JesseLowe/KuroHaku
Contents
Kuro Haku
Description:
Roleplaying Notes:
Caste: Night
Nature: Caregiver
Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Social: Charisma 2, Manipulation 4, Appearance 1
Mental: Perception 3, Intelligence 3, Wits 3
Abilities
Dawn: Archery 0, Brawl 0, *Martial Arts 5 (+3 Fighting Chain Specialty), Melee 0, Thrown 0
Zenith: *Endurance 4, Performance 0, Presence 5, *Resistance 5, *Survival 3
Twilight: Crafts 0, *Investigation 3, Lore 0, Medicine 0, Occult 0
Night: *Athletics 5, *Awareness 5, *Dodge 5 (+1 Ranged Attack Specialty), *Larceny 5, *Stealth 5
Eclipse: Bureaucracy 2, Linguistics 1 (Forest-Tongue, Riverspeak), Ride 1, Sail 0, Socialize 0
Note: * = Caste or Favored skill.
Virtues: Compassion 2, Conviction 3, Temperance 2, Valor 2
Backgrounds: Artifact 3, Contacts 2, Followers 3, Manse 4, Resources 3, Spies 1
Willpower: 5
Virtue Flaw: Deliberate Cruelty
Limit: O O O O O O O O O O
Essence: 4
Essence Pool: 17 (Personal)/42 (Peripheral) (5 peripheral committed)
Merits: Hidden Manse (2 pts)
Flaws: Wanted (2 pts)
Anima: A silver jaguar.
Anima Effects:
Mute anima - spend 2x as much peripheral essence to avoid flaring anima banner.
Extend muted anima - spend 10 motes and for entire scene, all rolls to detect or track the Exalted are +1 difficulty
Charms:
- Dodge
- Reed in the Wind
- Shadow Over Water
- Seven Shadow Evasion
- Reflex Sidestep Technique
- Flow Like Blood
- Leaping Dodge
- Endurance
- Ox-Body Technique (One -1 and two -2 health levels)
- Ox-Body Technique (One -1 and two -2 health levels)
- Ox-Body Technique (One -1 and two -2 health levels)
- Larceny
- Seasoned Criminal Method
- Flawlessly Impenetrable Disguise
- Perfect Mirror
- Martial Arts (Ebon Shadow Style - Page 67 Night Caste Book)
- Image of Death
- Wall Climbing Technique
- Distracting Finger Gesture
- Ebon Shadow Form
- Seven Points of Weakness Strike
- Limb-Immobilizing Method
- Paralyzing Touch Attack
- Resistance
- Durability of Oak Meditation
- Survival
- Friendship with Animals Approach
- Athletics
- Graceful Crane Stance
- Monkey Leap Technique
- Racing Hare Method
Equipment: Lock Picks
Base Initiative: 8 (+5 if using Ebon Shadow Form Charm)
Attacks
Lightning Chain: See Artifact Description
Sai: Speed 8, Accuracy 10, Damage 2L, Defense 12, Rate 4
Clinch: Speed 2, Accuracy 10, Damage 2B piercing, Defense 10, Rate 1
Fists: Speed 8, Accuracy 11, Damage 2B, Defense 12, Rate 5
Kick: Speed 5, Accuracy 11, Damage 5B, Defense 7, Rate 3
Dodge: 13, Soak: 4B/2L/0A
Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-4/ Incapacitated
Character Description and Background
A year ago, Haku was common (but gifted) thief on the streets of Great Forks. He often killed as a part of his crime as this left no witnesses. However, he never thought of himself as a criminal because he felt the people he stole from were evil to begin with - pimps, thugs, etc. In his mind, he was a vigilante and because of this, he was given a wide berth by the local authorities. He chose his victims carefully and was patient to pick the perfect time.
One night, while stalking his prey, he heard screaming from down an alley. A well dressed man was beating a prostitute. Diverted from his task, Haku silenty came up behind the man and slit his throat. The woman screamed again. Suddenly, the local authorites arrived and overpowered Haku and knocked him unconscious.
Haku awoke the next morning in a cell and was promptly hauled out to trial. The man was the son of a prominent businessman and his family had apparently already gotten to the woman: she changed her story to say that Haku attacked them both and the man died trying to save her. Haku was thrown back into his cell to await execution in two weeks.
