GoldenH/Zephandraephel

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Title: Starlit Keeper of Emerald Vines
(In Old Realm) - Zephandraephel
Player: GoldenH
Caste: Day
Concept: Secret Weapon
Nature: Bravo
Anima: A woven cross made from green and white flowers.
Resonance: XXX
Willpower: ooooox
XP: 6/(16)3+4+3+3+3

The Starlit Keeper appears as a figure cloaked in an assemblege of white silks with serrated edges like sunbursts draped around her. The corners are dyed red, offsetting her eastern complexion. Her hair is cut into short green spikes that droop downwards like a wilting flower.

Attributes
oooo    Strength
ooooo   Dexterity
oo      Stamina

ooo     Charisma
oo      Manipulation
oo      Appearance

ooo     Perception
ooo     Intelligence
ooo     Wits
Abilities
        Archery
        Brawl
        Martial Arts
ooooo  xMelee            +1 Dual Weapons,  +1 Knives
        Thrown

o       Endurance
o       Performance
        Presence
o       Resistance
        Survival

ooo     Craft            (First Age Ships)
        Investigation
oO     xLore
o       Medicine
oO     xOccult

ooooo  xAthletics
oO     xAwareness
ooooo  xDodge
       xLarceny
ooooo  xStealth

       Bureaucracy
oO     Linguistics       Old Realm, Seatounge, Holy High Speech
       Ride
oO    xSail
oO    xSocialize
Charms
Fault-Finding Scrutiny  C3 E2
Wood Withering Method   C3 E2

Ration's Nimble Perch    A1 E1
Spider Pounce Technique  A1 E1

Concealing Distraction Discipline S3 E2
Mist and Shadow Technique         S5 E2

Elegant Flowing Deflection    M1 E1
Fluttering Moth Defense       M3 E2
Hundred Razor Circle          M4 E2
Incomparable Sentinel Stance  M5 E2
Backgrounds
oooo   Contacts
ooo    Spies
ooo    Resources
o      Leige
oo     Artifact
ooo    Manse
ooo    Resources
Virutes
oo     Compassion
oo     Conviction
oooo   Temperence
oo     Valor

Willpower 6

oo     Essence
12/12  Personal Essence
22/30  Peripheral Essence 
8      Committed Essence

Artifact (5 levels)

Shield Bracer (Artifact 2): 3 motes
-1 successes from all melee attacks
-2 successes from all missile attacks
Also, hearthstone socket (p78 CB:D)

A completely black exoskeleton, smooth and metallic.

Voracious Rune (Artifact 3)
Spd: +5 Acc: +2 Dam: +3L Def: +2 Commitment: 5 motes

This soulsteel knife blade was forged centuries ago in the halls of the ghost kings as a more refined method of feasting on the life of mortals, but despite this ceremonial purpose it is well-suited for combat. One edge is covered with spikes and bristles seemingly at random but actually cleverly designed to be able to grab onto any blade from a thin rapier to a grand daiklaive. The actual cutting edge seems to be ground too steeply to produce a fine point, but the reality is that the blade can cut as well as the thinnest weapon. Between either edge is a wide channel, within which contains a elaborate channel where a unique old-realm character is engraved with a strange rosy metal, the calligraphy borrowing elements from unsavory characters, the combined result yielding the weapon's true name.

Unlike most soulsteel weapons, Voracious Rune naturally transfers the stolen essence to the attuned holder. But it's most potent ability is the fact that on any successful hit, a single unsoakable level of damage is done in addition to any damage that is rolled (this is a perfect effect). This means that a successful hit always drains Essence away from the target, making it a fearsome weapon indeed.

If this function is not desired, the flat of the blade can be gently pressed against the flesh of the target, stealing essence without doing any damage. This requires a difficulty 3 Dex + Melee roll in combat. A standard difficulty 2 roll to do bashing damage succeeds, but still add one unsoakable level of lethal damage as with any other attack.

Manse
Gem of Forgetting (Lvl 3, Bo3C p115) Air, Trigger: None, constant This arrowhead-shaped Hearthstone bears a pattern of swirling red and rose, and it's surface is perfectly smooth. Anyone who meets the bearer of this stone will be unable to remember her clearly later. Only repeated and prlonged exposure to the possessor of this stone will negate this effect. Thus, the bearer's family and friends will remember what she looks like, while random shpopkeepers will not. The player of any character who sees this Exalted after their first meeting must make an Intelligence roll at difficulty 3 for his character to remember who she is. Repeated contact lowers this difficulty.

Other items:
Armor (Concealed plates) 5L/6B, -2 mobility, 2 fatigue

4 Exceptional Long Knifes

base knife stats
+3    +0    +1    -2  R1 S1

spd   acc   dam   def
+2    +1
      +1    +2
+1                +2
      +2    +1

young, short, and well-proportioned, Zephy is the child of an eastern couple who were devoured by the Dowager's unnatural hunger for soulsteel implements. From a young age she possessed an uncanny talent for getting into places she shouldn't be and breaking things before she was cought.

The Dowager never seemed to care, until her attention was drawn to the young child by instinct instead of by messenger. The young girl had found herself in a glittering room of jade and soulsteel, where ivy grew along the wall and cracks of the ancient room hollowed long ago by Dragon King artisans. The young girl had not accounted for things that wanted her dead. In an instant the Dowager offered her fleeting spirit the chance to survive, and as Exaltation gripped her like a sort of dark angel and drowned her in it's shadowy Essence, the vines coiled away from her body and made themselves subservient to her.

The Dowager already had made her plans by the time the child's last breath had returned to her lungs, and set about teaching the virtues of temperence and patience. From the mindless labor of feeding blood to the emerald constructs, she learned sacrifice and acceptance. From the crystal echoings of flower-bells that whispered the dreams of the Malfeans when held to her ears, she learned compassion and vengence. From the ancient tomes that scattered the library's halls she learned what the Dowager deemed it necessary for her to learn: the art of ships, the ways of spirits, and how to channel her essence in ways unnatural to the living world.

Finally, the girl was deemed ready to be unleashed upon the world, and so the Dowager took her deep into the Labyrinth to meet her forbidden masters. There the rites of power burned at her memory and her body, mysterious runes writ large across the face of oblivion in quickly fading ash. Once the incomprhensible runes were memorized, her soul was thus bound, and the Dowager draped her in a white gown of many sashes with the many tips dipped in red ink. Thus attired Starlit Keeper of the Emerald Vines stepped upon the dark ship destined to carry her to her destiny on the West. There she would meet Pontificus, Spymaster and ally, who watched the halls of the Dead while "Zephandraephel". Two years have passed since this day, and many among the living quiver in fear when a dove with red-tipped wings is sighted pecking on corpses in the bay, many among the living retreating in fear to dark places within their homes with the drapes drawn shut and wondering why they never thought to take precautions against when she, their dark mistress, would return to their home.

Custom Charms

Mist and Shadow Technique Cost: 2 motes Duration: One Turn Type: Supplemental Minimum Stealth: 5 Minimum Essence: 2 Prerequisite Charms: Concealing Distraction Discipline

Emulating the mists that rise to conceal the sun, the Abyssal works his essence to fade away leaving nothing but a rapidly-dissipating puff of fog. It is nearly impossible to pierce this invisibility. Close up, subtle hints allow an attack to only suffers a difficulty penalty of the deathknight's permanant Essence. But unless using some sort of magical aid to detect invisible foes it becomes nearly impossible to penetrate the disguise, adding a difficulty of the abyssal's Stealth on any Per + Awe roll to detect the character.