LeumasWhite/SianNerivus

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Sian Nerivus


Name: Sian Nerivus
Aspect: Water
Nature: Caregiver
Concept: Long-Distance Diplomat
House: None (Outcaste)
Anima: A dark current to the air around him, like looking into the ocean on a moonless night. His totemic image is a sudden, cold burst of water, from which a great frozen snake appears.

Merits: Prodigy (Thrown) (3), Enchanting Feature (Piercing Gaze) (2)
Flaws: Enemy (Osikuthe) (3), Suppressed Breeding (2), Nightmares (3)

Attributes
Strength 3, Dexterity 3, Stamina 3
Charisma 3, Manipulation 4, Appearance 3
Perception 3, Intelligence 3, Wits 3

Abilities
Athletics 1, Awareness 1, Brawl 3, Bureaucracy 3, Endurance 4, Investigation 3, Larceny 4, Linguistics 2, Lore 2, Medicine 1, Occult 5, Performance 1, Presence 3, Ride 1, Sail 1, Socialize 4, Survival 2, Resistance 1, Thrown 3

Backgrounds
Allies 1, Artifact 1, Backing (Syndics) 3, Breeding 3 (1), Contacts 2, Influence 1, Manse 1, Resources 2

Virtues
Compassion 3, Conviction 2, Temperance 4, Valor 2

Willpower: 5
Health: -0,-1,-1,-2,-2,-4, Incapacitated
Essence: 3
Personal Essence: 9
Peripheral Essence: 23 (26)
Committed Essence: 3

Charms
Endurance
Sleep of Stones Trance
Unsleeping Earth Meditation
Investigation
Indisputable Physical Analysis Technique
Occult
Spirit-Detecting Mirror Technique
Socialize
Loquacious Courtier Technique
Seizing-the-Tongue Technique
Survival
Wild-Wandering Forester Charm
Thrown
Seeking Throw Technique

Spells
Terrestrial Circle
Ritual of Elemental Empowerment
Summon Elemental
The Tree's Many Branches
Wood Dragon's Claw

Equipment: breastplate (4L/2B, mobility -1, fatigue 1), exceptional javelins, ice skates, furs, fine clothing, hailstorm sheath (+2 damage to javelins)

Combat
Base Initiative: 6
Soak: 5L, 5B, 4A (breastplate)
Dodge: 5
Attacks:
Javelin (Melee): Speed 7, Accuracy 7, Damage 5L, Defence 7, Rate 3
Javelin (Thrown): Speed 9, Accuracy 8, Damage 7L (piercing), Rate 3, Range 40
Punch: Speed 6, Accuracy 7, Damage 3B, Defence 8, Rate 5
WDC Base: Speed 6, Accuracy 6, Damage 3B, Defence 6, Rate 0

Experience
Current Banked XP: 43
Total Spent XP: 142
XP History: 185

Experience Usage: Charisma 2->3 (8), Presence 1->3 (6), Strength 2->3 (8), Brawl 0->2 (4), Compassion 2->3 (6), Performance 0->1 (3), Occult 4->5 (7), Larceny 2->4 (8), Brawl 2->3 (3), Temperance 3->4 (9), Suppressed Breeding 3->2 (2), Essence 2->3 (20), Charm: Terrestrial Circle Sorcery (10), Endurance 3->4 (5), Spell: Ritual of Elemental Empowerment (10), Spell: Wood Dragon's Claw (10), Spell: The Tree's Many Branches (10), Brawl 3->4 (5), Charm: Sleep of Stones Trance (10)


Character Description

History
(to be done)

Appearance
Sian has a dark, somewhat harsh appearance; with sharp white hair swept back from his forehead, a small, roughly trimmed beard, and a gaze that can pin people in their seats, he gives an impression of somewhat relaxed practicality. When travelling, he wears warm, fur-lined clothing with a high collar, along with solid boots and gloves. Likewise, in formal settings he favors unelaborate black pants and a white silken shirt, usually with only a couple of buttons done up, and a black overcoat if it's particularly cold.