After a week with no food and in a state of delirium, an etheral voice told Haku he was ready to serve a higher power and would be freed into a new life. When he next awoke, he felt a massive surge of power. His surroundings glowed like daytime, but he saw no source until he looked into a nearby pool and found that the glow was emanating from his own body. He was in a massive underground cave that seemed to radiate its own power that while similar to his own, felt much more ancient. In Great Forks, it is assumed that he bribed the guards and escaped into the underground. Today, still wanted by the government of Great Forks, he survives by remaining invisible.
If you have a problem, if no one else can help, and if you can find him, maybe you can hire -- Kuro Haku.
Expanded Backgrounds
Artifact 3
Lightning Chain (Artifact 3)
Speed +3* Accuracy +0 Damage +4L/+4B Defense +2 Rate 7*
Requires: Dexterity 4, Martial Arts 4; Commitment: 5
Characters may decide on the weapon's length, which modifies the speed
bonus and rate, as a reflexive action before initiative is rolled.
Length Speed Rate
1 yard +3 7
2 yards +5 6
3 yards +7 5
4 yards +9 4
5 yards +11 3
6 yards +13 2
7 yards +15 1
The lightning chain is one of the most difficult and widely acclaimed martial arts weapons of the First Age. Lightning chains are 10 foot lengths of enchanged metal links remarkably sensitive to Essence. In the hands of an Exalted, a lightning chain can alter its form in response to the wielder's will. When used in battle, the chain can be charged with 2 motes of Essence, allowing it to perform a variety of unusual feats. Charging a lightning chain with Essence is a Reflexive Action.
Although the chain normally does bashing damage, if charge with Essence, the metal crackles with electricty and can be commanded to do either lethal or bashing damage on any attack. When commanded to do lethal damage, blades of pure Essence form along the chain's length. Charging the chain with Essence also allows it's wielder to alter the length of the chain during the same scene. An Essence-charged state allows the chain tinks to slip against each other so that the chain can vary in length between 2 and 20 feet, depending on the desire of the Exalted character using it. Once the scene is over, the chain remains at its final length until it is charged again. Exalted who carry this weapon often shorten it and wear it as a belt. When lengthened, this weapon can strike targets up to 20 feet away without penalty.
In addition to striking, the wielder can also wrap the chain around a target. This type of attack is made at +1 difficulty against normal opponents, and at normal difficulty against stationary targets like tree limbs. If wrapped around an opponent, the user may attempt to knock down the target by making a Strength + Melee roll, resisted by the target's Dexterity + Resistance. The target receives a +1 difficulty to her roll if she is mounted or on slick or unstable terrain.
In addition, characters can attempt to enwrap the target's weapon, leg, or arm. All such attacks are made at difficulty 3. Entangling a target's weapon imposes a +2 penalty on its use and allows the chain-wielding character to attempt to disarm the target. Entangling a leg limits the target to a maximum movement of 10 feet per turn and gives him a +2 penalty on any rolls to avoid being knocked down. Entangling the target's weapon arm gives the target a +2 penalty for all actions using that arm, but does not allow the character wielding the chain to make disarming attacks any more easily than normal.
When charged with Essence, the chain can also be commanded to lock itself around whatever it has entangled. In this state, the chains can only be removed by breaking it. If the chain is not locked, a target enwrapped in it can free himself by making a Dexterity + Athletics roll at difficulty 3. The attempt takes a full turn and the character can take no other action while freeing himself.
Breaking a lightning chain requires a Strength + Athletics roll at difficulty 6 or an attack by any magical weapon that does at least 7 health levels of lethal damage to the chain. Lightning chains possess a lethal soak of 7. In addition to their other benefits, lightning chains are extremely easy to climb. Using a lightning chain when climbing removes all difficulty penalties from that activity. Lightning chains require the user to commit 5 motes of Essence to them in addition to the Essence used to charge the chain.
Artifact 3
Belt of Shadow Walking (Artifact 3)
Contacts 2
Raseac Ecalap is Haku's main contact in Great Forks. The two were friends as they both got started in the criminal underworld as children. Raseac was more of the criminal mastermind type while Haku was the hired muscle. They have eached used their respective skills to save the other on countless occasions. While Haku tended to work alone, Raseac worked his way up through the criminal underground and is a fairly high ranking member in the Great Forks mafia. This position gives him a great deal of information regarding both the criminal underground of Great Forks and the surrounding area, but also about larger scale political activites in Nexus, Lookshy, and even the Imperial City. Haku's disappearance came as no suprise to Raseac who fully expects him to return to Great Forks once things cool down.
