1: Strength 4, Stamina 4, Dexterity 5
3: Charisma 3, Manipulation 2, Appearance 2
2: Wits 5, Perception 3, Intelligence 2
Virtues
Conviction 5, Compassion 1, Valor 3, Temperance 2
Nature: Survivor
Limit Condition: character is subjected to severe stress or otherwise backed against the wall
Limit Break: -2 on all social rolls, 5 days embracing cruelty and closing heart to pity
Essence: 3, WP: 8
Personal: 17 Peripheral: 60-19
Abilities
Melee 5, Dodge 5, Presence 5, Athletics 4, Stealth 4, Endurance 3, Resistance 3, Performance 3, Martial Arts 3, Socialize 1, Larceny 3, Survival 2, Sail 2, Lore 1, Linguistics 1, Occult 1, Awareness 1, Medicine 1
Languages (6 halves): Speak/Write English, Streetspeak, speak Japanese, speak Sperethial, speak German
Charms - 18
Principles of Motion
5 motes 1 wp. until used. extra action.
extra actions = valor. can use as reflexive
one extra attack (declared), one defense, or one refresh of a full dodge pool (must declare full dodge)
Spirit Walking
Immaculate Martial Arts (DB Page 242)
Cost: 3 motes, 1 Willpower
Duration: One Scene Type: Simple
Minimum Martial Arts: 3 Minimum Essence: 3
Description: The PC can interact (using attacks, Charms and other abilities) with spirits as though they
were corporeal. The PC is dual, so he can see spirits, but they can affect him too.
Easily Overlooked resence Method | Stealth (CR Page 201) | 3 Motes | One Scene | Simple | Stealth 3 | 1 | None |
| The PC becomes difficult to notice, and so long as they do not do anything to be obvious and no one is actively looking for them, or the targets of the Charm are not on "alert." |
Ox-Body Technique (-2) | Endurance (CR Page 170) | None | Permanent | Special | Endurance varies | 1 | None |
| Each time this is purchased, PC gains one -1 Health Level and two -2 Health Levels. PC can get this Charm a number of times up to his Endurance score. |
Reed in the Wind | Dodge (CR Page 197) | 1 Mote per 2 dice | Instant | Reflexive | Dodge 2 | 1 | None |
| For each mote spent, the PC adds two dice to dodge an attack the PC can see coming, but cannot gain more than her regular Dexterity + Dodge pool. The PC must declare this Charm and how much Essence she is using before her opponent makes an attack roll. Fractional dice are lost. |
Excellent Strike | Melee (CR Page 162) | 1 Mote per die | Instant | Supplemental | Melee 1 | 1 | None |
| For each mote of Essence spent, PC may add one die to single attack, but can no more than double regular Dexterity + Melee pool. |
Retrieve the Fallen Weapon | Melee (CR Page 163) | 1 Mote | Instant | Simple | Melee 1 | 1 | None |
| PC may summon his weapon to his empty hand as long as he can see it. It cannot defeat doors, chains, or other hindrances. |
Glorious Solar Saber | Melee (CR Page 164) | 5 Motes, 1 Willpower | One Scene | Simple | Melee 3 | 2 | Call the Blade |
| PC forms blade from pure Essence that does Strength + Essence lethal damage, lights area 4 yards across. The Blade has Speed + 3, Accuracy and Defense + 1. |
Iron Raptor Technique | Melee (CR Page 164) | 2 Motes | Instant | Simple | Melee 3 | 1 | Retrieve the Fallen Weapon |
| PC can use weapon up to Dexterity x 5 yards away, flying back to his hand afterwards. Attack is with Melee pool and does normal damage based on PC Strength, may be blocked as normal. Botched attacks may result in stuck weapons. |
Edge of Morning Sunlight | Melee (CR Page 166) | 1 Mote | Instant | Supplemental | Melee 5 | 2 | Iron Raptor Technique |
| PC focuses Essence through weapon, making it effective against creatures of darkness, the undead, and Abyssal Exalted. PC adds Essence to weapon damage against such creatures. |
Corona of Radiance | Melee (CR Page 166) | 5 Motes, 1 Willpower | One Scene | Simple | Melee 5 | 2 | Edge of Morning Sunlight |
| Attacks against PC by undead, creatures of the night, and Abyssal Exalted are at + 1 difficulty. If such creatures strike PC unarmed, they must soak Aggravated damage equal to PC Essence, and PC attacks against these creatures do Aggravated damage and have a damage bonus equal to PC Essence. |
Golden Essence Block | Melee (CR Page 166) | 1 Mote per 2 dice | Instant | Reflexive | Melee 1 | 1 | None |
