Janne Walks-The-Sky

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A_New_Beginning

  • Janne Walks-The-Sky

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  • Caste: Dawn Caste Solar Exalted
  • Concept: Defender of the Weak

Motivation[edit]

  • (TBD)

Intimacies[edit]

Natural[edit]

Negative[edit]

Positive[edit]

  • Anata (attachment, free)
  • The sick / helpless (protective sympathy)
  • Girl-on-girl (very yes)

Supernatural[edit]

Negative[edit]

Positive[edit]

Anima[edit]

Janne adds +4 to DV, regardless of the opponent's Valor. Mortals and normal animals automatically flee in terror if they attempt to oppose her. Heroic mortals and demons of the first circle (and non-noble fair folk) may avoid fleeing if they succeed at a Valor roll with a difficulty of 4. Otherwise, as per normal.

Attributes[edit]

Physical[edit]

  • Strength 5 (12 with Increasing Strength Exercise and Crown of Thunders)
  • Dexterity 5 (8 with Crown of Thunders)
  • Stamina 1 (4 with Crown of Thunders)

Social[edit]

  • Charisma 5
  • Manipulation 1
  • Appearance 3

Mental[edit]

  • Perception 5
  • Intelligence 2 (4 XP)
  • Wits 2 (4 XP)

Abilities[edit]

Caste[edit]

  • Melee 5 (Swords +3) (1.5 BP)
  • War 5 (Tactics +3) (1.5 BP)

Favored[edit]

  • Performance 5 (Solo Performances +3) (1.5 BP)
  • Presence 5 (Persuasion +3) (1.5 BP)
  • Integrity 5 (Against Essence Channellers +3) (1.5 BP)
  • Resistance 5 (In Combat +3) (1.5 BP)
  • Medicine 5
  • Occult 5 (5 BP)
  • Athletics 5 (Combat Mobility +3) (6.5 BP)
  • Awareness 5 (Vision +3) (6.5 BP)

Unfavored[edit]

  • Linguistics 1 (1 BP)
  • Sail 1 (1 BP)

Backgrounds[edit]

Lunar Bond 5[edit]

Janne loves Anata deeply. Really, really deeply.

Artifact 5: The Crown Of Thunders[edit]

The symbol of the Creation-Ruling Mandate, the Crown of Thunders is not only a potent tool of rulership, but reinforces its wearer to better bear the crushing weight of authority. Janne received it from Little Beam, an agent of the Unconquered Sun, who seemed to have a particular interest in her...

The Crown costs 10m to attune and adds +3 to the wearer's physical Attributes. Janne may spend 10 motes to evoke an aura of awe, which adds 5 dice to all social roll she makes for the scene. While the aura is active, Janne may spend another 10 motes to appear glorious and mighty. Mortals may not attack her and treat her commands as compulsions. Magical beings may resist by comparing their MDVs to her social roll, which gains three bonus successes. This is unnatural mental influence which may be ignored for 2 points of Willpower, after which they become immune for a month and a day.

Artifact 3: Blessing of the Lapis Ewer[edit]

Granted to Janne by Dulcet Nightingale of the Cerulean Lute of Harmony, this blessing grants Janne supernal competency in most tasks conforming to that bureau's purview. By spending 3 motes, she can create any tool required for just about any task out of Essence, adding 4 successes to any task requiring fine manipulation which she performs with them. This includes most delicate Craft work, surgery, cooking, and the like.

Artifact 1: Orichalcum Reinforced Breastplate - The White Lily Armor[edit]

This suit of armor is crafted to resemble a blossoming Lily when Janne moves in it. Though its only overtly metal components are the vambraces, greaves and chestplate, the luxurious cloth fittings are reinforced through with Essence Silk and orichalcum threads, granting exceptional amounts of protection. It grants 12L/11B/12A soak and 9L/9B Hardness.

Artifact 1: Blessing of the Golden Barque[edit]

The Silent Wayfarer of the Golden Barque gave her the blessing of his division to ensure that Janne could travel the long road ahead of her. Essentially, this blessing functions as a set of aegis-inset amulets, reducing the burden of attunement to her armor by 2 motes.

Manse 4: West 21, The Palace of Liquid Quiescence[edit]

This unusual Manse is situated in the middle of the open sea, floating just beneath the water's surface but over a large vein of water-aspected Essence, which it was designed to tap. This affords it a remarkable degree of stealth, which was useful in a Manse designed as a staging area for underwater commando operations into the Western oceans. Largely abandoned since the end of the First Age, West 21's sophisticated systems have nevertheless kept it in near-perfect working condition, which is how Janne found it at the end of the trail beginning from its Hearthstones, socketed in the sword she carried.

