Jeradin

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Widening Gyre - Main Page

Basic Info

Name: Jeradin
Caste/Aspect: Night caste Solar exalt
Concept: Former investigator/assasin for the Realm
Motivation: Seeks to restore the Realm to a former glory that never really existed
Intimacies: Devotion to the order that the Realm represents. Distrust and anger towards the Houses for the mess they have made of the Realm. Desire to kill Lahor and Marad
Appearance:Jeradin's appearance shouts "nothing to see here!" He isn't handsome and he isn't grotesque. He is of average height and build, if a bit on the lanky side. He has dark brown hair and brown eyes. If you had seen him once you might still not be able to pick him out of a line up.
XP: 34 gained / 21 spent

Current Stats

Attributes

Strength  ●●       Charisma     ●●●     Perception   ●●●●
Dexterity ●●●●●    Manipulation ●●●     Intelligence ●●●
Stamina   ●●●●     Appearance   ●       Wits         ●●

PHYSICAL:

  • Strength 2 (average strength; lift 160 lbs)
  • Dexterity 5 (almost inhumanly swift and graceful)
  • Stamina 4 (exceptional stamina; soak 4 bashing / 2 lethal)

SOCIAL:

  • Charisma 3 (likeable, makes friends with little effort)
  • Manipulation 3 (has a clever tounge, can convince most people to trust him)
  • Appearance 1 (very plain)

MENTAL:

  • Perception 4 (keeps track of all minute details around him, can catch a pickpocket before he strikes)
  • Intelligence 5 (quite bright, might make a good scholar)
  • Wits 2 (passable at thinking on his feet)

Abilities

Archery               Integrity             Craft                 Athletics  ●●●●       Bureaucracy  ●
Martial Arts  ●●●●●   Performance           Investigation  ●●●    Awareness  ●●●        Linguistics  ●●
Melee                 Presence              Lore           ●●     Dodge      ●●●●●      Ride        
Thrown        ●●●●●   Resistance   ●●       Medicine       ●      Larceny    ●●●●●      Sail        
War                   Survival     ●        Occult                Stealth    ●●●●●      Socialize

CASTE ABILITIES

  • Athletics (4) can work as the featured acrobat in the palace of the Empress
  • Awareness (3) is usually the fi rst one to notice a pirate ship on the horizon
  • Dodge (5) can escape harm when fighting an inhumanly skilled cataphract of the Fair Folk
  • Larceny (5) is a master thief, who could likely steal the rings off the Despot of Gem’s jewel-encrusted fingers
  • Stealth (5) can sneak past an ever-watchful demon guarding a crypt in Sijan

FAVORED ABILITIES

  • Martial Arts (5) can fight a dozen thugs while simultaneously showing off all of his moves in a precise and beautiful manner
  • Thrown (5) can throw a knife so as to clip a single tail feather off of a divine firebird in flight
  • Resistance (2) can keep his head after days of heavy drinking, can run 8 miles without stopping or can fairly easily recover from infection
  • Investigation (3) can reconstruct the details of a crime from small fragments of evidence or locate an obscure passage in a large ill-organized library
  • Linguistics (2) knows Forest-tongue as well as High Realm and Riverspeak


OTHER ABILITIES

  • Survival (1) can probably find a decent shelter in the woods or tame a hawk
  • Lore (2) knows a good deal of the customs of lands thousands of miles away, can help operate many First Age devices
  • Medicine (1) can probably stitch up a shallow head wound or set a simple fracture
  • Bureaucracy (1) can probably bribe a slightly corrupt official or sell aging horses at the same price as a young ones

Willpower and Virtues

Willpower: 6 The character is sure and self-confident
Virtues:

  • Compassion: 3 "regularly comes to the aid of others in need"
  • Conviction: 3 "rarely breaks under torture and can use drastic measures, given no other choice"
  • Temperance: 2 "I'm not going to kill you... yet."
  • Valor: 1 "Someone with Valor 1 is a sniveling coward" (Jeradin's somewhat proud of it. "It doesn't benefit anyone to enter a fight you can't win.")

Essence and Anima

Essence: 2

  • Personal Essence: 12
  • Peripheral Essence: 29
  • Committed Essence: 0

Anima Banner

  • Owl with flame flicking from the tips of its wing-feathers

Backgrounds

Cult: 2

  • First Age cult dedicated to worship of his Soul
  • Despite attempts by the Realm to stamp out its existance, pockets of secret worshipers remain scattered in towns and villages throughout the Realm


Contacts: 1

  • Captain within the resistance in Thorns

Charms

General

  • First Thrown Ability
  • First Larceny Ability
  • First Martial Arts Ability

Thrown

  • Observer-Decieving Attack: 3m; Supplemental; Instant.
    This Charm can prevent a Thrown attack from being noticed, concealing it with the power of the Exalts Essence. This Charm becomes less effective the more often the Solar Exalted uses it during a fight.
    Source: Second Edition Core, p. 195.

Resistance

  • Body-Mending Meditation: 10m; Supplemental; Until the day ends.
    This Charm greatly enhances the rate at which the Chosen recovers from injury. This Charm may be activated even when the Exalt has been rendered inactive.
    Source: Second Edition Core, p. 208

Athletics

  • Graceful Crane Stance: 3m; Reflexive; One Scene.
    Automatically keep balance on any surface at least as strong and wide as a human hair. This surface is treated as a 3 ft wide ledge capable of supporting 1000 lbs. when determining what movement and Athletics actions can be taken and what penalties to them might apply.
    Source: Second Edition Core, p. 222-223
  • Monkey Leap Technique: 3m; Reflexive; One Scene.
    This Charm allows the Exalt to leap about prodigiously.
    Source: Second Edition Core, p. 223.

Dodge

  • Shadow Over Water
  • Seven Shadow Evasion

Larceny

  • Flawlessly Inpenetrable Disguise
  • Lock-Opening Touch

Stealth

  • Easily Overlooked Presence Method

Panoply


Speed Accuracy Damage Defense Rate Min Tags
Punch 5 +1 +0B +2 3 STR ● N
Kick 5 +0 +3B -2 2 STR ● DEX ●● N
Clinch 6 +0 +0B +0 1 STR ● C, N, P

Extras

Images

XP and Training

  • XP Gained: 34
    • Episode 1: Of Falcons & Falconers: 5
    • Episode 2: Points of Departure: 5
    • Episode 3: Wangler's Knob: 5
    • Episode 4: Quis Custodiet Ipsos Custodes?: 9
    • Episode 5: A Dream Given Form: 10
  • XP Spent: 21
    • athletics +1 (to 4)= 5 xp
    • larceny +1 (to 5)= 7 xp
    • resistance +1 (to 2)= 1 xp
    • lock-opening touch = 8 xp
  • Debt XP: 0
  • Unspent XP: 13
  • Currently training:

Character Creation Questions

How old are you?

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What was your family life like?

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Where are you from?

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How were you Exalted?

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When did you meet your companions?

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How has power changed you?

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What do you think of mortals?

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What motivates you to be a hero?

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Who or what do you worship?

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What would drive you to commit murder?

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