Bo Xelua, Flattering Emerald Viper of the Blinding Sun

Concept: Motivation: To take the scarlet throne Age: 45 Sex: Totemic Anima: Caste: Zenith Hair Color: Skin Tone: Eye Color: Personal Pool Peripheral Pool

Essence
11 (11) Total / 28 (28) 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
Vain Cruelty

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
Attack Presence

Social Combat
Join Debate
Speed

4
Honesty Attack/MDV

Dodge MDV
Deception Attack/MDV

5

Dawn

Rate

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

9 9 4
Source

5 5 2

9 9 4

5 5 2

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

Zenith

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

Twilight

5 5 6

+1 +0 +0

4 3 3

+0 +3 +0

2 5 2

B B B

+2 -2 +0

3 1 2

3 2 1

N N C,N,P

Eclipse

Night

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

2

1

2

1

0

0

0

0

0

Movement & Health
Move Dash Jump (H/V) Health Levels

3 2 1 1

9 8 7 5

4 2 0 0

2 1 0 0

-0 -1 -2 -4 Incap.

Specialties Performance - Rabblerousing Socialize - Flattery

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

4

Dodge DV Knockdown

4

Knockdown

5

6

Stunning

2

5

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
Cult (Followers) Resources (Tithes and Offerings) Contacts (Mysterious Benefactor)

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

First (Ability) Excellency

Charms
Name Generic Charms First (Ability) Excellency Melee Dipping Swallow Defense Resistance Durability of Oak Meditation Iron Kettle Body Socialize Mastery of Small Manners Presence Irresistible Salesman Spirit Hypnotic Tongue Technique Performance Heart-Compelling Method Respect Commanding Attitude 6m 5m Supplemental Simple (4 LT, -1) One scene One scene Combo-OK, Emotion, Social Combo-OK, Compulsion, Social Ex2, 202 Ex2, 202 3m 10 m, 1 wp Supplemental Simple Instant (Cha) days Combo-Basic, Social Combo-OK, Social, Stackable, Touch Ex2, 204 Ex2, 203 1m Reflexive (1/2) Until next action Combo-OK, Social Ex2, 239 2m (+4m), 1 wp Reflexive (7) Permanent Instant Permanent Combo-OK, Dawn Dawn Ex2, 206 Ex2, 207 2m Reflexive (2) Instant Combo-OK, Martial: Martial Arts, Mirror Ex2, 192 1 m per die Reflexive (1/2) Instant Add dice, Max = Attribute + Ability Ex2, 183
Cost Type Duration Details (Keywords, Targets)

Sail

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