Seiraryu/AndimMael

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Andim Mael

History coming soon.

Character Sheet

Caste: Journeys
Concept: Demon Hunter
Nature: Thrillseeker

Anima: Spinning Arrow
Allegiance: Gold Faction

Attributes
Physical: Strength 4, Dexterity 5, Stamina 4
Social: Charisma 3, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 3

Abilities
Journeys: Endurance 4, Ride 2, Sail 1, Survival 4, Thrown 1
Serenity: *Craft (Fate) 3, Dodge 4, Linguistics (Skytongue; Old Realm, Riverspeak) 2, Performance 2, Socialize 2
Battles: *Archery 5 (Archery Charms +3), Melee 3, Presence 2, Resistance 2
Secrets: Investigation 1, Larceny 1, Lore 3, Occult 3, *Stealth 3
Endings: Athletics 1, Awareness 2, Bureaucracy 2, *Martial Arts 5 (Wood Dragon Style +3), Medicine 1

Advantages
Backgrounds: Artifact 3, Backing (Gold Faction) 2, Connections (Threshold) 3, Celestial Manse 3, Salary 2, Savant 2, Sifu 2
Virtues: Compassion 2, Conviction 4, Temperance 3, Valor 4
Colleges: *The Ship's Wheel 3, *The Mast 2, The Shield 2

Essence 4
Personal: 16/16
Peripheral: 40/45
Committed: 5
Willpower: 8/8

Health: -0, -0, -1, -1, -2, -2, -4, Incap.
Armor and Soak: (Armor)
Lethal: 2
Bashing: 4
Aggravated: 0

Paradox: 0
Anima Power: He may spend 10 motes of Essence to triple his and his allies' running speeds.
Astrological Effects: None currently.

Equipment: Starmetal Powerbow, slashing sword, pouch with money.

Charms

|| Charm or Spell || Ability || Cost || Duration || Type || Effects || |[ Generalized Ammunition Technique |[ Archery |[ 1 mote |[ Instant |[ Supplemental |[ Allows him to form arrows out of anything but abstract thoughts. Shadow, shouts, animals and breath are all options. He decides what type of arrow it converts to. || |[ Any Direction Arrow |[ Archery |[ 1 mote + 1 mote per die |[ Instant |[ Supplemental |[ Character adds up to his Essence in dice to any Archery roll. In addition the arrow takes no penalty from up to 50% cover. || |[ Every Direction Arrow |[ Archery |[ 3 motes per arrow |[ Instant |[ Extra Action |[ Character shoots a number of arrows up to his Essence. Roll only once for the attack, but apply damage seperately. || |[ Opportune Shot |[ Archery |[ 3 motes |[ Instant |[ Reflexive |[ The character automatically wins initiative for purpose of making an Archery attack. || |[ Five Seasons Approach |[ Archery |[ 2 motes per TN |[ Instant |[ Supplemental |[ The character finds an abstract concept that will aid him, and reduces the Target Number of an Archery roll. Virtue: Any. || |[ Absence |[ Dodge |[ 1 mote per TN |[ Instant |[ Supplemental |[ Reduces the Target Number of a Dodge roll. || |[ Ox-Body Technique |[ Endurance |[ None |[ Permanent |[ Special |[ Adds one -0 Health Level. || |[ Unswerving Juggernaut Principle |[ Endurance |[ 5 motes |[ Indefinite |[ Simple |[ The character gains +5B/+5L, needs no sleep, suffers no fatigue (nor rolls from armor), and adds Essence to all Endurance rolls while running in a straight line and with a specific purpose or destination. || |[ Eyes of the Wood Dragon |[ Martial Arts |[ 2 motes |[ 5 turns or til used |[ Simple |[ After a successfull Martial Arts attack: roll Essence for another instance of Damage, which ignores armor (magical too) - or the charm may allow him to attack dematerialized spirits. || |[ Mind-Over-Body Meditation |[ Martial Arts |[ 2 motes per HL |[ Instant |[ Simple |[ The character can heal a level of Bashing damage per 2 motes spent. Lethal or Aggradam cannot be healed this way. || |[ Heroic Essence Replenishment |[ Presence |[ None |[ Permanent |[ Special |[ Immediately after a successful roll using Valor or a Presence roll that bends an enemy to his will, the character gains twice his Valor in motes. || |[ Yellow Path |[ Ride |[ 2 motes |[ One Journey |[ Simple |[ The character knows the quickest (but not safest) route towards his destination. Rolle Essence: 1 success increases speed, 3 means he attends any meeting on time, 5 allows him to make any appointment not already missed. || |[ Stern Essence Replenishment |[ Socialize |[ None |[ Permanent |[ Special |[ After a successful roll using Conviction roll or Socialize roll that changes the social environment to his favor, he gains twice his Conviction in motes. || |[ Becoming the Wilderness |[ Survival |[ 1 mote per TN |[ One Day |[ Simple |[ Trees help the character, food animals wander into his camp, winds blow light and danger is infrequent in the wilderness. Reduce the Target Number of all Survival and Awareness rolls in the wilderness. Virtue: Valor ||

Expanded Traits

Manse: Gem of Grace.

Combat Statistics

Attacks
Fist: Speed 8, Accuracy 11 (14)*, Damage 4B, Defense 12 (15)*, Rate 5
Kick: Speed 5, Accuracy 11 (14)*, Damage 7B, Defense 7 (10)*, Rate 3
Slashing Sword: Speed 14, Accuracy 9, Damage 8L, Defense 8, Rate 2
Long Powerbow (Starmetal): Speed 8, Accuracy 11 (14)*, Damage 9**, Range 350, Rate 2
*Numbers in parenthesis are with applicable Specialties.
**Add arrow modifiers for Damage.

Dodge 13
Specialties: None
Base Initiative: 8

Experience

Character Creation: 65 extra Bonus Points.
Total: 33
Spent: 32
27 on Essence to 4
2 on Performance to 2
3 on Larceny to 1
Remaining: 1