Tata Ba: Character Sheet

From The Whereabouts


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


Virtues
  • Major Virtue: Justice
  • Secondary Virtue: Wonder

Intimacies
  • Major principle: The right of The Dragon Blood to Rule Creation is divine, The Realm is not.
  • Major principle: The Anathema stand against the natural order of Creation and need be rooted out wherever they sink their rotting claws.
  • Minor principle: As our enemies grow, we must find new sources of power to counter them. Either allies of ancient lore.
  • Major tie: The Bull of The North (Hatred)
  • Major tie: The Roseblack (Loyalty)
  • Minor tie: House Tepet (Familial Fondness)
  • Minor tie: The Shogunate (Nostalgic Reverence)

Attributes

  • Force 4
  • Finesse 3
  • Fortitude 2

Skills

  • Athletics 1
  • Awareness 3
  • Close Combat 1
  • Craft 1
  • Embassy 3
  • Integrity 3
  • Navigate 2
  • Performance 3
  • Physique 0
  • Presence 3
  • Ranged Combat 0
  • Sagacity 5
  • Stealth 1
  • War 1

Merits

  • Artifact 4 - Reinforced Buff Jacket - Mantle of Elemental Empowerment
  • Backing 2 - The Vermillion Legion
  • Influence 1 - House Tepet
  • Followers 1 - Band of Acolytes
  • 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


Knife (Melee)

  • Accuracy: 5 dice + 2 successes
  • Damage: +0
  • Defense: +1
  • Overwhelming: 1
  • Tags: Melee, Concealable


Knife (Ranged)

  • Ranged: Medium
  • Accuracy: 4 dice + 2 successes
  • Damage: +1 success
  • Overwhelming: 1
  • Tags: Thrown, Concealable


Blazing Solar Bolt/Elemental Bolt Attack (1m)

  • Ranged: Short
    • Spend 1 anima to increase range from short to medium.
  • Accuracy: 9 dice + 2 successes
  • Damage: +2 successes
  • On Step 7, targets hit must make a reflexive Physique roll at difficulty 3 to resist environmental damage equal to the Exalt’s Essence plus two.
  • The wearer may spend 1 additional mote when channeling essence into a direct decisive attack add Essence or 2, whichever is higher, successes to the damage roll. (Such as Glorious Exalted Bolt)
  • Overwhelming: 3


Artifact Reinforced Breastplate - Mantle of Elemental Empowerment

  • Soak +4
  • Hardness +1
  • Mobility -1
  • Tags: Artifact

Combat Defense

  • Parry 3
    • (Force 4 + Close Combat 1)/2
  • Evasion 3
    • (Force 4 + Athletics 1)/2
  • Soak 5
    • (Natural 1 + 4)
  • Hardness 4
    • (Natural 2 + Essence 1 + Armor 1)


Health

  • -0x2
  • -1x2
  • -2x2
  • Inc

Dramatic Injuries

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

Social

  • Resolve 4
    • (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.
  • Buoyed by the Wind (Passive): Once per turn the Air Aspect leaps one additional range band vertically or horizontally. She takes no falling damage from short range drops.
  • Mela’s Breath (Active): Subtract two dice from all ranged attacks targeting the Air Aspect.
  • Eye of the Hurricane (Iconic): Short-term benefits rarely sway the Air Aspect. Add successes equal to the Exalt’s Essence on rolls to persuade or inspire a target toward a long-term goal.

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.

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?

Sagacity Charms

  • Spirit-Cutting Glance
    • The Exalt peers into the realm of spirits where invisible beings that dwell, able to strike them with Essence should they come to blows. Commit 1 mote for the scene. the Exalt can see dematerialized spirits that are present in the scene. The Exalt may attack dematerialized spirits as if materialized.
  • Glorious Exalted Bolt - Elemental Bolt Attack
    • The Exalt forms a blazing bolt of Essence aligned with their nature to strike their enemies. Spend 1 mote on Step 1. Make a ranged essence attack at short range using either Sagacity or Ranged Combat. Treat as a heavy ranged weapon with short range, the Artifact and Ranged tags. Spend 1 anima to increase range to medium. This may be used during a clash.
    • Elemental Bolt Attack (Dragon-Blooded): On Step 7, targets hit must make a reflexive Physique roll at difficulty 3 to resist environmental damage equal to the Exalt’s Essence plus two.
  • Terrestrial Circle Sorcery
    • The Exalt has internalized the inner workings of Creation’s Essence, giving the power to reshape the world at its fundament.

