Cynis Tata Ba: Difference between revisions

From The Whereabouts
 
(26 intermediate revisions by the same user not shown)
Line 16: Line 16:
<br/>'''Secondary Virtue:''' Wonder
<br/>'''Secondary Virtue:''' Wonder
<br/>'''Likes:''' Crabs, Auctioning, Exploring rare artifacts, Partying, Pale Ales, Smokes, Pepperoni, The feeling of being glorious
<br/>'''Likes:''' Crabs, Auctioning, Exploring rare artifacts, Partying, Pale Ales, Smokes, Pepperoni, The feeling of being glorious
<br/>'''Dislikes:''' Violence, People Who Hate His Artifacts
<br/>'''Dislikes:''' Violence, People Who Hate His Artifacts, Snakes




Line 77: Line 77:
*Stealth 4 '''X'''
*Stealth 4 '''X'''
*War 0
*War 0
** '''NOTE:''' X means have excellency in that skill


==Merits==
==Merits==
Line 87: Line 88:


==Essence 1==
==Essence 1==
*Max Motes 5
*'''Max Motes:''' 5
*'''Motes Available:''' 5/5
<br/>'''Essence Respiration'''
<br/>'''Essence Respiration'''
*Recover 1 mote at the end of any combat scene and beginning of any non-combat scene.
*Recover 1 mote at the end of any combat scene and beginning of any non-combat scene.
Line 99: Line 101:
*'''5-6 Burning:''' Aura of her anima can light up a room
*'''5-6 Burning:''' Aura of her anima can light up a room
*'''7-9 Bonfire:''' Aura is visible from long range
*'''7-9 Bonfire:''' Aura is visible from long range
*'''10 Iconic:'''
*'''10 Iconic:''' Naked essence becomes visible in the area
 
'''Current Anima Status'''
*0


==Combat==
==Combat==
Line 108: Line 113:
*Overwhelming: 3
*Overwhelming: 3
*Tags: Melee, Concealable, Chopping
*Tags: Melee, Concealable, Chopping
<br/>
'''Axe Gun''' (Ranged)
'''Axe Gun''' (Ranged)
*Ranged: Short
*Ranged: Short
Line 116: Line 119:
*Overwhelming: 3
*Overwhelming: 3
*Tags: Flame, Concealable
*Tags: Flame, Concealable
<br/>
'''Artifact Light Cape'''
'''Artifact Light Cape'''
* Soak 3
* Soak 3
Line 123: Line 124:
* Mobility 0
* Mobility 0
* Tags: Artifact
* Tags: Artifact
<br/>
'''Combat Defense'''
'''Combat Defense'''
*Parry 3
*Parry 3
Line 134: Line 133:
*Hardness 3''
*Hardness 3''
**''(Essence 1 + 2)''
**''(Essence 1 + 2)''
<br/>
'''Power Available'''
 
*0
'''Health'''
'''Health'''
*-0x2  
*-0x2  
Line 141: Line 140:
*-2x2
*-2x2
*Inc
*Inc
<br/>
**'''X''' means damage taken
 
'''Dramatic Injuries'''
'''Dramatic Injuries'''
*Force:
*Force:
Line 201: Line 199:
***How could I get the character to do what I want?
***How could I get the character to do what I want?
**Blood-to-Blood Intuition (Dragon-Blooded): Dragon-Blooded may ask the following question: How are the character and I related?
**Blood-to-Blood Intuition (Dragon-Blooded): Dragon-Blooded may ask the following question: How are the character and I related?
* '''Morale-Boosting Meal'''
**Sharing a meal can build rapport. Cooking a meal for others builds community. The Exalt poursher feelings for her companions into a meal she makes, and brings them closer together. Spend 2 motes. If purchased as a Craft Charm, the Exalt spends a dramatic scene making a meal for her companions. If taken as an Embassy Charm, the Exalt spends a dramatic scene arranging a meal together: inviting the guests, determining seating, guiding conversation, and the like. For the rest of the session, anyone who partook in the meal may double 9s on a roll of their choice or begin the next combat scene with 1 Power.
**'''Sweeten-the-Tap Method (Dragon-Blooded):''' The Dragon-Blood applies this Charm to libations, allowing her and her hearthmates double 9s on social influence actions for the rest of the scene.


