Harim (Kingdom of Heaven)

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  • Name: Harim
  • Type: Solar
  • Caste: Zenith
  • Concept: Philosopher-King

(Appearance/First Impression)

Motivation\Intimacies

The Shadowland of Marama's Fell is a blot upon Creation and must be eliminated
Previous Motivation

Intimacies, Positive:

  • City of Whitewall (Loyalty) - A life spent as first a merchant apprentice and then a member of the Lotus Mind Academy leaves an impression of loyalty towards the city of Whitewall and its people.
  • Nation that Whitewall will Become (Desire) - Visions of what Ondar Shambal once was and what Whitewall could become constantly stay with Harim.
  • Lance (Trusted Comrade) - Lance is a worthy protector of Whitewall, and has proven himself repeatedly to be a man of virtue (aside from his Exaltation).
  • Saffron (Uneasy Comrade) - Saffron is less well-known to Harim, and suffers a little from uneasiness on his part towards the Dragonblooded, whom are often synonomous with "The Realm".

Intimacies, Negative:

  • Raksha (Intense Distrust) - Like any native of Whitewall, Harim has an intense dislike and distrust of the Fair Folk.
  • Ghosts (Ruthless Pity) - Theirs is a sad existance, but they must be made to move on to Lethe and a new life.
  • Marama's Fell (Destruction) - While ghosts are viewed with pity, the blot upon the road that Righteous Guide made will be removed by any means necessary.
  • Corrupt Officials (Contempt) - Echoes of Righteous Guide's fury at the corruption of the city he built echoes even today in Harim's mind.

Anima

  • Effects
    • (1 mote) Burn a dead body, sending the soul to Lethe and preventing the body from becoming a zombie or hungry ghost.
    • (10 motes) glow with holy fire, 50 yard radius, gain +5L/+5B soak against creatures of darkness, add 5 to minimum damage against creatures of darkness.
    • (At banner-level) As per the 10-mote power
  • A golden bonfire with dark blue and brighter golden letters rise from the ground around Harim, spelling out prayers and oaths to the Unconquered Sun. As his anima banner reaches the totemic level, softly susurrating voices chant the prayers in harmony as they swirl around Harim's body, creating a triumphant hymn to all that is virtuous.

Attributes

Strength OO Charisma OOOOO Perception OOO
Dexterity OOOOO Manipulation OO Intelligence OOOOO
Stamina OO Appearance OOOOO Wits OOO

Abilities

Archery Integrity OOOO Craft (Earth) OOOOO Athletics Bureaucracy
Martial Arts Performance OOOOO Investigation Awareness Linguistics OOOO
Melee OOOOO Presence OOOOO Lore OOOOO Dodge Ride O
Thrown Resistance Medicine Larceny Sail
War Survival Occult OOOOO Stealth Socialize
  • Presence (Bargaining) +2, Presence (Spirits) +1, Occult (Geomancy) +3

Backgrounds

  • Resources 3
    • Having turned over the family fortune to a distant nephew, Harim nevertheless has accumulated a significant nest-egg. Including the stipend he draws from the city, he is able to make modest purchases when necessary.
  • Followers 3
    • Harim has around 100 followers/students at any given time. He trains them in word and deed, and they act as his agents throughout Whitewall. Some work on restoration projects, others at the Academy teaching and researching, and yet others act as public mediators.
  • Influence 3
    • Harim is a very notable figure in Whitewall, having very significant sway on the public heart, and he is known even beyond the walls as the subject of rumors.
  • Allies 1
    • Syric, an independent Kri, has been a close ally ever since being found at the edge of agonizing destruction by Harim. At first supported him personally, Harim later allowed him attunement to Whitewall's central manse. A loyal, if new, citizen of Whitewall, the earth elemental spirit cheerfully works in Undertown, manipulating and repairing the passages and soaking in the hot baths. Having been trained in the fine details of earthwork, he also makes and sells exquisite statuary and other stone goods to merchants. Free from personal worries about dissolution, he occasionally visits the Academy to learn more about how his kind might be freed from their doom.

Charms and Spells

  • Melee
    • Dipping Swallow Defense (Core #)
  • Integrity
    • Rising Sun Soul (Dreams #)
  • Presence (2nd Excellency)
    • Irresistible Salesman Spirit
  • Lore (2nd Excellency, 3rd Excellency)
    • Harmonious Academic Methodology (Core #), Legendary Scholar Curriculum (Core #), Chaos-Repelling Pattern (Core #), Wyld-Shaping Technique (Core #)
  • Linguistics
    • Sagacious Reading of Intent (Core #)
  • Occult
    • Terrestrial Circle Sorcery (Core #), Celestial Circle Sorcery (Core #), Solar Circle Sorcery (Core #)
  • Terrestrial Circle Sorcery
    • Emerald Circle Countermagic (Core #), Hound of the Five Winds (White #), Incantation of Effective Restoration (White #), Raise the Earth's Bones (White #), Summon Elemental (Core #)
  • Celestial Circle Sorcery
    • Ivory Orchid Pavilion (White #), Magma Kraken (White #), Raise the Puissant Sanctum (White #)
  • Solar Circle Sorcery
    • Adamant Circle Banishment (White #), Adamant Circle Countermagic (Core #), Chariot of the Blazing Sun (White #), Cleansing Solar Flames (White #), Light of Solar Cleansing (White #), Solar Sanctuary (White #)

Finishing Touches

  • Essence: OOOOO
    • Personal: 25/25
    • Peripheral: 61/61
    • Mote Commitments: 0
    • Anima Status:

Willpower

  • Permanent: OOOOO OOOOO
  • Temporary: 10

Virtues

Compassion OOOO
Conviction OOOO
Temperance OOOO
Valor OOOO

Limit Break
Contempt of the Virtuous (Temperance) - Harim's rage and frustration at the corruption and decadence around him overflow and transform into a cold rage, towering in its fury and inconsiderate of circumstances. He will bring others to the path of righteousness by whatever means, even if it requires physical chastisement.

Conflict

Movement: (Move, Dash)
Physical Combat: (Join Battle 3, DDV 5, PDV 7, Soak 4L/6B/3A)
Social Combat: (Join Debate, DMDV, PMDV)

Health Levels

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

Equipment

  • white silk buff jacket (Exceptional)
    • +3L/+4B soak, -0 Mobility, 1 Fatigue
  • golden oak staff (Perfect)
    • Speed 6, Accuracy +2, Damage +7B, Defense +4, Rate 2

History

  • Give us at least two or three short paragraphs

Personality

  • Give at least one short paragraph

Goals

Family, Friends and Allies

Menso (Nephew)

XP

  • Earned: 125
  • Spent: 118
  • Unspent: 7