The Palace's unique construction means it produces four Hearthstones: the Crystal of Seawalking (walk on water and other liquids as though solid, may terminate effect at will to go below water's surface), the Cleansing Spirit Gem (+3 dice to Medicine rolls), the Stone of the River Sword (+1 die to Melee attack pools and +1 PDV when socketed in an edged weapon) and the Liquid Unity Sapphire. The Liquid Unity Sapphire's power is to absorb other Hearthstones into itself to produce a composite gem which has a level equal to the sum of the combined stones added together (including the Liquid Unity Sapphire itself) for all purposes, including powering certain magitech artifacts. Socketing the composite stone also counts as socketing its component stones for any purpose, such as the Gladestalker Stone giving a bonus to accuracy and damage when socketed into a powerbow.

West 21 is built with Comfort Zone (2) and Magical Conveniences (1 - automatic report writers, infirmaries, kitchens and submarine pens), Provider (3) and a Workshop-Manse for Magitech (3).

Flaws[edit]

Code of Honor 5[edit]

Janne can't bring herself to lie to people, even when it's for their own good. It's just so... difficult.

Greater Curse 1[edit]

Janne flips out just a little faster than everybody else does...

Throwback 1[edit]

Janne remembers her past lives vividly... mainly the bad parts.

Unlucky 1 (Contagious 2)[edit]

It's just a little bad luck... but it can hit anyone around her.

Charms[edit]

Melee[edit]

  • Melee Excellency Package
  • Dipping Swallow Defense
  • Bulwark Stance
  • Heavenly Guardian Defense
  • Fivefold Bulwark Stance
  • Solar Counterattack
  • Ready In Eight Directions Stance
  • Steel Devil Style
  • Call The Blade (8 XP)
  • Glorious Solar Saber (8 XP)

Performance[edit]

  • Performance Excellency Package
  • Heart-Compelling Method

Resistance[edit]

  • Ox-Body Technique x5 (Free from Resistance)
  • Durability of Oak Meditation
  • Iron Skin Concentration

Medicine[edit]

  • Medicine Excellency Package
  • Flawless Diagnosis Technique (8 XP)
  • Woe-Conquering Hands (8 XP)

Athletics[edit]

  • Graceful Crane Stance
  • Monkey Leap Technique
  • Unparalleled Acumen Meditation (4 BP)

Awareness[edit]

  • Surprise Anticipation Method (4 BP)

Combos[edit]

The Storm of Blood And Gold[edit]

  • Second Melee Excellency
  • Fivefold Bulwark Stance
  • Surprise Anticipation Method
  • Heavenly Guardian Defense
  • Iron Skin Concentration

Essence[edit]

  • Essence: 4 (7 BP)
  • Personal: 22/22
  • Peripheral: 33/33 (18 committed)
  • Committed to Charms: 6 (Unparalleled Acumen Meditation)
  • Committed to artifacts: 12 (Crown of Thunders, White Lily Armor)
  • Willpower: 10/10
  • Anima status: Quiescent

Virtues[edit]

  • Compassion: 2 (3 BP)
  • Conviction: 5
  • Temperance: 1
  • Valor: 5 (3 BP)
  • (Virtue channels used: None)

Limit Break[edit]

Foolhardy Contempt

Conflict[edit]

Physical[edit]

  • Join Battle: 10
  • Dodge DV: 5 (base 6, -1 mobility penalty)
  • Parry DV: 9 (with bare hands)
  • Soak: 14L/15B/12A (Hardness 9L/9B)

Movement[edit]

  • Move: 8 (64y horizontal, 32y vertical with MLT)
  • Dash: 14

Social[edit]

  • Join Debate: 10
  • Dodge MDV: 11
  • Parry MDV: 7

Health Levels[edit]

  • -0x1 -1x7 -2x12 -4x1 Incapacitated
  • (wounds are designated as bashing, lethal or aggravated)

Equipment[edit]

  • Crown of Thunders
  • The Sword From The Stone
  • White Lily Armor
  • Blessing of the Lapis Ewer
  • Blessing of the Golden Barque
  • Furs

History[edit]

Janne Jomsdottir was once a simple fisherman's daughter, helping her father cast nets as soon as she was strong enough to help on the boats. She learned the prayers to appease the spirits, and even had the good fortune of greeting one of the inlet-gods who protected her village's boats when they went out to sea (he was quite pleased, actually). In addition to the simple trade of fishing, she secretly learned the use of the sword from her big brother, who found it amusing to teach his little sister to fight, and the arts of bonesetting and wound-binding from her mother and sister, who insisted on giving her a proper woman's education, at the very least.