===Awareness Charms===
===Awareness Charms===
Line 216: Line 218:
*Using: Increase an attribute by 1. Gain or increase a merit.
*Using: Increase an attribute by 1. Gain or increase a merit.
<br/>
<br/>
'''Minor Milestones''' - ''Spent: 1 - Earned: 1''
'''Minor Milestones''' - ''Spent: 1 - Earned: 2''
*Gaining: Completing a single adventure or story chapter. Significant story beat. Roughly every other session.
*Gaining: Completing a single adventure or story chapter. Significant story beat. Roughly every other session.
*Using: Increase ability by 1 or gain a new charm.
*Using: Increase ability by 1 or gain a new charm.
<br/>
<br/>
'''Exalt Milestones''' - ''Spent: 2 - Earned: 2''
'''Exalt Milestones''' - ''Spent: 2 - Earned: 3''
*Gaining:  At the end of each session, Wood Aspects gain an Exalt Milestone if they experienced something new and exciting to them with a significant character or group or their actions fostered change in a significant character or group.
*Gaining:  At the end of each session, Wood Aspects gain an Exalt Milestone if they experienced something new and exciting to them with a significant character or group or their actions fostered change in a significant character or group.
*Using: Benefit of either a personal or minor milestone, but it must be used for Exalt-specific things.
*Using: Benefit of either a personal or minor milestone, but it must be used for Exalt-specific things.

Latest revision as of 06:20, 21 August 2022


Basic Information

Name: Cynis Tata Ba
Type: Dragon-Blooded Exalt
Player: Jonny
Aspect: Wood Aspect
Concept: Broker and Criminal
Anima: As his anima builds, Crab legs consistently clapping there legs and a bright light shows when they hit
Age of Exultation: 11
Actual Age: 29
Languages Spoken: High Realm (Native), Low Realm, Old Realm, Riverspeak
Primary Virtue: Ambition
Secondary Virtue: Wonder
Likes: Crabs, Auctioning, Exploring rare artifacts, Partying, Pale Ales, Smokes, Pepperoni, The feeling of being glorious
Dislikes: Violence, People Who Hate His Artifacts, Snakes


Virtues
  • Major Virtue: Ambition
  • Secondary Virtue: Wonder

Intimacies
  • Major principle: Become a famous scavenger lord.
  • Minor tie: House Cynis
  • Minor tie: Crabs and mainly his pet Pinchy.

Familiar

  • Pet: Crab
  • Name: Pinchy
  • Story: Has a pet crab that sits on his shoulder named Pinchy. The name came along when the crab kept pinching him and annoying him every hour. He gave up trying to kill Pinchy and just decided to keep him. He trained the crab to be his little investigator and sit on his shoulders at all times.
  • Primary Pool: 3 (Camouflage and Senses)
  • Secondary Pool: 1 (Tracking, Swimming, and Climbing)
  • Teritary Pool: 1 (Theft)
  • Health levels: 3
  • Defense: 3 + 2 for crab benefit
  • Hardness: 1
  • Soak: 0
    • Note: Tiny creatures are hard to spot. Opponents suffer a two-dice penalty on rolls to notice them.

Attributes

  • Force 2
  • Finesse 4
  • Fortitude 3

Skills

  • Athletics 2
  • Awareness 3
  • Close Combat 2
  • Craft 0
  • Embassy 5 X
  • Integrity 2
  • Navigate 1
  • Performance 1
  • Physique 1
  • Presence 3
  • Ranged Combat 2
  • Sagacity 2
  • Stealth 4 X
  • War 0
    • NOTE: X means have excellency in that skill

Merits

  • Artifact 2 - AXE GUN
  • Artifact 2 - Cape
  • Artifact 1 - Gadget belt
  • Backing 2
  • Familiar 1 - Crab
  • Resources 2

Essence 1

  • Max Motes: 5
  • Motes Available: 5/5


Essence Respiration

  • Recover 1 mote at the end of any combat scene and beginning of any non-combat scene.
  • Recover up to half of motes during downtime spent resting. Recover all motes with full night's rest.
  • Recover 1 mote at end of character's combat turn.
  • Recover 3 motes per hour in Manse or when wearing hearthstone.


