BreakingtheWheel/Jorim

From RPGnet
Jump to: navigation, search

BreakingtheWheel

Name: Jorim, "Heart of the Sword"
Caste: Dawn
Calling: Invincible Sword Prince
Motivation: Protect those who cannot protect themselves

Changing Statistics[edit]

  • Health Levels (Current)
    • 0, -1, -1, -1, -2, -2, -2, -2, -4, Incapacitated
  • Essence
    • Personal: 10/20
    • Peripheral: 33/59
    • Committed: 15 Peripheral (15 Peripheral on Equipment)
  • Willpower: 4/8
  • Active Charms:
  • Current Limit: x/10
  • Anima Level: Full Bonfire Aura
  • BP: 1 (1 BP from 3-die stunt)

Attributes[edit]

Physical[edit]

Strength 4, Dexterity 5, Stamina 3

Social[edit]

Charisma 3, Manipulation 2, Appearance 3

Mental[edit]

Perception 4, Intelligence 2, Wits 4


Abilities[edit]

(Caste, Calling, Favored)
Archery 1, Martial Arts 3 (Unarmed +1), Melee 5 (Swords +3), War 4 (Small Units +1)
Integrity 5 (Torture +1, Persuasion +1, Dragon-Blooded Charms +1), Presence 4 (Staredowns +1), Resistance 4 (In Combat +1), Survival 3 (Scavenger Lands +1)
Investigation 1, Lore 1, Occult 1
Athletics 5 (Jumping +1, Running +2), Awareness 2, Dodge 1
Linguistics 2

Essence/Willpower[edit]

  • Essence: 4
    • Personal Essence: 20
    • Peripheral Essence: 59
      • Committed: 15 Peripheral (5 to Daiklaive, 4 to Bracers, 3 to Cape, 2 to Sheath, 1 to Boots)
  • Willpower: 8

Virtues[edit]

  • Compassion: 4
    • Virtue Flaw: Red Rage of Compassion
  • Conviction: 3
  • Temperance: 3
  • Valor: 3

Health[edit]

0, -1, -1, -1, -2, -2, -2, -2, -4, Incapacitated

Movement[edit]

  • Move 8 yards/tick
  • Dash 17 yards/tick
    • Note: When using its powers, Jorim's hearthstone doubles these speeds to 16 yards/tick Move, 34 yards/tick Dash

Combat[edit]

  • Soak: 3B/2L Natural + 12B/9L Armor = 15B/11L
    • Hardness: 6B/6L
  • Dodge DV: 5 (+3 dice from bracers)
  • Parry DV (with Daiklaive): 9
  • Weapons (damage includes bracers):
    • "Blade Which Splits the Sunbeams" (Reaper Daiklaive): Speed 4, Accuracy 5, Damage +7(L) (P), Defense +4, Rate 4
    • "Scabbard of Mercy": Speed 4, Accuracy 5, Damage +6(B), Defense +4, Rate 4
  • Join Battle: 6

Backgrounds[edit]

  • Manse 5: Gem of Perfect Mobility. Usually stored in Hearthstone Bracers.
    • Manse Powers: Well-Flavored Aspect (Solar), Comfort Zone, Conveniences, Password Activated, Adamant Circle Feedback
    • The Gem of Perfect Mobility doubles Jorim's speed, and halves (rounding up) the number of ticks any combat action takes with no penalties.

In the eastern part of Denandsor, atop a hill crafted by knowledgeable savants, sits a good-sized dojo. The building appears plain to the unobservant, but it is a training facility of superb quality, elegant in its simplicity. It was designed for a Dawn Caste of the First Age, lit each morning by the Unconquered Sun's light. In deference to the original master's wishes that only combat be allowed within, the Manse negates any sorcery within its walls. Still, within its walls, the atmosphere is one of calmness, achieved through the perfection of combat.
When the Circle unlocked Denandsor, Jorim was drawn to the place, and took the Hearthstone for his own. Presently, it serves as his Denandsor residence, and is his primary training ground. Seijiro is also known to train here, as the place suits him very well. Several of Jorim's followers are assigned (on a rotation) to guard duty here, so that it is always protected.

