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  • House of Bells Admissions-NPC Generation Database

    Hi, everybody! I'm gonna be running a Dragonblooded game in which my PCs are new students at the House of Bells! Sort of an Enders Game meets Persona meets My Hero Academia meets Harry Potter meets Assassin Classroom meets every other high school anime sorta vibe with lots of teenagers forging strong bonds overcoming trials together and then having those bonds tested later on, with some murder mystery and tension over the future of the Realm intruding occasionally on lessons.

    This means I'm gonna need a ton of Dragonblooded NPCs to serve as friends, enemies, teen crushes, rivals, etc. My players know me pretty well, so in the interest of throwing them some curve balls, I'm looking for help.

    If you have a Dragonblooded character, either an NPC or a PC, who you've enjoyed playing in your games and you're okay with me (or other GMs, I guess!) stealing for my own use, please give me their statblock as a teenaged Dragonblood created using the school-aged Dragonblooded character creation rules, including intimacies and a brief backstory/personality blurb. Feel free to throw in a physical description as well. I'll put these characters in five-person units with each other per normal House of Bells policy and they'll feature as the classmate NPCs in the game I'm running. I want each of them to be unique and interesting so that there's sort of a "class of heroes" vibe.

    In exchange, I'll do a quick character-sketch/portrait of each of these NPCs (handy for my PCs to see what they look like anyway!) and I'll make sure to record the events of my House of Bells game for posterity.
    Last edited by Wise Old Guru; 05-12-2018, 03:05 PM.


    So I'm making God-Kicking Boot, an Exalted webcomic, now. Updates on Sundays. Full-color, mediocre but slowly improving art. It's a thing.

    The absence of a monument can, in its own way, be something of a monument also.
    -Roger Zelazny

  • #2
    Just Hatched chargen is a pain, but here goes.

    Ophris Aht Naji
    Aspect: Earth
    Appearance: At a solid seven feet, with another foot to go, Aht Naji is already a giant. He is no brute, though, and it shows – from his pretty, almost feminine face and long lavender curls down to his black-painted nails. If only he smiled more, he'd be an absolute dream. Unfortunately, he tends to look dismissive at best, and outright predatorial at worst.
    When school life permits it, he dresses lavishly in the fashions of Kamthahar and the colour of his Aspect. His anima is a lazy, screeching vortex of bone-white dust.
    Background/Personality: As a Prasadi admitted into one of the prestigious schools of the Blessed Isles, Naji is doubly privileged. He knows this and he loves it, because he is an asshole.
    Luckily, he's rather the quiet type, chiming in with put-downs and backhanded compliments rather than really laying into people. He's worse to spar with, since he really relishes in the feeling of a good, painful hit; likewise, his taste in art favours a morbid blend of sensuality and violence.
    If Aht Naji has virtues, they lie in his ability to take as good as he gives, his quiet spirituality, and how he is, in a strange way, pretty humble.

    Sample Intimacies
    "There's a satisfaction in cruelty. Better still when they fight back;" Defining
    The tenets of the the Pure Way; Major
    An abiding love for music; Major
    “Violence is a craft;” Major
    His younger brother (Loathing); Minor
    Outcastes (Naked Contempt); Minor
    "Tch;" Minor

    Attributes
    Strength 4, Dexterity 3, Stamina 4
    Charisma 3, Manipulation 3, Appearance 3
    Intelligence 2, Wits 2, Perception 3
    Caste and Favoured Abilities
    Athletics 3
    Effortlessly Rising Flame
    Awareness 3
    Deep-Listening Palm, Precision Observation Method
    Brawl 1
    Become the Hammer
    Craft: Cooking 1; Painting 2 (Exotic and Wrong)
    Integrity 2
    Larceny 2
    Observer Awareness Method
    Lore 2
    Careful Insight-Gathering Study
    Martial Arts: Nightingale Style 2
    Voice of the Night Bird
    Martial Arts: White Reaper Style 4
    Falling Scythe Flash
    Performance 3 (Voice of an Earth God)
    Audience-Enthusing Display
    Resistance 4
    Impervious Skin of Stone, Ox-Body Technique II
    War
    Other Abilities
    Dodge 1
    Presence 2 (Devilish Beauty)
    Socialize 2
    Merits
    Cult 1 (Family Worshippers)
    Giant 4
    Martial Artist 4
    Resources 2

    Willpower: 5

    Other Notes: Naji practices White Reaper with an inward-curving blade called a rhomphaia (treat it as a great axe/scythe). Speaking of, his name is Aht Naji, and he will correct anyone who gets it wrong without missing a beat.

