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Vince's Characters
Topic Started: May 14 2009, 01:47 PM (70 Views)
VinceLoretto
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Lord of Space and Time
Solar for Dan's Exalted game

Name: Talfryn Lleu
Gender: Male
Exalt Type: Solar
Caste: Eclipse
Essence:3
Willpower:6
Personal Essence:15
Peripheral Essence:36
Committed:9
DDV:3
PDV:5
DMDV:6
PMDV:4
Anima Power:
The Eclipse can spend 10 motes and 1 point of will power to sanctify an oath. Anyone who breaks this oath will botch a critical action per point of the Eclipse's essence at the sanctification of the oath. These botches take place at the GM's digression. This power can be invoked without cost after the eclipse has spent 11-15 motes of peripheral essence.
Motivation:
 To restore the Solar deliberative and conquer all of creation.

Health Levels:
-0/-1/-1/-1/-2/-2/-2/-2/-4/ Incap

Physical Stats 
Strength: 2
Dexterity: 3
Stamina: 3
 Social Stats:
Charisma: 4
Manipulation: 4
Appearance: 3
 Mental Stats:
Perception: 3
Intelligence: 3
Wits: 3
 
Abilities:
Caste:
Bureaucracy:3
Linguistics:3
Ride:2
Sail:2
Socialize:4
 
Specialties:
Performance:3
Melee:4
Presence:4
War:4
Resistance:3
  
Backgrounds:
Artifact: 2
Orichalcum Reaper Daiklaive
Speed: 4 Accuracy: 5 Damage: +5L Defense: +1 Rate: 3 Attune: 5 

Artifact:2
Orichalcum Hearthstone Bracers
+2 dice to damage, +3 dice to dodge attempts. Attune:4

Familiar:3
The Exalt has a familiar cat. This familiar is as intelligent as a 8-9 year old child and can communicate. As long as the familiar is in contact with the Exalt, the exalt gains an additional 5 motes to his personal essence pool. The Exalt can share one of the familiar's senses as long as it is within 100 yards.

Contacts: 3
Three major contacts and three additional dice for finding minor contacts

Resource: 3
The Exalt owns a prosperous farm, several riding animals, and has several domestic servants.

Influence:3 
The Exalt's fame has spread to neighboring lands. The Dragon-Blooded know of him.

Allies: 2
The Exalt has 1 raksha ally slightly stronger than a starting exalt. This raksha is a minor noble of the ring caste, shadowed sword.
 
Charms:
Melee 2nd Excellency - Cost: 2m- auto-success
 
Dipping Swallow Defense: Cost: 2m Type: Reflexive (Step 2), Combo-OK Duration: Instant Effects: This charm allows the exalt to ignore all penalties that apply to parry DV for one attack.
 
Bulwark Stance: Cost: 5m Type: Reflexive (Step 2), Combo-Basic Duration: Until next action Effects:
As Dipping Swallow defense, only until my next action.
 
Call the Blade: Cost: 1m Type: Reflexive (Step 2), Obvious Duration: Instant Effects: One of my weapons within essence x10 yards instantly flies to my hands
 
Summon the Loyal Steel: Cost: 1m Type: Simple (Speed 3), Combo-ok Duration: Permanent Effects: Banishes a melee weapon to Elsewhere. This weapon may be drawn from Elsewhere later, ending the charm.
 
Iron Raptor Technique: Cost: 2m or 4m Type: Simple (speed 5), Combo ok, obvious Duration: Instant Effects: for two motes, attack any enemy up to essence x8 yards away with a normal melee attack. For 4 motes (if essence 3+), the attack cannot be blocked except by a charm or stunt
 
Ox body Technique- Cost: - Type: Permanent Effects: +1 -1 health level, +2 -2 health levels
 
Presence 2nd Excellency- Cost: 2m- Auto-success
 
Hypnotic Tongue Technique: Cost: 10m, 1 wp Type: Simple, Combo-ok, Social, Stackable, touch Duration: Charisma in days Effects: Can give one target an order. Rolling manipulation + presence against the target’s mental DV. The target must spend one will power to resist the order each day. The compulsion ends when the charm expires.
 
