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Raiden
Essence 5
Essence 5
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The Freshman 15 - Official Sign-up and Discussion Thread

16 Oct 2011, 11:37

The Heptagram. A tower of massive size resting alone on a forbidden island, allowing only the most scholarly and skilled of future sorcerers and witches to attend its schooling. The staff are strange, the administrators are stranger, and any failed experiment could mean disaster for the entire school. Demons freely roam the halls, snatching any misbehaving students and dragging them off to the basements to never be seen again. The rooms are gilded cages, looking fancy enough but in truth are merely ways to keep the Dragonblooded teenagers inside the building, unable to escape unless granted permission. They lock the students in slave collars to keep them loyal and secretive, and the only true reward for finally graduating is to become the Empress's slave for as long as she wishes to hold the leash.

At least, that's what your friends told you as you applied for secondary schooling there.

The Heptagram is a place of mystery, this is true, as it is a school for up and coming sorcerers and scholars. There is ample amount of knowledge hidden away in every nook and cranny, just ripe for the picking for anyone willing to put in the effort to find it. The secrecy is required, for sorcerers are powerful indeed and considered a possible threat to the Empress, so they are kept under close surveillance. But this is more for realm security than anything too nefarious. You are first years, just fresh off the boat. Your room is packed with bedding and small gifts and your clothing. Your parents may or may not have wished you well, one can never tell with Dragonblooded parents. You have received your books, your pens, your pads of paper. All is well in the world, and you're looking forward to your new adventure.

And then, you hear a scream from the girl's bathroom on your floor. Maybe...your friends were right?



Anyway, this is the official sign-up thread. This is a dragonblooded game so dragonblooded only. These are teenagers and students, so they will start at Essence 2, though you ARE allowed to buy it up at normal BP cost. And again, as teenagers they likely don't have incredible backgrounds, so no backgrounds above 3 except for Breeding, as Breeding occurs at Exaltation and does not depend on the length of your life. Also, this is a school, and a rather protective one at that. You could probably smuggle in a small weapon, but nothing huge. No daiklaves in your room.

Also something I'm still working on is a Class Schedule feature, where I'll create a bunch of classes and you can pick eight classes to have your student "attend". These classes may not come up, unless you all take the same one at the same time then I might include it in the plot. These classes will just have different effects based on abilities, like perhaps one class will give you an XP discount on buying up Lore, or another class might give you a unique +1 Occult Specialty. Will post when finished.
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PeleCindertind
Essence 6
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

16 Oct 2011, 22:42

Ledaal Cycel Amneir
As one of the daughters of the Ledaal House, Amneir has always been subject to scrutiny and nearly impossible demands. A pity she usually was a complete disappointment. Her childhood was spent with rather sore backs of her hands from tutors trying to get her to pay attention. Her parents all but gave up that she would ever really amount to anything worthy of the House, and so decided her course of education would be more like a finishing school than the kind of education she should have been capable of. By luck or chance, they hired a mortal woman who not only was willing to teach Amneir the gentler arts of house, home, and children, but was also a thaumaturge. It was this tutor that discovered Amneir's "problem" was not a lack of intelligence, desire, or respect but rather focus. She described her charge's brain as "a thousand wagon long caravan going at full speed in a thousand different directions" and also found the solution; keep Amneir's hands busy. By teaching her to sew, Amneir's tutor was able to educate her pupil on the basics of mortal magic.
Using this same idea, Amneir managed her way through primary school, though she graduated without any sort of distinction and, even worse, not exalting! Humiliated, her parents decided the best thing to do was to get the abomination out of the house before she brought the stock of the family any further down. On the pretense of a graduation party, every eligable male was gathered in hopes that by the end of the night a marriage would be arranged. Half of their hopes came to pass. Amneir did meet the man her fifteen year old mind is certain is The One, Nellens Daituro. Although older than her by the greater part of a decade, Amneir was smitten the first time she laid eyes on him. It may have been seeing him that triggered the other grand event of the evening: Amneir exalted. It was a surprise to the family and attendees, not only because it happened, but because it caused every punch bowl, drink, and display fountain in the palace to erupt like geysers, covering the guests in punch, water, and nearly all varieties of fermented beverages. Although the dress Amneir had made was ruined, she has kept it as a reminder.
For his part, Daituro was reasonably impressed with Amneir, but has serious concerns about marrying her, despite the prestige tying himself with the Ledaals would mean, she is young and far too used to the Realm. Since he spends his time mostly in Grayfalls he has been evasive about his decision to marry her.
After she exalted, it was decided that she would attend the Heptagram. Not out of any academic desire, but because the Ledaal name and a heavy donation got her in quickly and with minimal fuss. It was fortunate that she actually did have some interests that could only be studied at the Heptagram. By a series of happy accidents, after her first year of primary school, Amneir recieved an Essence Spider from an older brother. Although the species naturally avoids captivity, Amneir quickly came to terms with the spider, however, with the idea that she would never actually refer to him as a pet, she and Theirus came to an understanding. Horrified at the plight of the Essence spiders, Amneir swore to find a way to make them unnecessary to the process of making silksteel so they could be left alone. Thierus has agreed to supply her with all the silksteel she needs to achieve this. Although he is still a juvenile, he is about the size of a hunting dog.
Physically Amneir could never be mistaken for human. Her violet eyes have draconic pupils, her cheek bones are sprinkled with ebony scales, and the lines of her neck shimmer with ebony streaks. Ebony scales run along the outside of her arms. Her nails are more like claws and black, though she usually laquers them to hide the ebony claws. She dresses in clothes she makes herself, usually in violet, ebony, royal blue, and hunter green. Her blonde hair is usually left down and she adds streaks of color to match her outfits.

Name: Ledaal Cycel Amneir

ANIMA
Sprays of blue, violet, and black shoot up from around her like geysers, with the sounds of crashing waves. As the power increases the geysers become water dragons that swim around her, roaring.

PLAYER CONCEPT
--- Sorceress Fashionista

Aspect
Water

MOTIVATION
improve the use of fabric artifacts

INTIMACIES
Theirsu
Nellens Daituro

AGE---------------------BUILD-------------------HOMELAND
15----------------------lithe-------------------The Realm

HEIGHT------------------SKIN--------------------GENDER
5'4"--------------------pale--------------------female

WEIGHT------------------HAIR--------------------EYES
110 lbs-----------------pale blonde-------------violet

XP: 00
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A T T R I B U T E S
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PHYSICAL--------SOCIAL------------MENTAL
Strength..2-----Charisma.....4----Perception...3
Dexterity.3-----Manipulation.3----Intelligence.3
Stamina...3-----Appearance...4----Wits.........3

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A B I L I T I E S
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AIR-------------EARTH-----------FIRE
Linguistics..1---Awareness..2----Athletics.2
Lore.........2--*Craft(wood)3----Dodge.....3
*Occult......3---Integrity.....0----Melee.....1
Stealth......0---Resistance..0---*Presence..3
Thrown......0---War.........1----Socialize...2

