Guillotine of Reckoning Character Sheet

Feb 28, 2010 16:07

NameGuillotine of Reckoning ConceptLoyal, efficient executioner DescriptionA pale, jagged-looking man in a dark leather buffcoat and closed-face helm. MotivationTo destroy all potential enemies of Sova. IntimaciesSova (Loyalty)●●●  Professionalism (Pride)●●● LanguagesAutochthonic, Old Realm, Riverspeak CasteSoulsteel AnimaA hissing, roaring cloud of smoke obscuring the silhouettes of distorted figures being executed in horrible ways. Lightning occasionally crackles through the cloud, illuminating the figures in horrific detail. Experience230 unspent/478 total Essence●●●●○○○○○○ Personal Pool4/18 Peripheral Pool37/44 Respiration Rate4m/hr from elemental core, 4m/hr relaxed or 8m/hr resting CommitmentCharms (13m personal), Beamcleaver (3m peripheral), Reinforced Buff Jacket (3m peripheral), Resplendent Personal Assistant (1m peripheral) Willpower●●●●●●○○○○ ■■■■■■ Compassion●●○○○Conviction●●●○○Temperance●●○○○Valor●●●○○■■■■■■■■■■ Primary VirtueConvictionClarity□□□□□□□□□□ Strength●●●●●Charisma●●●○○Perception●●●●○ Dexterity●●●●●Manipulation●●●○○Intelligence●●○○○ Stamina●●●●○Appearance●●●○○Wits●●●○○ Archery●●●●○Craft○○○○○Bureaucracy○○○○○ Athletics●●●○○Larceny●●●○○Investigation●●○○○ Awareness●●○○○Linguistics●●●○○Lore●○○○○ Dodge○○○○○Performance●●○○○Occult○○○○○ Integrity●○○○○Presence●●●○○Medicine○○○○○ Martial Arts●○○○○Ride○○○○○  Melee●●●●●Sail○○○○○ Resistance●●○○○Socialize○○○○○ Thrown○○○○○Stealth●●●○○ War○○○○○Survival○○○○○ Artifact●●●●○Madam, a soulsteel beamcleaver that doubles as a truncheon. Artifact●●○○○A synthetic leather soulsteel reinforced buff jacket. Artifact●●○○○A cubic-yard sized Cache Egg. Artifact●●○○○A Folding Servant. Artifact●●○○○A Plasma Tongue Repeater, given filigree to look like it was made for a Terrestrial. Artifact●○○○○A Resplendent Personal Assistant. Artifact●●○○○A Scrying Apparatus elemental core. Backing●○○○○An honorary junior member of the Sovan Regulators. Class●●●○○Status in Autochthonian society equivalent to a foreman of the Populat, or a junior member of the Tripartate, and a standard of living of Resources ●●●. Guillotine can request items of up to Resources ●●●● with proper justification, and receives an extra die to all social rolls when interacting with characters with a lower Class rating. Familiar●●●○○A mechanical servitor requisitioned from the Divine Ministers. If destroyed or dismissed, a new one will be provided within a day. Savant●●●○○A special understanding of the works of the Great Maker. Guillotine gains 3 bonus dice to all Lore rolls involving science or magic, and adds 3 to Craft, Occult, and Lore for the purposes of meeting requirements to craft, operate, and maintain magitech. Charm SlotCharmArrayInstallation Mode DedicatedOptical EnhancementFree-DedicatedFirst Dexterity AugmentationFree DedicatedParabolic Leap Overcharger DeviceFree- UnusedStrain-Resistant Chassis ModificationFreeTwo -1 health levels DedicatedPlasma Thruster AssemblyFree- DedicatedTrans-Chosen EmulatorFree- DedicatedPersonal Gravity Manipulation ApparatusFree- DedicatedAccelerated Response System (Parry)Free- DedicatedImpenetrable Repulsor FieldFree- GeneralFirst Perception AugmentationFree- UnusedFourth Manipulation AugmentationFree- UnusedFourth Manipulation AugmentationFree- UnusedPersonality Override SpikeFree- UnusedIdentity Recalibration SignalFree- GeneralAura-Dampening ComponentFree- GeneralOptical ShroudFree- GeneralIntegrated Artifact TransmogrifierFree- UnusedAim-Calibrating SensorsFree DedicatedThird Strength AugmentationFree UnusedFirst Manipulation AugmentationFree UnusedFourth Dexterity AugmentationFree DedicatedPiston Driven Megaton HammerFree DedicatedUnstoppable Impulse EngineFree- CharmMinimumsCostsTypeDurationKeywordsEffects Third Strength AugmentationStrength 1/Ess 10-5m, [1m]Reflexive (Step 4 or 6)InstantCombo-OKThe character's musculoskeletal system has received exacting calibration, bringing it into synch with the Machine God's designs. When used, this Charm allows the character's player