Character:To Brave The Flames

From RPGnet
Revision as of 13:03, 26 May 2010 by Lost arts (talk | contribs) (Terrestrial Circle)
Jump to: navigation, search

To Brave The Flames
Formerly Valar Artaris, King of Argent

  • Caste: Twilight Caste
  • Concept: Megalomanic Sorcerer-For-Hire

An older man with short black hair just showing touches of grey, his eyes are a dark brown and he wears a short neatly trimmed mustache. He wears a cord of gold round his neck and favours loose flowing blue black robes, belted robes with a dozen small pouches but otherwise carries little on his person. He carries no visible weapon, bar a small knife on his belt. Most find his gaze unsettling, feeling that he is judging them piece by piece and finds them lacking.

Motivation

  • Take Control of a Mighty Empire

Intimacies

Natural

Negative

- The Wyld Hunt (Contempt)

Positive

+ His Future Empire (Covetous Desire)

Supernatural

Negative

Positive

+ His Ally (Trust and Friendship)

Anima

A Sea of Golden-Red and Orange Flames and Burning Gas which Engulf Anything that touches them. While the Characters Anima Banner is at 11+ motes, the character reduces any damage he takes while undergoing a Shape Sorcery or Miscellaneous Action by Essence Health Levels (to a minimum of zero). The Character also reduces all sorcery costs by (Essence*2) motes or half whichever is less.

Attributes

Physical

  • Strength 1 (6 due to UBoS)
  • Dexterity 4
  • Stamina 4 (9 due to UBoS)

Social

  • Charisma 2
  • Manipulation 4
  • Appearance 2

Mental

  • Perception 5
  • Intelligence 5
  • Wits 2

Abilities

Caste

Craft 0, Investigation 5 (Research +2), Lore 5 (Research +1), Medicine 0, Occult 5 (Sorcery +3)

Favored

Awareness 5, Bureaucracy 5, Dodge 5 (Unarmoured +3), Integrity 5 (Creatures of Darkness +3), Resistance 5, Presence 5, Survival 1

Unfavored

Linguistics 2 [Native: Riverspeak; Other: Old Realm, Forest-tongue], Socialise 5 (Deceit +1), Stealth 3, Thrown 3, War 2 (Spellcasting +3)

Backgrounds

Allies 2: The Being Unknown

For many years Flames has travelled with a companion, unseen and unknown to many others. Even Flame knows little of this ally, only that many times has it kept him from harm when otherwise his destiny would have faltered and failed.

Artefact 5: Crucible of Tarim

An immensly powerful artefact, that Flames found in the Jungles of the Far East in a site he suspected was near Sperimin. He did not have much time to investigate this though as a contract for his services arrived and he set off with the item. Since then he has been unable to relocate the site much to his irritation and disgust.

Artefact 5: Sorcery Capturing Chord

A chord found in the House of Thunder. At the moment carries a single knot in it bearing a Total Annihilation.

Artefact 2: Skin Mount Amulet

Installed by a Outcaste Dragonblooded Scavenger Lord whom Flames once assisted. They had a falling out over the rest of Flames money later and have not spoken since. Contains the Twice-Lightning Striking Prism from the House of Thunder.

Manse 4: The House of Thunder

On the high and jagged cliffs north of Port Calin and West of Sijan lies the House of Thunder. Forgotten about decades ago and hidden from claimaints by the Manse's own properties it has lain dormant until searching for a rumoured spirit Flames came upon it. Once past the geomancy that hides the building it still does not look like much, a barely inhabitable wreck in the middle of nowhere. Named for the sound the waves make when hitting the cliffs that is always audible the House is surprisingly comfortable on the inside.

  • Hearthstone: Twice-Striking Lightning Prism
  • Fragility: 1
  • Features:
    • Rainbow Tabernacle
    • Greater Veil of Shadow
    • Magical Conviniences
      • It is either gloomy or raining outside the house.
      • Always warm and dry inside, to counter the horrible weather outside.
      • The appears to be slightly bigger on the inside than it appears to be on the outside
      • The house has working plumbing, bathing and food preparation areas.

Resources 5

Having accumulated a vast amount of wealth over the years through clever business, mercenary work and stripping his kingdom bear Flames rarely spends it.

Merits

Luck 1pt

1/story reroll

Flaws

Enemy 3pts

  • The Immaculate Order in general and specifically Grandmaster Jonal, whose Grandson Flames obliterated.

Obligation 2pts

  • To the surviving citizens of Argent. Flames feels he should one day try and do right by his people. His current plan is to give them some of the wealth and prosperity of his new Empire, when he acquires it.

