TheHoverpope/Senesho

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Senesho, the Words of True Courage

A Raneet met a great leader of the dragonbloods, and it met the Blade of Battles Past, and this meeting produced the Senesho. They will lead men into battles, and they will wreak havoc on cowards. They are strong in arms, and they are capable of great feats of speech and valour. Their first and most important function, though, is to lead others into battle; they will give rousing speeches that will make the weakest cowards take up arms for defense or vengeance, whatever cause the Senesho considers to be at hand.

The Senesho appear as large suits of green brass armor with full face plates and bastard swords with obsidian blades, etched with words of great battles. If their face plates are lifted or the armor is peeled off, they will collapse in a sack of pulsing organs; their armor is their skin and their life. They move with no grace, but they are forceful, and will not be gainsaid by word or force. Their speeches are full of powerful words and assonant crunches, their voice working with the sound of scraping metal; but they are inspiring and glorious. The Senesho believe more than all else in the importance of valour, but they do not know honour; they think nothing of stabbing a surrendered victim, and they will not countenance anyone fleeing - a creature that decides the odds are against it and attempts to leave the battle will find the Senesho hunting them down. If the Senesho cannot kill anyone it detects a hint of cowardice in outright, it will haunt their dreams with images of their comrades dying in battle. The Senesho particularly like hopeless causes, and will be most eager to lead peasants against a realm garrison, barbarians against a circle of Celestials, or other equally bleak efforts.

Nature: Paragon
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 4, Manipulation 4, Appearance 4, Perception 2, Intelligence 3, Wits 3.
Virtues: compassion 1, Conviction 3, temperance 2, Valor 5
Abilities: Awareness 2, Dodge 3, Melee 5, Endurance 3, Linguistics 3, Occult 1, Performance (oratory) 4, Presence 4 (In battle +2), Socialize 4
Charms: Donning spiritual armor, Stoke the Flames, Tiny Damnation, Dreambane, Posession, Tongues
Cost to Materialize: 37
Base Initiative: 7
Attack: Greatsword - speed 14, Accuracy 11, Damage 8L, Defense 8, rate 3
Dodge pool: 10 Soak: 15B/12L (Malfean Superheavy Plate, 12B/12L)
Willpower: 6
Health Levels: -0x10, I.
Essence: 3 Essence pool: 70

Other Notes: The senesho's superheavy plate yields no fatigue or mobility penalties. Their tiny damnation lowers temperance by one and raises valor by one. Their Stoke the Flames can be used to instill bloodlust and is invoked through speeches. When they possess a victim, the only action they may take other than going directly into battle is to give a speech to lead others to that end. They use possession by literally pulling apart and stepping into the skin of their targets; this deals no damage. Their Dreambane may only affect those they judge cowards, and it shows the deaths of their comrades on the field. This afflicts the target with a more serious version of the nightmares flaw, which will prevent them from regaining willpower through sleep at all on any night the charm is used. If they use donning spiritual armor, their plate skin will be covered with runes of power and harden further. It uses valor instead of temperance.
The Senesho may never suppress a valour roll; all of their dice on any valour roll are automatic successes.
The armor of the Senesho may be peeled off of them after death; if straps are attached, a difficulty 5 crafts roll, it can be made into a set of superheavy plate with mobility penalties and fatigue of only 2.