Seiraryu/Udal

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Udal Serenei

http://www.geocities.com/seiraryu/tab.gif Udal was the calm one. In his family, there was nothing but starvation and weakness. They lived on the fringes of barbarism, barely able to contain their life as the hunger wracked their stomachs. His father was a hunter--but he was getting old. His mother cooked what little they found and got beaten by his father a lot. His two sisters scavenged, trying not to be raped or kidnapped while so close to the roads and barbaric tribes. Udal? Udal smiled. He picked the berries and plants he could find, he hunted with his father with a smile, and he watched his family with a deceitful rictus.
http://www.geocities.com/seiraryu/tab.gif Then one night...a very long night, Udal snapped. His father was beating his mother far too hard, his sisters were attempting to hold him back, and yet he only turned to lower his pummeling hand upon them; and all Udal could do was flinch. Until he couldn't take it anymore. Rising from his place in the corner, he took his father's hand and twisted it, letting the bone break under his peaceful assault. The Essence flared and the peaceful smile that had dawned on the young man's face for so long was gone, replaced by a bloodthirsty rictus that no one recognized. Another twist of the arms, two more, and his father lay motionless on the floor, his shoulder blades shoved deep against his spine. The old man was dead.
http://www.geocities.com/seiraryu/tab.gif Udal left the day after, not fully understanding as to what exactly had happened. It only took a day or so for Aliinshi to find him. The old man was one of the warriors. A strategist and a fighter. But he understood the young man's calm spirit, he respected it--and so he taught him and gifted him with a small terrain of magic and Essence. He also gifted him with something the young man would be needing, according to him: a large wooden staff with its own special properties.
http://www.geocities.com/seiraryu/tab.gif Aliinshi promised to return at some point--but Udal has yet to hear from him in the last two years. The Manse still stands, silent and crestfallen--a place of Essence where he lives when he is not traveling, hidden in the forest and protected by an ally, an elemental of Wood that befriended him. However, mostly, the young monk of the Unconquered Sun--as he learned that he was, after time--travels in search of people he may be able to help. The memory of the murder of his father by his own hands still haunts him. But his smile is back--the sparkle in his eyes and his ever caring nature sprinkles over everyone he meets. Wherever there is no trouble from it, he also teaches the beliefs of the Unconquered Sun, attempting to explicate the intricacies of how all the religions can fall under one. Of course, this is never easy...most of the time, it's impossible.

Character Sheet

Caste: Zenith
Nature: Caregiver
Concept: Priest
Anima: Growing Tree

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

Abilities
Dawn: *Martial Arts 4, *Melee 2
Zenith: Endurance 2, Performance 1, Presence 1, Resistance 2, Survival 4
Twilight: Crafts (Carpentry) 1, Lore 1, *Medicine 2, *Occult 3 (Unconquered Sun +2)
Night: Athletics 1, Awareness 2, Dodge 3, Stealth 1
Eclipse: Linguistics (Riverspeak; Forestongue, Low Realm) 2, *Socialize 2

Advantages:
Backgrounds: Allies 1 (Spirit), Artifact 3, Familiar 1 (Panic Monkey), Manse 1, Resources 1
Virtues: Compassion 4, Conviction 2, Temperance 3, Valor 2

Essence: 2
Personal: 13/13
Peripheral: 31/32
Committed: 1
Willpower: 7/7

Health: -0. -1, -1, -1, -2, -2, -2, -2, -4, Incap.
Armorand Soak: Chain Shirt (Fatigue 1)
Lethal: 4
Bashing: 4
Aggravated: 3

Virtue Flaw: Red Rage of Compassion
Limit: 0

Merits: Priest (Unconquered Sun) (6)
Flaws: Unbidden Oracle (1)
Equipment: Traveler's staff, herbs, hearthstone amulet.