Irresistible Salesman Spirit- Cost: 3m Type: Supplemental, Combo-Basic, Social Duration: Instant Effects: Doubles successes on a presence based roll before comparing them to the target’s DV

Mastery of Small Manners- Cost: 1m Type: Reflexive(Step 1) Duration: Until next action Effects: All enemy groups in social combat are treated as one point of magnitude smaller. Raises the Exalt's appearance by one dot. The Exalt understands the basic motivations of everyone present in the scene, as if he had rolled three successes on an investigation roll.

Gathering the Congregation- Cost: 10m, 1wp Type: Combo- OK, Social, obvious Duration: Instant Effects: Roll charisma+ Socialize or performance to attempt to convince everyone who is listening to organize to the Exalt's service. The charm orders all who have been successfully persuaded into a group that obeys the Exalt. The group disperses if the Exalt leaves it for more than a day.

Armour:
Buff Jacket
Soak: +3L/4B Mobility: -1 Fatigue: 2

Virtues:
Valor: 2
Conviction: 3
Compassion: 1
Temperance: 3
 
Virtue Flaw:
Conviction
The Character does not express any emotion. Not robotic, but lacking empathy and feeling. The character only focuses on efficiency in all actions and suffers a 2 die penalty on all face-to face social interactions.
Partial Control: The character's emotions are severely muted, but still present. He suffers a 2 die penalty on all face to face social interactions, and his primary motivation is still efficiency, but he will not do anything in which he has a strong emotional aversion.
Duration: 1 day
Limit break condition: Frustration at the corruption of the world

Other:
Diplomatic Immunity:
The Eclipse and any of his companions that are on legitimate business may not be attacked without just cause in the realms of the spirits, the demon princes or the Fair Folk. In addition, these creatures must obey the laws of hospitality.

Back-story:
Son of a minor Realm house, Lleu took to heart the discipline and order of the military. However, he grew to loathe the corruption and decadence of all noble houses, especially his own. After quitting the military in disgust, he was made an "ambassador" to several cities in the far north where he was to "bring the glory of the realm" by "threat of force of arms". The Realm had no intention of actually attacking these cities; Lleu was wholly expected to be killed, and he knew it. During his travel to the North, Lleu ran head on into a Fae excursion. He was taken prisoner by the Fae, and exalted as he demanded to be set free. Partially due to due to the shock of the Fae by the exaltation and his new powers, but mostly due to his diplomatic training, Lleu negotiated his release and servitude of a Fae noble in turn for leading the Fae to more plentiful hunting grounds. He brought the Fae to the home of his house, every member of which was either killed or taken captive. It was in the armoury of his former home that Lleu found the daiklave and hearthstone gauntlets he now bears; battle trophies that one of his ancestors took from a solar in the Great Usurpation. Lleu now travels with his Fae companion, searching for companions to assist him in his goal of overthrowing the Realm and restoring the Solar Deliberative.
"Be a philosopher; but, amidst all your philosophy, be still a man."- David Hume
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VinceLoretto
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Lord of Space and Time
Important/Semi-important NPCs for my D&D 3.5 campaign, in order of appearance

Colm Corbec, Syft Thief
Colm is a syft, a human planetouched with a being of the Ethereal plane in his ancestry. He has medium length brown hair, brown eyes, average height weight and build, as well as nondescript features. His father was a bureaucrat in merchant house Lirtosia, and the young thief, with the nondescriptiveness that normal accompanies one of his kind, often poses as his father to make ends meet. He adventures with Laute because he once picked Laute's pocket, but was promptly hit by a magic missile. Having never been caught before, he began following Laute around to learn from her skill at catching him. Laute, though initially annoyed, began using Colm as an asset with his knowledge of human lands and the street. He prefers the shortsword, using it with his large cloak to distract his enemies, getting a shot at their vitals. He is approximately 16 years old.

Winton, Human Pirate
After a one-time stint of piracy with Captain Kinyon Colbathan in his youth, Winton began a life of signing on with a crew for one voyage, drinking himself broke, and the repeating the process. He is a gifted swordsman and sailor, when sober, and prefers the sabre. He is slightly above average height, with a powerful build. He sports a beard and wears his long blonde hair in a ponytail. He is approximately 39 years old.

