Character:Martin Appleby

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Game: Exalted The End of an Age.


Martin Appleby
Biographical information
Birthplace

Parkville, Terminal City

Motivation

Clean up Terminal City and make it right for good people.

Intimacies

The gang (paternal fondness), his neighborhood (protective), Azure (curiosity), John (suspicious), Lawrence (respect), the Lady (wary)

Occupation(s)

Gangleader/savant

Gender

Male

Hair color

Shaved

Eye color

Dark brown

Height

6'2"

Statistics
Type

Solar

Caste

Dawn

Anima

A golden eagle, wings spread wide.

Description: Martin is an easy figure to pick out in a crowd: tall, black, with a shaved head, and a characteristic even expression. His clothing is inobvious and understated; his body language is reserved and calm, and is the sort of stance that comes from indifference to one's own strength rather than the desire to broadcast it.

Attributes[edit]

  • Strength 5, Dexterity 5, Stamina 2
  • Charisma 3, Manipulation 2, Appearance 4
  • Perception 3, Intelligence 2, Wits 5

Abilities[edit]

  • Firearms 5, Martial Arts 5, Melee 0, Thrown 3, War 5
  • Integrity 3, Performance 5, Presence 5, Resistance 2, Survival 0
  • Academics 3, Computers 0, Craft 0, Investigation 0, Medicine 1
  • Awareness 3, Athletics 5, Dodge 5, Larceny 2, Stealth 0
  • Bureaucracy 0, Linguistics 1 (English, Spanish), Ride 0, Sail 0, Socialize 3

Martial Arts (Fist and Foot) +1, Presence (Stone Cold Mutha) +1, War (Urban Warfare) +1, Dodge (Multiple Opponents) +1


Backgrounds[edit]

Followers 2[edit]

Sixteen gangers follow Martin, including those who survived the assault that saw him draw his Second Breath and those who were drawn to him afterward by the stories of what he has thus far accomplished. Collectively, they are mostly young men (and a few ambitious young women) between the ages of 15 and 22, and most of them are reasonably skilled fighters/skirmishers who got their fighting experience on the hard streets of Terminal City through gang warfare.

Resources 2[edit]

Martin has a neat income from remnants of his vice operations that he hasn't yet dismantled. He had a higher level at one point, but he's increasingly turned his resources to bettering his neighborhood and weaning himself off of bad money-- though what he will be replacing that income with he has no idea of yet.

Influence 2[edit]

Martin is well known within the seedier parts of Terminal City, particularly in Parkville, as someone dedicated to fairness and the integrity of the people within it-- not because he believes fairness is Good and Just, but because he believes that equanimity gets the job done. He has even occasionally cooperated with the Terminal City's police department to get rid of particularly disruptive influences-- an activity unheard of in the poorer areas.

Cult 1[edit]

The miraculous circumstances of Martin's Exaltation is a public secret in his neighborhood, and unbeknownst to him, some of the more faithful people offer prayers to him in hopes that he will save them if they are in trouble. While Martin -has- been aware he's felt a little more energy every day, he's no idea that their "hero worship" is responsible for this.

Charms[edit]

UNIVERSAL: Solar Essence Overwhelming, Infinite Martial Arts Mastery

SOLAR HERO FORM: Fists of Iron Technique, Sledgehammer Fist Punch, Dragon Coil Technique, Solar Hero Form, Hammer On Iron Technique

MARTIAL ARTS: Hero's Fatal Resolve

WAR: Mob-Dispersing Rebuke, Rout-Stemming Gesture

INTEGRITY: Temptation-Resisting Stance

PERFORMANCE: Heart-Compelling Method, Husband-Seducing Demon Dance

PRESENCE: Hypnotic Tongue Technique, You Can Be More

RESISTANCE: Ox-Body Technique, Essence-Gathering Temper

ACADEMICS: Spirit-Detecting Glance, Spirit-Cutting Attack

ATHLETICS: Monkey Leap Technique, Graceful Crane Stance, Lightning Speed, Increasing Strength Exercise, Glorious Temple Body

DODGE: Shadow Over Water **, Seven Shadows Evasion, Flow Like Blood

SOCIALIZE: Wise-Eyed Courtier Method

Essence[edit]

