User talk:Silence: Difference between revisions
Created page with "Name: Politically Expedient Rapier Anima: A giant bust of Henry Kissinger (seriously change this)<br> Anima Effect: Essence/2 to all attack, damage, and join battle rolls Motivat..." |
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Name: Politically Expedient Rapier | '''Name:''' Politically Expedient Rapier<br> | ||
Anima: A giant bust of Henry Kissinger (seriously change this)<br> | '''Anima:''' A giant bust of Henry Kissinger (seriously change this)<br> | ||
Anima Effect: Essence/2 to all attack, damage, and join battle rolls | '''Anima Effect:''' Essence/2 to all attack, damage, and join battle rolls<br> | ||
Motivation: Fight Communism! (yeah this too)<br> | '''Motivation:''' Fight Communism! (yeah this too)<br> | ||
=Attributes= | =Attributes= |
Revision as of 20:47, 15 December 2010
Name: Politically Expedient Rapier
Anima: A giant bust of Henry Kissinger (seriously change this)
Anima Effect: Essence/2 to all attack, damage, and join battle rolls
Motivation: Fight Communism! (yeah this too)
Attributes
Caste: Dexterity, Manipulation, Intelligence (9)
Favored: Appearance, Charisma, Wits (7)
Miscellaneous: Strength, Stamina, Perception (6+2)
Physical
- Strength 4
- Dexterity 5+2 (7)
- Stamina 3+1 (4)
Mental
- Perception 4
- Intelligence 4
- Wits 5+2 (7)
Social
- Charisma 4+1 (5)
- Manipulation 4+1 (5)
- Appearance 5
Abilities
40 Ability Dots, 10 Specialties
Combat
- Martial Arts 5
- (Beam Weapons + 3)
- Melee 2
- Archery 1
- (Integrated Weapons + 3)
Defensive
- Awareness 1
- Athletics 1
- Integrity 5
- Resistance 1
- (Long Speeches + 1)
Social
- Bureaucracy 5
- Presence 5
- (Political Advisory + 1)
- Performance 3
- Socialize 2
- (High Society + 1)
Investigative
- Investigation 4
- Lore 2
- Linguistics 3 (Autocthonian, Old Realm, Riverspeak, High Realm)
Charms
25 + 9 Excellencies (34)
Dedicated
Augmentations
9 charms
- 1st Dexterity Augmentation (+1m/die for Dexterity)
- 4th Dexterity Augmentation x 2 (+2 Dexterity)
- 4th Manipulation Augmentation (+1 Manipulation)
- 4th Charisma Augmentation (+1 Charisma)
- 4th Wits Augmentation x 2 (+2 Wits)
- Transpuissant Dexterity Upgrade (specialty dice are successes when paired with Dexterity, convert damage dice into levels against Creatures of the Void)
- Transpuissant Manipulation Upgrade (specialty dice are successes when paired with Manipulation, double against Creatures of the Void)
Combat
4 charms
- Aim-Calibrating Sensors (3m, eliminates all external penalties to an attack)
- Recursive Fractal Targeting Calculations (7m 1wp, creates a flurry of [Wits or Dexterity, choose lower] attacks which cumulatively gain 1 accuracy per every attack that fails to hit, hitting resets this to 0)
- Accelerated Response System (2m to reduce Parry DV penalties by [Dexterity])
- Impenetrable Repulsor Field (6m applicability-trumping perfect Parry)
- Flaw: Alchemical Valor (cannot move away from target after use)
Utility
4 charms
- Dynamic Reaction Enhancement System (2m, reduces action speed by -1)
- Cluster Action Hyperprocessor (costs 0m if an action was already enhanced)
- Transhuman Efficiency Relays (2m per additional action, 1wp, up to [Wits] Extra Actions)
- Magnetic Joint Bearings x 2 (Ambidextrous, -2 to all multiple action penalties)
Social
6 charms
- Patriotism-Provoking Display (6m, enhances a social attack to convince targets to take action supporting a social group he or the Alchemical belongs to, costs 2 WP to resist, Conviction channels become successes rather than dice)
- Many Is One Node (+3m 1wp to target groups versus single people)
- Perfected Union Patterning (5m, enhances a social attack to convince members of two separate groups to favorably regard each other, costs 3wp to resist [1wp if other group has taken actions to directly damage their reputation])
- Rogue Cell Isolation Protocols (4m 1wp, supplements social attacks to remove Intimacies, automatically removes an Intimacy if successful)
- Emotional Irrelevance Systems (an intimacy removed in this way requires the other character to spend 1 WP to have a scene count as rebuilding it)
- Pattern Facilitation Module (6m 1wp, roll Charisma/Manipulation + Socialize vs group Magnitude/2, if successful the group adopts a new course of action which does not conflict with the current Policy)
- Conceptual Entropy Module (6m 1wp, roll Charisma/Manipulation + Socialize vs group Magnitude/2, if successful the group rejects an intimacy in the group's current Policy)
- Agenda Recalibration Protocols (5m 1wp, roll Charisma/Manipulation + Socialize vs group Magnitude/2, if successful the group alters one of its goals to a similar but different goal-any goal is valid as long as it is not a direct inversion and possess at least 1 common element)
Disguise
1 charm
- Integrated Artifact Transmogrifier (2m Indefinite to disguise Charms as Internal, or pretend to be human)
- Deep Cover Mode (costs 2m instead of 5m)
- Essence-Muting Baffles (disguises Charms against Essence Sight and supernatural detection unless active and Obvious)
General
Augmentations
1 charm
- 4th Stamina Augmentation x 1 (+1 Stamina)
Miscellaneous
1 charm
- Perfected Lotus Matrix (Learn Martial Arts)
- Lotus Filament Conduction (Half cost TMA)
Combat
1 charm
- Essence Shield Projector (4m Indefinite, 20B/15L/10A hardness, attacks that penetrate hardness have all damage negated)
- Motic Field Stabilizers (cost is 4m, duration is Indefinite, only visible when it stops damage)
Mobility
3 charms
- Personal Gravity Manipulation Apparatus (4m scenelong, either alter direction of gravity or double movement speed and jump height by reducing gravity)
- Parabolic Leap Overcharger Device (3m scenelong, double jump distance)
- Momentum Redirection Pulse Injector (3m, allows for a reflexive jump even after jumping, for flurry-breaking or movement)
Utility
4 charms
- Industrial Survival Frame (6m Indefinite, immunity to certain environmental hazards)
- Crystal (protects against Shaping as Integrity-Protecting Prana, protects against natural/mineral environmental hazards)
- Transcendant Multimodal Artifact Matrix (deploys artifacts, costs the artifact's attunement in motes to deploy)
- Starmetal Short Powerbow(Spd 6, Acc +3, Dmg +4L, Rate 2, Range 250, 4m cost)
- Beam Daiklaive (-4) [Spd 5, Accuracy +4, Dmg 9L, Def + 2, Rate 3, Attune 3, 5m activation, Halves Parry DV, destroys all mundane weapons which parry it, raw damage reduces soak of mundane armor]
- Protosynthetic Ammunition Replicator (1m to create any normal arrow, 2m to create projectiles and thrown weapons up to resources 2)
- Manifold Transhuman Implants (8 mutation points)
Martial Arts
21 Charms (TMA charms count as half)
Violet Bier of Sorrows
12 Charms
- Secrets of Future Strife (double Join Battle dice pool)
- Flight of Mercury (1m to reduce a single attack's speed by 1 to a minimum of 3, maximum [Martial Arts] motes can be spent)
- Blade of the Battle Maiden (2m/dice, 2 wp scenelong, does lethal damage with MA attacks, each 2m adds 1 die for MA attacks OR defenses up to [Dex + MA])
- Joy In Adversity Stance (5m scenelong, roll [Essence] when an attack fails to overcome DV, each success returns 2m)
- Violet Bier of Sorrows Form (minimum damage is [Martial Arts] if that exceeds Essence, each successful attack strips 1 virtue dot)
- Death-Parrying Stroke (pay 2m to prevent 1 HL of damage against character)
- Unobstructed Blow (5m, attack is undodgeable, ignores armor)
- Horrific Wreath (2m 1wp, does aggravated damage to Creatures of Darkness)
- Metal Storm (3m/attack, up to [Martial Arts] attacks)
- Crimson Palm Counterstrike (5m, roll Dex + MA, successes cancel out enemy successes after PDV, leftover successes are applied to a MA counterattack)
- Life-Severing Blow (pay 2m to add 1 HL of damage to an opponent successfully hit)
- Conclusion Pursuing Approach (10m 1wp 1 lethal HL scenelong, regain 1wp for each successful hit on an opponent, opponents triple their wound penalties against character)
Even Blade
11 (6) Charms
- Death Between Heartbeats (2m, attack is resolved first rather than simultaneously on a tick)
- Breath And Essence Control (3m, replace Join Battle roll with successes equal to Martial Arts)
- Close Your Eyes And Look (4m, doubles DV penalties target is suffering from, may get an answer to any one question about the opponent)
- Even Blade Form (5m Scenelong, cannot be confused or distracted, DV refreshes 1 tick earlier)
- Fiery Garda Force Attack (4m, attack becomes piercing, may pay 1wp if the attack is parried to break the parrying weapon, if weapon is broken attack loses 3 successes but is resolved as if the target had a PDV of 0)