  • Artifact 3: "Blade Which Splits the Sunbeams"
  • Artifact 1: "Sheath of Mercy"

Two artifact weapons designed to work in concert. The Blade Which Splits the Sunbeams is a surpassingly sharp orichalcum reaper daiklaive, with a hilt wrapped in red leather. Its only adornment is a prayer to Sol Invictus along the back of the blade, glorifying Him and asking for His blessings in battle. The sword loses any special properties (including orichalcum bonuses) if the prayer is not offered each day.
The Sheath of Mercy is a scabbard made of rare Eastern hardwoods, lined with plates of orichalcum, and is capable of locking its blade within; only its attuned wielder can unsheath its sword. However, it is balanced such that it may be used as a reaper daiklaive, dealing bashing damage to enemies.

  • Artifact 3: Orichalcum cape.

This cape's main material is a First Age cloth; its formula has been lost over the centuries, but its gold and white colors remain vivid to this day. In addition, thin strands of orichalcum are threaded throughout the garment, adding to its strength. When attuned, it may act as a artifact reinforced buff jacket, with no movement penalty.

  • Artifact 1: Perfected Boots
  • Artifact 2: Orichalcum Hearthstone Bracers
  • Resources 4

Most of Jorim's resources come from a treasure vault of Denandsor; however, much of them are also tied up in restoration of the Lost City, and in supplying his followers with the best equipment possible.

  • Followers 3/Arsenal 1

A group of perhaps 100 highly-trained mortals who have chosen to follow Jorim in his travels. They are trained as a unit, but each person is also capable of fighting independently, as Jorim would prefer them to be able to lead others. Their only common feature is that they have sworn to follow the Heart of the Sword's philosophy, and wield their blades to protect others. Each person is equipped with fine lamellar and fine swords. Though certainly not orichalcum, their armor and swords are of a golden hue, in order to honor their leader. This has led to a bit of friendly rivalry with Lookshy's Fourth Field Force (who also specialize in unorthodox, small-squad techniques, and wear polished silver armor) -- however, while they may talk up the rivalry, the two groups tend to work together rather well.

Charms[edit]

  • 2nd Melee Excellency (2x motes/success)
  • Infinite Melee Mastery (2x motes, 1 WP)
  • Hungry Tiger Technique (1 m, Supplemental)
  • Dipping Swallow Defense (2 m, Reflexive)
  • Bulwark Stance (5 m, Reflexive)
  • Heavenly Guardian Defense (Conviction Flaw) (4 m, Reflexive)
  • One Weapon, Two Blows (1 m, Reflexive)
  • Peony Blossom Attack (2 m/attack, Extra Action)
  • Iron Whirlwind Attack (5 m, 1 WP, Extra Action)
  • Shadow-Cutting Strike (3 m, 1 WP, Supplemental)
  • Call The Blade (1 m, Reflexive)
  • Righteous Lion Defense
  • Ox-Body Technique (1x-1, 2x-2)
  • 1st Athletics Excellency (1 m/die)
  • Graceful Crane Stance (3 m, Reflexive)
  • Thunderbolt Attack Prana (3 m, 1 WP, Supplemental)
    • Technique: Jorim draws his sword and slices outward in one smooth motion as he charges forward, leaving a streak of golden light and Essence behind the blade's path.

Combos[edit]

"Sunbeams of Dawn Shatter the Night"

  • Hungry Tiger Technique + Thunderbolt Attack Prana + Shadow-Cutting Stroke; costs 3 WP, 7+ motes
  • Jorim's ultimate technique, used only against his strongest opponents (not only because of his vow, but because it drains him so much). When he uses it, Jorim sheathes his sword and assumes a ready stance, before he seems to disappear from the field of battle, as the entire area grows dark. A beam of pure golden sunlight streaks across the field; as it fades from sight, Jorim is revealed standing at its far end, some distance behind his foe, sword at full extension, with both his weapon and his cape gleaming in the sunlight. The enemy generally falls a second later as Jorim returns to battle.
    • Note: Typically, before a fight, Jorim will have committed enough Essence to Infinite Melee Mastery to get 3 successes with the Second Excellency; he also usually puts up Dipping Swallow Defense when activating this combo, and will use Heavenly Guardian Defense as needed. He will also use Call the Blade to reflexively draw his sword, if necessary.