She might well have gone the rest of her life in blissful obscurity had her village not been attacked by a pack of raiders from down the coast. The men had gone out on their boats, which meant the only people in the village to meet the huscarl's axes and swords were women and children. This was not an unusual occurence; the standard procedure was to run away until the raiders lost interest, because there was no way to fight them even with the men on their side.

Except, this time, one person did not run. Janne took up her father's rusty sword and parked herself between the incoming raiders and the fleeing villagefolk. She hadn't really thought it through, of course, but the general idea was that she would buy time for the others to escape with her sacrifice. And it certainly looked like a sacrifice - she was one girl against dozens of hardened warriors, with a sword that was mroe rust that steel and a thin leather tunic for protection against heavy axes, shields and mail coats. But something inside her said she had to stand her ground - that when she learned how to use the sword, she'd accepted the fact that she would have to use it for the good of others. And if protecting her family and village wasn't "the good of others", then she didn't know what counted.

As the first man swung in, she parried well, and even got a good riposte in that, unfortunately, glanced off his armor. She tried for another attack, and it got stuck in his shield. Naturally, her opponent wrenched it away, leaving her weaponless in front of upwards of fifty hostile armsmen. But she didn't run, didn't even consider finding higher ground. The burning desire to stop them all and protect her people burned in her heart, as bright and as fiercely as the golden sunburst on her brow. A shining golden sword filled her empty hand, and when she swung at the man who had disarmed her, the blade cleaved through his shield, his axe, his armor, his body, and out through the other side, dropping the gruesome halves on the frozen ground like a sliced apple. Shocked by the sudden reversal, the other raiders didn't even react to Janne leaping the full fifty yards at their group until she landed like a meteor amidst them, and by that time, it was too late.

It was the raiders who fled back to their ships, willing to risk the certain torture-execution for cowardice rather than face the little slip of a girl glowing with the light of the dawn and holding a sword forged from her soul. Janne systematically slaughtered everyone who had been foolish enough to remain behind, then ran across the surface of the water alongside the ship, practically bisecting it and leaving the luckless raiders to drown under the weight of their heavy mail and weapons.

Then a sudden cry jerked her head up, and she saw the familiar sight of her village's fishing flotilla, returning from their voyage. She began running toward them, eager to tell them what she'd done... when she realised the people aboard were making the signs of warding against her. In that moment, she realised that despite her actions, she had lost her village, in the end. With a heavy heart, she turned away from the people she'd fought so hard to save, bounding across the stormy seas as though she could outrun the despair in her heart...

Janne made her way down south, to warmer climes, fighting in various places and winning the heavy purses wagered against a seeming slip of a girl like herself. Though her days were filled with violence, her nights were filled with visions; visions that led her to an island in the Coral Archipelago, the Oceanic Oasis, where she received gifts and blessings from three spirits who claimed to have been sent to render aid to her by the Unconquered Sun himself. It was then, after taking the surname Walks-The-Sky over her former surname of Jomsdottir, that she began to understand her true nature as a Solar Exalt, and gradually, the dreams began to make more and more sense. This time, they pointed her to a supposedly haunted island, which the seafolk she spoke to claimed was the lair of a sea witch. Janne steeled herself to slay this sorceress... and instead found Anata, her soulbound Lunar mate. What was supposed to have been a bloody battle ended with them tentatively exchanging confidences, and as the Sun and Moon met above them, they knew that they would seek their destiny in each others' company.

Now, the dreams and visions have brought them to other Exalts, Solars and Lunars like themselves. What legends will they tell about their deeds?

Personality[edit]

In general, Janne is a kind, determined and brave girl, who's committed to doing the right thing to help "her people", whoever they may be. Sometimes, under stress, she changes in personality and embodies the fire and brimstone more commonly associated with a crusading zealot, using her social Charms to whip her followers into a murderous frenzy and leading the charge into whichever unlucky foes stand in her way.

Janne is still quite confused about her relationship with Anata. The Lunar has been amazingly accommodating of her requests thus far, and Janne is still exploring how far she can push her mate before she can push no further...

XP[edit]

Earned[edit]

  • 96 (17 Jul 2010 - 09 Oct 2010)

Spent[edit]

  • Intelligence 1 to 2 (4 XP)
  • Wits 1 to 2 (4 XP)
  • Call The Blade (8 XP)
  • Glorious Solar Saber (8 XP)
  • Flawless Diagnosis Technique (8 XP)
  • Woe-Conquering Hands (8 XP)

Unspent[edit]

  • 56 XP

Cashed In[edit]

Paragon of Conviction (3 BP)
Artifact 5 (Sword in the Stone) (5 BP)
Priest (7 BP)
Tiger-Warrior's Endurance swapped for Medicine Excellency Package
16 BP remaining...