Sarina

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Personal Data

Name: Sarina de Estelle, aka The Hunter of Searing Light
Caste: Dawn                    Motivation: To bring Creation back into order, no matter the means.
Player: Rynol			Origin: The Hundred Kingdoms
Chronicle: Lance's Game        XP: 0/5
Anima Banner: A complex golden gearwork in motion, encircled by a blazing white corona that sparks with sinuous red flares like the sun itself.

Attributes

(Physical)              (Social)                (Mental)
Strength      [OOO..]   Charisma      [OO...]   Perception    [OO...]
Dexterity     [OOOOO]   Manipulation  [O....]   Intelligence  [OOOO.]
Stamina       [OOO..]   Appearance    [OOOO.]   Wits          [OOOB.]

Abilities

(Dawn)                  (Zenith)                (Twilight)
 Archery       [OOOBB]   *Integrity    [OOO..]    *Craft        [OO...] (Magitech)
 Martial Arts  [OOB..]   Perform       [.....]    Investigation [.....]
 Melee         [.....]   Presence      [O....]    *Lore         [OO...]
 Thrown        [.....]   *Resistance   [OOO..]    Medicine      [.....]
 War           [OOOB.]   Survival      [.....]    Occult        [.....]
(Night)                 (Eclipse)               (Specialties)
  *Athletics   [OOO..]   Bureaucracy   [O....]   
  Awareness    [O....]   Linguistics   [O....]   
  Dodge        [OO...]   Ride          [.....]   
  Larceny      [.....]   Sail          [O....] 
  Stealth      [.....]   Socialize     [.....]
Languages: Riverspeak, Old Realm

Backgrounds, Virtues, Physical Combat

   (=Backgrounds=)                        (=Virtues=)
Artifact       [OOOBB]        Compassion [O....]    Temperance  [OO...]
Manse          [OOO..]        Conviction [OOO..]    Valor       [OOO..]
Manse          [OB...]        Virtue Flaw:  Singular Purpose (Conviction)
Resources      [BB...]        Condition: Sarina is put under severe stress, or forcibly rendered helpless/unable to do anything she had hoped to.
                              Desc: Sarina doubles her resolve towards her motivation when pushed, ignoring all else. The concerns of others are
                              harshly pushed away, the danger inherent is ignored, any other task she's working on falls by the wayside, and the
                              potential irrelevance of pursuing it so directly at the time isn't even considered. She incurs a 2-die penalty on
                              any social or mental task that doesn't very, very clearly serve her motivation.
                              Partial Control- Sarina can rationalize some actions that will, though not perfectly, help her motivation along -
                              including taking necessary precautions to ensure her safety in her pursuit. She receives only a one-die penalty on
                              social and mental tasks not directly relevant to the motivation.
                              Duration- One full day.
                                          (=Attacks=)
Essence        [OO........]   Join Battle: 5 (7 if SA Visor is used for Awareness)
Willpower      [OOOOOO....]   Dodge DV: 5
Limit          [..........]   Ranged AV: 10
                              Soak: 1L/3B OR 18L/20B

Essence

Personal Essence: 12/12		Peripheral Essence: 19/29 (10 Committed)

Combat

Small Essence Cannon: Acc +1, Speed 4, Rate 1, Range 75, 15B Damage, Piercing, Dicepool 11
Longbow: Acc +1, Speed 6, Rate 3, Range 200, +2L (Broadhead) OR +0L Piercing (Target), MaxStr 4, Dicepool 11
Flame Piece: Acc +1, Speed 5, Rate 1, Range 8, 9L damage, Dicepool 11

Gauntlets: Acc +1, Speed 5, Rate 3, +5B damage, Dicepool 9
Boots: Acc +0, Speed 5, Rate 2, +6B damage, Dicepool 8
Khatar: Acc +0, Speed 5, Rate 3, +3L damage, Dicepool 8


Dodge DV: 5
Parry DV: 4 (none), 5 (Gauntlets), 3 (Boots), 6 (Khatars)
Soak: 1L/3B Natural, 18L/20B Armored
Hardness: 11L/11B Armored