    This is a lot of work, so I'll start with one. Hopefully I can get you a few more in time.
    Last edited by The MG; 05-12-2018, 09:13 PM.

    Comment


    • #3
      Originally posted by The MG View Post
      Just Hatched chargen is a pain, but here goes.

      Ophris Aht Naji
      Aspect: Earth
      Appearance: At a solid seven feet, with another foot to go, Aht Naji is already a giant. He is no brute, though, and it shows – from his pretty, almost feminine face and long lavender curls down to his black-painted nails. If only he smiled more, he'd be an absolute dream. Unfortunately, he tends to look dismissive at best, and outright predatorial at worst.
      When school life permits it, he dresses lavishly in the fashions of Kamthahar and the colour of his Aspect. His anima is a lazy, screeching vortex of bone-white dust.
      Background/Personality: As a Prasadi admitted into one of the prestigious schools of the Blessed Isles, Naji is doubly privileged. He knows this and he loves it, because he is an asshole.
      Luckily, he's rather the quiet type, chiming in with put-downs and backhanded compliments rather than really laying into people. He's worse to spar with, since he really relishes in the feeling of a good, painful hit; likewise, his taste in art favours a morbid blend of sensuality and violence.
      If Aht Naji has virtues, they lie in his ability to take as good as he gives, his quiet spirituality, and how he is, in a strange way, pretty humble.

      Sample Intimacies
      "There's a satisfaction in cruelty. Better still when they fight back;" Defining
      The tenets of the the Pure Way; Major
      An abiding love for music; Major
      “Violence is a craft;” Major
      His younger brother (Loathing); Minor
      Outcastes (Naked Contempt); Minor
      "Tch;" Minor

      Attributes
      Strength 4, Dexterity 3, Stamina 4
      Charisma 3, Manipulation 3, Appearance 3
      Intelligence 2, Wits 2, Perception 3
      Caste and Favoured Abilities
      Athletics 3
      Effortlessly Rising Flame
      Awareness 3
      Deep-Listening Palm, Precision Observation Method
      Brawl 1
      Become the Hammer
      Craft: Cooking 1; Painting 2 (Exotic and Wrong)
      Integrity 2
      Larceny 2
      Observer Awareness Method
      Lore 2
      Careful Insight-Gathering Study
      Martial Arts: Nightingale Style 2
      Voice of the Night Bird
      Martial Arts: White Reaper Style 4
      Falling Scythe Flash
      Performance 3 (Voice of an Earth God)
      Audience-Enthusing Display
      Resistance 4
      Impervious Skin of Stone, Ox-Body Technique II
      War
      Other Abilities
      Dodge 1
      Presence 2 (Devilish Beauty)
      Socialize 2
      Merits
      Cult 1 (Family Worshippers)
      Giant 4
      Martial Artist 4
      Resources 2

      Willpower: 5

      Other Notes: Naji practices White Reaper with an inward-curving blade called a rhomphaia (treat it as a great axe/scythe). Speaking of, his name is Aht Naji, and he will correct anyone who gets it wrong without missing a beat.

      This is a lot of work, so I'll start with one. Hopefully I can get you a few more in time.
      ...my PCs are either gonna murder or seduce this boy. I am not sure which.


      So I'm making God-Kicking Boot, an Exalted webcomic, now. Updates on Sundays. Full-color, mediocre but slowly improving art. It's a thing.

      The absence of a monument can, in its own way, be something of a monument also.
      -Roger Zelazny

      Comment


      • #4
        So … we're taking existing PCs and NPCs and re-imagining them as highschoolers? This'll be fun.