Bonus Points[edit]

Essence 4: 7 BP
Temperance 3: 2 BP
Resistance 4: 1 BP
War 4, Presence 4: 1 BP
Conviction 3: 2 BP
Perfected Boots: 1 BP
Stone of Perfect Mobility: 4 BP
Resources 4 (from 2): 3 BP
7+2+1+1+2+1+4+3 = 21 BP

Background[edit]

He began life as a craftsman, a smith in the nameless village within the Scavenger Lands. He did not know why the mercenaries attacked his town, only that they would kill everyone. So he picked up a hammer and fought. He knew that he had no chance of victory, but if he could only delay them long enough for some to escape, that might be enough.
He was honestly as surprised as anyone else when, in the midst of battle, he began to glow with a golden aura, picked up a fallen merc's sword, and decimated his foes. But when he came to his senses, he was stunned and horrified by the sheer carnage he had wrought. So he left and wandered for a time, before sitting in a clearing and meditating on what he had become.
He does not speak, now, of what he learned that day. He says only that the Sun told him of another path. He bears a sword, but rarely draws it, and never in agression, if he can help it. Now, he wields his sword to protect those who cannot defend themselves.

Personality[edit]

Jorim lives by the saying "Moderation in all things, including moderation." He firmly believes that a Solar's duty is to lead people -- and one can't do that effectively from a alabaster tower a half-mile above the ground. If you're going to effectively govern and defend people, you need to be a part of them whenever possible. Still, he knows that what he is sets him apart from the rest of Creation. As a result, he seems pleasant, but somewhat reserved to most people. He will gladly spend his free time talking with normal people, training those who wish to learn, and offering advice, if he thinks it will be taken. He's never happier than when walking around, whether it's in the streets of Lookshy or the jungles that cover most of the region. However, when around those he trusts most (and that's the Circle, Shaia, and his followers, in no particular order), he does tend to open up a bit more and shed the "Caine in Kung Fu" vibes, so to speak.

Appearance[edit]

Jorim stands a full head over six feet -- tall even for a man of the Scavenger Lands -- with broad shoulders and a well-muscled frame. He has dark hair, cut a few inches below his shoulders and usually tied back, fairish skin (though he is usually tanned), and dark blue eyes. He typically wears a blue linen shirt and dark pants, with Perfected Boots and a set of orichalcum bracers. His most distinctive feature is his cape, which shines white and gold in the light of the sun.
Although his strength and durability are obvious, he is also capable of moving extremely quickly -- however, unless he is in battle or using his hearthstone's capabilities, few would suspect him of such speed.

Apothesis Backgrounds[edit]

  • One incident in which their Limit Break caused problems for another PC.

Shortly after the Battle for Lookshy, the Heart of the Sword encountered a Lookshyian officer beating several helots, berating them for not doing enough to preserve his city. Jorim didn't realize, or care, that the man had just seen many of his closest friends and comrades killed, and was simply taking aggression out where he could. Already pushed close to the edge by the atrocities of war, Jorim unsheathed his sword and challenged the man to a duel. He did not toy with his opponent, but the end took longer and was more brutal than one might have expected. Unfortunately, seeing a Solar Anathema kill a citizen to defend helots did not endear him (or his circle) to many in Lookshy.
In his defense, after calming himself, Jorim formally apologized to the 7th Legion Commanders and the city at large. He explained his actions as "defending those who were not even given a chance to prove themselves in battle; had they shown true cowardice, I would not have done what I did. Nevertheless, I may only ask for your forgiveness for my deeds." It helped smooth things over a bit, but it's still remembered by those who dislike the Solar rule.

  • One ally of the Circle. This ally will be closest to the character of the player choosing them, but should have tension or conflict with another PC. Please note that they can be a canon character from an existing book, but I will be just as happy (perhaps more happy!) if you make up an NPC. This type of ally should be decently powerful or influential: another Exalt, a God, a large nation or city.