WATER------------WOOD-------------SPECIALTIES
*Bureaucracy...3--Archery.....1----Craft: dress-making 2
*Investigation.2--Medicine....0
*Larceny.......1--Performance.1
*Martial Arts..4--Ride........1
*Sail..........0--Survival....0

LANGUAGES
High Realm
Old Realm

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A D V A N T A G E S
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VIRTUES--------HEALTH---LEVELS---ESSENCE---------BACKGROUNDS
Valor......2----- -0 -------- x1 ------Permanent 2 ....Allies......2
Conviction.3---- -1 -------- x2 ------Personal -- 6 ....Artifacts...2
Temperance.2-- -2 -------- x2 ------Peripheral --11..Breeding....5
Compassion.3--- -4 -------- x1 ------Committed - ....Connections.3
-------------------- In -------- x1 ------....................Reputation..3
WILLPOWER------------------------FLAW -------.........Resources...2
Permanent..5 --------------------- ---



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M E R I T S
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Enchanting Features (2 pts)
Amneir dresses to impress and as such she knows what will make her more appealing. She has a two die bonus to on all social rolls dealing with seduction if the target is inclinde to be sexually attracted to her.
Legendary Breeding (3 pts)
Her late exaltation belied her incredible breeding. It is entirely possible that her parentage differs on either the maternal or paternal side from her siblings and cousins. Either way, Amneir has powerful blood running through her veins. Mortals and other Dragonblooded are at a disadvantege when talking to her socially. She gains 6 motes of personal and 11 motes of peripheral essence as well as a reduced cost of activating her anima banner by three.

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F L A W S
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Oathbound: Theirus (1 pts)
Minor Oath: Amneir must never hold the essence spider Theirus against his will without his permission in her words, thoughts or actions.She also can not in any way suggest ownership of him. This includes openly calling him a pet, ordering him to stay someplace, or physically restraining him. This makes explaining his presence and arranging transportation difficult.
Oathbound: Ledaal Cycel (1 pts)
Minor Oath: As part of the agreement to get her into the Heptagram largely on her family name alone, Amneir is obligated to comply with the demands of the matron of the Ledaal house. Since she is still a largely unproven exalt, the standing demand is to excel as her family name demands. But after all, Amneir is young yet.
Derangement: Attention Deficit Disorder (3 pts)
Amneir suffers from an inability to focus on short term tasks. If she is unable to keep her hands busy (sewing is her preffered occupation) she must spend a willpower to keep herself from pacing or spouting random bursts of factoids that have only a tenuious conntection to the topic at hand.

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C O M B A T
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WEAPONS

---

Dodge DV: 4
Parry DV: 2
Mental Dodge DV: 3
Mental Parry DV: 2
Join Battle: 5

Soak Bashing Lethal Aggravated
Base - - -
Armor - - -
Total: [- - -]

Movement Base
Tactical -
Run --
Sprint --
Leap (V) -
Leap (H) --

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C H A R M S - A I R
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Elemental Concentration Trance: 5m, 1wp
Allows Amneir to meditate and, provided she has the materials, she can absorb a week's worth of learning in a day.

Spirit-Detecting Mirror Technique: 2m
Amneir can see unmanifested spirits reflected in mirror-like surfaces. She can also hear the spirit's voice.

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C H A R M S - E A R T H
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Second Craft excellency: 2m per success
Adds one automatic success for each two motes spent

Shaping Hand Style: 2m
invisible essence allows Amneir to turn her hand into a needed tool without changing the hands actual apperance.

Flaw-Finding Examination: 1m (touch), 3m (sight)
Amneir is able to tell the quality of an item simply by looking or touching it.She may choose to repair the flaws with a successful Int+Craft and spending 1 willpower.

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C H A R M S - F I R E
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Glowing Coal Radience: 2m
Amneir is surrounded by a nimbus of blue-violet light. Anyone attempting to make a melee attack on her must roll a reflexive willpower check. If successful the attacker only suffers a penalty equal to Amneir's presence for the next attack.

Passion Transmuting Nuance: 3m
Amneir can turn rage, lust, or terror into one of the other (turn terror into lust, for example) after a 10 tick long conversation with the target and a successful Manipulation+Presence roll with a difficulty equal to the target's essence. Amneir then gains 2 dice on all following social attacks with target, target's temperence is also reduced to one.

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C H A R M S - W A T E R
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Confluence of Savant Thought: 2m
Amneir is able to navegate the inner workings of any bureaucracy, though she is not granted any special permissions. She is also able to use her bureaucracy skill in place of her socialize.

Finding the Water's Depths: 2m
Amneir is able to detect to what lengths or sums someone will go to purchase or sell something with a successful wits+bureaucracy roll.

Five Dragon Claw: 1m
Amneir's hand becomes like a claw, ignoring hardness to get to the fleshy core beneath.

Five Dragon Fortitude: 1m per 2b or 1m
Amneir can increase her bashing or lethal soak by 2 for each mote spent on a specific attack.

Five Dragon Force Blow: 2m
Amneir's normal base attack damage is doubled before soak is subtracted. If her raw damage exceeds her target's stamina + resistance, the target must roll higher than her strength to avoid knockdown.
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C H A R M S - W O O D
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C H A R M S - C O M B O S
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A R T I F A C T S
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Folding Servant (2): Amneir can not be expected to do everything herself, as a dynast she has other duties and studies to attend to, for everything else there is her servant, Inigo. A folding servant, Inigo obeys Amneir exactly and is often aiding her in her endless sewing work. (Page 99 of Wonders of the Lost Age)

Thousand Comforts Lounge (1): One can not expect Amneir to simply adopt the rough life of a Heptigram student. Her Thousand Comforts Lounge is usually in the form of a chaise, in which she can relax and create in perfect comfort.

Collar of Dawn's Cleansing Light (1): Someone as focused on outward apperance as Amneir always must look her best, and so she wears her collar religiously. It is a delicate looking piece of filigred gold that leaves the impression of waves on her neck.

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H E A R T H S T O N E S
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I T E M S
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Amneir has brought numerous items with her to the Heptagram, mostly in the way of clothing, make up and hair care, shoes, jewelry, and her craft supplies, but also books on Grayfalls, animal husbandry, plant cultivation, and alchemy. In her day to day ventures she carries with her:
a scroll and pen for notes
a piece of her latest creation to either embroider or sew together
sewing needles
thread
homework
 
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webkilla
Essence 6
Essence 6
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Exalt: Alchemical
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

17 Oct 2011, 04:58

I'm curious - how will this game be run. post-by-post here on the forum, IRL, or via chats?
I have a webcomic: http://psitech.comicgen.com - Its kinda like exalted, except more furry, more fanservice, more fun, more sci-fi.
- may contain people being called "bob"
 
Mei Yu Lian
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

17 Oct 2011, 07:43

webkilla wrote:
I'm curious - how will this game be run. post-by-post here on the forum, IRL, or via chats?