        Tepet Bast “Sooty” Sallina
        Description: A coal-black simhatawoman with eyes of brilliant amber. Like a simhata, she has the head of a lion. Her coarse black mane is ash-grey at the tips and smokes slightly. Her lips are pulled back in a smirk, revealing wicked fangs, and her hands sport retractable claws. She wears a long buff jacket in black leather, over pants of sturdy, dark material. A lion tail peeks out the slit at the back. Her hooves are shod with red jade shoes, and she wears a pair of flame pieces at her hips. She affects an air of casual disregard for what people think of her, but she notices their outrage, and it gives her perverse satisfaction.
        Background: When Dragonlord Tepet Bast heard tidings of the calamitous Battle of Futile Blood, she set her affairs in order and journeyed from the remote Southern outpost she had overseen for many years to her family home on the Blessed Isle. She left her barbarian husband in charge of the outpost with the militia they had trained, and took the Tepet forces with her to reinforce the decimated house legions. She also brought back their young daughter. Her house elders were horrified to learn that she had sullied her bloodline with the blood of a sub-human barbarian. They stripped her of rank and sent her to oversee an unimportant plantation in the countryside, where her deformed child would bring the house the least shame.
        Seeing her mother treated this way after her faithful service to the house left young Sooty bitter and fanned the spark of rebelliousness. She exalted at 13 while sparring with a visiting human cousin, who had roused her ire with his cruel and childish barbs, and before the servants managed to restrain her she had kicked him senseless. Unable to ignore her now that she was counted among the house's desperately few exalted scions, the Tepet elders begrudgingly allowed her mother to send her to the House of Bells.
        Aspect: Fire Anima: Twin lion-headed dragons loop about her in a flurry of sparks.
        Attributes: Strength 4, Dexterity 4, Stamina 3, Charisma 4, Manipulation 2, Appearance 3, Perception 2, Intelligence 2, Wits 3
        Abilities: Archery 3, Athletics 2, Awareness 3, Brawl 3 (Kick), Craft Flame Weapons 1, Dodge 3, Integrity 3, Linguistics 1, Lore 2, Medicine 1, Occult 3, Performance 1, Presence 2 (Intimidate, Taunt), Resistance 3, Socialise 1, Stealth 2, Survival 2, War 2
        Merits: Ambidextrous 1, Artifact 3 (Wrath and Pride, Red Jade Simhatashoes), Language 1 (Flametongue), Resources 2, Claws 1, Fangs 1, Enhanced Smell 3, Night Vision 3 (eliminate all darkness penalties short of total darkness, but not penalties associated with other visual obstructions such as fog), Tail 1, Unusual Hide 1
        Flaws: Beastwoman, Carnivore (cannot tolerate much non-meat in her diet)
        Intimacies: Defining Principle - “I will burn brighter than any of my haters.”; Defining Principle - “I would do anything for a true friend.”; Major Principle - “Fuck you, I'm proud of my heritage.”; Major Principle - “If the arseholes are pissed at you, you know you've done something right.”; Major Principle - “Fuck bullies. You get the boot.”; Major Tie – Family (Devotion); Minor Tie – House Tepet (Uneasy Gratitude, Loyalty, Resentment); Minor Tie – Steak (Aww Yeah)
        Willpower: 5 Essence: 1 Personal: 12 Peripheral: 22/27 Committed: 5
        Resolve: 3 Guile: 2 Join Battle: 6 Evade: 3 (Mobility -1)
        Soak: 9 (5 Reinforced Buff Jacket, Mobility -1, Silent) Hardness: 0
        Health: -0,-1,-1,-1,-2,-2,-2,-4, I
        Attacks:
        Unarmed: 11 dice (Decisive 7), Damage 11/1, Parry 4 – Lethal, Brawl, Grappling, Natural
        Wrath and Pride: 11 dice (Decisive 8), Damage 16/4, Parry 5 - Bashing, Brawl, Smashing, Worn
        Flame Pieces: 7/11/9/7/5 dice (7 Decisive), Damage 11/1 – Lethal, Archery (Short), Flame, Mounted, 1-Handed, Slow
        Anima Effects: For 5m, become immune to mundane environmental hazard based on heat or flame for a scene. Add (Essence) soak and 2 Hardness vs fire-based attacks. Free at bonfire anima.
        Once a day, when acting on an emotion-based Intimacy, add (Intimacy rating) non-Charm dice.
        Anima flux deals (higher of Essence or 3) damage instead of 1.
        Charms:
        Archery: Unobstructed Hunter's Aim, Harvest of the Hunter, Boughs of Burning Autumn
        Awareness: Precision Observation Method
        Brawl: Become the Hammer, Pounding Surf Style, Blade-Deflecting Palm
        Presence: Glowing Coal Radiance, Unbearable Taunt Technique
        Resistance: Ox-Body Technique
        Notes: Wrath and Pride were a gift commissioned for Sooty by her mother, as a present to her upon being accepted to the House of Bells. They become super-heated while Sooty's anima banner is at bonfire/iconic. They have their names worked into the undersides in reverse so that they brand anything Sooty hits that is capable of being branded (flesh, leather, wood etc). This increases the target's wound penalty by 1 for the rest of the scene unless they succeed on a difficulty 2 Stamina+Resistance roll. The penalty is non-cumulative with further brands.