Seltsam Niemand, Human(?) mage
Seltsam is a half human, half something(s) else. He appears a normal middle aged human male with his short black hair speckled with gray. He normally wears royal blue robes and never removes the golden armour he wears on his right arm. Closer inspection to the gauntlet would reveal an etching of a male demon, a red dragon and a female celestial bound to each other in chains. Portions of the etching will glow when he casts a spell, in different colors depending on the spell cast. He rarely speaks and when he does, it is with much emotion. He has demonstrated limited shape-changing abilities which he has stated to have inherited from his mother. He focuses almost exclusively on conjuration spells, and fights with his gauntlet or shape-change in melee.
"Be a philosopher; but, amidst all your philosophy, be still a man."- David Hume
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VinceLoretto
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Lord of Space and Time
Sidereal for Dan's second exalted game

Name: Invincible Jade Mantis of the East
Gender: Male
Exalt Type: Sidereal
Maiden: Saturn
Essence: 3
Willpower:6
Personal Essence:12
Peripheral Essence:33
Committed: 4
DDV:9
PDV:5
DMDV:6
PMDV:2

Merits:
Past Lives-5

Flaws:
Throwback-5

Anima Power:
A Chosen of Endings reflexively makes the Lesser Sign of Saturn for 10 motes. The Chosen’s anima billows outward in a brilliant violet that clings to all those affected. For one scene, the Sidereal and all his allies within (his Essence x 10) yards add one level of damage to all attacks they make, applied in Step 10 of attack resolution after damage is rolled; this effect adds no damage to an attack that otherwise infl icts no levels of damage. Allies enjoy this advantage only as long as they remain within range. With the Sidereal’s anima banner in the 11 to 15 mote range, this costs only five motes. If the banner is fully manifest (16+), this costs only one.

Motivation:
To become the Best Martial Artist in Creation

Health Levels:
0/0/0/0/-1/-1/-2/-2/-4/Incap

Physical Stats
Strength:4
Dexterity:4
Stamina:4
Social Stats:
Charisma:2
Manipulation:2
Appearance: 3
Mental Stats:
Perception: 3
Intelligence:3
Wits: 3

Abilities:
Auspicious:
Awareness: 3
Bureaucracy: 4
Integrity: 3
Martial Arts: 4 (+2 punching things)
Medicine: 3

Favored:
Athletics: 3
Larceny: 3
Stealth: 3
Dodge: 4

Other:
Presence: 2
Survival: 3

Backgrounds:
Artifact:2
Hearthstone Bracers: +1 to accuracy and defense, +3 to dodge attempts. Attune: 4

Celestial Manse: 4
The character has a 4 dot manse in the Yu-Shan. It provides a 4 dot hearthstone
Hearthstone: Seven Leaping Dragon Stone: +4 to all martial arts rolls

Connections: 3 (Cult of Illuminated)

Influence: 2 (Cult of Illuminated)

Salary: 2
The character has resources 3 in Heaven and 4 in creation

Sifu: 3
The character has a sifu that knows all terrestrial martial art, 3 celestial styles, and two sidereal styles.

Charms:

Dodge:
2nd Dodge Excellency- 2m/success- 1 free success per two motes spent.

Absence- Reflexive- Instant- 2m- Ignore all penalties to dodge DV

Duck Fate- Reflexive- Instant-10m- Roll (Dexterity + Dodge) against a difficulty equal to the permanent Essence of the foe responsible for the trouble. (Environmental dangers are difficulty 1.) If the roll succeeds, the Exalt avoids the harmful effect. For this Charm’s purposes, a “harmful effect” includes unexpected attacks, area-of-effect attacks, attacks with no physical component or even continuous effects with a duration longer than instant. (The character only needs to avoid a continuous effect once.) Attacks with very wide areas of effect (such as the Rain of Doom spell) defeat this Charm if the character is physically incapable of moving the distance needed to escape the effect. The Sidereal’s player must activate this Charm either before her opponent’s attack roll or as soon as the player becomes aware of the effect.

