2

TACTICAL INSTINCTS

Shin has an intuitive understanding of tactics - this carries over into any situation where it can be reasonably believed to be useful, from mass-combat to strategic games.

Mechanics: During any reasonable situation, Shin can put aside an action to roll his Wits + Awareness to determine how much information on the situation he has taken in and understood.

The successes on this roll are accumulated into a pool of bonus dice that he can divide among any relevant rolls (leadership, combat, strategy), as long as the bonus dice do not exceed 3. The pool of bonus dice remains until they are all used or until the end of the scene.

At any time, Shin can put aside another action to reroll his Wits + Awareness to reevaluate the situation but he will have to have used all his bonus dice before he can do so.