to reroll a single Strength-based check, and keep the result of choice. Alternately, double the attribute for the purposes of calculating a single static rating. The cost of this Charm is variable, based on the immediate location: 0m inside the Pole of Crystal, 2m inside an Autochthonian city, 3m inside an uncorrupted area of the Reaches, and 5m everywhere else. Piston-Driven Megaton HammerStrength 2/Ess 23m [1m]SupplementalInstantCombo-OK, ObviousThis Charm is a powerful soulsteel piston ringed with Essence injection vents, built into one of the character's arms. When used to augment a close combat attack using that limb, successes on the attack roll are counted twice for the purposes of determining damage, or thrice if the character is unarmed. Firing this Charm is extremely noisy. Unstoppable Impulse EngineStrength 5/Ess 44m [2m]SupplementalInstantCombo-OK, ObviousThis Charm enhances the Piston-Driven Megaton Hammer by replacing the bones of the character's arm with a powerful mass driver. When fired, the driver makes an attack from the augmented limb unblockable. This Charm may enhance any close combat attack, or any attack involving a solid projectile Archery attack provided by another Alchemical Charm. It may also be used when hurling a solid projectile, tripling the range in addition to making the attack unblockable. This Charm is even noisier than its prerequisite. Fourth Dexterity AugmentationDexterity 1/Ess 1- [1m, first installation only]PermanentPermanentObvious, StackableThe character's joints and nerves have been precisely but obviously calibrated and augmented to increase overall coordination, reaction time, and flexibility. Each installation of this Charm (which may be installed up to Ess/2 times, rounded up) boosts the character's Dexterity by 1, which counts as a natural increase for the purposes of Charm prerequisites, but not for the costs of improving the attribute. Each installation also increases the character's Dexterity cap by 1. Accelerated Response System (Parry Variant)Dexterity 3/Essence 22m [1m]Reflexive (Step 2)InstantKCombo-OK, InternalSynthetic starmetal-and-orichalcum nerve clusters are wired into the character's arms and torso. When activated, they remove up to (Dexterity) points of penalties from the character's Parry DV. Strain-Resistant Chassis ModificationStamina 2/Ess 2[1m, 0m for each installation beyond the first two]PermanentPermanentObvious, StackableThe character's body is reinforced with redundant systems, armored plates, and metal struts, adding two additional -1 health levels or three additional -2 health levels. The configuration of this Charm may be changed at a Vats Complex, and it is presently in -1 health level mode. First Manipulation AugmentationManipulation 1/Ess 11m/die [1m]Reflexive (Step 1 and 2)InstantCombo-OKThe character's voice and body language have received exacting calibration, making them more convincing. When used, this Charm adds up to (Manipulation) dice to a single Manipulation-based check, or adds up to (Manipulation) to the pool used to calculate a static Manipulation-based value. Optical ShroudAppearance 2/Ess 23m [2m]ReflexiveIndefiniteCombo-OKThe character's skin is studded with small, fine crystals that shimmer faintly under bright lighting. When activated, the character ripples and becomes completely invisible. So long as he does nothing to give himself away, all attempts to detect him via mundane scent or hearing at a penalty of (Essence) or (Appearance), whichever is lower. Touch and taste will reveal the character normally. This effect persists as long as the character moves at a yard or less per tick, though faster movement will reveal him as an Obvious blurry heat-mirage in the air. The blur ends on the tick the character slows to an acceptable speed, though if he comes to a complete stop, attackers ignore the protection of this Charm. Rapid or violent movement, including attacks, terminate this Charm. Dynamic Cloaking Module (3)Essence 3Each installation of this submodule allows the Alchemical to