Difference between revisions of "BreakingtheWheel/Jorim"

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(Abilities)
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"Sunbeams of Dawn Shatter the Night"
 
"Sunbeams of Dawn Shatter the Night"
 
*Hungry Tiger Technique + Thunderbolt Attack Prana + Shadow-Cutting Stroke; costs 3 WP, 7+ motes
 
*Hungry Tiger Technique + Thunderbolt Attack Prana + Shadow-Cutting Stroke; costs 3 WP, 7+ motes
<br>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.
+
*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.
 
**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.
  

Revision as of 08:03, 25 March 2008

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

Changing Statistics

  • Health Levels (Current)
    • 0, -1, -1, -1, -2, -2, -2, -2, -4, Incapacitated
  • Essence
    • Personal: 20/20
    • Peripheral: 44/59
    • Committed: 15 Peripheral
  • Willpower: 8/8
  • Currently Active Charms
  • Limit

Attributes

Physical

Strength 4, Dexterity 5, Stamina 3

Social

Charisma 3, Manipulation 2, Appearance 3

Mental

Perception 4, Intelligence 2, Wits 4


Abilities

(Caste, Calling, Favored)
Archery 1, Martial Arts 3 (Unarmed +1), Melee 5 (Swords +1, Daiklaives +2), 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

  • 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

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

Health

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

Movement

  • 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

  • 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

  • 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

  • 2nd Melee Excellency
  • Infinite Melee Mastery
  • Hungry Tiger Technique
  • Dipping Swallow Defense
  • Bulwark Stance
  • Heavenly Guardian Defense (Conviction Flaw)
  • One Weapon, Two Blows
  • Peony Blossom Attack
  • Iron Whirlwind Attack
  • Shadow-Cutting Strike
  • Call The Blade
  • Righteous Lion Defense
  • Ox-Body Technique (1x-1, 2x-2)
  • 1st Athletics Excellency
  • Graceful Crane Stance
  • Thunderbolt Attack Prana
    • 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

"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

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