Bureaucracy:
Icy Hand- 1m- simple- 5 days-The Sidereal activates the Charm as he touches a bureaucrat—which might require a Martial Arts roll if the target is unwilling. As a bright spark fl ashes from deep within the Sidereal’s eyes, his player rolls (Charisma + Bureaucracy) against the target’s Dodge Mental Defense Value. If the roll succeeds, the victim is compelled to perform his duties honestly and to the best of his abilities for five days.

Terminal Sanction- 8m, 1wp- one scene- When a Sidereal activates Terminal Sanction against a present god or elemental, the player rolls (Charisma + Bureaucracy) against a difficulty of the targeted spirit’s Essence. Whether this roll succeeds or fails, the spirit must materialize before the Sidereal and remain solid until the end of the scene. If the roll does succeed, the spirit has even more reason to fear the Sidereal. Should the spirit “die” in that scene, the Sidereal has four choices:
• The Sidereal can destroy the spirit.
• He could bind the spirit to his service—either one task of indefinite duration or general obedience for one year and one day.
• He can bind the spirit’s Essence into an object, creating an artifact rated at half the spirit’s Essence (round up). The Storyteller designs the artifact, based on the powers of the spirit. The artifact lasts only a year and a day, however, before the spirit goes free.
• If nothing else, the Sidereal can simply let the spirit reform in its sanctum, knowing full well what the Sidereal could have done to it. Thanks to the terms of the Yozis’ surrender, this Charm also works against demons of every Circle and adds a number of automatic successes on the (Charisma + Bureaucracy) roll against them equal to the Sidereal’s Essence.

Medicine:
Peaceable Conclusion- 2m (+ 1wp/ 1lhl)- With a touch, the Sidereal can instantly and painlessly kill a living creature that consciously and freely wants to die. No drug, Charm or unnatural mental influence can create such willingness where one doesn’t already exist: the death wish must be the target’s own. The higher soul of the deceased is drawn off into the cycle of reincarnation. The Charm’s target cannot rise again as a ghost or zombie.

Smooth Transition- 2m- This Charm extends the effect of Peaceable
Conclusion to creatures at the Incapacitated health level or who are dying. The person must be willing to die or be unconscious, however. Should the target’s body lie upon naked earth or stone when the Sidereal uses the Charm, the body sinks into the surface, burying itself. Anyone slain by this Charm cannot rise again, in body or spirit, to trouble the living. If the Sidereal uses this Charm on a zombie, it remembers that it is dead, collapses in a heap and buries itself. Using Smooth Transition on the corpse of a troublesome ghost or hungry ghost can banish that ghost to the Underworld until the next night—but only if the Sidereal’s player wins a resisted (Charisma + Medicine) roll against the ghost’s (Willpower + Essence). Unusual corpses such as spine chains, however, are immune to Smooth Transition.

Martial Arts:
Violet Bier of Sorrows
Secrets of Future Strife- Permanent- Doubles Join Battle Dice Pool

Joy in Adversary Stance- Reflexive- One Scene- 5m- Roll Essence whenever an opponent’s attack fails to overcome the character’s DV. Each success on the roll replenishes two motes of spent Essence.

Flight of Mercury- 1m per action- Reflexive - Up to (Martial Arts) actions- Reduces the Speed of Martial Arts attacks by 1, to a minimum of 3. Each mote spent confers this benefit for one action, but the character cannot spend more motes than her Martial Arts rating.

Blade of the Battle Maiden - 2m/die, 2wp- Reflexive - One scene- For the rest of the scene, the character’s Martial Arts attacks (including clinches) inflict lethal damage. The character can also parry lethal damage from physical attacks (including ranged attacks) without using a weapon or stunt. What’s more, every two motes spent on this Charm add one die to each unarmed Martial Arts attack, and one to the pool used to calculate Parry Defense Value. For this Charm alone, the maximum number of dice added rises to (Dexterity + Martial Arts)— but only for Martial Arts, and only if the character does not wear armor