        Peleps Krela
        Description: A heavily scarred young woman with tanned skin and short, purple-black hair with a few strands of seaweed. Her left eye is a jade prosthesis – finely crafted but not lifelike, and surrounded by terrible scar tissue. Her left arm (her dominant side) is an elaborate black jade prosthesis which boasts retractable razor claws. Her posture is stiff and her manner is curt, but to those who know her well she reveals a sarcastic sense of humour and a love of life's simple pleasures – wine, tobacco, and good company, mostly. She is invariably seen an immaculately kept uniform.
        Background: Krela came to the House of Bells as a mortal student. She missed the last year of school, and rumours swirled until she showed up in the new year with the distinctive mark of the dragons upon her, hideous scars, and a set of black jade prostheses. She exalted in the hold of a sinking passenger ship, holding off the wyld-spawned horror that had punched through the hull so that the other passengers could escape to the surface. She drove it off, but its venom ravaged her body. In addition to her eye and arm, it was necessary to partially reconstruct her spine, which has left her partially inured to pain.
        Aspect: Water Anima: Powerful breakers and glimpses of sea dragons.
        Attributes: Strength 4, Dexterity 4, Stamina 3, Charisma 3, Manipulation 1, Appearance 3 (Hideous), Perception 3, Intelligence 3, Wits 3
        Abilities: Athletics 2 (Swimming), Awareness 3, Brawl 3, Bureaucracy 1, Dodge 2, Integrity 4, Linguistics 1, Lore 2, Medicine 1, Occult 2, Presence 3 (Imposing Demeanour), Resistance 4, Sail 3, Socialise 3, Stealth 2, Survival 2, War 2 (Naval Combat)
        Merits: Artifact 3 (Black Jade Prosthetic Arm with Razor Claws), Influence 1 (House Peleps), Pain Tolerance 4, Resources 2, Enhanced Sight 3
        Intimacies: Defining Principle - “I must repay the faith my house has shown in me.”; Defining Principle - “Once my course is set, you'd sooner turn back the tide than change my mind.”; Major Principle - “I take people as I find them, not how rumour paints them.”; Major Principle - “Practical thinking gets things done.”; Major Principle - “A sense of humour is all that keeps me sane some days.”; Major Tie – House Peleps (Loyalty, Pride); Minor Principle – “I like to enjoy a relaxing drink and smoke after a trying day.”; Minor Principle - "I'll be straight with you if you're straight with me."; Minor Tie – Political Games (Loathing);
        Willpower: 5 Essence: 1 Personal: 12 Peripheral: 22/27 Committed: 5
        Resolve: 4 Guile: 2 Join Battle: 6 Evade: 2 (-1 Mobility)
        Soak: 8 (5 Lamellar Armour, -1 Mobility) Hardness: 0
        Health: -0,-1,-1,-1,-1,-1,-1,-1,-1,-3, I
        Attacks:
        Unarmed: 11 dice (7 Decisive), Damage 11/1, Parry 4 – Bashing, Brawl, Grappling, Natural
        Razor Claws: 12 dice (7 Decisive), Damage 14/3, Parry 4 – Lethal, Brawl, Concealable, Natural
        Anima Effects: For 5m, use a move action to cross the surface of water as if it were solid land, and ignore the -3 penalty for rushing or disengaging across difficult terrain. Free at bonfire anima.
        For 3m, add a non-Charm success to disengage, withdraw, or avoid being grappled.
        May breathe water as if it were air, and suffers no penalties for being submerged.
        Charms:
        Brawl: Become the Hammer, Blade-Deflecting Palm
        Integrity: Granite Curtain of Serenity, Oath of Ten Thousand Dragons
        Presence: Glowing Coal Radiance
        Resistance: Ox-Body Technique x2, Purifying Blood Ascendancy
        Sail: Fine Passage-Negotiation Style
        War: Tactics Mean Everything
        Last edited by Measure of Hope; 05-13-2018, 02:06 PM.


        "Measure of Hope is right about everything." - Wise Old Guru

        Currently running an Exalted 2.5 Abyssals game in a homebrew modern shard because I value neither my time or my sanity, and I'm loving almost every minute of it.

        Comment


        • #5
          Originally posted by Measure of Hope View Post
          So … we're taking existing PCs and NPCs and re-imagining them as highschoolers? This'll be fun.