I was told pbp
 
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webkilla
Essence 6
Essence 6
Posts: 1483
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Title: Barbabe arbiter of unbound gravitas
Exalt: Alchemical
Fighting Style: March of the Thrice-linked Digital Webwork
Artifact: 4Chans Might
Location: Denmark, land of lego and vikings
Contact:

Re: The Freshman 15 - Official Sign-up and Discussion Thread

17 Oct 2011, 17:51

[I've rolled up this guy using the Ink Monkey's chargen rules, from Vol. 35 The Dawn Appendix - I hope thats ok, can re-tool to standard specs if need be]

V'Neef Muhara, formerly Abdul Madeekut

Muhara was a lost egg that was never lost to begin with. He was the son of the one of a V'neef Satrap's maids, in one of their southern satrapis. That he recieved the blessing of the dragon had some rather embarrassing implication, but he exalted at the age of 12, allowing him to catch up to his dynast masters with regards to schooling fairly easily. His adoption procedure could be summed up as him no longer sleeping in the servant quarters of the satrap's mansion, but instead slept in one of the bungalows. His mother was given a generous pay-raise , plus it was found that she had kept the blue streaks in Muhara's hair hidden via dyes, in an effort to keep Muhara's dragonblooded nature secret prior to his exaltation. At least her loyalty had been to the satrap and his reputation.

Muhara had always been a bright and stubborn boy and his exaltations gave him a clarity of mind that allowed him to learn how to operate business quite well. He would have made a fine quartermaster. That his supposed father, although that fact has never been officially acknowlegded by house V'Neef, V'Neef Mobuto was one of Lady V'Neef's sons, didn't hurt either - affording Muhara a surprisingly good level of breeding, despite his mother being completely mortal. Indeed, following his exaltation it was found that Muhara had several gifts and talents that could prove very beneficial to house V'Neef.

At the age of eighteen, after having finished his schooling by house V'Neef, Muhara was sent off to Grey Falls to help manage the part of house V'Neef's merchant fleet stationed there. Well, that and to get him as far away from his father as possible. This was to give Muhara a fresh start, to allow him to spend a few years hounding guild traders and getting his feet wet with business. It was when he arrived at Grey Falls that a new order went out from Lady V'Neef: The house needed more trained sorcerers. Muhara had never dabbled much in the occult, but upon hearing on this and spending a few lonely nights trying thinking about it, he decided to jump at the oppertunity. This was the chance he needed to make his name and to earn to the respect of his peers in house V'Neef. Sure, it'd make him a bit old for a starting Heptagram student - but since when has that a hindrance for a dynast? That's at least what Muhara keeps telling himself, because that how dynast act... right? Plus, sorcery can be very profitable, right? Demonic labor for construction projects, doing things beyond the scope of dragonblooded charms... as long as it can lead to profitability, then it should work.

He is painfully aware of his embarrassing origins, and will go to lengths to avoid it becoming an issue - being a businessman that usually means bribes. Some might take that as a weakness, but Muhara has learnt to use it as a ruse, making people think less of him only to blindside them with business savy and a razor wit. Still, when Muhara finds himself caught off guard he tends to fall back to what he was taught as a child of obeying his dragonblooded masters and bowing like a proper humble servant. He's still trying to stop doing that.

Name: V'Neef Muhara

ANIMA
A thin screen of water appears around Muhara, the water spinning faster and faster and combining into a solid bubble as the flux increases in power - to the point that it can shave layers of rock off boulders.

PLAYER
Webkilla

CONCEPT
Upstart Businessman

Aspect
Water

MOTIVATION
To proove himself a worthy member of house V'Neef by earning it favors and wealth

INTIMACIES
House VNeef (loyalty)
Being made fun of (hate)
Keeping up appearances (determined)
Sailing the open sea (joy)
Profitable business (covetous love)

AGE---------------------BUILD-------------------HOMELAND
18----------------------average-------------------The South (V'Neef Satrapi west of the lap)

HEIGHT------------------SKIN--------------------GENDER
6'0"--------------------brown--------------------male

WEIGHT------------------HAIR---------------------------------------EYES
170 lbs-----black, with clearly visible ultramarine streaks--------------------Ultramarine

XP: 00
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A T T R I B U T E S
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PHYSICAL--------SOCIAL------------MENTAL
Strength..2-----Charisma.....3----Perception...3
Dexterity.3-----Manipulation.4----Intelligence.4
Stamina...2-----Appearance...2----Wits.........3

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A B I L I T I E S
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AIR-------------EARTH-----------FIRE
Linguistics..1---Awareness..1----Athletics.0
Lore.........2--Craft(water)2----Dodge.....0
*Occult......1---Integrity.....3----Melee.....0
Stealth......2---Resistance..0---*Presence..3
Thrown......0---War.........1----*Socialize...3

WATER------------WOOD-------------SPECIALTIES
*Bureaucracy...4--Archery.....1----Bureaucracy: 2 (Business negotiations)
*Investigation.3--Medicine....1 Awareness: 1 (Eavesdropping)
*Larceny.......3--Performance 1 Socialize: 1 (Veiled intentions)
*Martial Arts..3--Ride........0
*Sail..........--2--Survival....0
(+2 via BP)

LANGUAGES
High Realm (native)
Old Realm

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A D V A N T A G E S
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VIRTUES--------HEALTH---LEVELS---ESSENCE---------
Valor......2----- -0 ---x----- x1 ------Permanent 2 ....
Conviction.2---- -1 ---xx---- x2 ------Personal -- 6 ....
Temperance.2-- -2 -------- x2 ------Peripheral --27 (+6 via Skin Mount Amulet)
Compassion.3--- -4 -------- x1 ------Committed - 2
-------------------- In -------- x1 ------....................
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B A C K G R O U N D S
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Breeding 3
Connections 2 (V'Neef Merchant fleet, know a few captains and merchants)
Artifact 4 (+1 via BP)
manse 2 (2 hearthstones, 1, 2)
resources 3

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W I L L P O W E R
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Permanent 8 (+3 via BP)
Temporary 5


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M E R I T S (11 pts)
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Omni-dexterity (3 pts)
The blessed of Daana'd find that all their limbs flow with grace
and finesse. Muhara found he can do stuff with his feet on this
account - he's not entirely sure what he'll do with this just yet.

Silver Tongue (3 pts)
While Muhara's budding skills as a businessman are undeniable,
then some of that might just have something to do with his
great skill at screwing with people - and not in the immaculate scripture sense.

Selective Conception (1 pts)
Muhara hasn't told anyone of this, indeed he only seems
to know of it through instinct - but it appears that his
father's deep embarrassment relating to Muhara was heard
as a prayer somewhere in heaven, allowing Muhara to use
his watery essence to... dilute... his seed, when need be.
It has so far allowed Muhara to bed every about fifteen different
maids and other women at the various places he's stayed prior
to arriving at the Heptagram.