Code of Honour 1pt

  • Does not lie or deceive anybody he truly cares for. Fortunately there aren't many of those.

Greater Curse 1pt

  • What can be said, Flames is a Megalomaniac and his curse supports this part of his personality.

Charms

  • All Relevant Excellencies and General Charms

Dodge

  • Shadow Over Water (Tied to Seven Shadow Evasion; pg.227, Core)
  • Seven Shadow Evasion (Conviction Flawed and tied to Shadow Over Water; pg.227, Core)
  • Reflex Sidestep Technique (pg.227, Core)
  • Leaping Dodge Method (pg.227, Core)

Integrity

  • Temptation Resisting Stance (pg.200, Core)
  • Elusive Dream Defense (pg.200-201, Core)
  • Integriy Protecting Prana (pg.199, Core)
  • Righteous Lion Defense (pg.199, Core)
  • Shedding Infinite Radiance (pg. 37, Glorys Most High: Unconquered Sun)
    • Further Upgrade Twilight Anima Banner - While Anima Banner is active Spells reduced by (Essence*2) or Half whichever is lower to a minimum of 1 mote.

Lore

  • Immanent Solar Glory x2 (pg. 218, Core)

Occult

  • Terrestrial Circle Sorcery (pg.220, Core)
  • Celestial Circle Sorcery (pg.220-221, Core)
  • Solar Circle Sorcery (pg.221, Core)
  • Spirit Detecting Glance (pg.221, Core)
  • All-Encompassing Sorcerer's Sight (pg.222, Core)
  • Sorcerer's Gilded Invocation (pg.XX, HFFoE)
    • Even when taking advantage of Primordial Essence patterns, the actions of the Lawgivers are holy. This Charm permanently enhances the Exalt, allowing him to spend an additional mote when casting any sorcery spell to make the spell Holy. If the spell inflicts damage, that damage becomes aggravated against creatures of darkness; if it imposes influence on a creature of darkness, the target’s MDV is halved. This may have uses on spells other than for attack, such as shielding a spell against wicked magics that fail in the face of overwhelming holiness.
  • Emerald Essence Assimilation (pg.XX, HFFoE)
    • The Lawgiver must be free to carry out many duties simultaneously. This Charm permanently enhances the Exalt, reducing to 0 the DV penalties of any Shape Sorcery or Cast Sorcery actions she takes. The sorcerer-Exalt may also take voluntary reflexive actions while taking sorcery actions, such as moving; this does not allow the Solar to activate Charms or otherwise spend motes on other powers while casting sorcery, but previously established Charm effects that allow the Exalt to perform reflexive actions such as counterattacks are valid options. Purchase of this Charm again at Essence 8+ allows the Exalt to spend motes on Charms and similar powers during Cast or Shape Sorcery actions. Even when activating only one Charm this costs a point of Willpower, as if activating a Combo, and for these purposes Shape and Cast Sorcery actions are treated as Combo-Basic Simple Charms.

Resistance

  • Ox-Body x5 (all one -1 and two -2 option; pg.208, Core)

Socialise

  • Mastery of Small Manners (pg.239-240, Core)
  • Golden Courtier Infalliability (pg.XX, HFFoE)
    • Court is a dangerous place to display one’s passion without calculation. The Lawgiver’s Mastery of Small Manners adds (Socialize) to the difficulty of attempts to discern or read her intentions, Intimacies, Motivation, Virtues or other social qualities. See Exalted, p. 131 for more on reading a person. While active, it also becomes impossible to tell if the Solar is lying. If such perfect lies meet a perfect truth-discerning effect, the Solar’s player adds (Exalt’s Essence) to their contesting roll.

Stealth

  • Easily Overlooked Presence (pg.230, Core)
  • Invisible Statue Spirit (pg.230, Core)

Spells

Terrestrial Circle

  • Emerald Circle Banishment - 10+m
  • Emerald Countermagic - 10 or 20m
  • Commanding Presence of Fire - 10m
  • Invulnerable Skin of Bronze - 20m
  • Spirit Staff (Variation of Spirit Sword) - 20m
  • Unbreakable Bones of Stone - 20m

Celestial Circle

  • Sapphire Circle Banishment - 15+m
  • Sapphire Countermagic - 15 or 20m
  • Cloud Trapieze 25m
  • Demon of the Second Circle 30+m
  • Dolorous Reflection 20m

Solar Circle

  • Adamant Circle Banishment - 20+m
  • Adamant Countermagic - 20 or 25m
  • Light of Solar Cleansing - 30m
  • Total Annihilation - 65m
  • Wrath of the Five Elements - 45m

