Tata Ba: Character Sheet
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
Tata Ba
|
|
Attributes
- Force 2
- Finesse 4
- Fortitude 3
Skills
- Athletics 2
- Awareness 3
- Close Combat 1
- Craft 0
- Embassy 5
- Integrity 2
- Navigate 1
- Performance 1
- Physique 1
- Presence 2
- Ranged Combat 1
- Sagacity 2
- Stealth 4
- War 0
Merits
- Artifact 2 - AXE GUN
- Artifact 2 - Cape
- Artifact 1 - Gadget belt
- Backing 2
- Familiar 1 - Crab named Pinchy that sits on his shoulder
- Resources 2
Essence 1
- Max Motes 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:
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)
Health
- -0x2
- -1x2
- -2x2
- Inc
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.
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.
- 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.
- 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?
- 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.
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.
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: 0 - Earned: 0
- 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: 0 - Earned: 0
- 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.