Carouser (2pts)
As water flows, so does Muhara in the ebs and flows
of conversation and social interaction. Equally, as with
water, then Muhara can be one with the drink, allowing
him greater fortitude against the effects of alcohol - as
well as narcotics

Innocuous (2pts)
Ok, its a... not that well known fact, but Muhara isn't
really that pretty. In fact, if it wasn't for his exaltation
people might not even notice he's there - although that
already seems to happen, albeit to a lesser degree. People
forget just don't notice him that much, although mostly
when he's trying to blend in on purpose, which should work
well when mingling with other dynasts... right?


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F L A W S
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C O M B A T
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WEAPONS


Speed 6
Acc: +2 (attack pool 8 if used with five-dragon style... if only he knew any charms for that - attack pool is 5 if used with melee)
Dmg: 8L/12L (12 when charging or braced)
Defence +2
Rate 2
Mins: str 2
Att: 5
Cost: A2
Tags: 2, L, R
---

Dodge DV: 2
Parry DV: 3 (
Mental Dodge DV: 7
Mental Parry DV: 4
Join Battle: 5

Soak Bashing Lethal
Base -2 -1
Armor 3B/5L - 2B/2L (can be hidden under normal clothes)
Total: varies.

Movement Base
Tactical 3
Run ?
Sprint 9
Leap (V) 2
Leap (H) 4

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C H A R M S - A I R
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Elemental Concentration Trance: 5m, 1wp
Allows Muhara to meditate and, provided he has the materials, he can absorb a week's worth of learning in a day.
Surprisingly handy for quickly reading large amounts of financial records to determine financial weaknesses of enemies.

The Dragon's Claw (Elemental-Bolt attack): 1m per 2L
Muhara can launch bolts of icy sea-water at foes, half-drowning them and slicing at them like an un-yielding surf upon a shoreline, causing harm and delaying any response by 3 ticks.

Distracting Breeze Meditation (1m per 2 successes)
Muhara can use the air around him as a tool of subterfuge, allowing him to sneak by while a distracted teacher picks up the stack of papers that blew off his desk, or the janitor who can't seem to catch that dustbunny.
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C H A R M S - E A R T H
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C H A R M S - F I R E
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Auspiciosu First Meeting Attitude (2m)
A good first impression is always important, and to get a sense of who Muhara meets can be vital in ensuring the rights things are said. The charm allows Muhara to detect how people will react to statements or actions during a first meet, giving him bonuses in such situations.

Socialize Excellency (+1m)
Whether it be veil his intentions or just function surprisingly well at social events, Muhara can wrangle his watery essence into working well for him.

Sweeten-The-Tap Method (2m)
Muhara can enhance the quality, taste and potency of nearby alcohol. Anyone engaging in social attacks against imbibers find it easier - and any drinkers who botch a social attack... wake up the next morning with a hangover, only to later learn of their social blunders the night before - and then they roll over and see who they wake up next to. Let the good times begin.

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C H A R M S - W A T E R
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Confluence of Savant Thought: 2m
Muhara is able to navegate the inner workings of any bureaucracy, though he is not granted any special permissions. He is also able to use her bureaucracy skill in place of her socialize.
Still, It is quite wonderful to know just who to ask for what, or who has the key to that room, with that thing... that thing your professor wants so dearly.
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C H A R M S - W O O D
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C H A R M S - C O M B O S
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A R T I F A C T S
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Skin Mount Amulet (2) (set with Gem of tears to poison hearthstone)
A piece of body jewelry set in the middle of Muhara's chest, giving him a [Hearthstone rating x 2) larger peripheral essence pool.

A cache egg (1)
House V'Neef makes it jade from mercantile business. Sometimes this means transporting things without notice. This is Muhara's prize and joy - he received it upon leaving for Grey Falls, instructed in many potential uses of it. With around a cubic foot in volume, it can't store large items, but it can easily be hidden. At the moment it stores a very nice amount of eastern specialities only he knows about. It can be summoned and banished to elsewhere at the cost of 20 uncommitted motes for either action.

Silver brush(1)
A nice mahogany handle and silver bristles gives the brush a unique look, even though this kind of artifact is fairly common. Muhara has found that being able to conjure up any amount of ink, of any color, can have... interesting uses. Thick red ink might look like blood, and with practice it can even be used to make replicas of other bodily fluids - although any close inspection (or taste...) will quickly reveal the falsehood. Muhara mainly considers this a toy more than a tool of penmanship.

The Recorder of Everlasting Glories (2)
A wonderous little bauble Muhara bartered himself to in Nexus - it looks like a fancy little pendant, but it records all sights and sounds around you within 5 feet. It has two days worth of memory, overriding the oldest footage with the newest when full. it can be instructed quite easily to save specific scenes, still shots, audio-segments and so on. It can project all recorded imagery back in real life, although all images are slightly translucent and obviously artificial. Muhara has already used it to scan books, ledgers and documents. He has no doubt that it will come to great use in Heptagram, making audio-logs of classes (which others can purchase the rights to listen in on...) or recording all the ongoings of debauched student parties, in vivid and carnal detail.

Audient Brush (2)
A brush that writes on its own? What more could a dynast-in-the-making possibly want? It even differentiates between different voices it records using different hand writting styles and colors of ink (gold for solars, silver for lunars, appropriate elemental colors for DBs - its an anathema detector as well). With a little knowledge of language you can even determine a person's motive just from examining how the brush wrote what you're saying. it is hasty angry strokes, or are certain words drawn out. That it doesn't require motes for atunement, only to activate it, only makes it better


------------------------------------------------------------------
H E A R T H S T O N E S
------------------------------------------------------------------
Gem of tears to poison (2)
Jewel of the Clever merchant (1)
------------------------------------------------------------------
I T E M S
------------------------------------------------------------------
Muhara's personal items mainly include a couple of sets of fine clothing, southern style - nice silk shirts and pants.
Eastern books, written in Riverspeak, on the Guild and its rules of trade
A fine martial arts training uniform (blue gi with house V'Neef insignia)
A portrait of his lord satrap's family, which he's adopted into - Muhara is not on it.
Books with records of house V'Neef business dealings and merchant fleet activity
Paper, ink and quills
A few bottles of eastern wine (from his very brief stay in Grey Falls)
Introductory reading material into sorcery
A manual on

---------------------------------------------------------------
N O T E S
--------------------------------------------------------------
Muhara's backgrounds, his artifact and manse backgrounds specifically, reflect 'shut up gifts' given to him to both give the impression that he is a proper dynast - but also to bribe him into keeping quiet about his past. House V'Neef wants to save face, and Muhara shares that goal and wishes to show that he is worth the effort and resources spent on him. That of course doesn't mean that he bothered to keep that much of it. During a few days holdover in Nexus he Muhara bartered the black jade dire lance Fang of Daana'd and the jade chainmail he had gotten as shut up gifts for a Recorder of Everlasting Glories as well as an Ardent Brush. He is quite proud of that sale, as he was the one who walked away with a very serious profit there. Social charms may have been involved.