move one more yard while using Optical Shroud. Gil can move a maximum of 4 yards without blurring his camouflage. Sense-Countering Upgrades: SmellEssence 3Sense-Countering Upgrades allow the Alchemical to thwart extranormal senses when using his Optical Shroud; in this case, he is incapable of being smelled by those with extranormal senses of smell. Essence VeilEssence 4With this submodule installed, Guillotine of Reckoning cannot be seen, even with Essence sight and similar senses. Kinetic CompensatorEssence 4With this submodule installed, so long as Guillotine has activated his cloak once before in the scene, any further activations of his cloak do not count as a charm use for the purpose of determining actions. Aura-Dampening ComponentApperance 2/Ess 2-PermanentPermanentInternalWhite-jade baffles mute the character's Essence displays. While installed, this Charm causes all Essence spent on Stealth and Disguise Charms to count as personal for the purposes of anima flare. Additional Charms may be augmented using this Charm, though it adds a 1m surcharge to any Augmentation activations. Integrated Artifact TransmogrifierAppearance 1/Essence 25m [1m]Simple (Speed 3)IndefiniteCombo-OK, InternalThis Charm consists of multiple patches of artificial flesh that cover and obscure the character's other Charms. When activated, any and all non-Internal Charms the character possesses may be given the Internal keyword for the duration of this Charm. If the Character uses an Obvious Internal Charm, it becomes Obvious as usual for the duration of its usage, to the degree that is necessary to perform its function. If all of the character's Charms are Internal, he may transmute and vivify his flesh so as to appear completely human. Gravitic compensators hide the character's true weight, and he may reflexively hide or change the appearance of his soulgem. Gil has installed the Loom Server Migration submodule; when he dons his disguise, he may set himself up so that he has a small, innocuous fate. This way, he does not cause trouble with the Loom of Fate. First Perception AugmentationPerception1/Ess 11m/die [1m]InstantCombo-OKThe character's senses have received exacting calibration and refinement. When used, this Charm adds up to (Perception) dice to a Perception-based check, or adds up to (Perception) to the pool used to calculate a single Perception-based static value. Aim-Calibrating SensorsPerception 2/Ess 23m [1m]SupplementalInstantCombo-OKThis Charm is a metallic bulge on the side of the character's forehead, with wires connecting to his inner ear and eyes. When activated, it automatically compensates for and removes all external penalties to a single attack.Ocular EnhancementsPerception 3/Ess 2- [2m]PermanentPermanentNoneThis Charm consists of a number of useful ocular implants, as detailed in its submodules. Thermal VisionEssence 3This Charm is a set of ruby lenses that allow the character to see using heat instead of light while they are deployed. Objects that are warm will stand out from cooler surroundings, though if the character comes within (Essence) meters of an extremely hot object, he will be blinded without the use of Flash Shutters or similar gear. Turning thermal vision on and off is a reflexive action that may be used once per tick at most. Ultraperipheral AwarenessNo additional minsA number of jeweled sensors are set around the character's head, allowing him to sense movement all around him. He may apply his DVs against all opponents normally when surrounded. Flash ShuttersNo additional minsA pair of semitransparent shutters cover the character's eyes and protect against visual overstimulation. At the ST's discretion, this may protect against Charms that temporarily blind in other ways.Light-Intensification FiltersNo additional minsChrome-colored augmentation improves the character's low-light vision, negating all light-related penalties except for those imposed by total darkness. If exposed to bright light, the character suffers a -1 internal penalty to all actions unless