Expanded Backgrounds

  • Allies

Sian's constant companion is a young godblooded girl by the name of Aia Eyren, daughter of Isia, the Black Cat Goddess. Her slitted amber eyes, not to mention her fuzzy ears and tail, clearly mark her heritage, but Sian seems not put off by this in the least (in fact, he is likely to deck anyone who should so much as hint at insulting her). She serves Sian as a scribe and servant, in return for his rescuing of her from a particularly nasty Storm Mother named Osikuthe, whose court her mother had banished her to for some imagined transgression.

  • Backing (Syndics)

A Dragon-Blood, even one with blood as weak as Sian's, is a rather useful person to have around. Thus, almost as soon as he Exalted, the Syndics offered him a position as the messenger, diplomat and general problem-solver of Whitewall, promising wealth and power if he should accept. He duly did so, both curious to see the world outside his city's towering walls and determined not to end up as a farmer or other commoner. Over the years, his duties have proven pleasant, and his continued success in carrying them out have earned him the promised wealth and power, and there is likely to be more to come.

  • Breeding

For whatever reason, the power in Sian's blood has yet to make itself fully known. Though his Exalted nature is obvious at most times, his small supply of Essence means that with not much effort, he can be reduced to the level of a mere mortal.

  • Contacts

Grumpy though he may occasionally be, Old Ketari, doorkeeper spirit of the Frozen Tempest Court, is a long-time friend of Sian's. Responsible for making sure visitors to the Court are presentable and polite (and very subtly reminding them of the consequences if they are not), Ketari's post means he has met most of the major northern spirits at some time or another, thus making him a valuable resource for Sian to call upon.

In contrast, Sian's adoptive mother Ishandia has rarely left the walls of her home city, seeing no need to travel when she has everything she needs already. But, due to her ownership of one of the finer inns in Whitewall, the merchants who are willing to brave the trip there are often rather talkative by the end of their lonely journey, and Ishandia is more than happy to listen and offer advice, earning her the respect of many. She occasionally mentions a name to Sian whenever he is about to set off, an herb-trader or horsemaster or such who she met however many years ago.

  • Influence

Sian has travelled back and forth across the North many times in his service to the Syndics, and is now recognized in more than one inn along the way. His employers are well-known too, so he is given a measure of respect out of deference to the Syndics' power.

  • Manse

An average-sized Demesne in the Northwest sea was Sian's reward for services particularly well-performed. The conflicted Air-Water site is easily visible, even in the harshest storms, as a whirling black waterspout perched atop a rocky island.

  • Resources

The Syndics provide ample pay for his services, and over the years he has learned to stretch it rather impressively, meaning the months-long trip back and forth across the North is hardly a drain at all. He rarely buys things he doesn't absolutely need, his house is sparsely decorated, and his wardrobe is small, and thus he has saved a fair amount of silver.

Merits and Flaws

  • Prodigy (Thrown)

Sian has displayed a natural talent for the javelin, in addition to his already impressive skills in the social arena. As combat ability is useful when travelling across the dangerous northern wastes, he has developed it until he is well able to hold his own in a fight.

  • Enchanting Feature (Piercing Gaze)

Clear, grey-blue eyes are Sian's oft-used weapon when dealing with obnoxious and self-important fools, and watching such idiots deflate has become a private amusement of his. Of course, the ability to pin a target in his or her seat is useful in other circumstances, and he takes advantage of the effect his gaze has whenever possible.

  • Enemy (Osikuthe)

In his rescuing of Aia, Sian earned himself a powerful enemy, in the form of the exceptionally ugly and unpleasant Osikuthe, a powerful storm mother in charge of one of the Western spirit courts. Well-known for being rude and needlessly cruel, she leaves no insult repaid, and Sian would be in grave danger should he ever re-enter her domain.

  • Suppressed Breeding

See: Breeding.

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