Ketrus/IronSoul
Character sheet crunch from X's Dawn
Name: Iron Soul
Age: 36 Caste: Dawn Anima: Shield Concept: Armored Guardian Virtue Flaw: Heart of Flint Motivation: Protect the region from all outside elements.
XP Saved: 0 XP Total: 126
Attributes: Strength [XXX..] Charisma [XXX..] Perception [XXX..] Dexterity [XXX..] Manipulation [XXX..] Intelligence [XX...] Stamina [XXXXX] Appearance [X....] Wits [XXXX.]
Abilities: Dawn Zenith Twilight Archery [.....] -Integrity [XXX..] Craft [.....] M.Arts [.....] Performance [.....] Investigation [.....] Melee [XXXxx] -Presence [XXx..] Lore [X....] Thrown [XXX..] -Resistance [XXXxx] Medicine [.....] War [XXXx.] Survival [.....] Occult [.....]
Night Eclipse -Athletics[XXX..] Bureaucracy [.....] -Awareness[XXX..] Linguistics [x....] Dodge [XXX..] Ride [X....] Larceny [.....] Sail [.....] Stealth [.....] Socialize [.....] -:Favored
Specialities: Melee - Daiklave [xxx] Resistance - In Combat [xxx] Presence - Intimidation [xx.] Thrown - Shields [x..]
Virtues and Essence :
Compassion [Xx...] Temperance [Xx...] Valor [XXX..] Conviction [XXXX.] Willpower [XXXXXXX...] Limit [xxxxxxxxx.] Essence [XXXx.] Personal: 19/19 Peripheral: 22/45
Base commit: 23 (5 daiklave) (4 Sunburst Shield) (8 s.heavy plate) (6 Armored Scout's Invigoration) Inf Mastery: 16
Intimacies:
His "siblings"
Ibis
Backgrounds:
Artifact XXX
Manse XXX
Resources X
Languages:
Riverspeak, Old Realm
Merits:
Flaws:
Disfigurement [3 pt version, 1 pt gained] (-1 to social rolls if not covered up)
Known Anathema [2 pt]
Charms:
(Melee)
First Melee Excellency - Essence Overwhelming (1m/die, refl, instant): Spend up to Att+Abi for dice pool. Also enhance DV: roll 1 for 1, each sux adds one to static value.
Infinite Melee Mastery (2m+ 1wp, simple, 1 scene): Each 2m committed reduces melee excellency charm costs by 1, to a minimum of 0. Max commit 16.
Hungry Tiger Technique (1m, supp, instant): Count extra sux on attack roll twice for determining raw damage.
Dipping Swallow Defense (2m, refl, instant): Ignore all parry DV penalties in response to one attack.
Bulwark Stance (5m, refl, until next action): Ignore all penalties to parry DV until next action.
Fivefold Bulwark Stance (5m 1wp, simple, 1 scene): Remove onslaught penalties imposed on DV. Reduces defense penalty of actions by one.
(Resistance)
Whirlwind Armor-Donning Prana (1m, simple, instant): one minute of armor donning reduced to one action.
Hauberk-Lightening Gesture (1m, simple [spd 3], indefinite): personal armor is sent to Elsewhere, and can be retrieved from such.
Armored Scout's Invigoration (3m/fatigue-mobility reduction, simple, indefinite): lowers both fatigue and mobility penalties. Lasts until armor is removed. Committed.
Durability of Oak Meditation (3m, refl, instant): Makes hardness 8 vs one attack.
Iron Skin Concentration (2m, refl, instant): Invoke after attack hits, but before dmg. Stam+Res vs attacker's Ess. Win: no dmg. Lose: +4A/+8L/+8B soak.
Body-Mending Meditation (10m, supplemental, until day ends): requires one action to activate. Stam+Res. Sux = healing rate x10.
(Presence)
Second Presence Excellency - Essence Triumphant (2m/sux, refl, instant): Spend up to Att+Abi for dice pool. Can spend up to 6m for three autosux.
(War)
Second War Excellency - Essence Triumphant (2m/sux, refl, instant): Spend up to Att+Abi for dice pool. Can spend up to 6m for three autosux (w/charisma).
Rout-Stemming Gesture - (4m 1wp, refl, until next action): Can target up to Ess in military units or (Ess x100) scattered individuals. Causes instant success on all valor rolls. If used when one or more targets fail valor roll, allows reroll. Targets must be able to see or hear a solar-sent signal.