          Tepet Bast “Sooty” Sallina
          Description: A coal-black simhatawoman with eyes of brilliant amber. Like a simhata, she has the head of a lion. Her coarse black mane is ash-grey at the tips and smokes slightly. Her lips are pulled back in a smirk, revealing wicked fangs, and her hands sport retractable claws. She wears a long buff jacket in black leather, over pants of sturdy, dark material. A lion tail peeks out the slit at the back. Her hooves are shod with red jade shoes, and she wears a pair of flame pieces at her hips. She affects an air of casual disregard for what people think of her, but she notices their outrage, and it gives her perverse satisfaction.
          Background: When Dragonlord Tepet Bast heard tidings of the calamitous Battle of Futile Blood, she set her affairs in order and journeyed from the remote Southern outpost she had overseen for many years to her family home on the Blessed Isle. She left her barbarian husband in charge of the outpost with the militia they had trained, and took the Tepet forces with her to reinforce the decimated house legions. She also brought back their young daughter. Her house elders were horrified to learn that she had sullied her bloodline with the blood of a sub-human barbarian. They stripped her of rank and sent her to oversee an unimportant plantation in the countryside, where her deformed child would bring the house the least shame.
          Seeing her mother treated this way after her faithful service to the house left young Sooty bitter and fanned the spark of rebelliousness. She exalted at 13 while sparring with a visiting human cousin, who had roused her ire with his cruel and childish barbs, and before the servants managed to restrain her she had kicked him senseless. Unable to ignore her now that she was counted among the house's desperately few exalted scions, the Tepet elders begrudgingly allowed her mother to send her to the House of Bells.
          Aspect: Fire Anima: Twin lion-headed dragons loop about her in a flurry of sparks.
          Attributes: Strength 4, Dexterity 4, Stamina 3, Charisma 4, Manipulation 2, Appearance 3, Perception 2, Intelligence 2, Wits 3
          Abilities: Archery 3, Athletics 2, Awareness 3, Brawl 3 (Kick), Craft Flame Weapons 1, Dodge 3, Integrity 3, Linguistics 1, Lore 2, Medicine 1, Occult 3, Performance 1, Presence 2 (Intimidate, Taunt), Resistance 3, Socialise 1, Stealth 2, Survival 2, War 2
          Merits: Ambidextrous 1, Artifact 3 (Wrath and Pride, Red Jade Simhatashoes), Language 1 (Flametongue), Resources 2, Claws 1, Fangs 1, Enhanced Smell 3, Night Vision 3 (eliminate all darkness penalties short of total darkness, but not penalties associated with other visual obstructions such as fog), Tail 1, Unusual Hide 1
          Flaws: Beastwoman, Carnivore (cannot tolerate much non-meat in her diet)
          Intimacies: Defining Principle - “I will burn brighter than any of my haters.”; Defining Principle - “I would do anything for a true friend.”; Major Principle - “Fuck you, I'm proud of my heritage.”; Major Principle - “If the arseholes are pissed at you, you know you've done something right.”; Major Principle - “Fuck bullies. You get the boot.”; Major Tie – Family (Devotion); Minor Tie – House Tepet (Uneasy Gratitude, Loyalty, Resentment); Minor Tie – Steak (Aww Yeah)
          Willpower: 5 Essence: 1 Personal: 12 Peripheral: 22/27 Committed: 5
          Resolve: 3 Guile: 2 Join Battle: 6 Evade: 3 (Mobility -1)
          Soak: 9 (5 Reinforced Buff Jacket, Mobility -1, Silent) Hardness: 0
          Health: -0,-1,-1,-1,-2,-2,-2,-4, I
          Attacks:
          Unarmed: 11 dice (Decisive 7), Damage 11/1, Parry 4 – Lethal, Brawl, Grappling, Natural
          Wrath and Pride: 11 dice (Decisive 8), Damage 16/4, Parry 5 - Bashing, Brawl, Smashing, Worn
          Flame Pieces: 7/11/9/7/5 dice (7 Decisive), Damage 11/1 – Lethal, Archery (Short), Flame, Mounted, 1-Handed, Slow
          Anima Effects: For 5m, become immune to mundane environmental hazard based on heat or flame for a scene. Add (Essence) soak and 2 Hardness vs fire-based attacks. Free at bonfire anima.
          Once a day, when acting on an emotion-based Intimacy, add (Intimacy rating) non-Charm dice.
          Anima flux deals (higher of Essence or 3) damage instead of 1.
          Charms:
          Archery: Unobstructed Hunter's Aim, Harvest of the Hunter, Boughs of Burning Autumn
          Awareness: Precision Observation Method
          Brawl: Become the Hammer, Pounding Surf Style, Blade-Deflecting Palm
          Presence: Glowing Coal Radiance, Unbearable Taunt Technique
          Resistance: Ox-Body Technique
          Notes: Wrath and Pride were a gift commissioned for Sooty by her mother, as a present to her upon being accepted to the House of Bells. They become super-heated while Sooty's anima banner is at bonfire/iconic. They have their names worked into the undersides in reverse so that they brand anything Sooty hits that is capable of being branded (flesh, leather, wood etc). This increases the target's wound penalty by 1 for the rest of the scene unless they succeed on a difficulty 2 Stamina+Resistance roll. The penalty is non-cumulative with further brands.


