Character:Avena, the Silent Blade

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Avena, the Silent Blade
Caste: Night Caste
Concept: A vigilante acting as jury, judge and judicator for the wicked – a swordmaiden good at disguising, investigating and infiltrating, abilities she has used to get to crime syndicates and corrupt politicians alike, acting out of her own sense of justice.

The first impression one might get of Avena differs greatly depending on what situation one meets her in. She makes great use of disguises and acting, and because of that one seldom meets the real her. She often acts as is required to fit into a certain group, be it outgoing, daring, brutal or slutty (note though that she has never taken this as far as to actually sleeping with anyone to get to where she wants). She also changes her appearance to what is accepted by the group in question. When exacting justice she is usually found wearing a dark cloak and a white mask, and wielding a Grand Daiklave. If someone were to meet the real Avena, they would meet a beautiful slender young woman of average length, with pale skin, dark hair and stern but deep blue/grey eyes. She would be a bit timid and thoughtful, not comfortable around people as she has difficulties trusting them. Dark colours are usual among her clothing

Motivation

Intimacies

  • Justice (as she defines it)
  • Another

Anima

One mote surcharge, per charm, obvious or not, to prevent the motes spent from counting towards the Night's anima banner. The difficulty of the muting effect is equal to the Night's permanent essence AND cloaks the exalt from the eyes of heaven (Outside of Fate) for the duration. Can also extend anima around himself at the cost of 10 motes to hide his identity. Muting increases the difficulty of all rolls to notice or track ICH by half his Essence, rounded up (3). Once it hits the 11-15 range, the anima is as noticable as any other, except that his personal features are obscured.

Avena’s anima banner manifests as a number of cloaked and masked silhouettes wielding Grand Daiklaves similar to Avena’s. They move around as she does, and sometimes strike out at nearby people. Avena makes use of these illusions as a means for confusing her enemies, as she herself becomes as blurry as the silhouttes while totemic.

Attributes

PHYSICAL:

  • Strength 3
  • Dexterity 6 (Unlocked with merit Legendary Dexterity)
  • Stamina 3

SOCIAL:

  • Charisma 2
  • Manipulation 5
  • Appearance 3

MENTAL:

  • Perception 5
  • Intelligence 4
  • Wits 5

Abilities

Caste Abilities

  • Athletics 5
  • Awareness 5
  • Dodge 5
  • Larceny 5
  • Stealth 5

Favored Abilities

  • Investigation 5
  • Martial Arts
  • Melee 5 (Swords +3)
  • Presence
  • Occult
  • Socialize 5
  • Thrown 5

Unfavored Abilities

  • Integrity 2
  • Linguistics 1
  • Lore 1
  • Medicine
  • Performance 1
  • Resistance 1
  • Survival 1

Backgrounds

Lunar Bond 5

Artifact 5 (Garment of Night’s Chameleon)

This artifact is an armour possessing the same defensive power as a orichalcum Reinforced Buff Jacket, without the mobility penalty (therefore: Soak 12B/9L, Hardness 6B/6L, no mobility penalty or fatigue). In it’s original form it looks like a dark tunic with some details in orichalcum, but it has the power to change shape into any clothing the wearer may want. At its owner’s whim, it could change from a beggar’s rags to a nobleman’s robes or a super heavy plate, though this will not change the amount of protection it offers. This ability is perfect for disguise and hiding, and adds +2 automatic successes to Larceny and Stealth rolls involving disguises or camouflage. It also adds a +1 DV bonus to close combat attacks, and a +2 bonus against ranged attacks.

Its last, but not least ability, can be demonstrated while the garment is in the form of a cloak, or anything able to cover the entire wearer. She can then, by spending 5 motes and a miscellaneous action concentrating use her next action to wrap the garment around her and disappear, reappearing at a target area she could see from where she stood before. This causes a minor flash, visible to those already looking in the direction, but not enough to draw others attention. The character can take up to one additional person with her for an additional 5 motes, and she cannot travel further than (owner’s essence) miles, even if she could see further.

