Zack/SurreptitiousScarab
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Character Sheet
Player: Storen Name: Surreptitious Scarab, aka the "Camel Spider" Sex: Female Age: 23 Height: 5'2" Weight: 107 lbs. Caste: Night Concept: Gem Thief & Sands Ninja Nature: Thrillseeker Anima Banner: Golden-purple Scarab Beetle XP: 2/37 ---------- Appearance: Scarab has a rather short, thin build with creamy chocolate skin & close-cropped blonde hair. Normal attire is a travel-worn cotton cloak, which hides a petite orichalcum breastplate over a simple cotton tunic. A long, weather-beaten scarf hangs around her neck, often used to conceal her face on a heist or can be wrapped up to deflect the sand & sun in the desert. A matching pair of black gloves, boots, and elbow/knee pads adorns her extremities, accented with magical metals. Numerous belts also criss-cross her waist, arms, and legs bearing shurikens & other poisonous impliments. A sharp, thin knife hangs in a scabbard behind her back, as well as a specially-crafted pouch for fire grenades and an easily accessible blowgun for sniping distant foes. ---------- Attributes: Strength 3 Charisma 3 Perception 3 Dexterity 5 Manipulation 2 Intelligence 2 Stamina 3 Appearance 2 Wits 4 ---------- Abilities: Caste: Favored: Other: Athletics 4 Thrown 4 Endurance 1 Awareness 3 Lore 2 Dodge 4 Brawl 2 Stealth 3 Investigation 1 Specialties: Larceny 3 Resistance 1 Thrown(Shurikens) 2 ---------- Backgrounds: Artifact 3 (Spider Grippers, Orichalcum Breastplate) Resources 3 (Good money from gem stealing) Contacts 1 (low level informants in Southern cities)
Flaw: Wanted [+1] The Paragon merchants have not entirely forgotten her high-profile attempted robbery, though they think little more of it after her apparent death. ---------- Virtues: Compassion 2/2 Willpower: 6/6 Conviction 3/3 Limit Break: 0/10 Temperance 2/2 Valor 2/3 Virtue Flaw - Deliberate Cruelty
Essence: Health: Essence Score: 3 Lv-0 [=] Total Soak: 9L/9B/8A Personal 15/15 Lv-1 [===] (Base 1L/3B+OriBreastplate) Peripheral 32/32(37) Lv-2 [====] Committed 5 Lv-4 [=]
Incap. [=]
----------- Charms: Thrown: -Precision of the Striking Raptor (1m/die: Add up to Dex+Thrown to an attack.) -Joint-Wounding Attack (3m: Every point of damage also adds -1 dice penalty to physical actions.) -Triple-Distance Attack Technique (3m: Increase a thrown weapon's attack range by x3.) -Cascade of Cutting Terror (5m: Attack a target with 2x entire dice pool. Cannot be dodged, only parried. Don't need a copy of weapon thrown.)
Dodge: -Reed in The Wind (1m/2dice, Reflex: Add up to Dex+Dodge to a dodge attempt.) -Shadow Over Water (2m, Reflex: Dodge an attack aware of with full Dex+Dodge pool.)
Stealth: -Easily Overlooked Presence Method (3m: Blend into the crowd/don't stand out for a scene.) -Invisible Statue Spirit (5m: Disappear from sight. Must stay still; moving disturbs effect.)
Athletics: -Graceful Crane Stance (3m: Acquire perfect balance for a scene.) -Monkey Leap Technique (1m: Leap Strx10 yrd vertically or double horizontally. Can also attack.)
Larceny: -Flawless Pickpocketing Technique (3m: Pick someone's pocket without getting caught.) -Lock Opening Touch (5m: Instantly pick a lock without tools.)
Awareness: -Sensory Acuity Prana (5m: Heighten all 5 senses for a scene.)
Lore: -Integrity-Protecting Prana (5m, 1WP: Protect self against Wyld energies for 1 day.)
Endurance: -Ox Body Technique (Permanent: +1 Lv-1, +2 Lv-2 health.)
----------- Anima Powers: -10m: Muted anima adds +1 difficulty to all rolls for detecting or tracking the Exalt. -Spend 2x motes of Peripheral Essence on a Charm to prevent adding to the Anima Banner. ----------- Equipment: -Spider Grippers (Art 2), commit 3m: Set of black leather boots, gloves & elbow/knee pads allows user to cling to walls like a spider, scale the sheerest surfaces, even fight without penalty while climbing. Walk up walls at (Dex+12)/2 yards a turn. Can carry weight as normal.