          Peleps Krela
          Description: A heavily scarred young woman with tanned skin and short, purple-black hair with a few strands of seaweed. Her left eye is a jade prosthesis – finely crafted but not lifelike, and surrounded by terrible scar tissue. Her left arm (her dominant side) is an elaborate black jade prosthesis which boasts retractable razor claws. Her posture is stiff and her manner is curt, but to those who know her well she reveals a sarcastic sense of humour and a love of life's simple pleasures – wine, tobacco, and good company, mostly. She is invariably seen an immaculately kept uniform.
          Background: Krela came to the House of Bells as a mortal student. She missed the last year of school, and rumours swirled until she showed up in the new year with the distinctive mark of the dragons upon her, hideous scars, and a set of black jade prostheses. She exalted in the hold of a sinking passenger ship, holding off the wyld-spawned horror that had punched through the hull so that the other passengers could escape to the surface. She drove it off, but its venom ravaged her body. In addition to her eye and arm, it was necessary to partially reconstruct her spine, which has left her partially inured to pain.
          Aspect: Water Anima: Powerful breakers and glimpses of sea dragons.
          Attributes: Strength 4, Dexterity 4, Stamina 3, Charisma 3, Manipulation 1, Appearance 3 (Hideous), Perception 3, Intelligence 3, Wits 3
          Abilities: Athletics 2 (Swimming), Awareness 3, Brawl 3, Bureaucracy 1, Dodge 2, Integrity 4, Linguistics 1, Lore 2, Medicine 1, Occult 2, Presence 3 (Imposing Demeanour), Resistance 4, Sail 3, Socialise 3, Stealth 2, Survival 2, War 2 (Naval Combat)
          Merits: Artifact 3 (Black Jade Prosthetic Arm with Razor Claws), Influence 1 (House Peleps), Pain Tolerance 4, Resources 2, Enhanced Sight 3
          Intimacies: Defining Principle - “I must repay the faith my house has shown in me.”; Defining Principle - “Once my course is set, you'd sooner turn back the tide than change my mind.”; Major Principle - “I take people as I find them, not how rumour paints them.”; Major Principle - “Practical thinking gets things done.”; Major Principle - “A sense of humour is all that keeps me sane some days.”; Major Tie – House Peleps (Loyalty, Pride); Minor Principle – “I like to enjoy a relaxing drink and smoke after a trying day.”; Minor Principle - "I'll be straight with you if you're straight with me."; Minor Tie – Political Games (Loathing);
          Willpower: 5 Essence: 1 Personal: 12 Peripheral: 22/27 Committed: 5
          Resolve: 4 Guile: 2 Join Battle: 6 Evade: 2 (-1 Mobility)
          Soak: 8 (5 Lamellar Armour, -1 Mobility) Hardness: 0
          Health: -0,-1,-1,-1,-1,-1,-1,-1,-1,-3, I
          Attacks:
          Unarmed: 11 dice (7 Decisive), Damage 11/1, Parry 4 – Bashing, Brawl, Grappling, Natural
          Razor Claws: 12 dice (7 Decisive), Damage 14/3, Parry 4 – Lethal, Brawl, Concealable, Natural
          Anima Effects: For 5m, use a move action to cross the surface of water as if it were solid land, and ignore the -3 penalty for rushing or disengaging across difficult terrain. Free at bonfire anima.
          For 3m, add a non-Charm success to disengage, withdraw, or avoid being grappled.
          May breathe water as if it were air, and suffers no penalties for being submerged.
          Charms:
          Brawl: Become the Hammer, Blade-Deflecting Palm
          Integrity: Granite Curtain of Serenity, Oath of Ten Thousand Dragons
          Presence: Glowing Coal Radiance
          Resistance: Ox-Body Technique x2, Purifying Blood Ascendancy
          Sail: Fine Passage-Negotiation Style
          War: Tactics Mean Everything
          Well these two are just delightful! Krela in particular I'm looking forward to drawing; prosthetics are always fun to play with!


          So I'm making God-Kicking Boot, an Exalted webcomic, now. Updates on Sundays. Full-color, mediocre but slowly improving art. It's a thing.