Anima

  • 1-2 Dim: Caste Mark is visible (Stealth/Hiding it possible)
  • 3-4 Glowing: Lit by a soft light (Stealth/Hiding it possible)
  • 5-6 Burning: Aura of her anima can light up a room
  • 7-9 Bonfire: Aura is visible from long range
  • 10 Iconic: Naked essence becomes visible in the area

Current Anima Status

  • 0

Combat


Axe Gun (Melee)

  • Accuracy: 2
  • Damage: 1
  • Defense: 1
  • Overwhelming: 3
  • Tags: Melee, Concealable, Chopping

Axe Gun (Ranged)

  • Ranged: Short
  • Accuracy: 2
  • Damage: 2
  • Overwhelming: 3
  • Tags: Flame, Concealable

Artifact Light Cape

  • Soak 3
  • Hardness 1
  • Mobility 0
  • Tags: Artifact

Combat Defense

  • Parry 3
    • (Fortitude + Close Combat 1)/2
  • Evasion 3
    • (Force 3 + Athletics 1)/2
  • Soak 5
    • (Natural 2 + 3)
  • Hardness 3
    • (Essence 1 + 2)

Power Available

  • 0

Health

  • -0x2
  • -1x2
  • -2x2
  • Inc
    • X means damage taken

Dramatic Injuries

  • Force:
  • Finesse:
  • Fortitude:
  • Manse:

Social

  • Resolve 3
    • (Integrity 1 or 2 = 3, Integrity 3+ = 4)
    • +/- 2 For Minor Intimacies/Virtues & +/- 3 for Major Intimacies/Virtues

Powers

Advantages

  • Prince of the Earth: As the only kind of Exalt fully recognized by the Immaculate Faith, Dragon-Blooded find support anywhere. Once per session, the character may select one Merit and treat it as though it had a dot rating equal to her Essence, working its acquisition with the Storyteller. This benefit lasts for the duration of the session.
  • Ten Thousand Dragons Fight as One: When making teamwork actions, after calculating the total successes to add as dice, add an additional die. Dragon-Blooded may use any Hearth-based teamwork effects from their Charms on any other Exalt.
  • Resonance: Dragon-Blooded are resonant with all types of jade.

Anima Effects

  • Anima Flux: When a Dragon-Blooded has five or more anima, all characters within close range must make reflexive Physique rolls at a difficulty equal to the Exalt’s Essence plus two or take one level of damage from exposure to raw elemental essence.
  • Natural Immunity (Passive): The Wood Aspect is immune to plant-based poisons, and applies a two-success bonus on rolls to resist other poisons or disease.
  • Spring of Sextes Jylis (Active): Spend 1 anima on Step 2. Add the Exalt’s Essence to Defense against one attack.
  • Sap of Life (Iconic): Spend 3 Anima to heal one Health level, either that the Wood Aspect’s taken, or an ally within short range has suffered, starting with the most severe.

Excellencies & Ox-Body

  • Stealth
    • Spend 1 mote. This applies to any stealth rolls. Add that Ability as a dice bonus to an applicable roll involving the chosen Ability.
  • Embassy
    • Spend 1 mote. This applies to any Embassy rolls. Add the Ability as a dice bonus to an applicable roll involving the chosen Ability.

Stealth Charms

  • Seasoned Criminal Method
    • The Exalt steps into the shadowy realm of the criminal underworld, wearing deception like a cloak. Commit 1 mote and choose one of the following modes.
      • Special: The character gains all of the modes attached to this Charm upon purchase.
      • Familiarity: Appear to be a member of a criminal organization, allowing her to use any appropriate Intimacies to leverage against members of the organization.
      • Dissonance: Officials attempting to identify or track the Exalt reduce their Awareness and Embassy pools by two.
      • Vulnerability: Appear vulnerable, attracting those who would take advantage. Lower the target’s Resolve by one whenever you leverage your vulnerability.
      • Receptivity: Appear to be an interested buyer or patron of criminal activities (drug buyer or seller, gambler, etc). Others will offer appropriate information regarding such activities when asked.
  • Distracting Patter Technique
    • The Exalt’s engaging banter lets her accomplish stealthy feats in plain sight. Every gesture she makes serves the story she’s telling; while the crowd’s eyes are on her left hand, her right tucks a pilfered object up her sleeve. Commit 1 mote. The Exalt intentionally draws attention to herself — making a speech, telling an involved story, or reciting an epic poem. For the duration of the scene, reduce the difficulty of her Stealth rolls by three. If purchased as a Performance Charm, reduce the difficulty of her allies’ Stealth rolls instead.
    • Partners in Crime (Dragon-Blooded): The Dragon-Blooded keeps the crowd’s attention so herpartner can do the sneaking. Commit 1 mote and add the Exalt’s Performance to her hearthmate’s