Gracious Shaia, Chosen of Serenity. Once, Shaia was considered to be the most potent recruiter that the Cult of the Illuminated had. She was a grandmaster (grandmistress?) of assuming whatever role would be most effective at recruiting newly-Exalted Solars. Then one day, she met up with Jorim. He wasn't like any Solar she'd ever seen before -- for the first time in her more than two centuries as an Exalt, she'd found that she didn't need a mask to deal with someone. The two Celestials remained in close contact from that point forward; in fact, it was Shaia who alerted the Circle to the Auspicious Passage Gates, allowing them to get to Lookshy in time to drive off the Mask of Winter's forces.
Since then, she's left her role in the Cult behind, preferring to serve Jorim and his Circle as an advisor, much as she might have in the First Age. In addition, her presence serves to keep the Gold Faction from trying to interfere too heavily with matters in the Scavenger Lands. Of course, her previous allegiances might not endear her to some of the Circle.

  • One enemy defeated by the PC. This defeat will become relevant to future conflicts, as it’s an established element of your setting. Choose an NPC who you’re happy to have come back to haunt you (either literally, or in the form of allies, lackeys, curses or other consequences). Conversely, you get fame and boasting rights for the defeat, so don't hold back! Again, feel free to make up an new NPC for this. Prime suspects based on what we have from the Legend: deathknights of the Mask of Winters, or the Walker In Darkness, "bad" Lunars, "bad" Solars, a Sidereal assassin, a Wyld Hunt from the Realm.

In the battle against the Mask of Winters, Jorim defeated several powerful foes. The most difficult fight he faced, though, was a Dusk caste Abyssal titled the Daimyo of the Final Breath, a somber warrior who fought with paired soulsteel short daiklaives. Poets might have later written epics about their duel, if any of them could have seen the strikes as anything other than gold and black blurs. But the fight focused less on their weapons, and more on their will. The deathknight, though he served a treacherous master, still possessed a great nobility within his soul, that Jorim recognized as a kindred spirit. In the First Age, perhaps they had fought side by side against the Primordials, pushing each other to greater heights. But Fate had decreed that only one of them would triumph that day, and it was Jorim.
When his foe fell (as the stories now go), a single ray of sunlight pierced the battle and illuminated the Dusk caste. Jorim claims that the Unconquered Sun recognized the deathknight's prowress that day, redeeming his blackened soul in death, but no one is certain as to the truth of this. Most people (including Jorim) remain unaware of the true nature of the Abyssals, while Sol Invictus, Lytek, or any other entity who could confirm his redemption remain mute on the subject. But the Mask of Winters is said to have cursed long and loud at this loss, and only ceased sending out forces in revenge when none of them ever returned.

  • One living enemy of the Circle. This enemy will have the greatest ire of the character of the player choosing them, but should have some sort of bond or positive connection with another PC.

Lyta, Dawn caste. Lyta was in the process of gathering a formidable force to destroy the Realm, when Jorim appeared. At first, the two got along rather well -- until he became aware of the sheer volume of killing she intended, and she realized that he wasn't intent on Dragon-Blooded genocide.
The fight between the two was a sight to behold, destroying much of Lyta's camp. In the end, though, Lyta lay soundly defeated. Jorim bade her army disband, and they did. Still, she could've taken all of that, if not for what he did before leaving. He spoke kindly to her, telling her of the Way that he espoused, and asking her to at least consider it.
Since that day, she has become determined to prove the rightness of her cause by utterly destroying his.

  • An NPC who owes the PC a debt.

Miyoji, a young (perhaps 15 summers at most) mortal of Lookshy. He began begging Jorim to train him after seeing the Solar's feats in battle; eventually, the Dawn Caste agreed, taking him into his small elite forces. Over only a few months of training, Miyoji has excelled, impressing everyone with his rapid improvement. Still, he knows that he owes Jorim everything for his start, and is determined to repay that debt through service.

  • An NPC whom the PC owes a debt.

Seijiro, God of Swordplay. Seijiro has found Jorim to be an interesting study, and has taught the Dawn caste (who was not trained as a warrior) much of the art of swordfighting. It is even rumored that Seijiro is the one who told Jorim where to find his daiklaive, dating back to the First Age. While Jorim's exploits have increased the god's standing in Yu-Shan, the Solar knows that the scales are still unbalanced in his favor. As a result, he will aid the god if at all possible, without violating his own convictions.