          The absence of a monument can, in its own way, be something of a monument also.
          -Roger Zelazny

          Comment


          • #6
            How fun, I'm going to be running my own House of Bells game sometime soon. I already have a few solid ideas for other classmates of my players, too.

            However, I've been trying to focus first and foremost on the atmosphere of the place, and just what sort of war-training scenarios the place will face, so I haven't tried particularly hard to make statblocks for the NPCs. In my opinion, those should only be reserved for important recurring characters, or you run the risk of getting too caught up in the details. If I post any NPCs here, they'll be as QCs.

            Also, would you accept submissions of instructors and teachers? I have a few of those too.

            Comment


            • #7
              Yay! Glad I could help.


              "Measure of Hope is right about everything." - Wise Old Guru

              Currently running an Exalted 2.5 Abyssals game in a homebrew modern shard because I value neither my time or my sanity, and I'm loving almost every minute of it.

              Comment


              • #8
                For your consideration, Mnemon Varok:

                Mnemon Varok

                Description: A young man about 5'11" in height, light-skinned with cloud white hair
                and sky blue eyes. His sharp, hawkish features are rarely graced with a smile, but
                when it does happen, he can be quite handsome. His natural scent is reminiscent
                of a cold fog.

                When not in uniform, Varok prefers plain light-colored clothing of simple traditional cut;
                he does not care much for passing fads.

                He bears a tattoo in Dragontongue on his left inner forearm. It is from an Immaculate
                passage which reads: "Seek Justice in all things, though the world burns."

                Background: Varok, like other Air castes, is a creature of principle. His principle?

                Justice. At all costs.

                When Varok was a child, a dear personal friend (whose name he will NOT reveal, under any
                circumstances, to preserve the element of surprize) was betrothed to a member of the potent
                House Cathak, to strengthen the bonds between Mnemon and Cathak. Unfortunately, Ragara
                caught wind of this, and arranged for Varok's friend to meet an "unfortunate accident." It was
                almost painfully obvious what had happened, but it was "politically inconvenient" to seek retribution.

                Varok exalted the moment he secretly swore to avenge his friend, no matter what comes.

                He has spent his life preparing to destroy Ragara himself since then, and has set himself
                to the challenge of battling the murderer's entire House, if necessary. Although he possesses
                significant Occult awareness and Sorcerous potential, he has opted to forgo Heptagram training
                to pursue martial training at the House of Bells. He is interested in pursuing knowledge of
                combat sorcery, if at all possible.

                Personality: Varok is the classic silent, perfectionist loner type. Though well spoken as a dynast
                should be, he would much rather practice or study (especially studying how great houses fall)
                than engage in social interaction. He is clearly consciously struggling against this
                tendency to form the social connections necessary for success in life (and revenge).

                There is one topic about which he will speak effusively, and that is the brewing and
                serving of tea. His love for tea will quickly become legend amongst his classmates.

                Concept: Driven Martial Genius

                Aspect: Air Anima: A cold misty wind filled with ominous impressions of stern, judgemental figures.

                Attributes: Strength 3, Dexterity 5, Stamina 3, Charisma 2, Manipulation 2, Appearance 3,
                Perception 3, Intelligence 4, Wits 3.

                Abilities: Athletics 3, Awareness 2, Brawl 1, Bureaucracy 1, Craft 1, Dodge 1, Integrity 3, Linguistics 1,
                Lore 2, Melee 3, Occult 2, Presence 1, Resistance 1, Socialize 1, Stealth 3, Thrown 3, War 3.

                Specialties: Craft: Tea Brewing, Integrity: Oaths, Stealth: Fog, Thrown: Short Spear.

                Merits: Fast Reflexes 3, Fleet of Foot 4, Influence (House Mnemon) 1,
                Language (Low Realm, Dragontongue) 2, Resources 2, Quick Draw (Thrown) 1.

                Intimacies: Defining Principle - "Justice above all, at all cost."
                Defining Principle - "My word is my bond."
                Major Tie - Ragara (Hatred)
                Major Tie - Mnemon Birod (Grief)

                Major Principle - "If I expect excellence from others, I should expect it from myself."
                Major Principle - "The dynastic penchant for lethal intrigue is morally indefensible."
                Minor Principle - "Appreciation of Tea is a sign of refinement."

                Willpower: 6 Essence: 1 Personal: 12 Peripheral: 27 Committed: 0

                Resolve: 3 Guile: 2 Join Battle: 5 Evade: 3

                Soak: 3 (6 Breastplate) Hardness: 0

                Health: -0, -1, -1, -1, -2, -2, -2, -4, X.