Ebon Shadow Style
Image of Death Technique- Simple- 2m- One day- The exalt drops to the ground and temporarily appears to be dead. A careful examination and a successful (Perception + Medicine) roll, difficulty 3, is necessary to determine that the character is actually still alive. The martial artist using this Charm can hold her breath 10 times as long as normal, and she does not need to eat or drink—handy if she’s hiding from enemies at the bottom of a river or wants them to think they killed her. Although the character’s senses of hearing, touch and smell function normally, she cannot see or move. She can act normally the action after she chooses to end this Charm. Wall Climbing Technique-1m- Reflexive- the character can climb a surface simply by running up it, without halving his base movement rate. In his next action, the character must either activate the Charm again, remain where he is (if he’s made it to a ledge or suitable hand- and footholds) or attempt to leap or climb down normally.

Distracting Finger Gesture Attack- 2m Reflexive- The Ebon Shadow martial artist makes a complex, Essence-charged sign with her fingers, and the twisting lines of shadowy Essence distract and slow one selected opponent. The sign takes only an instant to make at the beginning of the action. The target character’s next action is delayed for a number of ticks equal to the martial artist’s Martial Arts score, incidentally preventing his DV from refreshing until then. When the target’s next action comes, he cannot perform a flurry but may still use Combos and reflexive and extra action Charms normally. He can perform a Guard action as usual.

Ebon Shadow Form- 5m- Simple- One scene- Although the Exalt’s body does not become indistinct or drink in light like a true shadow, he still moves with the eerie speed and grace of a candle-wavering silhouette. While using this Charm, the character adds his Martial Arts score to his Join Battle dice pool. He also adds a value equal to his Essence to his Stealth score and his Dodge DV. When the character makes a Martial Arts attack (with hands, feet, sais or fighting chains), he can inflict either bashing or lethal damage at will. If a character using this Charm is killed before the duration expires, his body dissipates into thick black smoke. He leaves no ghost, and his physical remains provide no evidence of his identity (though his gear might).

Virtues:
Valor: 3
Conviction: 3
Compassion: 1
Temperance: 2

Astrology:
The Crow:2
The Rising Smoke:2
The Sword: 3

Flawed Fate:
Primary Virtue: Valor
Sidereals gain Limit from three sources: A Sidereal gains one point of Limit when she spends a point of Willpower to act against her primary Virtue. She increases her Limit by one when she resists unnatural mental influence, though no more than once per scene. When she affects fate in a manner counter to her primary Virtue, she rolls (her Virtue) dice and each success adds one point to her Limit; 10s count as two successes as normal. Using Essence Auspicious and other Charms that change the destinies of others count as affecting fate, as do any astrological manipulations the character can make.
It is also the Chosen of the Maidens’ fates to suffer greater flaws when they gather in numbers. When a Sidereal must roll her Virtue to accrue Limit in the presence of other Sidereals, she adds a number of dice to the roll dependent on the number of sidereals present in the scene (6-10, +1, 11-90 +2, 91-100 +3).
Reckoners’ Flawed Fates make them advocate, seek or cause the greatest endings with the most meaningful changes

Back-story:
Invincible Jade Mantis of the East grew up to the east of the Scavenger lands under the name Jade Mantis. He was fascinated with death and killed many animals and people with his bare hands before exalting. After exalting, he remembered his previous life as Invincible Knife of the West, a Gold Faction sidereal from the Western Sea who was killed by the Bronze Faction, with the assistance of several Immaculate Monks, as she attempted to protect a newly exalted solar. He then changed his name to a fusion of the two identities he now possessed, and became the Invincible Jade Mantis of the East, who sought to become the best martial artist in creation to use this skill to assist the Gold Faction in their task of restoring the Solars to power.

Invincible Knife of the West- Female Gold Faction sidereal.
Motivation- to raise the Solars back into the power over creation.
Intimacies- Solars (doting admiration), Bronze Faction (Hatred), Immaculate Order (Anger), Realm (Hatred)
Edited by VinceLoretto, Nov 12 2009, 05:49 PM.
"Be a philosopher; but, amidst all your philosophy, be still a man."- David Hume
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Dietaku
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Grade A /B/tard
Good stuff. I'll put up my stuff when I get to it.
"SHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANE!!"
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