  • A major change to the setting. This is a change on the level of a destruction of a city, a major shift in alliances, or the death of a powerful Exalted. While this should usually be the result of the Circle’s actions (particularly those of the PC in question), it’s not strictly necessary.

The Realm has officially declared the Scarlet Empress to be dead. With the ascension to power of the Scavenger Land Solars, the Realm can no longer afford the time to search for their missing ruler. An Emperor or Empress is needed in order for the Realm to be preserved, and so the selection process is underway. It seems likely that Mnemon will be chosen as the new ruler of the Realm (and any rumors that she may have pushed for her mother's death notice have been firmly quashed).
Of course, should the Empress reappear at some point and discover what has transpired in her absence, she is likely to not take it well....

  • A minor change to the setting. Mostly for colour and fun, this should be a tweak to the setting, such as an unexpected marriage, a change to the name of a city, or an important God being fired from their job.

With the Unconquered Sun's return to Yu Shan at large, His chosen hear from Him more regularly. Perhaps it is a determination to afford Creation and the Exalted every chance to not repeat their prior mistakes, or it may simply be a move that none can properly interpret at this time. Nonetheless, if a Solar Exalted prays to their patron, Sol Invictus is likely to at least reply (though He remains unlikely to offer anything other than moral support).

Party Relations[edit]

  • Smoke Wolf, Night Caste
    • He likely met Smoke Wolf first of his future Circlemates. Jorim isn't fond of mercenaries (as per his backstory), but at the same time, he would've respected a force that was that obviously well-trained and well-disciplined. If approached with an alliance offer (and the cause was right), Jorim would likely have signed on, and then stuck around out of sheer relief from meeting another (non-genocidal) Solar.
    • He and Smoke Wolf have abilities that complement each other well, and tend to get along all right. He accepts the Night caste's aloof nature, though his callousness can be irritating at times. Still, Jorim knows that Smoke is reliable and trustworthy, and counts the man as a friend.
  • Verali, Twilight Caste
    • Verali's antics and insistence on focusing on the big picture can drive Jorim to exasperation at times....but at the same time, he knows that she's often right, and that the details don't matter if the bigger picture is ignored. The two of them usually end up looking like "overeager younger sister/too-calm bigger brother" to outsiders; but Jorim would go to nearly any lengths to help her with her goals (not to mention, taking down Raksi sounds good to him -- the Lunar's maniacal tendencies sound far too much like Lyta for his tastes!)
  • Xiao Pung, Twilight Caste
    • Jorim greatly respects Xiao Pung's devotion to justice, and his utter determination to do what is right. At the same time, he is the one who would usually be urging him to temper his justice with mercy whenever possible. The two of them find their greatest common ground when it comes to the responsibilities and roles of the Celestial Exalted. The Heart of the Sword is uncomfortable with being given rulership simply due to strength of arms. He prefers the idea that a Solar should help people govern themselves, not rule as absolute god-kings. However, he knows that people will inevitably look to the chosen of the Sun for guidance and leadership, and they must respond. As Jorim said once (when asked), "We should be there to aid them when necessary, to stand as an example for all, to protect and guide them when they cannot do so themselves -- but men must be free to make their own choices, and stand on their own. If we take that from them, claiming that what we are makes us better suited to know their own hearts, then we are no better than the Realm."
    • It is also very likely that Jorim knows to some extent as to the connection between the Inquisitor and Shaia; while not brilliant like Verali, he is a very perceptive person. He and the Sidereal have what appears to be a very quiet and subtle relationship to most -- but they are extremely honest and open with each other, no matter what. The potential for trouble is there, true, but Shaia is his lover, his closest confidante and friend....and Xiao is a Circlemate, something that is beyond friendship in many ways. It is a complex situation, to be sure, but all involved are generally mature, reasonable adults. He trusts the two of them greatly. As such, Jorim prefers to treat it as a "Let's not cross that bridge until we must" situation. It's not a perfect solution, but it's the best he has at the moment.



BreakingtheWheel