Vale: Character Sheet
Basic Information
Title: Forsaken Siren from Beyond the Vale of Tears
AKA: Siren, Vale
Player: Tony
Type: Abyssal Exalt
Caste: Midnight
Concept: Champion of the Void
Motivation: Cleanse creation of the Dragon Blooded scourge so that they experience the full repercussions of their ill-fated attempt at control, let them be the first to have ignorance transformed into enlightenment.
Political Affiliation: Loyal to The Final Sundering Lotus
Anima: Forsaken Siren's anima takes hold slowly at first with a thin layer of deep golden yellow essence engulfing her body into a growing corona of essence as her anima grows. Once her anima erupts into totemic form the almost peaceful gold essence is immediately washed away by a thick cobalt tide that rises up and seems to suffocate the life and sound out of her surroundings. At its peak thin drops of the golden essence fall from the sky, as they splatter into the tide of cobalt energy faceless golems of pure white essence rise from the ground.
Mood Music: Inkubus Sukkusbus - We Belong with the Dead
Likes: Swordplay, Lonely Forests, Thick Fog, Quiet Music, Bad Dreams.
Dislikes: Dragon-Bloods, The Immaculate Faith, Drunks, Boisterousness.
Forsaken Siren from Beyond the Vale of Tears
- PHYSICAL
- Strength 3
- Dexterity 5
- Stamina 3
- SOCIAL
- Charisma 3
- Manipulation 3
- Appearance 3
- MENTAL
- Perception 2
- Intelligence 2
- Wits 3
- DUSK
- Archery 0
- Martial Arts 1
- Melee 4
- Thrown 1
- War 2
- MIDNIGHT
- Integrity 4
- Performance 1
- Presence 2
- Resistance 1
- Survival 1
- DAYBREAK
- Craft 0
- Investigation 1
- Lore 1
- Medicine 0
- Occult 2
- DAY
- Athletics 2
- Awareness 2
- Dodge 1
- Larceny 1
- Stealth 2
- MOONSHADOW
- Bureaucracy 0
- Linguistics 3
- Ride 1
- Sail 0
- Socialize 2
SPECIALTIES
- Melee - Swordsmanship 2
LANGUAGES
- Old Realm
- Woodtongue
- Rivertongue
- Eastern Barbarian Languages
BACKGROUNDS
- Artifact 2 - Reaper Daiklave (Soulsteel)
- Artifact 1 - Breastplate (Soulsteel)
- Artifact 1 - Haori of the Demon-Born
- Followers 2
- Liege 3
- Manse 1 (Liege) - Stone of the Hunt
- Spies 2 (Liege)
- Whispers 1
CHARMS
- Ox-Body Technique
- 1st Melee Excellency
- Five Shadow Feint
- 2nd War Excellency
- 2nd Integrity Excellency
- 1st Presence Excellency
- Injury Absorbing Discipline
- Ration's Nimble Perch
- 2nd Stealth Excellency
- Screaming in Silence
EQUIPMENT
- Reaper Daiklave - Soulsteel (Artifact 2)
- Speed 4, Acc +6, Dam +4L, Defense +1, Rate 3
- 1 Hearthstone Slot
- Drains a number of motes of Essence equal to the wielder's permanent Essence whenever it strikes a target and inflicts at least one health level of damage.
- Commitment: 5
- Breastplate - Soulsteel (Artifact 1)
- +8L/6B, -0 Mobility, 0 Fatigue
- Commitment: 2
- May be concealed under heavy clothing.
- Haori of the Demon-Born (Artifact 1)
- An ornamental robe woven by the Final Sundering Lotus herself from the silken cobwebs that adorn the massive crypts of her masters, The Neverborn. This ornamental piece of clothing is considered one of the finest sets of robes a servant of the Neverborn can wear in the undead courts and commands great respect from any inhabitant of The Underwold, when wearing the robes in the Underworld the wearers appearance is considered to be 1 higher than the wearer's attribute rating. (This bonus can raise the rating above the wearer's attribute maximum.) Furthermore, the Final Sundering Lotus recognizes the need for her Deathknights to be as effective in Creation as they are in the Courts of the Underworld, this is especially true for her newly exalted Deathknight destined to lead her forces in battle. In Creation these robes appear as formal or semi-formal haori-jacket appropriate for nearly any occasion (without a hint of their undead origin) while allowing the wearer to be considered surrounded by the trappings of the dead. While in a shadowland the wearer of the robes may chose between the ornamental robes of the underworld or the formal jacket of Creation.
- Stone of the Hunt (Manse 1)
- Swirls of light and dark green cover this polished sphere. Its bearer gains an instinctive understanding of the drives and emotions of wild animals. This ability grants two dice to all rolls involved in hunting, taming, tracking or otherwise understanding wild animals.
WILLPOWER 7
VIRTUES
- Compassion 2
- FLAWED VIRTUE
- Temperance 4
- Conviction 2
- Valor 3
SOAK
- Bash: 9B
- Lethal: 9L
- Aggravated: 6A
HEALTH
- [-0] 1 box
- [-1] 3 boxes
- [-2] 4 boxes
- [-4] 1 box
- [Incap] 1 box
ANIMA
- As her action, a Midnight Caste can reanimate a corpse as a zombie by touching it and spending five motes. Ten ticks later, the cadaver rises as a zombie extra (see Exalted, p. 314). This effect becomes reflexive and gains a 10-yard range once the Abyssal spends 11–15 motes of Peripheral Essence. Once per action, the Midnight Caste’s anima automatically reanimates one corpse within range, at no further Essence cost. These zombies are under the Abyssal’s control but they steadily decay, suffering one level of aggravated damage per day until they disintegrate completely.
- A Midnight Caste can also slay mortals with the pure power of Oblivion. As her action, a Resplendent Darkness can spend five motes and indicate a mortal within 10 yards. That mortal suffers dice of unsoakable, aggravated damage equal to the Midnight’s Essence.
ESSENCE 2
- Personal 13
- Peripheral 25/32
- Committed 7
EXPERIENCE
- Experience Awarded: 0 EXP
- Experience Spent: 0 EXP