Also, there may or may not be a couple of bricks of hashish, several pouches of cocaine, opium and other fun party favours in Muhara's Cache Egg, packaged and ready for sale to bored heptagram students, 'curtsey' of House V'Neef with the hope of possibly allowing Muhara to buy himself some favors for House V'Neef or please . The Cache egg is currently banished Elsewhere. (the ST should feel free to reduce this amount if it seems like too much... he's not meant as a pusher, more as someone with a bit too much fun stuff if caught, and more than plenty for various parties or to drug an enemy. Who knows, it might all be spent after one party with a cynis)
Last edited by webkilla on 05 Dec 2011, 06:49, edited 5 times in total.
I have a webcomic: http://psitech.comicgen.com - Its kinda like exalted, except more furry, more fanservice, more fun, more sci-fi.
- may contain people being called "bob"
 
kyriotsu
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Title: Overworked Celestial Desk Jockey
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Location: Right Behind You.
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

17 Oct 2011, 18:12

I'm still in, just reworking some char fluff. Watch this space! :awesome:
Image

Name: Ragara Morgan
Concept: A nascent Magnificent Bastard with grandiose plans, an eye for sorcery, and a talent for having things explode in his face.
Motivation: Learn sorcery, and through it and his great intellect, create and implement a grand design that will stabilize the Realm. By any means necessary.
Aspect: Air
Anima Banner: A whirlwind, lit up by cascades of falling sparks and lightning, surrounds Morgan, marked by a halo of incomprehensible patterns and complex scripts which rotate ever faster around his head.
Anima Powers: Triple leaping distance, take no damage from falls of any height, add Essence rating to Dodge DV against Archery and Thrown attacks.

Attributes:
Physical (4) (Strength 1, Dexterity 3 (+2), Stamina 3 (+1))
Social (6) (Charisma 3 (+2), Manipulation 3 (+2), Appearance 3 (+2))
Mental (7) (Perception 3 (+2), Intelligence 5 (+4), Wits 2 (+1))

Abilities: * = Favored/Aspect
Aspect Abilities – Linguistics, Lore, Occult, Stealth, Thrown
Favored Abilities – Dodge, Craft, Presence

Archery 1
Awareness 1
*Craft (Air) 3
*Craft (Fire) 3
*Dodge 5
Integrity 2
*Linguistics 1 (High Realm, Old Realm)
*Lore 5 (Enchanted Devices)
Martial Arts 1
Melee 1
*Occult 5 (Summoning)
Performance 1
*Presence 3 (Persuasion, Seduction)
Ride 1
Socialize 2
*Stealth 1
*Thrown 4
War 1

Backgrounds:
Artefact 2 (Infinite Jade Chakram, Jade Reinforced Buff Jacket, Jade Hearthstone Bracers)
Artefact 2 (Prosthetic of Clockwork Elegance - Eye /w Essence Sight)
Artefact 3 (Blue Jade Switchklave - "Equalizer", Jade Hearthstone Amulet)
Manse 3 (Stone of Resilient Bamboo, Jewel of the Master’s Hand)
Breeding 3
Reputation 1

Artifacts:
"Equalizer" - Blue Jade Switchklave - A strange artifact from deep within the Ragara vaults, it was gifted to Morgan upon his coming of age by his (now deceased) father. Cunningly wrought with blue jade and a most ingenious mechanism practically unheard of since the First Age, the switchklave and the nascent sorcerer have been practically inseparable, and he wields it quite expertly on the rare occasion he has had cause to draw blood. The name itself is one of his devising; he is not entirely sure why he chose it, but at the time it seemed quite poetically apt.

Infinite Jade Chakram - Another gift given to Morgan upon his coming of age, this one from an uncle who was somewhat fond of the lad; Al, for his part, found it a most excellent tool. He's rather attached to the chakrams, although not nearly as much as Equalizer, but he has trained with them far more than with the switchklave. For his part, he finds them a tad more effective than his favorite weapon, given his Aspect and method of fighting. It's an odd dichotomy, but one he's comfortable with.

Black Jade Reinforced Buff Jacket - This armor was actually made at Morgan's request, shortly after an...incident at one of his family's manors. It's a rather cunningly wrought coat, long, shot through with elegant silver thread, and made of extremely strong yet durable cloth. In between the lining, however, are several plates of carefully crafted black jade, designed to provide far more effective protection than the average reinforced jacket. Alacoque rarely goes anywhere without it or his switchklave, which is usually concealed in a handy sleeve holster for easy access.

Prosthetic of Clockwork Elegance: Morgan's Piercing Eye - An amazing artefact from deep within the Ragara vaults, replacing Morgan's right eye with a whirring, clicking device of metal and jade. The eye seems to move on it's own accord at times, the glass pupil shining a warm blue to match the young Dragonblooded's left eye. Other times it shines a deep, deep red, at these points when the eye fixes on an individual, it seems as if it's staring through right to their very soul.

Hearthstone Amulet, Hearthstone Bracers: A set of minor jade artefacts gifted to Morgan before his leaving for the Heptagram, for his protection and to aid in his studies. By no means are they grand or important, but they do represent a small group within his somewhat estranged family who still care for the young man, at least to a degree. And to the would-be sorcerer, that does mean a great deal.

Hearthstones: Due to Morgan's usual lack of interest in essentially anything other than his work or schemes (except on the rare occasion where he does thirst for human contact), he has unfortunately not spent much time touring the Realm beyond what would be expected of a young Dragonblooded noble. This has resulted in a somewhat lackluster amount of manse attunement, although the ones he has been attuned to are each a Ragara estate; more specifically, however, each bear certain types of hearthstones that he's realized would be of great help to his work. Currently he's holding onto two of them, both chosen specifically for the Heptagram's unique trials. (Stone of Resilient Bamboo: intrinsic lethal soak equals Stamina, parry lethal attacks without a stunt, regenerate one level of bashing/lethal damage per hour. Jewel of the Master's Hand: +4 to Craft: Earth, +2 to any other Craft, +1 to esoteric Crafts, i.e Magitech).