Charms

[Archery]

-Third Archery Excellency
-Trance of Unhesitating Speed (Buys up to Ess+1 extra attacks, 2m per attack, disregards rate and multi-action penalty, uses highest DV penalty)
-Arrow Storm Technique (Single attack vs. Ess*3 targets, costs 8m and 1wp)

[Martial Arts]

-Third Martial Arts Excellency

(Righteous Devil Style)

-Kiss of the Sun Concentration (1m-3m, each mote reduces time cost of Aiming by 1 tick, minimum 1. Can instead use 3m to mark/ignite/disarm a target)

[War]

-Mob-Dispersing Rebuke (Causes a unit within Ess*100 yards to check for rout, difficulty 2 [1 if unit's larger than Ess], costs 7m and 1wp)

[Integrity]

-Second Integrity Excellency

[Resistance]

-Whirlwind Armor-Donning Prana (executes 1 minute of armor donning per 1m spent)
-Ox-Body Technique (2x -1 levels)

[Athletics]

-Graceful Crane Stance (Treats any surface as strong and wide as a single hair as though it were 3 feet wide and able to hold 1000 pounds)


Combos: 

Items Worth Note

- Clothing up to ...?
-Armor of Masterful Radiance
 -=Essence Grappling Beam. Can be activated a number of times per scene equal to your permanent essence for free; subsequent activations cost 1 
mote each. It stretches out up to (Perm Ess * 5) yards and will fix onto anything. Can choose freely to reel the object in towards you or yourself
to it, at the rate of 10 yards/tick for reeling yourself in. May very depending on extreme weight. -=Small Essence Cannon. Requires additional Level 2 Hearthstone in its slot to fire at no essence cost. 15B Piercing damage, Acc +1, Range 75, Rate 1,
Speed 4 -=Filtration Baffles. +2 Resistance vs. Poison/disease. 1 hour air supply, regens 10m supply per 1m exposure to fresh air. -=Exomuscular Fibers. +2 Strength for feats of strength, melee damage, and jumping distance. -=Peripatetic Greaves: Doubled movement rate; 10mph marching movement rate. -=Enchanted Stride: If the wearer takes a normal dash action and spends 5 motes of Essence, the armor can temporarily compress the fabric of
Creation so that the wearer moves at a speed 10 times faster than normal (or 20 times faster than her maximum dash when not wearing this
armor). This increased speed is compatible with Charms to increase running or jumping. -=Reinforced Gauntlets. Can parry lethal without a stunt. Gauntlets +1 Acc, +5B damage, +2 Def, Rate 3, Speed 5/Boots +6B damage, -2 Def, Rate 2,
Speed 5 -=SAV. +2 Awareness, or activate Essence Sight. -=GIV. Can interface with First Age Tech via visor. Doesn't work with items attuned to someone else, doesn't work without essence costs
if essence costs are needed. -=Shining Aura. Makes all unarmed attacks +1 damage and lethal, can perform even with body slams or body contact. -=Hazard Insulation. Allows free motion underwater, moving as swiftly as if it were air. Also eliminates penalties from hot desert heat or tundra cold. -=Enhanced Healing:The energies of this armor are focused on repairing the wearer’s flesh. While wearing this armor, the owner heals one level of
bashing damage every tick and one level of lethal damage every hour. -=Enhanced Durability: The armor gains another +3L/+3B soak and +2L/2B hardness.

