Seiraryu/AndimMael

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Andim Mael

http://i7.photobucket.com/albums/y294/Seiraryu/ArcaneArchersepian.jpg

History

History forthcoming.

Character Sheet

Auspice: Chosen of Journeys
Concept: Demon Hunter
Nature: Thrillseeker

Anima: Spinning sepian arrow
Allegiance: Gold Faction

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

Abilities
Journeys: *Endurance 4, *Ride 3, *Sail 1, *Survival 4, *Thrown 1
Serenity: *Crafts (Fate) 4, Dodge 4, Linguistics 2, Performance 3, Socialize 3
Battles: *Archery 5 (Powerbow +3), Brawl, Melee 3, Presence 2, Resistance 2
Secrets: Investigation 1, Larceny 1, Lore 3, Occult 2, *Stealth 4 (Shadowing +1)
Endings: Athletics 3, Awareness 3, Bureaucracy 3, *Martial Arts 5 (Celestial Lightning Style +2), Medicine 1

Advantages
Backgrounds: Artifacts 3, Backing (Gold Faction) 2, Connections (Threshold) 3, Celestial Manse 3, Salaray 2, Savant 2, Sifu 3
Virtues: Compassion 2, Conviction 4, Temperance 3, Valor 4
Colleges: *The Mast 2, *The Ship's Wheel 3, 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: Lamellar (+6L/+8B)
Lethal 8
Bashing 12
Aggravated 6

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

Merits:
Flaws:
Equipment: Starmetal Powerbow, slashing sword, pouch with money, Heavnely dictums, prayer strips.

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. || |[ Many Missiles Bow Technique |[ Archery |[ 10 motes, 1 WP, 1 HL |[ One Scene |[ Simple |[ Arrows gain triple their range and can suffer transformations that the character has learned for 1 mote each. || |[ 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. || |[ Divine Essence Strike* |[ Martial Arts |[ 3 motes |[ Instant |[ Supplemental |[ Add Permanent Essence to Damage; arrows can be made from lightning and have Damage equal to character's Permanent Essence. || |[ Unportented Illumination Kata* |[ Martial Arts |[ 6 motes |[ Instant |[ Reflexive |[ Character rolls 2 dice for Initiative, and perfect initiative Charms by others are invalidated. || |[ Two-Fold Lance of Heaven* |[ Martial Arts |[ 3 motes |[ Instant |[ Extra Action |[ Character may make one attack roll that affects two opponents (who must not be further apart from each other than the character's Dexterity in yards). || |[ Night-Shattering Flare Movement* |[ Martial Arts |[ 3 motes |[ One Turn |[ Reflexive |[ Character may add his Permanent Essence to any Dodge roll (but cannot Dodge simply on the dice gifted by this Charm). || |[ 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. || |[ 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 ||

* Charm belongs to Hapushet's Celestial Lightning Style.


Expanded Traits

To expand upon Backgrounds, Merits, Flaws, and benefits of commonly used Astrological Effects.

Celestial Manse: Gem of Grace.

Unfinished, duh.

Combat Statistics

Attacks
Fist: Speed 8, Accuracy 11 (13)*, Damage 4B, Defense 12 (14)*, Rate 5
Kick: Speed 5, Accuracy 11 (13)*, Damage 7B, Defense 7 (9)*, Rate 3
Slashing Sword: Speed 14, Accuracy 9, Damage 8L, Defense 8, Rate 2
Long Powerbow (Starmetal): Accuracy 14, Damage 9L**, Range 350, Rate 2
*Numbers in parenthesis are with applicable Specialties.
**Add arrow modifiers for Damage.

Dodge 13
Specialties: None.
Base Initiative: 8

Experience

Total:
Spent:
List of spendings.
Remaining: