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  1. Name: Gersemi
  2. Player: IterationDrive
  3. Caste: Dawn
  4. Concept: Once to be a scholar; now to be a berserker.
  5. Supernal: Brawl
  6. Limit Trigger: The Solar yields some significant freedom, even temporarily.
  7. Anima: A dim red glow grows brighter and brighter, like the dawn through a lake of blood. The more it glows, the purer the glow becomes; at full iconic it is a pure golden glow, surrounding an armored warrior-maiden of a bygone age, bedecked in orichalcum and brass armor decorated with scrolls.
  8. -----------------------------------------------------
  9. Physical | 1 | Social | 3 | Mental | 2 |
  10. Strength | 3 | Charisma | 4 | Perception | 2 |
  11. Dexterity | 5 | Manipulation | 2 | Intelligence | 3 |
  12. Stamina | 5 | Appearance | 1 | Wits | 4 |
  13. -----------------------------------------------------
  14.  
  15. Abilities
  16. ----------------------------------------
  17. | C | Brawl | 5 | Striking |
  18. | C | Dodge | 5 | |
  19. | C | Resistance | 4 | Ignoring Wounds |
  20. | C | Awareness | 3 | |
  21. | C | Thrown | 3 | |
  22. | F | Integrity | 3 | |
  23. | F | Athletics | 3 | |
  24. | F | Presence | 2 | |
  25. | F | Lore | 2 | Minerals |
  26. | F | Occult | 2 | Ritual |
  27. | | Linguistics| 1 | |
  28. ----------------------------------------
  29.  
  30. Merits
  31. ---------------------------------------------------------------------------------
  32. | Ambidextrous | 1 | Innate | Doesn't suffer off-hand penalties |
  33. | Danger Sense | 3 | Innate | Bonus die on rolls to detect danger |
  34. | Eidetic Memory | 2 | Innate | 1 auto success on memory rolls |
  35. | Boundless Endurance | 2 | Purchased | -2 diff to resist fatigue or stay awake |
  36. | Languages | 2 | Purchased | Low Realm (N), Skytongue, High Realm |
  37. ---------------------------------------------------------------------------------------------------------------------------------------------
  38. | Flaw | Derangment, Major, Hysteria | When botching a roll or subjected to extreme stress, lash out or flee if failing willpower (3) test; |
  39. -------------------------------------|can spend willpower to ignore it for scene or day, whichever is shorter. |
  40. --------------------------------------------------------------------------------------------------------
  41. Charms
  42. --------------------------------------------------------------------------------------------------------------
  43. | Excellency List: Brawl, Dodge, Resistance, Awareness, Thrown, Integrity, Athletics, Presence, Lore, Occult |
  44. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  45. | Charm | Ability | Cost | Type | Tags | Duration | Effect |
  46. | Increasing Strength Exercise | Athletics | 3m/i | Simp | NA | 1 Scene | +1 dot strength per 3m/i. Cannot exceed essence in bonus; cannot exceed 2*STR total. |
  47. | Lightning Speed | Athletics | 3m | Supp | NA | Instant | Enhance Rush; add one auto success and reroll 5s and 6s. Can be used each interval of test of speed |
  48. | Monkey Leap Technique | Athletics | 2m | Supp | NA | Instant | Leap forward or up 1 range band. Movement for turn. Each turn after costs just 1m |
  49. | Soaring Crane Leap | Athletics | 3m | Refl | NA | Instant | Drop 2 range bands with no damage. Float forward 1 range band minimum at option |
  50. | Sensor Acuity Prana | Awareness | 5m | Refl | NA | 1 Scene | Awareness has double 8s. If Unsurpassed (Sense) Discipline applies, reroll 6s. |
  51. | Fists of Iron Technique | Brawl | 1m | Refl | Dual | Instant | Parry lethal with bare hands; decisive does lethal, withering ignores ESS + intimacy soak. |
  52. | Iron Battle Focus | Brawl | 3m | Refl | NA | 1 Turn | Become immune to furthur onslaught penalties until next action. |
  53. | Heaven Thunder Hammer | Brawl | 7m | Refl | Decisive-Only | Instant | After successful decisive brawl, target is knocked prone, loses 1i (added to solars base value when |
  54. ------------------------------------------------------------------------------------------| init resets). 3+ successes, hits object with short distance fall. 4+, medium distance fall or throws |
  55. ------------------------------------------------------------------------------------------|to short range with short distance fall. 5+, thrown to short and medium fall. |
  56. | Thunderclap Rush Attack | Brawl | 3m | Refl | NA | Instant | Move 1 range band without consuming action, make an attack regardless of position in order. Counts as |
  57. ------------------------------------------------------------------------------------------| turn for round. Target may not clash unless using charm with Clash. once per target per scene, but can |
  58. ------------------------------------------------------------------------------------------| refreshed by crashing target. |
  59. | Falling Hammer Strike | Brawl | 1m | Supp | Uniform | Instant | Supplement withering or decisive; prevents onslaught penalty from fading on target's next turn. Only |
  60. ------------------------------------------------------------------------------------------| attacker's granted onslaught penalty. |
  61. | Ferocious Jab | Brawl | 1m | Supp | Uniform | Instant | Supplements physical strike. Adds dice to damage of withering or decisive attack equal to target's |
  62. ------------------------------------------------------------------------------------------| onslaught penalty. |
  63. | Enduring Mental Toughness | Integrity | 1m | Refl | Bridge | Instant | Ignore wound, illness, crippling penalties to resolve or guile for one tick. |
  64. | Durability of Oak Meditation | Resistance | 3m | Refl | Dual | 1 Tick | Reduce raw damage of withering or decisive attack by 2; grant 4 hardness against decisive attack, |
  65. ------------------------------------------------------------------------------------------| except during crash. |