Charms

|| Charm or Spell || Ability || Cost || Duration || Type || Effects || |[ Sensory Acuity Prana |[ Awareness |[ 5 motes |[ One Scene |[ Simple |[ Adds Essence to the character's Awareness rolls, and makes the world stand out, more beautiful and perfect in it's glory. || |[ Surprise Anticipation Method |[ Awareness |[ 1 mote |[ Instant |[ Reflexive |[ The character's senses become incredibly acute for a moment, allowing him to sense an incoming attack that he would otherwise miss, and allows him to react without penalty. || |[ Reed in the Wind |[ Dodge |[ 1 mote per 2 dice |[ Instant |[ Reflexive |[ Dice adder to Dodge rolls. || |[ Shadow Over Water |[ Dodge |[ 2 motes |[ Instant |[ Reflexive |[ Allows for a reflexive Dodge at full dicepool. || |[ Ox-Body Technique |[ Endurance |[ None |[ Permanent |[ Special |[ Adds one -1 and two -2 Health Levels. || |[ Body-Mending Meditation |[ Medicine |[ 10 motes |[ One Day |[ Reflexive |[ Character multiplies healing times by 10 unless the wounds are Aggravated. This cannot regenerate body parts; and it can be activated while unconscious. || |[ Spirit-Detecting Glance |[ Occult |[ 3 motes |[ One Scene |[ Simple |[ Allows the character to perceive unmanifested and immaterial spirits. || |[ Durability of Oak Meditation |[ Resistance |[ 1 mote per 2B |[ One Scene |[ Simple |[ Adds 2 points of Bashing soak per mote spent. || |[ Mastery of Small Manners |[ Socialize |[ 3 motes |[ One Scene |[ Reflexive |[ Character gains knowledge and instincts of manners and customs necessary to be polite and fit into a particular situation. || |[ Hardship-Surviving Mendicant Spirit |[ Survival |[ 5 motes |[ On Day |[ Simple |[ Immunizes the character to the effects of some of the most hostile natural conditions in Creation (except for supremely extreme Elemental Conditions. ||

Expanded Traits

http://www.geocities.com/seiraryu/tab.gif Artifacts: Udal has in his possession two artifacts. One is a rather simply designed Hearthstone Amulet. The design isn't like most orichalcum amulets in that it doesn't contain the sunburst styled borders. The other is a Traveler's Staff. A long shaft of unworked wood that resembles a long branch of a large tree. With is, he can travel without ever needed for food, warmth or a weapon with which to defend himself, as it provides these things for him.
http://www.geocities.com/seiraryu/tab.gif Manse: The manse that Aliinshi offered him is a manse aspected to the element of wood. It is of simple design, and only has five rooms aside from the large, comfortable courtyard that sits at the center. The hearthstone chamber is directly under the courtyard. This manse produces a Stone of Healing, adding to Udal's already formidable medicinal skills. The entire manse is designed to make patients comfortable while the monk treats wounds and infections.
http://www.geocities.com/seiraryu/tab.gif Allies: Within the manse, he found a small elemental of wood. A stick person who befriended him quite quickly. They are fast friends, and the stick person (named Amarel) always remains at the manse to protect and defend it while Udal is away.
http://www.geocities.com/seiraryu/tab.gif Familiar: In his travels, he once found a small infant panic monkey that had lost its family. Unable to locate them, Udal took the small simian in and they have been good companions ever since. The monkey is very empathic, and helps Udal in any way he can.
http://www.geocities.com/seiraryu/tab.gif Resources: Udal doesn't have much monetary wealth. Most that he does have are things given to him that he could pawn if needed...but he is unlikely to do so due to the emotional value these things represent.

Combat Statistics

Attacks
Fist: Speed 7, Accuracy 10, Damage 3B, Defense 11, Rate 5
Kick: Speed 4, Accuracy 10, Damage 6B, Defense 6, Rate 3
Staff: Speed 15, Accuracy 10, Damage 10B, Defense 9, Rate 2
Ranged Weapon: Speed, Accuracy, Damage, Range, Rate

Dodge 10
Specialties:
Base Initiative: 7

Experience

Total: 0
Spent: 0
List of spendings.
Remaining: 0