  • Permanent Essence: 3
    • Personal Motes: 18/18
    • Peripheral Motes: 43/43
    • Overdrive: 0/20

Willpower[edit]

9 of 9

Virtues[edit]

  • Compassion: 2
  • Conviction: 2
  • Temperance: 5
  • Valor: 4

Limit Break[edit]

  • Contempt of the Virtuous : The character loses respect for the faults of those around him and has to show them a better way of life. The character disdains anyone he has previously witnessed overindulging or acting dishonorably. If he sees anything remotely dishonorable or indulgent, he attempts to intervene-- even physically. The character loudly urges those around him toward a more upright way of life, lecturing them to destroy or repudiate their vanities, and he will use Charms and other resources to further his personal crusade.
  • Partial Control: The character must attempt to prevent immoderate or dishonorable behavior among his companions, but he needn't do so with others. He holds intemperate strangers in contempt but only lectures them on their faults if they ask his opinion or invite him to join them.
  • Duration: One Day
  • Limit Break Condition: The character is hindered by the self-indulgent and intemperate nature of others.
  • Limit 0/10

Equipment[edit]

  • Semiautomatic pistol: Acc 12, Dam 5L, Def -, Rate 3, Speed 5
  • Punch: Speed 5, Accuracy 3, Damage +5B/L, Defense +2, Rate 5, P (Acc 14, Damage +10B)
  • Kick: Speed 5, Accuracy 2, Damage +9B/L, Defense -2, Rate 4, P (Acc 13, Damage +14B)
  • Clinch: Speed 6, Accuracy 2, Damage +6B/L, Rate 2, C, P (Acc 13, Damage +7B)

Fists of Iron adds 1 to Accuracy, 2 to Damage, allows for lethal parries, is Reflexive and action-long, and does not count as Charm activation with Solar Hero Form online.
Dragon Coil Technique does not count against dice caps.
Hammer On Iron Technique provides (Essence + 3) attacks against any number of opponents.


Combat Stats[edit]

  • Join Battle 8 (Hero's Fatal Resolve provides (Essence / 2) motes when opponent Joins Battle)
  • DDV 7

Soak:

  • Charms/Spells: None
  • Unarmored: 2B/1L (+5B/+5L with Solar Hero Form)
  • Armored: None

Health:

  • Charms: Ox-Body Technique x1, Essence-Gathering Temper
  • -0 [ ]
  • -1 [ ] [ ] [ ]
  • -2 [ ] [ ] [ ] [ ]
  • -4 [ ]
  • I [ ]
  • D [ ] [ ]

Social:

  • Join Debate 8
  • MDDV 8
  • Investigation -Speed 5 ACC 3 / MPDV / Rate 2
  • Performance -Speed 6 ACC 6/ MPDV / Rate 1
  • Presence -Speed 4 ACC 8 / MPDV / Rate 2

Massive:

  • Join War 10

History[edit]

"If you gonna survive, you gotta keep your head. No matter who you talkin' to, no matter what sort of #@^% be going on, the moment you fly off the handle, you are dead."

This was the one piece of information that Martin's father taught him that meant a lick of anything. Martin grew up like most of the other children in his neighborhood-- on the wrong edge of poverty with no way out. School is a joke. Work is a sucker's game, because all that means you do is get married to someone you knocked up and become forced to slave away to someone else's dance, someone else's rhythm, and someone else's profit. It was almost inevitable that Martin joined a gang of like-minded deviants (as nearly all boys in his neighborhood did before they turned sixteen). What set him apart was that Martin was unusually cool-headed and capable of seeing the big score, and this patience allowed him to make his mark far more decisively... without getting caught. His patience kept him from being arrested even once, and his talent for improvised violence allowed him to attain and retain a leadership position (never acting rashly, and always acting conclusively). Though he retired from the thug lifestyle at twenty-three, he continued to actively police his neighborhood when police wouldn't-- enforcing order with a few like-minded adults and recruits, doing his damndest to keep the crime-minded's attention out of their own neighborhood ("Do not profit on the backs of your neighbor" was a cardinal rule), both local and larger-scale. He was liked, he was alive, and though he traded in vice he was always aware that he handled snakes. The neighborhood's prospects were almost looking up.