Mob-Dispursing Rebuke - (7m 1wp, simple [spd 3 long ticks], instant): Forces enemy unit within (Ess x100) yards to make an immediate check for rout. Difficulty 1 if magnitude is greater than Ess; otherwise difficulty 2. Can also be used socially.
Fury Inciting Presence - (10m 1wp, simple [spd 5 long ticks], 1 scene): Roll (Cha + War), to persuade all who hear to war. All who do not resist the persuasion become organized into an unordered military unit. Unit dissolves if abandoned for more than 15 long ticks.
Heroism-Encouraging Presence - (8m 1wp, simple [spd 6 long ticks], 1 scene): All targets no longer need make valor checks. Affects any unit or social group being commanded, as well as every ally within (Ess x5) yards.
Tiger Warrior Training Tech - (10m 2wp, simple, 1 week): Train a military unit. Requires 5 or more hours a week. Increases Drill by 1/wk, to a max of Drill 5. Each week raises a trait by one dot: valor, strength, dexterity, stamina, archery, dodge, martial arts, melee. Can raise up to a max of 4 dots. Can also increase own traits along w/unit. Cannot increase traits of others past own.
Combo:
The Opener: 1st ME + HTT + ISC =1w to invoke, 1m/die, 1m for doubling extra sux on attack, 2m to resist attack, if hit. Max output = 8(/5) + 2/enemy attack. +7 dice, x2 the sux, 2m to ISC and ignore dmg, or raise soak.
Equipment
Daiklave [orihalcum] (5 spd, +4 acc, +6L dmg, +3 def, 4 rate, 5 attune, 2 art) Hearthstone - Dragon-Slaying gem (Underworld; Does aggravated dmg vs. DBs. Also incites great fear in DBs.) Black Jade Superheavy Plate - 1/2-attuned (+15L/15B soak, 10L/10B hardness, -2 mobility, 2 fatigue, 5 art, 8 attune)
Sunburst shield - (+1/+2 DV [melee/ranged], 0 mobilty, 4 attune 3 art, orihalcum) (5 spd, +3 acc, +5L dmg, 3 rate, 50 range, returns to hand if misses, if hits, roll reflexive dex+thr at diff 2 to have it return.) Iron short sword - (4 spd, +2 acc, +3L dmg, +1 def, 2 rate, 1 cost): a backup weapon, strapped to inside of shield. Tracking Ring - 1m to use. White/earth jade. When activated, the other four colors move to represent their counterparts' relative location.
Not commonly carried
Target Shield (+1 DV, -1 mobility)
Superheavy Plate - Wood Empowered (+12L/12B soak, -2 mobility, 3 fatigue, 1 art, Regeneration [1m to use])
Health Levels -0 [.] -1 [..] -2 [..] -4 [.] Incap
Quick and dirty:
Daiklaive att - 15, +9L dmg
w/infinite min - 18 w/infinite max - 23 (5m cost)
Shield throw - 9, +8L dmg, 50 range
Iron Sh Sw att - 10, +6L dmg
ISC - 13 vs. enemy Ess
Parry DV - 8/9 - +3 dice w/infinite min [must roll: sux add to DV] - +8 dice w/infinite max (5m cost) [must roll: sux add to DV] Dodge DV - 6/7 (3/4 w/out armored scout's invigoration)
Full Soak - 14L/17B Base Soak - 2L/5B ISC Soak - 16A/22L/25B
Armored Scout effects - 0 mobility, 0 fatigue (6m commit)
Dodge MDV - 7 Parry MDV - 4 (intimidation via presence) - 7 (w/above, plus 2nd excellency: 6m spent) - 3 (most cases)
XP LOG:
3 - dot of temperance 4 - towards Iron Horse 6 - background pay for sunburst shield (art 3) 3 - dot of thrown speciality: shields 3 - dot of compassion 8 - melee charm: bulwark stance 8 - melee charm: 5-fold bulwark stance 24- Ess 3 -> 4 8 - presence charm: 2nd presence excellency 3 - dot of linguistics: Old Realm 3 - dot of presence 5 - War 3 -> 4 8 - war charm: 2nd War Excellency 8 - war charm: Rout-Stemming Gesture 8 - war charm: Mob-Dispursing Rebuke 8 - war charm: Fury Inciting Presence 8 - war charm: Heroism-Encouraging Presence 8 - war charm: Tiger Warrior Training Tech.
126 xp spent