Gathering Fragrance: Difference between revisions

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'''Artifact''': ●●●●
'''Artifact''': ●●●●
:''Sky of Scarlet Perception'', king among powerbows. Belonged to a previous incarnation ''Ai'' during the Primordial War. Its attacks always hit regardless of DVs and must be parried with a stunt or Charm, or countered with a perfect defense. For 4m, the wielder can reflexively cause the arrow to strike immaterial targets and deal aggravated damage.
:''Sky of Scarlet Perception'', king among powerbows. Belonged to a previous incarnation ''Ai'' during the Primordial War. Its attacks always hit regardless of DVs and must be parried with a stunt or Charm, or countered with a perfect defense. For 4m, the wielder can reflexively cause the arrow to strike immaterial targets and deal aggravated damage.
:Speed/Rate/Range 6/3/450yd
:Speed/Rate/Range: 6/3/450yd
:Attack: 12
:Attack: 12
:Damage: 11
:Damage: 11

Latest revision as of 13:22, 31 May 2013

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Gathering Fragrance is a bright but occasionally sociopathic hunter and assassin. She is one of the physically youngest circle members but one of the longest exalted. Her home tribe had a tradition of sacrificing its own children in order to appease a nearby fae court and their behemoth. When her name came up in the lottery six years ago, she went along but decided at the last moment to shoot it instead. As a result, her entire tribe was wrecked but she survived. She was initially offered an Infernal exaltation for her failure against supernatural forces but rose to the occasion on that occasion by rejecting it on the spot as the demon materialized and was immediately imbued with a Solar exaltation in its place. As her first great labor under the aegis of the Unconquered Sun, she decided to hunt down the behemoth that destroyed her former life and has tracked it to the valley.

Vital Statistics

Name: Gathering Fragrance
Age: 18
Concept: Hunter of supernatural horrors.
Caste: Night
Motivation: Hunt the ??? and slay it.
Great Curse: Heart of Flint
Exp: 3/11 Essence: ●●● [16bxp] (personal: 16/16; peripheral: 31/31; overdrive: 0/20; committed: 8)
Essence Recover: (relaxed: +4; resting: +4)
Willpower: 7/7 [22bxp]
Damage: 0L+0B (-0)
Health: 13/13 | -0, -1, -1, -1, -1, -2, -2, -2, -2, -2, -2, -4, incap
Soak: 7L/7B

Virtues

Compassion: 1/●
Conviction: 3/●●●
Temperance: 2/●●
Valor: 5/●●●●●

Intimacies (8)

Horses
Hunting (Unusual)
Simplicity
"If you are alive, you can keep going."
-
-
-
-

Backgrounds

Artifact: ●●●●

Sky of Scarlet Perception, king among powerbows. Belonged to a previous incarnation Ai during the Primordial War. Its attacks always hit regardless of DVs and must be parried with a stunt or Charm, or countered with a perfect defense. For 4m, the wielder can reflexively cause the arrow to strike immaterial targets and deal aggravated damage.
Speed/Rate/Range: 6/3/450yd
Attack: 12
Damage: 11

Resources: ●●●

Money, horses and goats. Takes on hunting bounties during downtime, including people.

Attributes

Physical

Strength: ●●●●
Dexterity: ●●●●●
Stamina: ●●●●[8bxp]

Social

Charisma: ●●●
Manipulation: ●●
Appearance: ●●●●

Mental

Perception: ●●●●●
Intelligence: ●●
Wits: ●●●[4bxp]

Abilities

[44bxp]

Dawn

Archery: ●●●●●
Martial Arts: ●●
Melee: ●●●●
Thrown: -
War: -

Zenith

Integrity: -
Performance: -
Presence: -
Resistance: ●●●●●
Survival: ●●●●●

Twilight

Craft (Terrestrial): ● (Water, Wood)
Investigation: -
Lore: -
Medicine: -
Occult: -

Night

Athletics: ●●●●●
Awareness: ●●●●●
Dodge: ●●●●●
Larceny: -
Stealth: ●●●●

Eclipse

Bureaucracy: -
Linguistics: ●●

(Forest-tongue, Flame-tongue, Riverspeak)

Ride: ●●●
Sail: -
Socialize: -

Charms

[66bxp]

Archery

Archery Triumphant (2m/success)

Essence Arrow Attack (8+2)
Charges an arrow and adds (Essence) to damage. Optional Upgrade: Projectile can ignite mid-flight and set fire to any flammable object it lands on; Projectile can glow with holy fire or sunlight, inflicting aggravated to creatures of darkness and being visible for (Essence x 10) miles if unobstructed; (1m) Deal 4 extra damage and add a unique visual effect.

Trance of Unhesitating Speed (2m or 3m/attack)
Max (Essence + 1) archery attacks. May exceed weapon's rate and take DV penalty to single highest attack.

Flashing Vengeance Draw (3m)
Add (Essence) successes to Join Battle roll. Archery weapon is immediately readied. There is no Wind (3m, 5m)
Take a perfect shot. At 5m, range of weapon is extended to visibility range.

Resistance

Ox Body x2 (permanent)
Invincible Essence Reinforcement (permanent)
Durability of Oak (2m; reflexive)
Add (Essence + Resistance) to bashing and lethal soak for a single attack.

Iron Kettle Body (6m; permanent)
Add (Essence + Stamina + Resistance) to bashing and lethal soak for a scene.

Essence Gathering Temper (permanent)
Gain motes in the overdrive pool: 1 mote when struck but not damaged; 2 motes per point of bashing; 3 motes per point of lethal or aggravated.

Willpower Enhancing Spirit (4m; reflexive)
Can be activated when damaged. Roll the amount of health levels lost and regain (1 + Successes) willpower.

Soul Fire Resurgence (1wp; permanent)
Roll (Valor) and heal that many health levels. May trigger only once per action.

Dodge

Dodge Triumphant (2m/success)

Shadow Over Water (1m; reflexive)
Ignore all penalties to Dodge DV.

Lightspeed Body Dynamics (permanent)
Gain (attacker's Essence/2; round up) motes when successfully avoiding an attack with Dodge DV.

Awareness

Awareness Triumphant (2m/success) [8xp]

Keen Sight (3m; reflexive)
Grants 2 bonus successes to Awareness using sight for a scene. Allows perception beyond human senses. (The character can make out the detail on a commander’s epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and with a legendary success, he can make out the motion of the mites that live on others’ eyebrows.)

Surprise Anticipation (1m)

Stealth

Easily Overlooked Presence (3m)
Awareness or Investigation rolls to detect fail automatically unless they have a 2-die circumstance bonus to notice the Solar.

Ride

Master Horseman [8+4bxp]
(1m) Reflexively stop falling off a mount, even when inactive and never fall off simply because of being inactive; (1m) Call a mount; (1m) When evaluating a mount to perfectly recognize strengths and weaknesses; (1m) Sustain a mount for 2 hours. It does not exhaust or suffer from random incidents like thrown shoes or injured hooves; (3m) Stop a mount from panicking and not panic for the rest of the scene.