Then came the bloodsuckers, and everything went to pot.

It was a losing battle from the start. They were never entirely subtle, but they were rich, and they shared that wealth-- and people who would have refused a dose of heroin did not say no to a shot of blood. Martin led the counterattack as they brought the old ways of vice and strife back, but they were better armed and trained, and the will of his people faltered when they saw friends and family drawn into their net as well. Even as his allies were falling away, Martin continued onwards-- dragging the police into the fight until they were brought under the spell, working in threes and fours to avoid being pinned down as possible. He had sworn he would keep outsiders out; he was going to stick to his word. This was HIS neighborhood.

While Martin was clever, and never stayed for long in any given place, it was inevitable that his enemies would find him. When they came for him, they did so with truly overwhelming force-- Blood-fattened rival gangers, thugs from larger organized syndicates, and even a vampire or two directing the assault. Escape was impossible. No mortal man had the power to stand against all of them them-- defeat was inevitable and unavoidable. Knowing that he was standing across the aisle from death, Martin strode forth anyway... and much to everyone's surprise, the power of the Unconquered Sun stood with him as well. He was Chosen, made radiant, and no mere scrap of darkness can stand against the Exalted.

The vampires don't come to his neighborhood in Parkside anymore-- and Martin has found the breathing room to make a big decision. He doesn't know quite what he's become, but he knows he's been given the power to make things right. He will no longer be content with resisting the oppression of the White man-- when that time comes, he will speak, and they will heed him, in that they have no choice. Now, he has been given the power to take night and day back from shadows and worse. Too long has he satisfied himself with fighting a holding battle; now, it is time to go on the offensive, one inexorable step at a time, and God help anyone who steps in his way.

Personality[edit]

Martin is not a man given to frequent strong emotion or spontaneous impulse. He is a study in self-control, channeling his motivations into long-term plans and slow burns. He answers insult with retribution and seldom turns down a challenge, though he will execute it on his own terms-- to him, it doesn't matter whether a challenger gets the tar beaten out of them or is merely humiliated, so long as they understand his supremacy. He is not a particularly warm or emotionally open person, but he is also a fair one-- sometimes mercilessly so.


Experience 247/259 (01/19/2011[edit]

Total spends: 24 Attributes, 63 Abilities, 19 Advantages, 122 Charms/Combo. 3DS: 1

Attributes[edit]

  • Manipulation 2 - 4XP
  • Intelligence 2 - 4XP
  • Stamina 2 - 4XP
  • Appearance 4 - 12XP

Abilities[edit]

  • Thrown 1-> 3 - 3XP, 1XP, 3XP
  • Athletics 2->5 - 16XP
  • Academics 2->3 - 4XP
  • Awareness 2->3 - 6XP
  • Performance 1->5 - 23XP
  • Resistance 2 - 2XP
  • Socialize 2->3 - 6XP

Advantages[edit]

  • Conviction 2 - 3XP
  • Essence 3 - 16XP

Backgrounds[edit]

  • None

Charms[edit]

  • Shadow Over Water/Seven Shadows Evasion Charm equivalency (Glories of the Most High: TUS) -> 2XP
  • Solar Hero Form - 8XP
  • Combo Day's First Light (SSE 4, Solar Essence Overwhelming 1, SledgeFistP 3, DragonCT, Solar Hero Form) - 14XP
  • Spirit-Cutting Attack - 8XP
  • Wise-Eyed Courtier's Method - 10XP
  • Increasing Strength Exercise - 8XP
  • You Can Be More - 8XP
  • Glorious Temple Body - 8XP
  • Hammer On Iron Technique - 8XP
  • Heaven Thunder Hammer - +8XP (training)
  • Flow Like Blood - 8XP
  • Infinite Martial Arts Mastery - 8XP
  • Hero's Fatal Resolve - 8XP
  • Ox-Body Technique - 8XP (Dawn)
  • Essence-Gathering Temper - 8XP (Dawn)
  • Heart-Compelling Method - 10XP
  • Husband-Seducing Demon Dance - 10XP

Spells[edit]

  • None