Lord of the Ashen Cloud: Character Sheet
Name: Lord of the Ashen Cloud
AKA: Ash, Ryoku Exodus
Type: Dragon-Blooded Exalt
Player: Tony
Current Age: 28 (Chapter 1: 21)
Aspect: Fire
Concept: Member of the Hallowed Order of the Grass Spiders
Motivation: Separate himself completely from the strands of destiny and societies expectations.
Political Affiliation: The Hallowed Order of the Grass Spiders
Anima: When Ash's anima first flares it is little more than a orange flecked gust of swirling wind, as he spends more essence the flecks of light and the gusting winds both grow in quantity and intensity until they erupt into a swirling fire storm engulfing his surroundings.
Likes: Fine women, fine wine, fine tobacco. Things that fly. Things that go BOOM.
Dislikes: Society's expectations and norms. Dull or tacky people or things.
Theme Song: The Prodigy - Girls
Lord of the Ashen Cloud Info
- PHYSICAL
- Strength 2
- Dexterity 3
- Stamina 2
- SOCIAL
- Charisma 4
- Manipulation 4
- Appearance 5
- MENTAL
- Perception 3
- Intelligence 3
- Wits 3
- AIR
- Linguistics 4
- Lore 3
- Occult 2
- Stealth 2
- Thrown 0
- EARTH
- Awareness 3
- Craft (Fire) 2
- Craft (Wood) 1
- Integrity 2
- Resistance 1
- War 1
- FIRE
- Athletics 2
- Dodge 2
- Melee 0
- Presence 4
- Socialize 5
- WATER
- Bureaucracy 2
- Investigation 2
- Larceny 2
- Martial Arts 4
- Sail 3
- WOOD
- Archery 4
- Medicine 0
- Performance 2
- Ride 1
- Survival 1
SPECIALTIES
- Archery: Firearms 2
- Linguistics: Lookshy Dialect
LANGUAGES
- Skytongue (N)
- Rivertongue (N)
- Foresttongue
- High Realm
- Old Realm
BACKGROUNDS
- Artifact 4
- The Geronimo (4)
- Very Small Essence Cannon (2)
- Scarf of the Discreet Visage (2)
- Allies 1
- Backing 2 (Grass Spiders)
- Breeding 2
- Connections 2
- High Society - The richest of the rich, across The Threshold.
- Connections 2
- Financial - The institutions of finance across The Scavenger Lands.
- Connections 1
- Government - The government bodies and bureaucracies within The Scavenger Lands.
- Connections 1
- The Guild - Some rekindled connections and mostly new ones made within the influential organization.
- Henchmen 3 (The Crew of The Geronimo - 6 Henchmen)
- Manse 2
- Waterfall-Pagoda Manse
- Jewel of Flying Heart (1), Mind-Cleansing Gem (2)
- Resources 4
CHARMS
- Ox-Body Technique
- Elemental Bolt Attack
- 1st Archery Excellency
- 1st Socialize Excellency
- 1st Presence Excellency
- Auspicious First Meeting Attitude
- Glowing Coal Radiance
- 1st Martial Arts Excellency
- The Spider's Hairs
- The Spider's Fangs
- The Spider's Web
- 1st Linguistics Excellency
- Wind Carried Words
- Language Learning Ritual
- Poisoned Tongue Technique
Equipment
- Very Small Essence Cannon (Artifact 2)
- Speed: 4, Accuracy: +1, Damage: 10B (Piercing), Rate: 1, Range: 50
- If target is hit roll Dex/Sta + Athletics (Difficulty 3) Failure results in 2 yard knockback and automatic knockdown.
- Cost: 3 Motes per shot
- Attune: 1
- Switch Blade (Perfect)
- Speed: 5, Accuracy: +3, Defense: +1, Damage: +3L (Piercing), Rate: 1
- Scarf of the Discreet Visage (Artifact 2)
- When attuned to the scarf the bearer cannot clearly be remembered by anyone who meets him. No one can describe anything about his appearance, dress, or mannerisms. Repeated and prolonged meetings gradually counter this effect, allowing the bearer's family and close companions to remember him clearly. Remembering the bearer after one encounter requires a successful (Intelligence + Awareness) roll at difficulty 3. Repeated or extended contact lower this difficulty by 1 per full day spent largely in the wearer's presence, or by 1 for every three shorter encounters. In almost any case where the bearer is remembered, the brightly colored scarf is almost always one of the first things to come to the persons memory.
- As an additional effect, the bearer of the scarf can spend a willpower point to obscure his actions from the loom of fate for a scene. When the bearer spends a willpower point his actions become clouded within the loom of fate and he becomes more difficult to locate in this manner, add the bearers permanent essence to all rolls to detect him using the loom of fate.
- Jewel of Flying Heart (Manse 1)
- +1 Dodge DV
- +1 Acc. when set in a bladed weapon
- Mind-Cleansing Gem (Manse 2)
- +1 Parry and Dodge MDV
- If touched to the skin of a person under the effects of unnatural mental influence the target receives a contested willpower roll to break the effect.
WILLPOWER 6
VIRTUES
- Compassion 1
- Temperance 3
- Conviction 3
- Valor 3
ANIMA
- Spend 5 motes to be surrounded by a corona of flames dealing damage equal to permanent essence.
SOAK
- Bash: 2
- Lethal: 1
- Aggravated: 0
HEALTH
- [-0] 1 box
- [-1] 3 boxes
- [-2] 3 boxes
- [-4] 1 box
- [Incap] 1
ESSENCE 3
- Personal: 11
- Peripheral: 25/27
- Committed: 2
EXPERIENCE
- Current Experience: 2
- Experience Awarded: 183
- Chapter 1: 61
- Mission 10: 5
- Mission 11: 6
- Downtime: 100
- How I Became A Grass Spider: 1
- Beautiful Sin: 2
- Blood Runs Too Deep: 2
- Enjoy The Silence: 2
- The Hanged Man: 2
- The Ten of Wands: 2
- Experience Spent: 181
- War 1 (3 EXP)
- Occult 2 (2 EXP)
- Lore 3 (4 EXP)
- Dodge 2 (1 EXP)
- Martial Arts 3 (3 EXP)
- Bureaucracy 2 (2 EXP)
- Investigation 2 (2 EXP)
- Auspicious First Meeting Attitude (10 EXP)
- Socialize 4 (5 EXP)
- Archery 4 (5 EXP)
- Language Learning Ritual (10 EXP)
- Essence 3 (20 EXP)
- Glowing Goal Radiance (10 EXP)
- Manipulation 4 (12 EXP)
- Awareness 3 (4 EXP)
- Presence 4 (5 EXP)
- Linguistics 4 (5 EXP)
- Poison Tongue Technique (10 EXP)
- Valor 3 (6 EXP)
- The Spider's Hairs (10 EXP)
- Martial Arts 4 (5 EXP)
- Archery Specialty: Firearms (3 EXP)
- Charisma 4 (12 EXP)
- The Spider's Fangs (10 EXP)
- Craft (Fire) 2 (2 EXP)
- Craft (Wood) 1 (3 EXP)
- Socialize 5 (7 EXP)
- The Spider's Web (10 EXP)