Merits:
Driving Passion (3) - Morgan's drive to learn sorcery and create his great plan is no mere whim, to be cast aside in favor of other, easier tasks as other schemes from other, less idealistic Air Aspects. It's his cause, what will be his magnum opus, his driving force; nothing will stop him from accomplishing his goals and creating the Grand Design that he sees in his future. And everything else can either damn well get in line, or be swept aside. (2 die bonus to rolls in accordance with Motivation)

Eidetic Memory (3) - Ragara's memory has always been a truly remarkable thing to behold, even before The Incident. If he's read a scroll, odds are he'll remember Sentence 3, Paragraph 5, Sub-Section 4, Section 8, Chapter 123, and rattle it off in a heartbeat. Half the time, he doesn't even bother writing things down, trusting to his indelible mental notebook; notes can be stolen or sabotaged, but the mind? That's a much harder nut to crack. (Intelligence + Awareness rolls to remember things perfectly under stress, otherwise perfect recall of all details period)

Piercing Eye (2) - An artefact of ancient magitech from deep in the Ragara vaults, Morgan's right eye clicks and whirs, flashing red at odd intervals; when it stares at you, you almost feel like it's looking right into your very mind, or piercing your very soul. How could such a young Dragon-Blooded have acquired such an artefact, and what kind of damage could possibly have been done to his eye that could not have been inherently healed? (Artefact 2 purchased)

Enchanting Features (2) - Despite Ragara's somewhat off-putting mechanical eye, the young man isn't exactly unpleasant to look at. In fact, it's been said amongst his set that the nascent sorcerer is quite the striking individual, cutting a rakish and dashing, almost dangerous figure at times. He's not exactly handsome, but he is...memorable. To the lament of many assorted fathers and guardians. (2 die bonus to all seduction rolls, maximum dice bonus char gains from higher Appearance increases by one, if target has higher Appearance reduces penalty inflicted on Alacoque by 1)

Flaws:
Dark Secret (3) - Morgan is by no means an innocent individual; the fact that he tends to dress in subdued colors (mostly black), has one eye replaced with a whirring mechanical monstrosity, and his somewhat...unhealthy focus on the sorcerous arts does imply something extremely questionable in the young man's past, if not his taste in fashion. A clever individual might be able to hold this against him; if they could get his attention for more than a few minutes, at least. (Intimacy: Ragara Masao)

Nightmares (3) - Pity the individual who has Ragara Morgan for a roommate, pity them indeed. For some reason, the young man has a distinct tendency to utter the most unnerving things in the dark of the night; save when he has worked himself into exhaustion and dropped into dreamless sleep. Strange and dark things run through Ragara's mind as he sleeps, memories he'd much prefer not to view, paraded before his mind's eye in an endless progression.

Enemy (2) - Morgan's lack of desire (at the moment) to throw himself into the rather byzantine politics of the Realm has not rendered him immune to the effects of them, by no means. In fact, it's his tendency towards being taciturn, and his somewhat superior attitude (at times) that has engendered a most unhealthy dislike from an individual of the female persuasion from House Mnemon, one Rin by name, who would like nothing more after being snubbed at a House Ragara ball to see Morgan roasted over a slow flame. Or at least embarassed beyond all belief, beaten at his own games. And with the two of them attending the same school of sorcery, revenge would be a most satisfying extracurricular activity, indeed. (Intimacy: Mnemon Rin)

Vice (2) - The Piercing Eye of Ragara Morgan is by no means a pleasant tool to have jammed into your eye socket, despite it's myriad uses for both examination and unnerving unpleasant individuals. As a matter of fact, due to the somewhat hackneyed job inserting it (Second Age medicine as opposed to First Age medicine, oy), it delivers a steady dose of dull ache into Morgan's head unless he has consumed a certain herb that acts as a painkiller. Unfortunately, this medicine is not only addictive, it is also somewhat unneccessary; the young man can function quite adequately without it, but the pain...oh, the pain... (Willpower roll to resist taking Dullroot?)

Charms:
Excellencies (Dodge 2nd, Thrown 1st, Craft 1st)

Lore (Elemental Concentration Stance, Elemental Empowerment Action)
Dodge (Safety Among Enemies, Smouldering Karma Strike, Unassailable Body of Air Defense)

Virtues:
Compassion 2
Conviction 4
Temperance 3
Valor 2

Intimacies:
The Realm (loyalty)
Ragara Masao, father, deceased (regret)
Dark Secret (father's death)
Mnemon Rin (rivalry)

Stats:
Essence: 2
Willpower: 6
Personal Essence: 10
Peripheral Essence: 9 (25) (Attuned 16 - Switchklave 6, Buff Jacket 3, Hearthstone Amulet 1, Hearthstone Bracers 4, Infinite Jade Chakram 2)

Combat:
Soak: +9L/10L*/13B (Black Jade Reinforced Buff Jacket; +7L/10B, Hardness: 5L/5B, Fatigue 0, Attune 3) (*/w Stone of Resilient Bamboo)
Dodge Defense Value (DDV): 5 (7 vs. Archery/Thrown)
Parry Defense Value (PDV): 5 (Punch), 5 (Switchklave), 2 (Kick)
Mental Dodge Defense Value (MDDV): 5
Mental Parry Defense Value (MPDV): 4

Clinch - Speed: 6, Accuracy: +4, Damage: +1B, Rate: 1, Clinch Enhancer, Natural, Piercing
Kick - Speed: 5, Accuracy: +4, Damage: +4B, Defense: +2, Rate: 2, Natural
Punch - Speed: 5, Accuracy: +5, Damage: +1B, Defense: +6, Rate: 3, Natural
Blue Jade Switchklave - "Equalizer" - Speed: 3, Accuracy: +7, Damage: +7L, Defense: +5, Rate: 5, Piercing
Infinite Jade Chakrams - Speed: 4, Accuracy: +7, Damage: +5L, Rate: 4, Range: 50, Returns Instantly

Health Levels: -0/-1/-1/-2/-2/-4/Incap

Bonus Points:
1 in Dodge
1 in Lore
1 in Thrown
2 in Craft (Air)
1 in Craft (Fire)
2 in Awareness
2 for Specialties; Occult: Summoning, Lore: Enchanted Objects, Presence: Persuasion, Seduction
5 for Unassailable Body of Air Defense
1 for Compassion 2
1 for Conviction 4
1 for Willpower 6
Last edited by kyriotsu on 14 Mar 2012, 23:51, edited 48 times in total.
 
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Henry
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

17 Oct 2011, 20:40

Any room for another player? If so, how often should we plan on having to make posts, etc.? I've never done a game online before.

As for characters, my idea is an exchange student from Lookshy, an really uptight, spit-and-polish military brat, probably a Fire or Earth Aspect, intent on showing those Realm decadents how it's done. Would that work?
You can dare to do anything and succeed in anything, provided you never forget that two and two do not make four; in clumsy hands, they often make three or even less; but they can make five or six. - Louis-Herbert Lyautey
 
Mei Yu Lian
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

18 Oct 2011, 00:36

ill have to go to the hospital for a bit - feel free to start without me
no idea how long before im back :(
 
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webkilla
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

18 Oct 2011, 04:37

Henry wrote:
Any room for another player? If so, how often should we plan on having to make posts, etc.? I've never done a game online before.

As for characters, my idea is an exchange student from Lookshy, an really uptight, spit-and-polish military brat, probably a Fire or Earth Aspect, intent on showing those Realm decadents how it's done. Would that work?