Soak Hardness Mobility Fatigue Attune
+12L/12B 8L/8B -0 1 10
(17L/17B|11L/11B with enhanced Durability and Orichalcum bonus)
-Rank 3 Hearthstone - Crystal of Legendary Leadership (+1 succ to performance, presence, or bureaucracy rolls pertaining to leadership, and war 
rolls pertaining to rallying troops) [From the Glorious Meridian Spine] -Rank 2 Hearthstone - Savant's Icy Eye (+5 dice to anything involving numbers or calculation, can perfectly count any quantity of objects) [From
the Hollow of Watchful Eyes] -Longbow (Speed 6, Acc +1, Rate 3, Range 200, MaxStr 4) -Arrows! Broadhead (Str+2L), Target (Str +0L, Piercing) -Fine Flame Piece (Speed 5, Acc +1, Rate 1, Range 8, 9L) -Fine Khatar (Speed 5, Acc +0, Dam+3L, Defense +3, Rate 3)
-Glorious Meridian Spine (Manse, Solar) - Dangerous Traps (3 different concealed essence cannon emplacements, powered by the manse), Workshop Manse 
(Magitech), Network Node (Connected to... IT'S A MYSTERY) -Hollow of Watchful Eyes (Manse, Air) - Uncomfortable, Pasiap's Buried Whiskers, Mela's Sweet Whisper, The Glorious Halo of Hesiesh.

Health

Health Levels:
[ ] -0
[ ] -1
[ ] -1
[ ] -1
[ ] -1
[ ] -2
[ ] -2	
[ ] -4	
[ ] Incapacitated

Social Combat

Intimacies: Mara (Her sister)

Charisma 2, Manip 1, App 4

Presence: Speed 4, Rate 2, 3 Cha/2 Manip
Performance: Speed 6, Rate 1, 2 Cha/1 Manip
Investigation: Speed 5, Rate 2, 2 Cha/1 Manip

Dodge MDV: 5
Parry MDV: 3

Add diff in appearance to both MDVs.

Appearance

Sarina is seemingly small for who she is, a lean little 5'3" woman with long flowing blonde hair, cut straight with small wispy bangs in front that seem to scatter into various little whorls and loops. Her skin is mildly, but not severely tanned, and her face seems to have slightly sharper lines than most, especially most her size. The look of her body is willowy and lithe, seeming to be... caught in some stasis between only recently being fed well again, and being rather fit. However, she has a sort of elegant charm, with a smooth, even body, a curvy-if-subtly-so profile (especially in the hips), and a smaller chest that fits more with her overall form. Her eyes are a brilliant amber, though they seem... tired, somehow.

Sarina tends to wear, when out of armor, a long white dress decorated with a golden vine pattern on it, its skirt held up by a large golden ring. Over the regal finery of the dress, she wears a crisp green vest that's left hung open, with small pockets lining its sides. Finally, she has a large backpack that, while it does carry supplies, is actually meant to hold her armor when she's not wearing it.

Armor Appearance

The Armor of Masterful Radiance stands tall and glorious, made of gleaming orichalcum alloy almost all over the primary plates. Each plate has a sort of fluted, organic look to it, though in a few spots - mostly joints - they spike out, protruding slightly over the actual joint. Small green power gems adorn the sides of major joints, connected by softly-glowing lines of light that are normally green, but glow various colors when the suit activates some special features. Sarina stares out from a matching green visor, and smaller details like the inner joints, some connectors, and the cannon itself are made of adamantine. Indeed, the cannon, looming where her right hand should be, is a massive hulking weapon forged of adamant steel. Finally, there are hearthstone settings - one in the center, another atop the essence cannon, and the last on the back of her left had.

Manse Descriptions

-Glorious Meridian Spine: A tall golden spire rising out of the top of a modest mountain in the East, the Glorious Meridian Spine is an ancient Solar complex, once built for the personal experiments of Five-Skies Almighty (the prior incarnation of Sarina). It reaches skyward and is actually usable as a skyship mooring point, and furthermore is heavily defended in case of invasion, since it was often used as a forward base. After the Usurpation, the Dragon-Blooded wisely decided that burying Five-Skies Almighty amongst her own machinations was the wiser choice than to build a whole new tomb. Most of the grave goods were, unfortunately to Sarina, impossible-to-understand scrap, but... One thing had been left. The Armor of Masterful Radiance had laid dormant in the bottom storage room (which had been prepared and sanctified into a gravesite), waiting. Otherwise... The manse is equipped with a lot of spare magitechnical components and materials, a full-fledged prototyping suite in the lower levels, and three security stations - one in the skyship mooring access point, another in the foyer, and the last in the central hall juncture, the last step before reaching the lower levels OR the hearthroom.

