Journey to the End of Night

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Basics

Name: Journey to the End of Night
Concept: Freedom Fighter
Caste/Aspect: Eclipse
Motivation: To free Thorns from Mask of Winters' tyranny!
Intimacies: Thorns; the Unmasked; Freedom
Experience: 0

Background

Journey to the End of Night is, or rather was, the scion of a powerful merchant and craftsman union, The Journeymen. The Journeymen controlled a fair amount of the trade between Thorns and the South; they played a large role in Thorns and Scavenger Lands politics thanks to their control of firedust trade in the region, as well as armaments and utilities that could actually make use of the volatile substance. They had their fingers in the Guild, in Lookshy, in the politics of the Deliberative, even the great Terrestrial Houses of the Realm themselves - and they are all gone now, broken and scattered to the wind.

Journey to the End of Night was raised in a family of Journeymen who counted themselves members of the Craftsmen wing of the union; they contracted with Thorns and the Guild to build various firedust armaments. His family was one of the leading Craftsmen clans, and as such he was in line to be one of the leaders of the Journeymen, a figure who would walk the halls of kings and emperors, cutting deals and moving vast sums of wealth throughout Creation. He was twenty-three when the Mask of Winters struck, and his family, like many of the most prominent citizens of Thorns, was killed in the looting and rioting that came with the undead.

Journey fled into the sewers. The streets were unsafe, and there was no way out of the city walls - the lands beyond were quickly warping into a wasteland of death and angry ghosts. Still, the Mask of Winters had agents below the streets as well, and Journey quickly found himself pursued by zombies and ghosts. It was only through sheer luck - or perhaps, fate - that he stumbled upon a Manse, hidden for centuries or even millenia. For some reason, his pursuers dropped off the chase once he had entered the Manse. As he approached the center of the ancient structure, the air around him humming with energy, memories began to wash over him - first, like a gentle tide; soon, like a raging monsoon. Now, he cannot remember what it was exactly that he saw; to hold onto any one memory would be like trying to hold onto some part of the sea. Still, he caught glimpses of great glories, of infinite wars and golden cities, of heights and depths of emotion that he had heretofore never thought possible. He Exalted.

In time, more survivors were drawn to the Manse, including one of the Dragonblooded defenders of Thorns who had been scattered, though not killed, by the Mask's forces - V'neef Mora. Journey hid his nature from her at first, and they spent their time organizing the 20-or-so people now living out of the Manse, making runs to the surface for food and water and, most importantly, news. They found that the Mask was consolidating his hold on Thorns, that he planned to stay. It was decided amongst the new residents of the Manse that he was not welcomed, and that they would do what they could to rid Thorns of it's occupier. Journey - his Exaltation by now known - was elected their leader, as they had all thought of him since their arrival at the Manse, and Mora swore to help him and the newly-named Unmasked resistance fighters until Thorns was free.

Appearance

Journey to the End of Night is young, but he has aged in the few months since the Mask of Winters invaded Thorns and he took up leadership of the Unmasked. Thought he is twenty-three, he appears at least thirty. His complexion is dark, and his hair is short, dark and slightly curly. He is willowy, though certainly healthy and strong. He moves with assurance, and his voice and expression inspire confidence and tug at your emotions, causing you to ask yourself why you too do not think what he thinks, and do as he does.

He is nondescript, if a bit disheveled. This is just as planned - a secret resistance fighter would do well to blend in, and he does his best to do exactly that.

Attributes

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

Abilities

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

Specialties

N/A

Backgrounds

Followers: the Unmasked ●●
Resources: What's Left ●●●
Manse: The High Tower ●●
Artifact: Necessity ●●
Allies: V'neef Mora ●