| PC can trade Essence to parry any hand-to-hand attacks she is aware of, but cannot use more dice to parry any single hand-to-hand attack than her Dexterity + Melee dice pool. (Not double her Dexterity + Melee pool, as is typical with Solar Charms.) |
Dipping Swallow Defense | Melee (CR Page 166) | 2 Motes | Instant | Reflexive | Melee 2 | 1 | Golden Essence Block |
| PC may use full Dexterity + Melee pool to block any one hand-to-hand attack she is aware of. |
Bulwark Stance | Melee (CR Page 166) | 5 Motes | Until next action | Reflexive | Melee 3 | 1 | Dipping Swallow Defense |
| Until next action, PC can use full Dexterity + Melee dice pool to parry any attack she is aware of, so long as it has physical component and is not noted as being impossible to block. |
Heavenly Guardian Defense | Melee (CR Page 166) | 3 Motes, 1 Willpower | Instant | Reflexive | Melee 4 | 2 | Bulwark Stance |
| The PC may block, without rolling, any one attack she is aware of, even if the attack is normally unblockable. Blocking incredible attacks may destroy weapon, but Exalted will be unharmed. |
Solar Counterattack | Melee (CR Page 167) | 3 Motes | Instant | Reflexive | Melee 4 | 1 | Dipping Swallow Defense |
| PC may make an attack against anyone executing a hand-to-hand attack against her, after roll to hit but before damage is resolved. PC can use this as many times per turn as she can afford to pay for, but not in response to any other counterattack Charm. |
Body-Mending Meditation | Medicine (CR Page 188) | 10 Motes | One Day | Reflexive | Medicine 1 | 1 | None |
| While this Charm is active, the PC heals at 10 times the normal rate. It cannot be used on others, does not speed the healing of aggravated damage, or allow the regeneration of amputated or destroyed tissue. Characters can activate this Charm even if unconscious. |
Summoning the Loyal Steel | Melee (CR Page 164) | 1 Mote to summon or banish | Instant | Reflexive | Melee 3 | 1 | Call the Blade |
| The PC's weapon flashes to his hand, regardless of previous location. PC can also banish the weapon to Elsewhere. This must be a very important weapon to the PC, his favored weapon. |
Fivefold Bulwark Stance | Melee (CR Page 167) | 5 Motes, 1 Willpower | One Scene | Reflexive | Melee 5 | 3 | Bulwark Stance |
| PC may use his full Dexterity + Melee dice pool to block any attacks against him that he is aware of, even missile weapons and magical attacks that have a physical component. |
Combo: Dipping Swallow Defence, Summoning the Loyal Steel, Heavenly Guardian Defense, Solar Counterattack
Weapon Speed Accuracy Damage Parry Rate
Flame 19 15 14L 12 5
Glorious 13 11 6L 11 inf.
Slashing 16 12 9L 12 n/a
Sword
Punch 10 8 4B 9 5
Kick 7 8 7B 4 3
Character Reference
Full Movement: 17
Combat Movement: 8
Sprint: 35
Jump: 8 Vertically, 16 Horizontally
Lethal Soak: 13 / 6 /2
Bashing Soak: 11 / 7 / 4
Aggravated Soak: 11 / 4
Dodge: (8) 10
Knockdown Threshold: 7
Stun Threshold: 4
Lift: 650
Mara
piercing green eyes coming from a flame-bird dripping with ash.
Heart of Flint
Survivor
2 3
2 8
VC
13/6/2L 11/7/4B
10 parry + sword / 10 (8) dodge
3
(none)
Backgrounds
Resources 4
Contact 2 (Talon Kaarde)
Artifact 1 (good luck charm)
Karma Ritual 2 (1 wp in morning + 2m/hour)
Backing 1 (geek fandom)
Artifact 5 Reborn Flame of the Champion:
10 meters, valor at +1 diff or flee
those who stay loose number of dice from attacks equal to bearer's valor
friendly troops have +1 in combat and don't need to make valor rolls
opponents loose 1 die from combat related dice pools and +1 penalty to valor
affect within a mile of exalted (not to civilians or neutral soldiers)
10 essence to attune
speed +9, acc +5, damage +10L, defense +2, rate 5
speed 19
acc 15
damage 14L
defense 12
Familiar 3 (The familiar draws the character's Essence to supplement its own life; the animal will not
age or die until the character does. 3: A powerful or dangerous pet - a tiger or dire wolf - or an
impressive and intelligent pet. If the familiar is a small animal, it is as intelligent as a child of eight
or nine years - it can fetch items and do chores, but it has no book learning and can be easily distracted.
