Mawitogan: Character Sheet

From The Whereabouts


Basic Information

Name: Tepet Arada Mawitogan
Type: Dragon-Blooded Exalt
Player: Tony K
Aspect: Air Aspect
Concept: Tepet Yamabushi - Sorcerer and Spirit Ambassador
Political Affiliation: Loyal to House Tepet and the idea of Dragon-Blooded Rule
Anima: As his anima builds, the white glow starts to resemble storm clouds rising above him with the faces of Haruka Bear faces roaring thunder at his enemies.
Age of Exultation: 11
Actual Age: 28
Languages Spoken: High Realm (Native), Low Realm, Old Realm, Skytongue
Primary Virtue: Justice
Secondary Virtue: Wonder
Likes: Linowan Sweet Berry Wine, Hemp smoked by The Thunderbird Elementals, The Feeling of a Looming Storm in the Air
Dislikes: Overly Hot Weather, Sand, Violence with Cause
Tepet Arada Mawitogan


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

  • Sagacity: (Page 184) Spend 1 mote. This applies on Step 1 during combat. Outside of combat, this may be used to boost passive values. Add that Ability as a dice bonus to an applicable roll involving the chosen Ability.

Embassy Charms

  • Wind-Carried Words Technique
    • The Dragon-Blood speaks into the wind, sending their voice afar on subtle currents of air. Spend 1 mote. The Exalt may send a spoken message of no more than a few sentences to a chosen target within the same narrative location (such as a town or city). The message cannot be overheard or intercepted by mundane means. Magical attempts to do are made at Difficulty 7. To reach their hearthmates, the Exalt may send a message much further such as a neighboring city or town.
    • Special: Using this Charm allows the Exalt to access Air aura.

Integrity Charms

  • Integrity-Protecting Principle
    • The Exalt is the embodiment of order, protecting them from the twisting power of chaotic forces. Spend 1 mote. For the rest of the scene, the Exalt and their possessions become immune to the twisting effects created by the environment. If used in a venture, this protects the equipment for the time scale between obstacles. The Wyld cannot mutate them or transform their possessions. Against the twisting powers wielded by the fae, the Exalt gains her Essence in automatic successes to resist, or increases the difficulty of being targeted by her Essence. This does not protect them from direct attacks by Wyld creatures or the non-transformative perils of the Wyld.
    • Chaos-Warding Principle (Dragon-Blooded): The Exalt’s hearthmates gain the benefits of this Charm as long as they remain within medium range of each other.

Presence Charms

  • Harmonious Presence Meditation
    • The Exalt embodies magnetism and grace, charming every courtier she meets. No matter her behavior, all people listen when she speaks. Commit 1 mote for one scene. For the duration, the Exalt may add an automatic success to all social influence, excluding Read Intentions actions. She ignores up to three dice of mundane situational penalties to her social influence actions that arise from her unfamiliarity with customs, fashion, or past actions.
    • Friend-to-All-Nations Attitude (Dragon-Blooded): At home in any land, Dragon-Blooded draw new allies with ease thanks to their princely reputation. Gain two dice on an Instill action to give the target a positive Tie towards the Exalt, her hearthmates, or an organization she belongs to.

Sagacity Charms

  • All-Encompassing Sorcerer’s Sight
    • The Exalt may gaze into the world’s Essence and unravel the patterns of magic that make up Creation. The secrets of Creation’s mystical workings, spirit magics, and sorcery are unveiled. Commit 1 mote for the scene. The Exalt perceives the presence of Essence, including dematerialized spirits and borders between worlds such as the Wyld or shadowlands as gauzy distortions. Attuned artifacts appear as though lit from within, and hearthstones burn like embers. Whenever a character uses Essence to power Charms or any other effects, these are always visible to the user as though the character had an active anima. They may make Force + Sagacity rolls to try to understand spirit magics, sorcerous workings and other strange phenomena like those produced by demesnes, the Wyld and the Underworld or to identify the use of a Charm. Such effects may have variable difficulty — typically three plus the creator’s Essence or a difficulty modified by the effect’s nature and complexity.
  • 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
  • Flying Guillotine
    • Cost: 4 Will
    • You make the Sign of the Hooded Headsman, conjuring a barbed silver-bladed chain that flashes towards a target until it wraps around their neck. Spend 4 Will. A Flying Guillotine manifests as an artifact ranged weapon (long range, +2 Accuracy, +2 Damage, 3 Overwhelming) for a single attack. If this attack reduces the target to Incapacitated, they may not accept a dramatic injury to avoid decapitation. The player may optionally treat the character’s remaining Will as though it were Power for the purposes of making a decisive attack.
  • Summon Elemental
    • Sorcerous Working - Venture System
    • Haruka - Air Elemental
  • Beckoning That Which Stirs The Sky
    • Sorcerous Working - Venture System

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: 1 - Earned: 2

  • 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.
  • Flying Guillotine


Exalt Milestones - Spent: 2 - Earned: 3

  • Gaining: At the end of each session, Air Aspects gain an Exalt Milestone if they took an action toward furthering a long-term goal.
  • Using: Benefit of either a personal or minor milestone, but it must be used for Exalt-specific things.
  • All-Encompassing Sorcerer’s Sight
  • Integrity-Protecting Principle


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.