1) sounds like a good character idea... my character will have fun corrupting you - if for nothing else then just to see if he can. and possible bed her if female

2) only 2 characters signed up so far, there should be room for more
I have a webcomic: http://psitech.comicgen.com - Its kinda like exalted, except more furry, more fanservice, more fun, more sci-fi.
- may contain people being called "bob"
 
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sparda219
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

18 Oct 2011, 22:33

I linked my character to everyone in chat, but didn't link it here. :D;; I apologize! Here we go:

http://spardasettings.wikidot.com/v-neef-saitou
"ThE RIght man in the WRong place can make ALL the difFERence in the WORLD. Now... WAKE UP misTER Freeman. Wake up... and smell the ASHESS..." - The G-man, Half-life 2
 
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webkilla
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

19 Oct 2011, 03:36

sparda219 wrote:
I linked my character to everyone in chat, but didn't link it here. :D;; I apologize! Here we go:

http://spardasettings.wikidot.com/v-neef-saitou


an anathema-sympathizer?

ouch... I'll have fun with you
I have a webcomic: http://psitech.comicgen.com - Its kinda like exalted, except more furry, more fanservice, more fun, more sci-fi.
- may contain people being called "bob"
 
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Henry
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Location: Rhode Island

Re: The Freshman 15 - Official Sign-up and Discussion Thread

19 Oct 2011, 07:00

webkilla wrote:
1) sounds like a good character idea... my character will have fun corrupting you - if for nothing else then just to see if he can. and possible bed her if female

2) only 2 characters signed up so far, there should be room for more


A Lookshyan Earth Aspect it is! I'll have the stats up in 12 hours or so, after work.

And why would it matter if my character is female? Isn't your character a Dynast? :razz:
You can dare to do anything and succeed in anything, provided you never forget that two and two do not make four; in clumsy hands, they often make three or even less; but they can make five or six. - Louis-Herbert Lyautey
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

19 Oct 2011, 07:22

yes he is
I have a webcomic: http://psitech.comicgen.com - Its kinda like exalted, except more furry, more fanservice, more fun, more sci-fi.
- may contain people being called "bob"
 
kyriotsu
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

19 Oct 2011, 19:30

an anathema-sympathizer?

ouch... I'll have fun with you


We've got a megalomaniac mad scientist Air Aspect, a gender-swapping music-playing Wood Aspect, a weaving Yandere Water Aspect, and now a foreign military-minded Earth Aspect.

I think we're going to be a mite overworked trying to kill each other. :P
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

19 Oct 2011, 19:38

Just something to put out there, combat in PbP sucks. As such, don't expect a ton of it.

As for weaponry, you're all first year students at the Heptagram. So chances are they're not going to allow anything very big in your rooms. Basic dormroom rules: No blades longer than 3 inches allowed in the dorms.

Also, most students would be around 15-16 years old when they first start, unless they were detained for different reasons which would often be an embarrassment. Just putting that out there.
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PeleCindertind
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

19 Oct 2011, 20:00

yandere? That's about the last word I would use to describe Amneir....
 
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Henry
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

19 Oct 2011, 21:47

Gens Nefvarin is dying. Once the most important of Lookshy’s noble houses, founded by Nefvarin Gilshalos, who also founded Lookshy itself, the Gens has spent the last several centuries sinking into obscurity and irrelevance. This decline has been the fault of poor politics, poor planning, and poor luck. It has also been the fault of a weak bloodline that has failed time after time to produce Exalts to serve the Seventh Legion.

Taimyo Nefvarin Shou-Yu, leader of Lookshy’s Skyguard, had all but given up hope that any of his children would exalt. He had become resigned to the idea that with his death the Gens would pass into history, save for some second cousins of questionable heritage. It came as a complete surprise, then, when his sixth and youngest child, Kaetris, Exalted, and Exalted well, soon after her thirteenth birthday. Perhaps the stress of being trapped in a cave-in provided the necessary stimulation for Exaltation that her siblings had lacked, or perhaps it was just blind luck. Whatever the reason, Shou-Yu has placed his hopes and the hopes of the gens on his young daughter’s shoulders.

Kaetris is still unused to the sudden attention and affection from her father. During her childhood she was all but ignored by her family, allowed to wander in the fields and forests in the promontory, pursuing her favorite pastime of ‘getting dirty’, as her mother disapprovingly termed it. That’s not to say that she didn’t have a typical Lookshyan education of military drills and weapons training in addition to her more conventional schooling; it’s just that she was happiest outside, falling into streams or digging ditches. It was when one of those irrigation ditches collapsed on her that Kaetris Exalted as an Earth Aspect, freeing herself and the peasants she had been helping at the time.

After her family calmed down from their initial displays of euphoria (or, as much euphoria as a Lookshyan is capable of displaying), it was decided that Kaetris would attend the Academy of Sorcery in Lookshy to allow her to pursue her natural talent for engineering. Shou-Yu pulled some strings, and with his influence and Kaetris’ natural intelligence she was admitted easily. After her first year at the Academy Kaetris, at her father’s urging, applied to be one of the few exchange students to the Heptagram and, after some more string pulling, she was accepted. Kaetris is uncertain about going so far from home to a place she had never even heard of before, but her father and the rest of her family were so insistent, how could she say no? And if she happened to make some contacts in the Realm with some of the Great Houses, contacts that would give Gens Nefvarin an advantage over its fellow Lookshyan houses, well, so much the better. At least, that’s what her family desires. Kaetris just wants to get good marks and avoid any trouble.

Nefvarin Kaetris is tall and broad-shouldered, with short, straight jet-black hair, flint-gray eyes, and marble-white skin. Kaetris is friendly enough but she’s rather hopeless when it comes to formal social situations, so she adopts an attitude of military propriety and reserve, the only hint of emotion being the occasional raised eyebrow. She’s equally incompetent at dressing for formal occasions so she defaults to her military garb, where at least she knows that every thread will be in place and every button will be polished. Kaetris is a talented student of technical, occult, and literary matters (she enjoys composing extemporaneous poems), and she has taken to her military and weapons training with plenty of enthusiasm, though she lacks any particular skill beyond being able to hit things really hard. But her favorite pastime is still ‘getting dirty’, though at least it can now go under the more dignified appellation of ‘field engineering.’

Name: Nefvarin Kaetris

Concept: Last Scion of Gens Nefvarin

Aspect: Earth

Anima: Bands of pinkish-white light revolve around her, as if refracted through a diamond.

Motivation: Do her duty to her family and to the Seventh Legion.