In White Pines, Haku has found a contact in Roxul. Roxul is part of the criminal underground and thinks he is using Haku to get rid of his competition. However, as Haku has used Seasoned Criminal Method on the town, he has seen right through this screen but is still happy to make use of the information Roxul is providing.
Followers 3
- Malkhous Dachjian: Assistant head of the Serene Bureau of Right Conduct (secret police)
- Sanasar Jernazian: Assistant head of the Bureau of the Perfect Strike (military intelligence)
- Ghadam Dachjian: Assistant head of the Bureau of Crystalline Acumen (Espionage)
Influence 2
Kuro Haku is master of White Pines' shadows. His ears hear many secrets, and he has the power of the judiciary in his hands. Therefore, many are eager to curry his favor, and many fear that he might reveal their shame, or strike them down in the night, or ruin them through trial and punishment. Of course, fear breeds resentment and hatred, and of the Circle, Haku is least loved in White Pines -- at least, by those who have reason to fear him. They include most of the clan elders, who work to limit his power by circumscribing the reach of his tools.
Manse 7
Cavern of the Resplendent Crystalline Blossom
Manse 4 (Earth)
Hidden Manse
0 Noteriety
16 creation points
+1 Point for Maintenance (maintenance is simple and just involves harvesting resources from the stalactites so that they do not grow all they way to the ground. If they are not maintained and a connection to the floor of the cave is made, this creates a "short circuit" which is not resolved until the maintenance is completed)
Telepathy - 5 points
Afinity Element Control - 5 (16 mile radius)
Cosmetic Powers - 1 point (I assume I can use this for lighting, etc)
Ground Sensors Projection - 6 points (16 mile radius)
The manse itself is an underground cavern network with many rooms. There is a single hidden tunnel that leads into the manse. Using the Affinity Element Control (earth), the manse can mold the earth to quickly create and remove tunnels within its area of effect including new tunnels to the surface. In essence, there is always a tunnel to get in or out as long as you are within range. The formation of tunnels can also be used to reach secret caverns deeper in the earth (useful for hidden storage, prisons, etc.). As a means of defense, the Affinity Element Control could be used to do things such as create sinkholes and create cave-ins. Additionally, this ability can be used to pump in fresh water and allow fresh air in. A telepathic link connects the attunded hearthstone holder to the manse and allows access to the other features.
The Cavern of the Crystalline Blossom produces a Gem of Adamant Skin as its hearthstone.
Gem of Adamant Skin
Earth-Aspected
Manse ••••
Regain 8 motes of Essence per hour.
This Hearthstone is a glittering, flawless black ovoid. The character who bears it cannot be cut or have her bones broken. Lethal damage done to her is automatically converted to bashing before soak is applied. This Hearthstone has not effect aggravated damage.
Tower Kos
Manse 3 (Wood)
Haku is attuned to Tower Kos manse, though he does not at present have the Hearthstone, a Stone of True Path. (This is in Ragnar's possession.)
Elemental Manse
Manse 3 (Earth)
Familiar
Great Cat - Black, Raising from Kitten
Resources 3
Stalactites within the Manse drip mineral-rich water that form a concentration of these minerals which take the form of both precious metals and gemstones. These can be easily harvested by physically breaking them off. Due to the flows of essence through the manse, these stalactites grow MUCH faster than natural stalactites. Provides about 250 dinars worth of minerals (Resources 3) per month. (3/5/05 - Harvested 1000 Dinars of Minerals)
Furthermore, in his positions as head of the Serene Bureau of Right Conduct, the Bureau of the Perfect Strike, and the Bureau of Crystalline Acumen, Haku draws three salaries. They aren't much, given the poor state of White Pines' bureaucracy:
- Serene Bureau of Right Conduct: 100 dinars
- Bureau of the Perfect Strike: 150 dinars
- Bureau of Crystalline Acumen: 50 dinars
Net Monthly Income: About 550 dinars.
Spies
- Greyfalls
After the events in Greyfalls during Resplendent Earth RY 767, Haku remained in Greyfalls to observe the aftermath. Nothing like a good disaster to allow one to observe the procedures of an adversary. He was able to ascertain troop sizes and deployments throughout the city as well as the locations of supplies and troops.
Additionally, he performed a detailed analysis of the Greyfalls criminal underground.
Finally, he made a key contact in the local merchant guild with an individual named Nagus. Nagus is responsible for coordinating the trading caravans that come and go from Greyfalls.
