You are on page 1of 2

Oren Cathak

Concept: To release himself of forced servitude Aspect:to Earth House Cathak and or bring down Rules: the 2nd houses Edition reputation Motivation: To release himself from his forced bondage and to diminish house cathak Age: 17 Sex: Male Hair Color: White Skin Tone: Tan Eye Color: Red Totemic Anima: An Transparent white aura of sword like boulders Personal Pool Peripheral Pool

Essence
12 Total / 28 Total / Available Available

Attributes
Strength Dexterity Stamina Charisma Manipulation Appearance Perception Intelligence Wits Compassion

Virtues
Temperance

Anima
Cause skin to glow brightly (1 mote) Cause anima to glow bright enough to read by (1 mote) Know exact location in relation to pole (1 mote) Banner Flare damages everything within 2 yards

Conviction

Valor

Great Curse
Upon Limit Break, the character becomes possessed by Valor and the power of Earth.

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

Banner Flare Skin glows weakly Skin glows brightly Shining Aura (1L/minute) Brilliant Aura (1L/3 turns) Totemic Aura (1L/turn)

Stealth Normal +2 Impossible Impossible Impossible

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

Willpower
Attack Presence

Social Combat
Join Debate
Speed

5
Honesty Attack/MDV

Dodge MDV
Deception Attack/MDV

Rate

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

3 3 2
Source

2 2 1

3 3 2

2 2 1

2 1 2

Intimacies

Performance Investigation Common Actions


Action Join Debate Attack Monologue Miscellaneous

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

Earth

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

Fire

5 5 6

+1 +0 +0

5 4 4

+0 +3 +0

3 6 3

B B B

+2 -2 +0

3 1 2

3 2 1

N N C,N,P

Water

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

Wood

Total

5 Close Combat

0 Range

Movement & Health


Move Dash Jump (H/V) Health Levels

2 1 1 1

8 7 6 4

10 8 6 2

5 4 3 1

-0 -1 -2 -4 Incap.

Specialties Melee - Swords Martial Arts - Brawling

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 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

Dodge DV Knockdown

Knockdown

Stunning

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 by White Wolf, Inc. http://www.white-wolf.com

Backgrounds
Breeding (3) Reputation

Possessions

Languages
Low Realm, High Realm, Forest-tongue, Riverspeak

Experience
0 total - 0 spent = 0 banked

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

Stealth

Dodge

Occult

Melee

Craft

First (Ability) Excellency Second (Ability) Excellency Third (Ability) Excellency

Charms
Name Generic Charms First (Ability) Excellency Second (Ability) Excellency Third (Ability) Excellency Linguistics Wind-Carried Words Technique Melee Dragon-Graced Weapon Lore Elemental Bolt Attack Resistance Ox-Body Technique None Permanent Permanent Stackable DB2, 146 1 m per 2L Simple Instant Combo-OK, Cooperative, Elemental, Leader, Obvious DB2, 133 1m Supplemental Instant Combo-OK, Elemental, Leader DB2, 155 1 m per message, plus distance Simple Instant Combo-OK DB2, 131 1 m per 2 dice 2 m per success 3m Reflexive (1/2) Reflexive (1/2) Reflexive (4/6) Instant Instant Instant Add up to Ability bonus dice to relevant Ability rolls. Add up to Ability/2 successes to Ability rolls. Make a Ability roll twice, choose either result. DB2, 128 DB2, 128 DB2, 128
Cost Type Duration Details (Keywords, Targets) Source

Ride

Lore

War

Sail

You might also like