Embassy Charms

  • Illimitable Master Fence
    • The Exalt takes the pulse of economic activity in a city, and fluidly integrates herself into it.
    • Spend 1 mote and enter a dramatic scene observing a locale’s normal economic activity. During that scene, you may ask up to her Essence of the following questions. The Storyteller will answer truthfully. Once the questions have been asked, gain one bonus success to acting on the answers.
      • Who can I bribe to get what I need?
      • What good or service is this market lacking?
      • Who’s the wealthiest person here?
      • Who here is most connected with criminals?
      • Where is the best place to do business quietly?
  • Motive-Discerning Technique
    • The Exalt measures another, and nothing escapes her careful eye. While interacting with another character, roll Finesse + Embassy. Success grants one question. Note the number of extra successes. During this scene, you may expend one of these successes to ask one of the following questions. If the total number of successes exceeds the number of available questions, the player may improvise additional questions in the spirit of this Charm. The Storyteller will answer truthfully.
      • Does the character feel positively, negatively, or neutrally about me?
      • Do the character and I share a Virtue?
      • Do the character and I share an Intimacy?
      • What haven’t I noticed about the character
      • How could I get the character to do what I want?
    • Blood-to-Blood Intuition (Dragon-Blooded): Dragon-Blooded may ask the following question: How are the character and I related?
  • Morale-Boosting Meal
    • Sharing a meal can build rapport. Cooking a meal for others builds community. The Exalt poursher feelings for her companions into a meal she makes, and brings them closer together. Spend 2 motes. If purchased as a Craft Charm, the Exalt spends a dramatic scene making a meal for her companions. If taken as an Embassy Charm, the Exalt spends a dramatic scene arranging a meal together: inviting the guests, determining seating, guiding conversation, and the like. For the rest of the session, anyone who partook in the meal may double 9s on a roll of their choice or begin the next combat scene with 1 Power.
    • Sweeten-the-Tap Method (Dragon-Blooded): The Dragon-Blood applies this Charm to libations, allowing her and her hearthmates double 9s on social influence actions for the rest of the scene.

Awareness Charms

  • Enhanced Senses (Hearing)
    • The Exalt’s superior senses grant her additional input about her surroundings. Each purchase of this Charm upgrades a single sense (sight, hearing, touch, smell, or taste). Double 9s on awareness rolls related to the enhanced sense. This Charm may be purchased a number of times equal to the Exalt’s Essence.

Presence Charms

  • Glorious Presence Technique
    • The Exalt doubles 9s on a roll to instill respect, awe, or obedience. If her anima is at the Iconic level, she doubles 8s.

Advancement


Major Milestones - Spent: 0 - Earned: 0

  • Gaining: A Major Milestone furthers the narrative progression, like completing a story arc. The end of a story.
  • Using: Increase an attribute by 1. Gain or increase a merit.


Minor Milestones - Spent: 1 - Earned: 2

  • Gaining: Completing a single adventure or story chapter. Significant story beat. Roughly every other session.
  • Using: Increase ability by 1 or gain a new charm.


Exalt Milestones - Spent: 2 - Earned: 3

  • Gaining: At the end of each session, Wood Aspects gain an Exalt Milestone if they experienced something new and exciting to them with a significant character or group or their actions fostered change in a significant character or group.
  • Using: Benefit of either a personal or minor milestone, but it must be used for Exalt-specific things.


Personal Milestones - Spent: 0 - Earned: 0

  • Gaining: Accomplishing a personal goal, doing something extraordinary, solving a mystery, defeating a rival, describing an amazing stunt, or showing up and contributing.
  • Using: Acquire a new mode or repurchase a charm. (Excellency & Ox-Body Count) May purchase a new ability at rating 1. May also, gain, intensify, or change an intimacy if the story supports it. Heal a dramatic injury.