-Orichalcum Breastplate (Art 1), commit 2m: Soak 6L/4B(Solar 8L/6B), Mob 0, Fat 0
-Exceptional Shurikens: Acc 1, Dmg Str+1L, Rate Special, Rng 20; Can be poisoned. Hurl up to your Thrown ability shurikens at one target, with a dicepool of (Dex+Thrown)-number tossed each. Make one attack roll & one defense roll, apply to this to all weapons. Attack Charm bonuses can be divided among the stars or applied to only 1. *21/36 shurikens currently on hand.
-Exceptional Blowgun: Acc 0, Dmg Str+1L, Rate 2, Rng 60; Can be poisoned.
-Exceptional Throwing Knife (H2H modded): Acc 0, Dam +2L, Rate 3, Rng 15; When H2H, Spd 3, Acc 1, Dam +2L, Def -2
-Firedust Grenades: Acc 0, Dmg 9L (4L in 2yd explosion radius), Rate 3, Rng 10. 2 res in South. Also a padded pouch for grenades; protects from going off on falls, takes a full turn to ready. 2 grenades currently on hand.
-Throwing Baton: Acc 0, Dmg Str+3B, Rate 2, Rng 10; When H2H, Spd 0, Acc 0, Dmg Str+2B, Def -1.
-Exceptional Frost Aspect Fighting Guantlet: Acc 1, Dmg Str+2L(4L w/frost), Def 1; Can block lethal blows with Brawl ability. Gift from Five Pillars.
Story Items & Miscellaneous: -A Rainbow Jewel. Re-stolen from a wealthy merchant in The Lap. -Res 4 exquisite Jade necklace. From Lady Tanoi's personal collection. -Res 4 glassy Faerie Blade. From a Fair Folk Cataphract in Camel's manse.
XP Usage Log
Raised Essence to 3 16 Raised Temperance to 2 3 Thrown Charm (TDAT) 8 Thrown Charm (CoCT) 8
Appearances
- #Southlands Intro 2: Scarab gets an offer she can't refuse, and meets an old 'friend'.
- #Southlands Session 1: Meeting Soran & the Circle face to face, she agrees to assist in a daring Realm prison break.
- #Southlands Lude 3: The sands ninja shadows Diamond for a night on the town with the new recruits.
- #Southlands Session 2: A fiery Dragon-Blooded is captured alive, but the resulting lightshow causes worse trouble!
- #Southlands Lude 7: While spying undercover in the market, Scarab gets more than she bargained for from a dark benefactor.
- #Southlands Lude 8: Coming clean about Tanoi to Soran; Plus, another unexpected gift, this time from a circlemate.
- #Southlands Session 3: Lady Tanoi shows her true colors to the thief, slaying Ciel and nearly Diamond in the process.
- #Southlands Lude 12: Ruminating with Five Pillars on her future plans in Gem and beyond.
- #Southlands Lude 13: A discovery about Soran's past sparks the beginnings of a scheme to collect the remaining Rainbow Jewels.
- #Southlands Session 4: A ruined village holds the final, gruesome fate of Diamond, as Scarab wreaks vengeance in his name.
- #Southlands Session 5: Scarab aids Camel in reclaiming his former First Age manse from its new Fair Folk inhabitants.
- #Southlands Session 6: The 'Camel Spider' departs the group to persue her personal vendetta within Gem's walls...
Image Gallery
http://storen.rpgcafe.net/temp/scarab-bw1.jpg http://storen.rpgcafe.net/temp/scarab_journey1.jpg
-First pic is an early concept sketch of Scarab by your truly. Sadly, with no scanner on hand here the best I could do was a low-res cell phone pic, slightly enhanced for detail & sharpness.
-Second is an inspirational image for Scarab's anima banner (and a possible future combo effect), taken from the CD cover art of the band Journey's "Greatest Hits" album. Very Egyptian themed, with a Ra scarab beetle sprouting the wings of Isis, and the two worlds of light & shadow which the Night caste shifts between.
Prophecy from her own player!
Scarab will be forced to choose between two things. She cannot have both, and either way she will lose something important.
Comments From her Fellows
Five Pillars She's very very good at what she does. I'm not sure if she can be counted on as a long term ally, but I do not doubt her, while she chooses to remain with us. She cloaks herself in mystery out of habit, I think, but given time, I believe she will be able to move past that.