-Hollow of Watchful Eyes: A mysteriously cold cavern underneath the palace of Kallanis, the Hollow of Watchful Eyes is filled with complex smooth flows of ice, that line a spiraling, fluted, elaborate structure a few stories deep into the rock. It was commissioned by the de Estelles to operate as an advance-recon manse - one of the secrets to their power. The ice sheets were able to display events and relay sounds from within its range of perception, and were used to reduce the amount of guards on the frontier of the capital. The hearthstone was a more unusual thing - it seemed superfluous, but for some reason the queen had not asked it be excluded, and instead allowed the architect to build for full hearthstone power. This aided the kingdoms slightly during its fall, as their Solar champion once used the stone briefly. But through a rare flash of inspiration, Sarina (who was already attuned) took the stone for safekeeping on the champion's death and managed to keep it safe. She hasn't returned to the manse since...

Full Background

Sarina had always lived in a tragic world. Priveledged as she was to be born in the unnaturally prosperous de Estelle dynasty in the Hundered Kingdoms, she was constantly subjected to strife. Unlike most princesses, Sarina was trained to lead the armies of her home country, especially because of the ailing queen's inability to do so. She took well to her lessons, and was especially talented with bows, firewands (when she could get them), as well as strategy. What childhood she could have had, was instead taken up by rigorous training, not the least due to the Outcaste Terrestrial tutor she had, a grizzled old Earth-aspect warlord who had agreed to come as he retired to the countryside. Years of intrigues and wars awaited her teenage years...

But Sarina wasn't done. Unbeknowst to her, her mother the queen was working with a Solar who was trying to gain a political inroad into the the Hundred Kingdoms to start an empire of his own. The kingdom began to hail him as a hero, and he worked as a champion to them in battle, a terrible, powerful one - and replacing the young princess as frontline commander. She for some reason hadn't fallen to the man's charms, and was actually deeply alarmed. She wasn't a devout follower of the Immaculate Philosophy, but at the same time, she predicted doom because of this arrangement. Spurred on by Realm contacts, a band of warlords managed to pull together an army, including a small Wyld Hunt detachment, and laid a brutal siege to Kallanis, believing the country to be a lost cause. Rape, pillage, and wanton destruction surged through the land, and in the chaos, the capital was burned leaving only the palace's manse standing, and... Sarina and her sister Mara were abducted.

For the next few months, the two were sold to a succession of masters throughout the Hundred Kingdoms, abused, used as pleasure-slaves... Few people had respect for the de Estelle name, and indeed had quite the oppposite. She became separated from Mara, and eventually bought by the very same kingdom that had joined the Wyld Hunt in erasing Kallanis from history. Their combined hatred for her, the child of a madwoman who dared conspire with Anathema... lead to even greater abuses, horrible torture she even still doesn't fully remember. But she wasn't going to back down. She wouldn't give in. She couldn't give in.

At that moment, she saw the light, and so did her captors, as she tore through them in the thrill of her new Exalted power. Sarina, guided by half-remembered visions, outran hordes as she headed to a ruin that seemed to defy plunder - her tomb. From there, she was reunited with the Armor of Masterful Radiance... and destroyed them. All of them. Her vengence drove her, fueled her. She wasn't going to be stopped. She would hunt them to end, and for that, they gave her the epithet "Hunter of the Searing Light". It stuck. Once her captors, all of her captors were dead, though... Sarina turned her eyes elsewhere. She had to make sure this would never happen again. That the Hundred Kingdoms - nay, all creation - wouldn't have to endure pointless petty warring again.

XP Expenditure

Flaw: Nightmares (3), Wanted (in Hundred Kingdoms, 2), Throwback (1)
Merit: Pain Tolerance (3), Past Lives (3)
Bonus Points: +1 Wits (4), +2 Artifact (4), +1 Manse (1), +2 Resources (2), +1 Martial Arts (1), +1 War (1), +2 Archery (2),