This artifact attunes for 8 motes.

Artifact 4 (Blade of the Knowing Wind)

This blade, modelled as a Grand Daiklave, is almost a foot shorter than most of the kind, thus giving the impression of inflicting somewhat less damage. Made from orichalcum with details of moonsilver, this blade’s real power is not to be underestimated. When attuned and wielded, a phantom blade starts to flicker in and out of existence at the wielder’s will. This phantom blade floats in the air around the wielder, parrying incoming attacks, and slashing out together with the original blade, striking from different angles at once.

This phantom blade has the same statistics as the original sword, and gives the wielder another PDV in the same manner as the spell Virtuous Guardian of the Flame (though this PDV is calculated as a normal one). The wielder can also allow the blade to strike, either on its own or together with the original blade. Doing the later would mean that one attack roll would hit twice, requiring both to be defended against. Last but not least, the phantom blade’s ability to shimmer in and out of existence makes it impossible to follow. At its wielder will, the phantom blade’s attack automatically becomes unexpected.

The statistics for the Blade of the Knowing Wind is as follows:
Speed 6, Accuracy +4, Damage +7L/2, Defense +1, Rate 4. Tags: 2,O,P,R

This artifact attunes for 10 motes.

Artifact 3 (Heaven’s Shroud Mask)

This ivory mask allows the wearer to alter her appearance to look like anyone she wishes and to completely control the emotions that her face shows. Mechanically it adds four dice to Larceny rolls for any attempt at disguise, and four dice to any attempt to misdirect another as regards to the wearer’s true motives.

Its other power is what gives it its name though. While wearing the mask, it increases the amounts of peripheral motes that must be spent to activate any given level of her anima by (7-essence/2, rounded up). As long as the wearer is a Night Caste, it also cuts in half the number of peripheral motes feeding her anima display. This power can be shut off and on at will, which may result in a sudden burst of light and revealing of one’s anima banner.

This artifact attunes for 4 motes.

Artifact 2 (Concealed-Knife Brace)

This artifact consists of a bracer constructed of orichalcum that covers much of the forearm and has six concealed compartments that lie along the wearer’s arm lengthwise. There is a small wire ribbon that extends from the wrist-end of the brace and loops around the wearer’s thumb. With but a small tug, the first compartment of the brace will open, ejecting a hiltless throwing knife into the Exalt’s hand. After the first knife drops into the bearer’s hand, the entire brace rotates, setting the next knife in succession. Ejecting knives into one’s hand can be done as a reflexive action.

The brace carries six knifes, made of orichalcum, and has these statistics:
Melee: Speed 5, Accuracy +4, Damage +2L, Defense +1, Rate 4
Thrown: Speed 5, Accuracy +2, Damage +3L, Rate 3, Range 60

Once thrown, the knives automatically return back to the brace. This artifact attunes for 4 motes.

Charms

Athletics

  • Lightning Speed

Dodge

  • Shadow Over Water
  • Seven Shadow Evasion
  • Reflex Sidestep Technique

Integrity

  • Temptation-Resisting Stance (Conviction)

Larceny

  • Flawlessly Impenetrable Disguise

Linguistics

  • Sagacious Reading of Intent

Melee

  • Call the Blade
  • Summoning the Loyal Steel
  • Glorious Solar Weaponry

Socialize

  • Mastery of Small Manners

Stealth

  • Easily Overlooked Presence Method
  • Mental Invisibility Technique

Thrown

  • Observer-Deceiving Attack
  • Mist on Water Attack

Essence

Essence: 5
Personal: 25/25
Peripheral: #
Committed: #

Willpower

10

Virtues

Compassion: 1
Conviction: 5
Temperance: 3
Valor: 2

Limit Break

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Equipment

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History

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Personality

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Merits and Flaws

Each Merit and Flaw

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Goals and Motivations