Flash Shutters or similar effects are used.Transcendant Multimodal Artifact MatrixWits 3/Ess 2Variable [1m]SimpleIndefiniteCombo-OK, ObviousThis Charm consists of a complex webwork of the character's caste material woven into his body; when the Charm is activated, it takes on the form of a single artifact. Extruded artifacts are a part of the character's body unless it would impede their function, and may not be disarmed without amputating the Charm. Only non-unique artifacts with templates stored in the Charm may be emulated, and no template may have an artifact rating greater than the character's Essence. If an extruded artifact has a magical material bonus, it must be formed of the Exalt's caste material. Templates must not be significantly larger than the Alchemical, and they must not be designed to consume themselves on use. Artifacts with repair ratings or external power requirements may not be taken as templates. Further templates may be downloaded at the Vats for the cost of 3xp per artifact dot. The cost to use this Charm is equal to the attunement cost of the extruded artifact, or 1m if the artifact has no attunement cost. Currently, the character's Transcendent Multimodal Artifact Matrix has an integrated assault crossbow (5m attunement) and an essence pulse cannon (5m attunement). Personal Gravity Manipulation ApparatusStrength 2/Ess 24m [1m]ReflexiveOne SceneCombo-OK, StackableEssence capacitors and reinforced leg joints hidden in the Alchemical's legs make up this charm. When activated, Gil may use it in one of two ways; he may lower his weight to as little as 15 percent of his normal body weight, letting him double his movement rate and jumping distance, but also doubles penalties from high wind and knockback distance, as well as any other effects that the ST deems appropriate. He may also choose to alter his personal gravity's direction, letting him walk along walls or ceilings as though the were floors. Moving the soles of his feet more than (Essence) number of yards from a surface means that gravity's normal pull resumes; he can perform all sorts of acrobatics this way. Plasma Thruster AssemblyStrength4/Ess 3Varies; [1m]ReflexiveCombo-OK, ObviousGil has a bulge on his back the size of a small pack that protrudes through his buffcoat. When he activates this charm, the bulge unfolds into a set of three thrusters, and all three plus the bottoms of his boots erupt into essence-colored plasma. He may fly through the air utilizing this Charm First Dexterity AugmentationDexterity 1/Ess 11m per die [1m]ReflexiveInstantCombo-OKGil's reflexes have been wired so that he may add motes of essence to increase his reaction time, reflexes, or accuracy in a pinch. He can add up to (Dexterity) dice to a Dexterity-related action, or add up to (Dexterity) to the pool used to calculate a static Dexterity-based value. Parabolic Leap Overcharger DeviceStrength3/Ess 23mReflexiveOne SceneCombo-OK, ObviousWith a component behind each of Gil's knees, the Alchemical has modified his Personal Gravity Manipulation Device so that he may leap incredible distances, leaving behind a contrail of his current anima color behind his feet. This functions exactly the same as Monkey Leap Technique as listed in the original Exalted sourcebook, page 233, save that this functions as a standard Jump action. Gil may choose instead to triple his jumping distance at will. Plasma Thruster AssemblyStrength4/Ess 3Varies; [1m]ReflexiveInstant or one hourCombo-OK, ObviousGil has a bulge on his back the size of a small pack that protrudes through his buffcoat. When he activates this charm, the bulge unfolds into a set of three thrusters, and all three plus the bottoms of his boots erupt into essence-colored plasma. He may accelerate in a sudden burst of speed moving 200 yards in a single burst once per action. This costs him 2 motes normally. If he uses it to close the distance with his enemy for an attack, it costs 4 motes and 1 willpower, and doubles the damage of the attack. He can also, for 10 motesr, fly at 80 