The sorcerer gains the ability to learn and cast First Circle Spells. With each purchase of this Charm, the sorcerer also gains a free Spell and shaping ritual.

Sorcery & Spells

  • Shaping Ritual: The sorcerer gathers strength by ritual offerings. Tokens grant one Will; valuable sacrifices grant two; and exotic, unique, or powerful sacrifices generate three. (Modified Pact with Ifrit)
  • Virtuous Guardian of the Flame
  • Cost: 5 Will
  • Duration: One Day
  • The sorcerer draws a flickering sword of lightning from her own heart, shaping a blazing sentinel to keep vigil over her. As she completes the spell, the blade collapses into a will-o’-the-wisp no larger than a torchlight — the sorcerer may conceal the Virtuous Guardian of Flame by commanding it to rest within an existing lit lantern or torch she carries. Should she be attacked, the wisp flares back into sword shape to fend off her enemy, protecting her as per the defend other action (Exalted Essence, p. 126) with a Parry of ([higher of Essence or Sagacity] + 1). The virtuous guardian can even notice threats of which the sorcerer is unaware, rolling (Essence + Attribute + Sagacity) to detect hidden enemies. Wooden projectiles or weapons successfully blocked by the guardian are burnt to ashes. If it parries an unarmed attack or other natural attack, the attacker suffers one die of lethal damage, ignoring Hardness. Even when its parries fail, its energy blunts the force of attacks against the sorcerer, adding (Essence) natural soak against all but unblockable attacks. The guardian has soak (Essence + 5), Hardness (Essence), and (Essence + Sagacity) −0 health levels. It cannot take any actions of its own. If the guardian is crashed, it dissipates for a scene, unable to protect the sorcerer, but reforms after that. If its health track is filled with damage, it’s utterly destroyed, and the sorcerer cannot resummon it until its full duration has elapsed.
    • Rules converted from 3e DB Book
  • Stormwind Rider
  • Cost: 5 Will
  • Duration: One Hour
  • Bending the winds to her will, the sorcerer creates a servile dust devil to ride. The Stormwind Rider is treated as a flying mount, although it cannot take the sorcerer to more than short range above the ground. (Attribute + Sagacity) replaces the usual rolls for all combat movement actions. The whirlwind can carry up to (Essence x 2) additional characters, or one hundred pounds of cargo in place of a single passenger. While it cannot soar as high as the Cirrus Skiff, the Stormwind Rider can travel at nearly 100 miles an hour and maneuver through forests or cities. In a race with other characters, the sorcerer rolls (Attribute + Sagacity + Essence) for each interval. In combat, characters within the Stormwind Rider are treated as having light cover against attacks made from outside of it, and vice versa. A passenger who is crashed or hit with a decisive attack is knocked out of the whirlwind, and suffers falling damage if applicable.
    • Rules to be converted from 3e Book
  • Summon Elemental
    • Sorcerous Working - Venture System
    • Haruka - Air Elemental

Evocations

  • Resonate: The Exalt who dons the Mantle is known and respected in the Spirit Courts of Creation. The sorcerer doubles 9’s during ventures to summon or bind Elementals and on social rolls made against elementals. They may spend 1 mote or 1 anima when they roll a social action against such beings or asserts Resolve against them, they benefit from non-charm bonus dice equal to their essence to a roll or half-rounded up to Resolve.
  • Essence Lens (Essence 1) The wearer may spend 1 additional mote when channeling essence into a direct decisive attack add Essence or 2, whichever is higher, successes to the damage roll. (Such as Glorious Exalted Bolt)

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.