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Thorhold Hammerhead

Concept: Tormented Child Dawn Caste Caste: Dawn Motivation: The conquer fear. Age: 12 Sex: Male Hair Color: Dark Brown Skin Tone: light brown Eye Color: brown Totemic Anima: A terrifying warrior queen in jungle-themed amazonian garb. Personal Pool Peripheral Pool

Essence
14 (14) Total / 35 (35) Total / Available Available

Attributes
Strength Dexterity Stamina Charisma Manipulation Appearance Perception Intelligence Wits Compassion

Virtues
Temperance

Anima
Cause Caste Mark to glow brightly (1 mote) Cause anima to glow bright enough to read by (1 mote) Know the precise time of day (1 mote)

Conviction

Valor

Virtue Flaw
Deliberate Cruelty: When fear overwhelms his ability to act.

Motes 1-3 4-7 8-10 11-15 16+

Banner Flare Caste Mark glitters Caste Mark burns Coruscant Aura Brilliant Bonfire Totemic Aura

Stealth Normal +2 Impossible Impossible Impossible

Abilities
Archery Martial Arts Melee Thrown War Integrity Performance Presence Resistance Survival Craft Investigation Lore Medicine Occult Athletics Awareness Dodge Larceny Stealth Bureaucracy Linguistics Ride Sail Socialize Crafts Craft - Air Craft - Earth Craft - Fire Craft - Water Craft - Wood
Effective

Willpower
123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123 123

Social Combat
Join Debate 10
Attack Presence

12

Dodge MDV
Deception Attack/MDV

Dawn

Normal / Join Battle Honesty Speed Attack/MDV

Rate

4 6 5
Speed 5 Above 3 5 DV None -2 -2 -2

2 2 2
Source

1 1 1

3 3 3

2 2 2

2 1 2

Intimacies

Performance Investigation Common Actions


Action Join Debate Attack Monologue Miscellaneous

Zenith

Common DV Modifiers
Modifier Difference +/- 3 +/- 2 +/- 1 Appearance Motivation Virtue Intimacy

Arsenal
Name Punch Kick Clinch
Speed Accuracy Damage Defence Rate Range Tags

Twilight

5 5 6

+1 +0 +0

13 12 12

+0 +3 +0

2 5 2

B B B

+2 -2 +0

7 5 6

3 2 1

N N C,N,P

Eclipse

Night

Panoply
Name Natural Soak
Soak (B/L/A) Hardness (B/L) Mob.Pen. Fatigue

Movement & Health


Move Dash Jump (H/V) Health Levels

5 4 3 1

11 10 9 7

14 12 10 6

7 6 5 3

-0 -1 -2 -4 Incap.

Specialties Martial Arts - Counter-attacks Awareness - Join Battle

Dying

Rules Health: Bashing damage heals 1 health level per 3 hours. Lethal damage healing rate varies (-0 = 6 hours; -1 = 2 days; -2 = 4 days; -4 = 1 week; Incapacitated = 1 week). Double these times if not resting. Aggravated damage heals at the same rate as lethal but cannot be healed magically. Death and Dying: If characters incapacitated by Lethal or Aggravated suffer further damage, they lose one Dying level per "Inactive" action. Marking Damage: Bashing Lethal Aggravated

Subtract Mob. Pen. Twice for h. jump.

Combat
Join Battle 10 Order of Attack Events
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. : This ability is commonly affected by mobility penalty. 123: Dark numbers indicate known Excellencies for this ability. Inspired by Voidstate http://www.voidstate.com Declare Attack Declare Defence Attack Roll Attack Reroll Subtract Penalties/Apply Defenses Defence "Reroll" Calculate Raw Damage Apply Hardness & Soak, Roll Damage Counterattack Apply Damage, Knockdown & Stunning Full combat rules on pages 140-158. Created with Anathema 2007-2012 http://anathema.sf.net

12

Dodge DV Knockdown

Knockdown

10

Stunning

Normal / Join Battle

Threshold / Pool

Threshold / Pool

Characters are knocked down if an attack deals more raw damage than their Knockdown Threshold. Roll Knockdown Pool (2) to avoid. Rising from prone requires an action. Prone characters take a -1 external penalty to all nonreflexive physical rolls.

Common Actions
Action Join Battle Ready Weapon Physical Attack Coordinate Attack Aim Guard Move Dash Miscellaneous Jump Rise from Prone Inactive

Speed Varies 5 Varies 5 3 3 0 3 5 5 5 5

DV Pen None -1 -1 None -1 None None -2 Varies -1 -1 Special

Stunning

Characters who suffer more health levels of damage than their Stun Threshold in a single blow must make a reflexive Stun roll (damage - Stamina) or be stunned until their attacker next acts. Stunned characters take a -2 internal penalty to all non-reflexive physical rolls.

Exalted 2007-2012 by CCP hf http://www.white-wolf.com

Backgrounds
Familiar Manse Resources

Possessions

Languages

Experience
0 total - 0 spent = 0 banked

Generic Charms
Performance Investigation Bureaucracy Martial Arts Resistance Awareness Linguistics Presence Medicine Socialize Athletics Integrity Larceny Survival Archery Thrown

Stealth

Dodge

Occult

Melee

Craft

Ride
Source

Lore

War

Second (Ability) Excellency (Ability) Essence Flow Infinite (Ability) Mastery

Charms
Name Generic Charms Second (Ability) Excellency (Ability) Essence Flow Infinite (Ability) Mastery Resistance Ox-Body Technique (2x) Martial Arts Swallowing the Lotus Root (Celestial) Solar Hero Style Fists of Iron Technique Dragon Coil Technique Thunderclap Rush Attack (Terrestrial) First Pulse Style Bird-of-Paradise Whistles in the North Stubborn Monkey Hesitation Fleeting Wings of Dust First Pulse Form Poisoned Rat Moves Without Pride Lightning Mental Armament Hunter Bags the Deer 3 m or 5 motes 3m 4m 5m 4m 2m 3m Reflexive (9) Reflexive Simple (4, -2) Simple (3, -2) Supplemental Reflexive (2) Reflexive Two actions Instant Three actions One scene Instant Instant Instant Combo-OK, Counterattack Combo-OK Combo-OK Form-Type (MA) Combo-OK Combo-OK SotM, 47 SotM, 46 SotM, 48 SotM, 47 SotM, 47 SotM, 46 SotM, 46 1m 3m 1m Reflexive Reflexive (1) Supplemental One action Until next action Instant Combo-OK, Enhanced Combo-OK, Enhanced Combo-OK, Martial-ready: Archery, Melee, Thrown Ex2, 242 Ex2, 242 Ex2, 190 None Permanent Permanent DFA2, 56 None Permanent Permanent Stackable Ex2, 208 2 m per success None 2 m or more, 1 wp Reflexive (1/2) Permanent Simple Instant Permanent One scene Add successes, Max = (Attribute + Ability) / 2 Stunts give successes instead of dice Excellency cost reduced by 1m per 2m spent Ex2, 184 Ex2, 187 Ex2, 185
Cost Type Duration Details (Keywords, Targets)

Sail

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