Severnaya: Character Sheet

From The Whereabouts

Name: Severnaya
Player: Brian Kirkland
Caste: Night
Concept: Gambler, Daredevil
Motivation: Rule the North
Anima:
Severnaya: Background/Personality


  • PHYSICAL
    • Strength 2
    • Dexterity 3
    • Stamina 2
  • SOCIAL
    • Charisma 3
    • Manipulation 4
    • Appearance 4
  • MENTAL
    • Perception 4
    • Intelligence 3
    • Wits 4


  • DAWN
    • Archery 0
    • Martial Arts 2
    • Melee 1
    • Thrown 3
    • War 0
  • ZENITH
    • Integrity 2
    • Performance 0
    • Presence 2
    • Resistance 1
    • Survival 1
  • TWILIGHT
    • Craft 0
    • Investigation 1
    • Lore 1
    • Medicine 0
    • Occult 0
  • NIGHT
    • Athletics 2
    • Awareness 2
    • Dodge 2
    • Larceny 5
    • Stealth 2
  • ECLIPSE
    • Bureaucracy 0
    • Linguistics 1
    • Ride 1
    • Sail 0
    • Socialize 2


SPECIALTIES
None

LANGUAGES

  • Skytongue
  • Rivertongue

BACKGROUNDS

  • Artifact 3 - 5-sided dice
  • Artifact 2 - Infinite Jade Chakram
  • Artifact 1 - Orichalcum Chain Shirt
  • Contacts 1
  • Manse 1 - Memory Hearthstone
  • Resources 2

CHARMS

  • Ox-Body Technique
  • Martial Arts: 1st Excellency
  • Thrown: 1st Excellency
  • Larceny: 2nd Excellency
  • Flawless Pickpocketing Technique
  • Lock-Opening Touch
  • Triple-Distance Attack Technique
  • Integrity-Protecting Prana
  • Graceful Crane Stance
  • Flawlessly Impenetrable Disguise

EQUIPMENT

  • Infinite Jade Chakram (Speed 4, Accuracy +0, Damage +4L, Rate 4, Range 50, Attune 5)
  • Orichalcum Chain Shirt (Soak 7L/5B, -0 Mobility, 0 Fatigue, Hardness 3L/3B, Attune 1)
  • 5-sided dice - detailed below
  • Memory Hearthstone

WILLPOWER 6

VIRTUES

  • Compassion 2
  • Temperance 2
  • Conviction 3
  • Valor 3

ANIMA

SOAK

  • Bash: 7
  • Lethal: 8
  • Aggravated: 7

HEALTH

  • [-0] 1 box
  • [-1] 3 boxes
  • [-2] 4 boxes
  • [-4] 1 box
  • [Incap] 1

ESSENCE 2

  • Personal 12
  • Peripheral 24
  • Committed 6

VIRTUE FLAW
Valor - Foolhardy Contempt

EXPERIENCE 5/9

  • [3 XP] Occult 1 - 2/21 days of training complete
  • [1 XP] Socialize 2

SESSIONS PLAYED: 2

5-sided Dice

Each has a different magic metal: Orichalcum, Starmetal, Moonsilver, Jade, and Soulsteel. An individual can infuse each die with a mote of esence and make one roll per day. Different combinations produce different effects. The duration of the effect is until sunrise, at which time the dice can be used again.

As a general rule for the individual rolls, if an exalt type rolls his or her associated metal, the effect is greater. When both dice show such metals, the effect is maximized. Soulsteel has a negative effect for all exalt types except Abyssal, where it has a positive effect. Abyssals who roll the dice receive negative effects from Orachalcum.

The dice can also be used to settle a bet. The loser of the game is subject to a curse until the bet terms are met. The game is played with each exalt rolling one die. A roll of their associated metal wins them the game, unless the opponent has also rolled his or her associated metal. In this case, another roll is made. If a player rolls their opposite metal (for Abyssals, Orachalcum, for all other exalts, Soulsteel) then the player loses the game unless the opponent has also rolled his or her opposite metal. In this case, another roll is made. If a player rolls his or her associated metal while the opponent rolls their opposite metal, then the terms of the bet are doubled within reason.