- Flashing Zeyphr Speed Stance (4m action-long, decrease Speed by 1 (min 3), increase Rate by 1, Accuracy +1)
- Floating Nymph Grace Evasion (4m action-long, subtract Essence from DV penalties, may use full DV against all opponents even if surrounded)
- Gruesome Wood King Revelry Technique (1m reflexive, barehanded attacks do Lethal, each HL dealt returns 1m)
- Stubborn Jokun Defense Procedure (4m action-long, suffers no wound penalties, adds Martial Arts to bashing, Martial Arts/2 to lethal soak, may act even if Incapacitated or Dying)
- Loving Heart Stance (5m 1wp scenelong, may counterattack a successfully parried attack once per enemy action, may use sword sheath to parry at full PDV)
- Loyal Dancing Lovers Technique (7m 1wp scenelong, may either choose to gain 1 to PDV and counter all coordinated attack and onslaught penalty, or get 1 reflexive attack each action)
Five Dragon Style
7 (3) Charms
- Five-Dragon Claw (1m, attack ignores Hardness and inflicts lethal damage)
- Five-Dragon Force Blow (2m, double base damage of an attack, knocks down opponent at difficulty [attacker's Strength] if raw damage exceeds opponent's [Stamina + Resistance])
- Five-Dragon Fortitude (1m adds 2B or 1L soak against an attack)
- Five-Dragon Blocking Technique (4m 1wp, adds Essence/2 to PDV for a scene)
- Five-Dragon Form (can soak lethal damage with bashing soak, +1 accuracy to form weapons, +Essence to strength and dexterity for movement)
- Five-Dragon Fist (6m 1wp 1hl, attack inflicts aggravated damage)
- Five-Dragon Invulnerability (5m 1wp, ignores all damage from a non-magical attack, adds +Essence to soak and hardness against magical attacks)
Essence
Permanent Essence 4
- Personal Essence: 22
- Peripheral Essence: 60 (37)
- Artifact Attunement: (3 [Beamklaive] + 3 [Discreet Essence Armor] + 1 [Silken Armor] + 4 [Hearthstone Bracers] + 2 [Trinket]) = 13m
- Charms: (4 [Essence Shield] + 6 [Industrial Survival]) = 10m
Attacks and Defenses
Attacks
Melee
- Starmetal Beamklaive: Spd 5, Accuracy 17 [3], Damage 13L, PDV 11, Rate 3
- Punch: Spd 5, Accuracy 14, Damage 4B, PDV 8, Rate 3, Natural
- Kick: Spd 5, Accuracy 13, Damage 5B, PDV 6, Rate 2, Natural
- Clinch: Spd 6, Accuracy 13, Damage 4B (P), Rate 1
Ranged
- Starmetal Powerbow: Spd 6, Accuracy 14 [1], Dmg 8L (base), Range 250, Rate 2
- Frog-Crotch Arrows: Dmg 12L (double armor soak)
- Target Arrows: Dmg 8L (P)
- Broadhead Arrows: Dmg 10L
- Fowling: Dmg 10B
Defenses
- Dodge DV: Dex 7 + Ess 4 = 11/2 = 6
- Soak: 4B/2L + 2B/2L + 3B/5L + 5B/5L = 14B/14L (armored soak is 8B/10L)
- Hardness: 20B/15L/10A (shield), 3B/3L (armor)
- Health Levels: -0 x 1/-1 x 2/-2 x 6/-4 x 1/Incapacitated/Dying x 4
- Mental Dodge DV: WP 10 + Integrity 5 + Essence 4 = 19/2 = 10 + 1 = 11 MDDV
- Mental Parry DV: Manipulation 5 + Presence 5 = 10/2 = 5 MPDV (6 for politics)
Virtues and WP
Willpower 10
Clarity 1
Virtues
- Compassion 2 (max 12 intimacies)
- Intimacy:
- Conviction 5
- Temperance 1
- Valor 3
Backgrounds
12 BG + Class 3
- Class 4
- Artifact 3 (9 artifact pts)
- Silken Armor (-2) [+3B/5L soak, stacks with, does not count as armor, Attune 2]
- Starmetal Discreet Essence Armor (-2) [+5B/5L soak, 3B/3L hardness, -1 extnernal penalty to attacks, Attune 5, Activation Cost 3m/6m]
- Aegis-Inset Amulets (-1) [-2 to Armor Attunement requirements, min 1]
- Hearthstone Bracers (-2) [+1 Accuracy, +1 Defense, +3 Dodge, Attune 4]
- Starmetal Trinket of Dignified Conduct (-2) [+1 Dodge MDV, +2d to Investigation social attacks/defenses]
- Eidolon 2
- Backing (Honorary Plutarch [governmental planner]) 2
- 4 BG Pts exchanged for Charms
Merits and Flaws
Merits
8 Mutation Points
- Inexhaustible (-2) [Doesn't suffer from fatigue]
- Thick Skin (-2) [+2B/2L soak]
- Night Eyes (-1) [no penalties for low-light environments]
- Acute Senses: Sight & Hearing (-2) [+2 for sight/hearing awareness rolls]
- Supernatural Quickness (-1) [+1 to Dexterity for movement]
Flaws
Vice (-3): Roll Temperance at difficulty 3 to avoid surrendering to chosen Vice. Spend 1 WP to resist for a scene. Ward (-3): Charged with the welfare of another person.
- Hey Exhack you wanted your token heroic mortal. Probably the kid of a Senior Tripartite member whose bravery way outstrips his competence.
Bonus Points
40 BP
- -5 for WP 10
- -3 for Manipulation 4
- -12 for Wits 5
- -17 for Charms
- -7 for Submodules
- -2 for Virtue Dots
- +6 for Flaws