miles an hour as long as he wishes, so that he may travel wherever he likes. Impenetrable Repulsor FieldDexterity 5/Ess 36 motesReflexive (Step 2)InstantCombo-OK, ObviousBrass power couplings in Gil's shoulders power crystalline repulsor arrays in his hands. He can project a crackling wall of force in his anima's color for an instant, which appears around his body wherever he ends up needing the force. This functions as a perfect parry, with its only flaw being that after using it, he must wait for his DV to refresh twice before he can move away from the opponent he used it upon. He will resist any attempts to move him, though not violently. Trans-Chosen EmulatorAppearance 2/Ess 3-PermanentPermanentObvious, ShapingThanks to changes in his Essence vessel "heart", Gil can modify his anima banner to imitate any other kind of Exalt's anima banner as he sees fit, allowing him to appear to be any other kind of Exalt by flaring his anima. He also has the Metatotemic Calibrator submodule installed, meaning that not only can he emulate any anima banner he wishes, but he can also modify them as he sees fit; he can even modify his own personal anima banner to appear to be whatever he wishes. In essence, his anima banner is whatever he chooses it to be, whenever he chooses it to be. If he emulates a Dragon-Blooded anima, he gains the properties of Anima Flux. However, Gil cannot copy any Anima Power with this Charm; his Anima Power will always stay the same. Personality Override SpikeManipulation 4/Ess 210m, 1WP [1m]Reflexive(Step Ten)Until BrokenObviousGil has a spike mounted in the back of his right hand. If he inserts it into someone's neck (Damageless if willing or held, otherwise Speed 5, Accuracy +2, Damage +3L, Defense +0, Rate 3, Tags P) he uses the higher of Manipulation or Wits + Presence to make a clinch roll. The enemy resists using Wits + Integrity. If he succeeds, he forces the enemy into a mindscape that he controls, where they are only vaguely aware of his presence. This functions exactly as though they're clinched. Identity Recalibration SignalManip 5/Ess 3-- [1m]ReflexivePermanentIllusion, Internal Shaping, Stackable, TrainingGil is capable of rewriting someone's personality utilizing his Spike. He does so by making a "Crush" attack utilizing his mental clinch. It costs one Willpower to resist this Crush, and if someone successfully resists his crush, it does not end the clinch. If they do /not/ resist it, however, Gil becomes capable of changing their personality in any of the following ways; attempting an impossible action wastes the action. He may add a number of Intimacies equal to his own limit, one at a time. He may remove an Intimacy as an Illusion effect, and will learn what was erased when doing so. He may remove memories from a timespan up to five years in length, or all memories associated with a particular Intimacy he has deleted. Gil does not learn those memories. This is also an Illusion effect. Gil may increase or decrease Virtues, one dot at a time, up to a maximum of five dots and a minimum of one dot. Gil can also add or subtract permanent Willpower, up to a maximum of 8 and a minimum of 1. When finished, the spike painlessly recedes. These effects are permanent to mortals, who can spend experience to heal these changes, though temporary to Essence Users if they decide to spend four Willpower to fix the damage done. This can be done in installments or all at once. This is a Training effect for mortals and Exalts, though Exalts can also choose to have these effects last for a single day, therefore not costing anything. Essence users can restore memories by building up an Intimacy to them. -0□6 hours rest -1□□□□2 days rest -2□□□□□□4 days rest -4□2 weeks rest Incapacitated□2 weeks rest Dying□□□□2 weeks rest PossessionsMUNDANE POSSESSIONS1 pair of wrist-binding iron cuffs. They are yellow-and-black striped. Three segments of cord, each three feet long. A set of Autochthonian-issue rations that should last him a week. These will likely go untouched, save maybe