The familiar can communicate with you as well as if it were speaking by its noises, postures and
expressions. When it is touching your character, it makes an additional 5 motes of Essence available.
This Essence is "stored" in the familiar but is otherwise treated as Personal Essence. It regenerates
only after your character has regained all his own Essence. The character can share one of its
senses when it is within 100 yards.
Desert Basilisc:
Str 3, Dex 7, Sta 4, Cha 3, Man 2, App 6, Per 2, Int 4, Wits 2
Comp 1, Conv 4, Temp 1, Valor 2
Athletics 4, Awareness 3, Brawl 2, Dodge 1, Linguistics 3, Presence 2 (Intimidation 2), Socialize 2, Stealth 2
Languages: Old Realm, Flametongue, High Realm, Low Realm
Supernatural Powers: Coat of Flame (2L flame damage every turn)
Base Initiative: 9
Bite: Speed 9, Acc 7, Damage 5L + flame, Defense 9
Claw: Speed 9, Acc 7, Damage 6L + flame, Defense 8
(2L damage per turn of contact)
Dodge: 8/4 Soak 3L/4B (Tough Hide 1L/1B)
Willpower 6, Essence 2, Personal Essence 5
Health Levels: 0, -1, -1, -2, -2, -4, -4, I
Items
Reborn Flame of the Champion Speed +4, Acc +4, Dam +7L, Def +4 Rate: Inf.
Exceptional Slashing Sword Speed +6 Acc +2 Dam +5L Def +2 Rate: 2
Glorious Solar Saber Speed +3 acc +1 Def +1 dam st+essence Rate: Inf.
Medium Monocrys 4L/0B
Earth Empowered Light Monocrys 5L/2B
Combat Infantry Dress w/ earth empowered light monocrys 11L/7B -2 penalty
Stunner 0 0 5B vs stamina + resistance rate 2
Fake ID: Arica, a dancer at a "club" in south boston. Lives in a very small apartment nearby.
Used only for legitamate purchases.
Gothragvorn's shield: +2 difficulty to be hit vs melee attacks, 4 cost to tune
The Ring: 5 cost to attune
Coat of Flame Hearthstone:
When you're wearing the attuned hearthstone, you have a Coat of Flame:
anyone striking you without a weapon, or wrestling, takes 2L damage per turn.
Similarly, if you strike unarmed or wrestly. It's always-on.
You're immune to Coat of Flames from yourself or others while wearing it.
Short Sword Speed +1, Acc +2, Damage +3L, Defense +1
Legend
Glory 0
Mettle 0
Succor 0
Wisdom 0
Look! Something pretending to be a background:
They found me when I was very young. I heard rumors of them coming to my town, coming to see who they could steal. I never thought they would come after me, because although I thought I was special, I never told anyone, not even my parents. They came in the middle of the night and held my eyes open and told me that if I cried they would kill me too. So I watched my parents be tortured, then tied up and burned in their own home. There were a few other children taken that night, all of whom couldn't stand the terror and were killed. I sat in a windowless cell for a week without food until a light came when the door opened. An older man, wiser, kinder, came to teach me. I took to the sword like a fish to water. I loved practicing and training. Soon, however, some rose up against those in charge. My master was the first one to go down fighting those in charge, in the uprising, and right before my eyes too. I died inside that day, but still breathed, picked up his sword and fought on. The children eventually won, but the survivors were few. Most ended up insane for the rest of their lives, but I ran away from that hellhole. I escaped to the underworld to be picked up by another kindly old man. He patched me up and I worked for him after he made me "disappear" from the net. I learned of the underworld and helped him with the smuggling ring he ran. After many years, I grew into an adult and he retired. I picked up a good portion of the funds he left me and the last gift - a locket with pictures he found of my parents. It has brought me good fortune to this day. I left to find out what I was going to do with my life and ran into the remains of the Oracle company in the underground of Boston. Joining with them made me realize that there are worse things in the world that need to be dealt with than murdering conspiracies. I am part of the infiltration and information gathering team. I know I can be better with a sword, but ever since my master was murdered in front of me I fear to learn. His sword is still by my side and I know that someday I will fight on in his memory.
Mara is decended from a Garda Bird, a type of fire elemental. Her element is fire which can either be a pleasant warmness or a burning bonfire of pain, like Mara's personality.
Wish List
Essence 3 2 mos. 16
Fivefold Bulwark Stance 5 days 8
Blazing Solar Bolt 5 days 8
Blurred Form Style 4 days 8
Goals (work in progress)
become a competent swordmaster able to take on horrors
train an army of jedi who can assist in this
find place in the world and the party
save the world(s) from horrors and darkness
NPC's descriptions (work in progress)
Kaarde - smuggler
fan boys -