Charms

(Melee) First Melee Excellency - Essence Overwhelming: 1m/1d; Reflexive; Instant. Adds 1 die to a Melee roll for every mote spent.
(Melee) One Weapon, Two Blows: 1m; Reflexive; One action. Adds one to the Rate and the Accuracy of weapon until next action.
(Presence) Second Presence Excellency - Essence Triumphant: 2m/success; Reflexive (step 1 for attacker, step 2 for defender); Instant. The Solar may sped up to (Attribute + Presence) in motes; every two motes spent becomes one success on the roll.
(Presence) Hypnotic Tongue Technique: 10m; Simple; Solar's Charisma in days. Solar rolls (Manipulation + Presence). If result exceeds target's Mental DV, target receives a compulsion to follow one order given by the Solar. Target must spend one Willpower to resist order.
(Presence) Enemy-Castigating Solar Judgment: 2m; Supplemental; Instant. Makes an attack Holy and causes the attack to inflict aggravated damage against creatures of darkness. Also enhances social attacks where the Exalt creates guilt, shame or fear, making these attacks Holy.
(Resistance) Ox-Body Technique: One -1 health level, two -2 health levels.
(Investigation) First Investigation Excellency - Essence Overwhelming: 1m/1d; Reflexive; Instant. Adds 1 die to an Investigation roll for every mote spent.
(Occult) Spiritng-Detecting Glance: 3m; Reflexive; One scene. The Solar can see, hear, smell and feel - but not touch - dematerialized creatures.
(Occult) Spirit-Cutting Attack: 1m; Supplemenetal; Instant. An attack against creatures that deals aggravated damage to spirits, materialized and otherwise.
(Socialize) Second Socialize Excellency - Essence Triumphant: 2m/success; Reflexive (step 1 for attacker, step 2 for defender); Instant. The Solar may sped up to (Attribute + Socialize) in motes; every two motes spent becomes one success on the roll.
(Socialize) Wise-Eyed Courtier: 3m; Simple; Instant. The Solar reshapes the beliefs of a society. This Charm is a Socialize-based social attack to make a group with Magnitude 1+ (such as a court, kingdom or secret society) believe something. The character must have spent several hours within the last year encouraging the desired belief within this group before using this Charm, and this Charm must be invoked in the presence of at least one member of that group. The Solar rolls ([Charisma or Manipulation] + Socialize). Subtract an external penalty equal to the group leader's MDV plus half of the group's Magnitude from the rolled successes. If the Solar succeeds, the social group accepts the belief.
(Stealth) Easily Overlooked Presence Method: 3m; Simple; One scene. All Awareness and Investigation rolls made to notice the Solar fail automatically unless Solar is currently joined in battle, or the observer has a minimum 2-die bonus from circumstances.
(Dodge) Shadow Over Water: 1m; Reflexive; Instant. Ignore all penalties that apply to Dodge DV when resolving an attack.
(Dodge) Seven Shadow Evasion: 3m; Reflexive; Instant. A perfect dodge. Conviction Flaw: This Charm does not function when the Solar's actions are contrary to his Motivation.

C-C-C-Combo's

N/A

Essence

Essence: ●●●
Regeneration: 4 per hour plus 4 under normal conditions. Additional 4 motes per hour when resting
Personal Essence Pool: 12/15
Peripheral Essence Pool: 27/37
Committed Essence: 10

Willpower

Willpower: □□□□●●●●●●
Temporary: □□□□XXXXXX

Virtues

Virtues:

  • Compassion ●●●
  • Conviction ●●
  • Temperance ●●
  • Valor ●●●

Flawed Virtue: Compassion

    Red Rage of Compassion - All the suffering the character has seen fills him with an 
      unquenchable rage. He immediately attacks the most obvious cause, without consideration 
      for himself or the situation. Journey's rage overcomes sense and reason. He is unlikely 
      the perform even simple acts such as putting down objects in his hands or drawing a 
      weapon. However, he does not suffer wound penalties while in this state.
          Duration: One scene in combat; or, number of hours equal to Compassion.
          Limit Break Condition: The character sees innocents suffering and is unable to 
          effectively intervene.

Limit Break: □□□□□□□□□□

Inventory

Necessity: Soulsteel Wavecleaver Daiklave (Artifact ●●) Speed: 5 Accuracy: +5 Damage: +7L/3 Defense: +1 Rate: 2 Attune: 5 Drains 3 (wielder's essence) motes whenever it strikes a target and inflicts at least one HL of damage.

Exceptional Breastplate (Resources ●●●) Soak: +5L/+3B Mobility: 0 Fatigue: 1

Manses and Heartstones

Manse - The High Tower: A small Manse located in the sewers of Thorns, it was first discovered by accident when Journey was fleeing from Mask of Winters' forces during the initial assault. The Manse is of the Air Aspect; once inside, the rancid smell of the sewers (which has not improved with the undead occupation) disappears, and is replaced by a clean, almost sterile smell. The Manse is constructed along ancient specifications; it is spacious, and contains several small compartments, which are used by The Unmasked for sleeping quarters, storage and other functions of the resistance. The High Tower is so-named in order to throw the enemies of the Unmasked off its trail.

Gemstone of Surface Thoughts (Manse ●●) [placed in Necessity] User can read the surface thoughts of a target within (Essence x 10) yards. Player rolls (Perception + Awareness), the more successes achieved the clearer the information.

Combat

Dodge DV: 5
Dodge MDV: 6
Parry DV: 4
Parry MDV: 3
Soak: B:5 L:7 A:2
Hardness: B:0 L:0 A:0

Attacks

Necessity (Speed: 4, Accuracy: 11, Damage: +9L/3, Parry DV: 4, Rate: 2)

  • Drains 3 motes whenever it strikes a target and inflicts at least one HL of damage.

Health

□ -0
□ -0
□ -0
□ -1
□ -1
□ -1
□ -2
□ -2
□ -2
□ -2
□ -4
□ Incapacitated

Advancement