Intimacies: Lookshy (patriotic enthusiasm), Gens Nefvarin (filial respect), Relentless Avalanche (unabashed pride), Geomancy and Magitech (fascination), working with the earth (guilty pleasure)

Attributes: Strength 4, Dexterity 2, Stamina 4, Charisma 3, Manipulation 1, Appearance 3, Perception 4, Intelligence 4, Wits 2

Abilities: Archery 2, Athletics 1, Awareness 3, Craft (Air 2, Earth 3, Fire 3, Magitech 1) (Engineering +1), Integrity 2 (Stoic indifference +1), Linguistics 3 (Native: Riverspeak; Others: Forest-tongue, High Realm, Old Realm), Lore 3, Martial Arts 2, Melee 2 (Weapons she has forged +1), Occult 3 (Art of Geomancy +1), Performance 1, Presence 3 (Laconic comments +1), Resistance 2, Ride 1, Stealth 1, Survival 1, War 2

Backgrounds: Artifact 3 (Resplendent Personal Assistant, Recorder of Everlasting Glories, White Jade Reaver Daiklave [Relentless Avalanche], Jade Hearthstone Amulet), Breeding 3, Family 1 (Nefvarin Gilshalos), Manse 2 (Cold Iron Bauble), Mentor 1 (Taimyo Nefvarin Shou-Yu), Resources 2

Merits: Brutal Attack (2 pts)

Charms:
Excellencies: Awareness (1st), Craft (2nd), Resistance (2nd)
Craft: Shaping Hand Style, Stone-Carving Fingers Form
Linguistics: Wind-Carried Words Technique
Lore: Elemental Bolt Attack
Resistance: Strength of Stone Technique, Mountain Toppling Method

Virtues: Compassion 2, Conviction 4, Temperance 4, Valor 3

Virtue Flaw: Temperance

Willpower: 8

Essence: 2

Personal Essence: 13

Peripheral Essence: 21 (29)

Committed Essence: 8

Attacks:
White Jade Reaver Daiklave: Speed 4, Accuracy 9, Damage 16/3, Parry 2, Rate 2, Tags O
Superior Knife: Speed 5, Accuracy 8, Damage 6L, Parry 3, Rate 3
Punch: Speed 5, Accuracy 7, Damage 4B, Parry 3, Rate 3, Tags N
Kick: Speed 5, Accuracy 6, Damage 7B, Parry 1, Rate 2, Tags N
Clinch: Speed 6, Accuracy 6, Damage 4B, Parry -, Rate 1, Tags C, N, P

Soak: 6L/9B (Superior Buff Jacket +4L/5B)

Health Levels: -0/-1/-1/-2/-2/-4/Incap

XP: 15

Notes: The daiklave is out of place, given the setting, but I included it out of a sense of completeness, the idea being that it's a simple enough artifact for Kaetris to have forged herself as the final test of her first year at the Academy of Sorcery. As such, she's immensely proud of it, even though it's utterly lacking in any sort of grace, balance or artistic merit. It’ll probably be in storage for the duration of the game, but if Kaetris does have her daiklave on hand her hearthstone will be set in it. Otherwise, it goes in the amulet (which is on lone from her family for just such an occasion [also, I had another artifact dot and didn't know what to spend it on]).

The hearthstone is from the fortress-manse of Gens Nefvarin, held in readiness to aid in the battles against the Fae that made the family famous. Kaetris is attuned to it because her father has little pressing need for a hearthstone of such limited application, but Kaetris thinks it's a great honor to hold the same hearthstone that the great Gilshalos once bore.

The Resplendent Personal Assistant and the Recorder of Everlasting Glories are an effort on my part to represent the Vambrace of General Utility worn by the students at the Academy of Sorcery. Ordinarily it only works on the campus in Lookshy but Kaetris jury-rigged a copy that would work further afield. Or maybe something like that is given to all Lookshyan exchange students to monitor their progress at the Heptagram. Or maybe something different. Whatever works for the game.
Last edited by Henry on 04 Oct 2012, 18:53, edited 5 times in total.
You can dare to do anything and succeed in anything, provided you never forget that two and two do not make four; in clumsy hands, they often make three or even less; but they can make five or six. - Louis-Herbert Lyautey
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

19 Oct 2011, 21:57

kyriotsu wrote:
an anathema-sympathizer?

ouch... I'll have fun with you


We've got a megalomaniac mad scientist Air Aspect, a gender-swapping music-playing Wood Aspect, a weaving Yandere Water Aspect, and now a foreign military-minded Earth Aspect.

I think we're going to be a mite overworked trying to kill each other. :P


Raiden wrote:
Just something to put out there, combat in PbP sucks. As such, don't expect a ton of it.

As for weaponry, you're all first year students at the Heptagram. So chances are they're not going to allow anything very big in your rooms. Basic dormroom rules: No blades longer than 3 inches allowed in the dorms.

Also, most students would be around 15-16 years old when they first start, unless they were detained for different reasons which would often be an embarrassment. Just putting that out there.



moot point - everyone's going to be high as a kite after the first party...
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- may contain people being called "bob"
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

20 Oct 2011, 17:06

webkilla wrote:
moot point - everyone's going to be high as a kite after the first party...


I could have gone to class
...but then I got high

I could have summoned a demon and passed
...but then I got high

I should have known it takes five ticks
...but then I got high

I tried to boost my DV with tricks
...but then I got high

I could have cast that countermagic
...but then I got high

My life is all cursed and tragic
...because I got high

They're gonna kick me out of school
...and I know why

Because I got high
Because I got high
Because I got high

http://www.youtube.com/watch?v=WeYsTmIzjkw
You can dare to do anything and succeed in anything, provided you never forget that two and two do not make four; in clumsy hands, they often make three or even less; but they can make five or six. - Louis-Herbert Lyautey
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

20 Oct 2011, 17:56

Just giving you a heads-up, Henry, you might wanna get rid of that daiklave. Rai's put the kibosh on any blade longer than 3 inches. >_<
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

20 Oct 2011, 22:11

kyriotsu wrote:
Just giving you a heads-up, Henry, you might wanna get rid of that daiklave. Rai's put the kibosh on any blade longer than 3 inches. >_<


you could always 'try' to claim that its for decorative purposes


and henry - you're doing it wrong. The highness IS the stunt for all those things!
I have a webcomic: http://psitech.comicgen.com - Its kinda like exalted, except more furry, more fanservice, more fun, more sci-fi.
- may contain people being called "bob"
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

21 Oct 2011, 07:05

Yeah, I noted in the character write-up that I included the daiklave because it made sense for the character, not because I expected to be breaking stuff in half all over the place. I have no problem with it being background decoration, though maybe I shouldn't waste the points on something that will never be used. I'll think about changing it and the hearthstone as well, since the two of them were supposed to be a package deal.
You can dare to do anything and succeed in anything, provided you never forget that two and two do not make four; in clumsy hands, they often make three or even less; but they can make five or six. - Louis-Herbert Lyautey
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

21 Oct 2011, 08:53

Henry wrote:
Yeah, I noted in the character write-up that I included the daiklave because it made sense for the character, not because I expected to be breaking stuff in half all over the place. I have no problem with it being background decoration, though maybe I shouldn't waste the points on something that will never be used. I'll think about changing it and the hearthstone as well, since the two of them were supposed to be a package deal.


hmmm... good point.
I have a webcomic: http://psitech.comicgen.com - Its kinda like exalted, except more furry, more fanservice, more fun, more sci-fi.
- may contain people being called "bob"
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

21 Oct 2011, 18:21

okay I've broken under the strain. Is there room for a Fire Aspect?
 
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Re: The Freshman 15 - Official Sign-up and Discussion Thread

22 Oct 2011, 09:41

Why not? What did you have in mind?

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