Roll Effects

  • Orichalcum/Orichalcum
    • Solars: +2 strength, +2 stamina, and +4 lethal and bashing soak.
    • Abyssals: Cannot spend peripheral essence in creation.
    • Others: good
  • Orichalcum/Starmetal
    • Solars: Fate is on the lawgiver's side, giving the exalt a keen sense of awareness by adding +2 perception. Also, the charm Prior Warning is in effect for the duration.
    • Sidereals: great
    • Abyssals: bad
    • Others: good
  • Orichalcum/Moonsilver
    • Solars: +3 accuracy and +3 defense in melee combat; +2 accuracy and +50 yards in ranged combat.
    • Lunars: great
    • Abyssals: bad
    • Others: good
  • Orichalcum/Jade
    • Solars: Grants solars the ability to use dragon-blooded reflexive charm rules at a cost of one additional mote for the charm. Alternative: +1 Charisma, +1 Manipulation, and +1 Appearance
    • Dragon-Blooded: great
    • Abyssals: bad
    • Others: +1 Charisma and +2 Presence
  • Orichalcum/Soulsteel
    • Solars: The character's virtues become off-balance affecting the character's personality. -1 Temperance, -1 Compassion, +1 Valor, +1 Conviction. Double the number of limit break points the character receives for the duration.
    • Abyssals: The character's virtues become off-balance affecting the character's personality. +1 Temperance, +1 Compassion, -1 Valor, -1 Conviction. Double the number of limit break points the character receives for the duration.
    • Others: bad
  • Starmetal/Starmetal
    • Sidereals: best case
    • Others: The character receives visions from the loom of fate throughout the day.
  • Starmetal/Moonsilver
    • Sidereals: great
    • Lunars: great
    • Others: The moon and stars aid the exalt. From dusk until dawn, the exalt receives +1 to all night caste abilities (Athletics, Awareness, Dodge, Larceny, and Stealth).
  • Starmetal/Jade
    • Sidereals: great
    • Dragon-Blooded: great
    • Others: All attacks deal +3L damage, attack rate increases by 1, and the speed of attacks is reduced by 1 tick to a minimum of 4.
  • Starmetal/Soulsteel
    • Sidereals: interesting
    • Abyssals: great
    • Others: There is an eerie silence after the dice fall; there is no flash of essence and no immediate effect. But the pattern spiders have been upset, and this exalt's strand in the loom of fate has a knot up ahead, usually within 24 hours of the roll. This roll has no effect if the character is outside fate.
  • Moonsilver/Moonsilver
    • Lunars: best case
    • Others: The character has a renewed sense of survival skills. +1 Stamina, +1 Survival, +1 Resistance, and +1 Ride. Increase the ability bonuses to +2 if the moon is out.
  • Moonsilver/Jade
    • Lunars & Dragon-Blooded: +1 Wits, +1 Manipulation, and +1 Dexterity
    • Others: +1 to Wits, Manipulation, or Dexterity, whichever is the character's primary attribute
  • Moonsilver/Soulsteel
    • Lunars: interesting
    • Abyssals: great
    • Others: The character physically ages at an accelerated rate. By the end of the effect, the character will appear extremely old and weak. Every 6 hours, the character suffers an additional -1 external penalty to Strength and Stamina rolls and -1 Appearance.
  • Jade/Jade
    • Dragon-Blooded: best case
    • Others: +1 Socialize, +1 Bureaucracy, and +1 Performance. Make this +2 if the ability is favored.
  • Jade/Soulsteel
    • Dragon-Blooded: interesting
    • Abyssals: great
    • Others: Essence drains at 2 motes per hour starting from peripheral essence and proceeding to personal when the peripheral is depleted. The essence drain is visible as the caste mark on the forehead. This essence cannot be regained until the end of the effect.
  • Soulsteel/Soulsteel
    • Abyssals: best case
    • Others: The character is haunted by visions from the underworld. Her thoughts and senses are clouded, resulting in -1 Perception, -1 Wits, -1 Conviction, and -1 Valor. She faces a small chance of stepping into the underworld; for example, she could get up from a botched athletics roll only to see the underworld.

Notes

••• Wonders: Three-dot artifacts confer a great
advantage in a single discipline or a significant advantage in
a broad range of circumstances. These powerful items give
their owners significant abilities denied to people who
lack such artifacts. A character with a grand daiklave,
facing a character with no artifact weapon whatsoever,
gets all the bets. Although truly clever or powerful
characters may be able to best the effects of a three-dot
artifact in its area of focus, it’s rarely a sure thing.

Three-dot artifacts may change the way certain
aspects of the game are played. Artifact weapons are
common enough that possessing one, even a three-dot
artifact weapon, only escalates combat rather than
changing it. But a knot that captures sorcery and paper
that becomes any contract, written and signed, provide
entirely new solutions to the game’s conflicts. Three dot
artifacts can be equated with Essence 3 or 4 Solar
Charms, but it’s a rough balance.

Maximum benefits: Attributes +3, Abilities +6,
Soak +6 and Hardness 6, Damage +6, Rate +2

Standard Essence (C/E): 8m/5m

Examples: Anyone would fear, and rightly so, the
warrior who wields a grand goremaul in battle. A belt of bat
wings that grants the ability to walk as a shadow confers a
matchless power. An enchanted mirror that allows a character
to speak through other mirrors is extremely useful, especially
in Exalted’s world of limited travel and communication.
A staff that places objects (not people) it strikes Elsewhere,
and can call them back just as quickly, has a myriad uses
in a clever character’s hands.

Artifact 2: Maximum benefits: Attributes +2, Abilities +4,
Soak +4 and Hardness 4, Damage +4, Rate +1

Artifact 1: Maximum benefits: Attributes +1, Abilities +2,
Soak +2 and Hardness 2, Damage +2, Rate +0
  • Starmetal - Fate, Damage
  • Jade - Speed, Damage
  • Orachalcum - Defense
  • Soulsteel - Life Drain, Decay
  • Moonsilver - Change, Morph