This spy network consists of Nagus and a small number of informants in the criminal underworld. It can directly keep Haku informed of mercantile matters in the city; of happenings in the black market; of general everyday, public knowledge stuff in Greyfalls; and indirectly, through analysis of who buys what when and where, of other things -- notably military matters.
The spy network has six dice to resist discovery and destruction, and two dice to discover things and commit sabotage.
It communicates with Haku through secret messengers and messages, carefully encrypted.
Garcy enjoys his new position and is able to report the information that is available to him to Haku. A spy network has been placed among the Shanidar Nomads. Due to the huge area they cover, they are spread thin but also benefit from being able to obtain lots of varied intelligence. The spy network has seven dice to resist discovery and destruction, and six dice to discover things and commit sabotage.
Haku has an operative on each shift in the central tower who reports directly do him with copies of all messages and related information that goes into and out of White Pines.
The spy network includes a Spy Master and a few agents. The network has five dice to resist discovery and destruction, and five dice to discover things and commit sabotage.
5 successes - Instant rapport with the local constable. He is considered a trusted ally of Haku's and will freely comminicate thing he thinks Haku needs to know.
1 success - have built a good working relationship with Tambat's "police chief"
The Bureau of Crystalline Acumen has two agents in Coramar and considers it a solid ally of the Circle, if a weak one.
In addition to the spy networks being developed in each of the surrounding cities, an overall network has been formed throught the wood. This allows for the placement of spies in caravans and monitoring of of comings and goings thorugh the wood. The spy network has six dice to resist discovery and destruction, and six dice to discover things and commit sabotage.
Comments
Created with 33 bonus points.
Given 50 bonus points on 6/25/05.
Experience Log
Total Experience Points: 85
Unspent XP: 0
XP History:
7/9/5 - Tweaked early spending to instead boost Stamina to 5 and take a +3 Martial Arts Fighting Chain Specialty and a +1 Dodge Ranged Attack Specialty
7/6/5 - Spend all xp/bonus points - Strength to 5, Essence to 4, Manipulation to 5, Presence to 5, Resistance to 5, Survival to 3, Endurance to 5, and Charms (Ox Body, Paralyzing Touch Attack, Graceful Crane Stance, Monkey Leap Technique, and Racing Hare Method)
6/25/05 - +50 bonus points
6/25/05 - -8 to buy Limb-Immobilizing Method (2 unspent)
6/25/05 - -8 to buy Perfect Mirror
6/11/05 - +9 (18 unspent)
4/16/05 - +4 (9 unspent)
4/2/05 - +4 (5 unspent)
4/2/05 - -4 to buy Presence Ability from 2 to 3 (2x2) (1 unspent)
4/2/05 - -8 to buy another level of Ox Body (One -1 and two -2 health levels)
4/2/05 - -8 to buy Flawlessly Impenetrable Disguise
3/6/05 - + 21 xp (21 unspent)
3/6/05 - -2 to buy Presence Ability from 1 to 2 (1x2) (0 unspent)
3/6/05 - -3 to buy Presence Ability - New Ability
3/5/05 - +5 (5 unspent)
2/28/05 - -2 to buy Bureaucracy Ability from 1 to 2 (1x2) (0 unspent)
2/28/05 - -5 to buy Resistance Ability (Favored) from 3 to 4 ((3x2)-1))(2 unspent)
2/26/05 - +5 (7 unspent)
2/22/05 - -3 to buy Resistance Ability (Favored) from 2 to 3 ((2x2)-1))(2 unspent)
2/22/05 - -8 to buy Durability of Oak Meditation(5 unspent)
2/5/05 - +8 (13 unspent)
12/20/04 - +4 (5 unspent)
12/20/04 - -3 to buy Ride Ability - New Ability (1 unspent)
12/20/04 - -3 to buy Bureaucracy Ability - New Ability
12/20/04 - -1 to buy Resistance Ability (Favored) from 1 to 2 ((1x2)-1)
12/20/04 - -1 to buy Endurance Ability (Favored) from 1 to 2 ((1x2)-1)
12/18/04 - +9 (9 unspent)
12/12/04 - -8 to buy Seven Points of Weakness Strike (0 unspent)
12/11/04 - +6 (8 unspent)
12/11/04 - -8 to buy Friendship with Animals Approach (2 unspent)
11/26/04 - +4 (10 unspent)
11/20/04 - +6
Things to add when I get the XP
- Another level of Ox Body
- Spirit Tied Pet