the water. A roll of synthetic cord. This is interesting because instead of being ropelike, it's flat and made of synthetic material. It's also black-and-yellow striped, similarly to the cuffs. He has 20 feet of it. Several pages of paper, an ink pot, and a quill. A bedroll with headrest attached. Also, a blanket. And naturally a backpack to carry all of this in. ArtifactsMadam, a soulsteel beamcleaver with a blood-red blade. When activated for a cost of 5m, a blade of blood-red energy shaped like a guillotine blade projects from the end, trailing ash in its wake. The energy blade is difficult to deflect, effectively halving the PDV of anyone attempting to parry it--and if the opponent's PDV is greater than 0, any nonmagical weapon used to parry is destroyed. If a natural weapon is used to parry, the owner of said weapon suffers amputation if they are an extra, or an unsoakable 2L if they are not. Nonmagical armor is damaged by successful attacks with the blade, losing bashing and lethal soak equal to the raw damage of the attack, and if reduced to 0 soak, the armor is destroyed. Inanimate objects suffer the same effects, though if they are significantly larger than the wielder, this damage is limited to a smaller section of the object. A soulsteel reinforced buff jacket. A Starmetal-Steam elemental core of the Scrying Apparatus model, which looks like an eight-faceted crystal covered with starmetal filigree. The owner may gaze into an unadorned side and spend 3m to scry upon a location up to (Essence x 10) yards away regardless of obstacles. This may be blocked by magics that prevent scrying. The core retains its power for one season before it must be taken to a Core Refinery or Mobile Meta-Core Reactor to be recharged. Gil possesses a Plasma Tongue Repeater, designed to look like it was made for a Terrestrial Exalt, as well as a Resplendent Personal Assistant. The Resplendent Personal Assistant keeps time and functions as a compass that tracks his speed, as well as his position relative to the Pole of Elemental Earth, or Elemental Metal in Autochthonia. He also has a cubic yard-sized cache egg, which he can store nonliving material in and banish or reacquire with a cost of 20 motes either way. It is impossible to steal the egg or its contents when banished. He possesses a Folding Servant, capable of crafting mundane items using any of the Crafting stats save for Water, as well as alchemical ammunition for his Plasma Tongue Repeater. Join Battle/Debate5Parry DV (Soulsteel Beamcleaver)5 Parry MDV3Parry DV (Unarmed)3Dodge MDV5 (8)Dodge DV4, 5*Natural Soak4B/2L/0AArmor Soak12B/9L/9ATotal Soak16B/11L/9APierced Soak10B/6L/4AArmor Hardness6B/6LMovement4 (5*) move, 10 (11*) dash *Reflects Dexterity score of 5, as enhanced by Fourth Dexterity Augmentation. AttackSpeedAccuracyDamageRateRangeDefenseTags Punch56 (7*)5B3-3N Kick55 (6*)8B2-2 (3*)N Clinch65 (6*)5B1--NCP Soulsteel Beamcleaver514 (15*)17L/42-5O**Soulsteel Assault Crossbow (Target Bolt)511 (12*)10L1250-2BP***Essence Pulse Cannon613 (14*)10L or 14B1200-FP Plasma Tongue Repeater510 (11*)10L120-F *Reflects Dexterity score of 6, as enhanced by Fourth Dexterity Augmentation. **This weapon also drains (Essence) motes whenever it causes damage to a living target. It has other properties, described in 'Artifacts', above. ***This weapon loses 2 Accuracy and 2 Damage when used against anything other than a living target. ****This weapon loses 2 Accuracy and 2 Damage when used against anything other than a living target. Bashing damage caused by this weapon never spills over into Lethal. Targets slain by Lethal damage from this weapon disintegrate, leaving any indestructible possessions behind, though this effect does not interfere with the target's soul in any way. Nonmagical metal armor applies only a third of its soak against damage caused by this weapon. AttackSpeedCharismatic AccuracyManipulative AccuracyRateCharismatic DefenseManipulative Defense Presence466233 Performance655133 Investigation555233

pc sheet

Previous post Next post
Up