Essence

  • Essence: 5
  • Personal: 20/25
  • Peripheral: 84/84
  • Committed to Charms: 5m, 1wp (IPP)
  • Committed to artifacts: 0
  • Willpower: 8/10
  • Anima status: Quiscient

Virtues

  • Compassion: 1
  • Conviction: 4
  • Temperance: 4
  • Valor: 2
  • (Virtue channels used: None)

Limit Break

  • Virtue Flaw: I Know Best. (Variation on Contempt of the Virtuous) The character loudly urges everyone to let him be in charge. He accuses the others of foolishness and will argue for the benefits of his rulership. Any further argument is met with a barrage of insults and lists as to why they are fools. If people disagree he will make them listen using charms and other means at his disposal.
  • Partial Control: The character still feels the need to be in charge, but as long as others mostly differ to him he is more accepting of their opinions.
  • Condition: The character is hindered by the idiocy or foolishness of others.
  • Duration: 1 day.
  • Limit Track: 0/9

Conflict

Physical

  • Join Battle: 7
  • Dodge DV: 9
  • Parry DV: 7 (Can only block Immaterial and Essence empowered attacks)
  • Soak: 24B/16L/11A, Hardness 12B/6L (Invulnerable Skin of Bronze +12B/6L, Perfect Breastplate +3B/5L)

Movement

  • Move: 4
  • Dash: 10

Social

  • Join Debate: 7
  • Dodge MDV: 10 (12 vs Creatures of Darkness)
  • Presence - Honesty Attack 6, Honesty Defense 3, Deception Attack 9, Deception Defense 5, Rate 2
  • Investigation - Honesty Attack 6, Honesty Defense 3, Deception Attack 9, Deception Defense 5, Rate 3

Health Levels

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

Equipment

  • Spirit Staff - Spd 4, Accuracy 14, Damage 15L, Defense 7, Rate 3, Ignores Non-Magical Armour, Hits Immaterial.
  • Perfect Breastplate - +3B/5L, Mobility Penalty 0, Fatigue 0
  • Spell-Capturing Chord (Currently contains a Total Annihilation)
  • A Vial of Flames of Solar Cleansing
  • Skin-Mount Amulet
  • Ritual Knife
  • Eating Knife
  • One Cart containing mundane possessions like clothes, a sleeping roll, a tent and the Crucible of Tarim.

History

Known to the Immaculate Order for a long time as an Anathema, Flames is a deep irritation to them. After burning him out of the Kingdom of Argent, killing most of the populace to do so, they have attempted no fewer than seven times to rid themselves of him. Four times he has escaped before their monks can close and twice he and his mysterious companion have slaughtered the entire hunt sent against them. The last time he encountered a hunt, against an Immaculate Grandmaster, they fought to a stalemate and were both forced to withdraw.

In the meantime, Flames and his (former?) companion have wandered the East, either selling their prestigious magical talent to the highest bidder in exchange for further magical knowledge or searching the Jungles for the lost city of Sperimin.

Personality

Flames is accerbic, arrogant and often quite rude to those he considers his inferiors. He also tends to be quite cold to most people, as he sees most folks as pawns and pieces of a much greater game, even if he does care for them in a twisted general sort of way. He tends to seperate people into two main categories: those that can be of use to them and those that stand in the way.
Even to those people he likes he tends to keep on edge, he has been betrayed by too many times and too many people to let his guard down, even with those he trusts. He can show a kinder side but rarely does so, the exception appears to be his long term shadow companion.

Goals

  • Continue Amassing Magical Power
  • Conquer an Empire
  • Amass Personal Power

Circle

Each Circlemate

XP

  • Earned: 120
  • Spent: 120
    • Linked Shadow Over Water to Seven Shadow Evasion (2xp)
    • Bought Sorcery War Speciality to 3 (9xp)
    • Bought Deceit Socialise Speciality to 1 (3xp)
    • Bought Charms (80 xp):
      • Bought Immanent Solar Glory x2 (16xp)
      • Bought Reflex Side Step (8xp)
      • Bought Leaping Dodge Method (8xp)
      • Bought Sorcerer's Gilded Invocation (8xp)
      • Bought Emerald Assimillation (8xp)
      • Bought Integrity Protecting Prana (8xp)
      • Bought Shedding Infinite Radiance (8xp)
      • Bought Spirit Detecting Glance (8xp)
      • Bought All-Encompassing Sorcerer's Sight (8xp)
    • Bought Combo (9xp)
    • Bought Valour up to 2 (3xp)
    • Bought Skin Mount Amulet (6xp)
  • Unspent: 0