  66. | Ox-Body Technique | Resistance | NA | Perm | Stackable | Perm | One -1 and two -2 health levels extra. |
  67. | Precision of the Striking Raptor | Thrown | 1m | Supp | Withering-Only | Instant | Accuracy calculated as if it was made from close range. If close, target's defense is lowered by one |
  68. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  69. Intimacies
  70. --------------------------------------------------------------------
  71. | Recovery is my path to freedom | Principle | Defining | Positive |
  72. | House Nellens (Hate) | Tie | Major | Negative |
  73. | No one comes to save you | Principle | Minor | Negative |
  74. | Gods (Fury) | Tie | Minor | Negative |
  75. --------------------------------------------------------------------
  76. | Essence | 1 | 13/13 | 33/33 |
  77. | Willpower | 6 | 6 |--------
  78. | Limit | 0 |--------
  79. -----------------------------------------------------------------------------
  80. | Weapon | Acc | Dmg | Def | Ovw | Tags | Pool |
  81. | Cestus | +4 | +7 | +0 | 1 | Bashing, Brawl, Smashing, Worn | 15 |
  82. | Unarmed | +4 | +7 | +0 | 1 | Bashing, Brawl, Grapple, Natural | 15 |
  83. -----------------------------------------------------------------------------
  84. | Armor | Soak | Hard | MP | Tags |
  85. | Chain Shirt | +3 | 0 | 0 | Concealable |
  86. | Natural | 5 | 0 |-------------------
  87. | Total | 8 | 0 |
  88. -----------------------------
  89. | Health |------------------------
  90. | 0 | -1 | -2 | -4 | Incap |
  91. | []|[][][]|[][][][]| [] | [] |
  92. ----------------------------------
  93. | Parry | 5 |
  94. | Evasion | 5 |
  95. | Rush | 8 |
  96. | Resolve | 4 |
  97. | Guile | 1 |
  98. | Disengage | 10 |
  99. | Join Battle | 7 |
  100. --------------------
  101.  
  102. History:
  103. There is a small satrapy in the northwest. It is small, but it is important to some; for it was struck upon mines that seemingly never emptied. Yet for all that, they were not rich mines; the flow of gems and precious minerals was steady, but in limited numbers compared to other realms; still, the flow never ceases, the people of this land toiling and working in the mines day in and day out for the benefit of their Dynastic overlords; and Dynastic they were, for the house that laid claim to this satrapy was House Nellens, oft derided for their weak blood and mortal heritage.
  104.  
  105. It was one dragonblooded member of this house, an air aspect by the name of Nellens Imon, that came to importance in the story we are being told. He was a sorcerer and a scholar and a merchant all the like; and he was made rich by his skill and a certain lackadasiacal attitude at following hte rules of economic warfare. He sought weapons to wield against his competitors; not just weapons of jade or steel or silver but weapons of flesh and blood, too; he oft hired mercenaries to do his dirty work. But that is not the important part of the story.
  106.  
  107. He happened upon a secret that few of his kind knew; the existance of the Exigence, the ability of small gods to grant Exaltation to those they favored. And so he hatched a plan; for decades he studied the effects in books of ancient lore and the immaculate texts. And when time came that he felt he understood the process, he aquired two people important to his plan.
  108.  
  109. The first was Gatharnen, God of Ice and Crystal Formations; a local terrestrial deity of moderate power, not terribly important and one that wasn't known for public appearances anyway, preferring his privacy deep in his crystal ice caves he called home.
  110.  
  111. The second was a local; a daughter of a thaumaturgist-scribe and a miner that a contact of his claimed would be perfect for his plans (if only he could remember where the contact lived! Curse age; it takes memory first.) It is here that Gersemi's story truly begins; for she was to be the one granted Exigence.
  112.  
  113. For years, the two were kept locked in the air aspect's tower; him chained in bonds unbreakable by spirits, her chained in bonds unbreakable by mortal might. Imon tried, again and again, to force the god to grant exigence to the mortal; but each time, it was refused. When mystical compulsion failed, he turned to torture; physical and mental. And when his patience failed him, he turned to torture of the girl, for the god was known for his compassion when he had appeared in public.
  114.  
  115. For years, this continued; the girl's mind and body breaking under the strain, the god's essence-form rent asunder but never allowed to dissipate. For years, he refused to grant the Exigence to Gersemi, and the pain continued.
  116.  
  117. The seventh day of the first saturnsday of ascending wood, seven years after her kidnapping, that Imon finally believed he had achieved success. The essence-and-iron manacles that bound the brutalized girl to her experimental slab started to creak in the middle of his experiments; and then to crack. Imon heard Gatharnen laughing, and thought that his torture had finally broken the god and that an exigent servant was now his.
  118.  
  119. It was then he noticed that the light pouring forth from the girl was not the chilly blue he expected; but a deep, resounding gold... and saw the mark of an anathema upon her brow.
  120.  
  121. Nellens Imon survived that night, as did Gatharnen, who retreated to his cavern and has filed *many* petitions about abuse of dragonblooded power; Imon's tower and research were not so lucky to survive. Imon himself was badly injured; one of his eyes bitten out and and a leg and arm mangled beyond even Dragonblooded medicine to repair. Gersemi escaped into the chilly wilderness.
  122.  
  123. And it is there that her story, not as a young miner's daughter; or as a caged experiment; but as a Chosen of the Sun begins; like light through a shattered window, she may yet shine bright and straight; or she may grow brittle and break. Time and fate will tell.
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