                Attacks:
                Unarmed: Accuracy: 10 (6 Decisive) Damage: 10 Bashing Parry: 3 Tags: Brawl, Grappling, Natural.
                Short Spear (Melee): Accuracy: 10 (10 Decisive) Damage: 12 Lethal Parry: 4 Tags: Melee, Piercing.
                Short Spear (Thrown, Short): Accuracy: 12 (9 Decisive) Damage: 12 Lethal Tags: Thrown (Short), Piercing.
                Short Spear (Thrown, Close): Accuracy: 13 (9 Decisive) Damage: 12 Lethal Tags: Thrown (Short), Piercing.

                Anima Effects: For five motes, Varok can use his reflexive move action to leap an entire range band vertically or horizontally without needing to roll,
                and suffers no falling damage for the rest of the round. At bonfire, this power is free.
                For three motes, Varok may deflect projectiles with a gust of wind, imposing a −1 environmental penalty on a ranged attack against him.
                Once per day, when Varok takes a social or mental action to uphold a Principle, he adds (Intimacy) non-Charm bonus dice on the roll.

                Charms:
                Athletics: Effortlessly Rising Flame, Soaring Leap Technique.
                Awareness: Precision Observation Method.
                Integrity: Granite Curtain of Serenity, Frozen Heart Prana, Oath of the Ten Thousand Dragons.
                Resistance: Ox-Body Technique.
                Stealth: Distracting Breeze Meditation, Vanishing Wind-Body Technique.
                Thrown: Seeking Throw Technique.

                Equipment: Two short spears, breastplate.

                Notes: This character may seem somewhat one-note, and that's for a reason. Being a
                young person with the attendant lack of emotional maturity, his quest for vengeance is
                predictably consuming him. I'm hoping he has a lot of opportunity for character growth.


                My first Dragonblooded character of 3rd Edition. Please let me know if I need to change anything!

                Edit: Wait. I just realized he doesn't effectively know how to actually brew tea. Crud, I gotta change this.

                Edit 2: There, fixed. Sorry Varok, it's Intelligence 5 or tea brewing, and you need to be a human being before being a *complete* genius.
                Last edited by Prometheus878; 05-14-2018, 04:10 AM.


                I'm feeling bluuuueeeee~

                Comment


                • #9
                  Originally posted by Measure of Hope View Post
                  Peleps Krela
                  Description: A heavily scarred young woman with tanned skin and short, purple-black hair with a few strands of seaweed. Her left eye is a jade prosthesis – finely crafted but not lifelike, and surrounded by terrible scar tissue. Her left arm (her dominant side) is an elaborate black jade prosthesis which boasts retractable razor claws. Her posture is stiff and her manner is curt, but to those who know her well she reveals a sarcastic sense of humour and a love of life's simple pleasures – wine, tobacco, and good company, mostly. She is invariably seen an immaculately kept uniform.
                  Background: Krela came to the House of Bells as a mortal student. She missed the last year of school, and rumours swirled until she showed up in the new year with the distinctive mark of the dragons upon her, hideous scars, and a set of black jade prostheses. She exalted in the hold of a sinking passenger ship, holding off the wyld-spawned horror that had punched through the hull so that the other passengers could escape to the surface. She drove it off, but its venom ravaged her body. In addition to her eye and arm, it was necessary to partially reconstruct her spine, which has left her partially inured to pain.
                  Aspect: Water Anima: Powerful breakers and glimpses of sea dragons.
                  Attributes: Strength 4, Dexterity 4, Stamina 3, Charisma 3, Manipulation 1, Appearance 3 (Hideous), Perception 3, Intelligence 3, Wits 3
                  Abilities: Athletics 2 (Swimming), Awareness 3, Brawl 3, Bureaucracy 1, Dodge 2, Integrity 4, Linguistics 1, Lore 2, Medicine 1, Occult 2, Presence 3 (Imposing Demeanour), Resistance 4, Sail 3, Socialise 3, Stealth 2, Survival 2, War 2 (Naval Combat)
                  Merits: Artifact 3 (Black Jade Prosthetic Arm with Razor Claws), Influence 1 (House Peleps), Pain Tolerance 4, Resources 2, Enhanced Sight 3
                  Intimacies: Defining Principle - “I must repay the faith my house has shown in me.”; Defining Principle - “Once my course is set, you'd sooner turn back the tide than change my mind.”; Major Principle - “I take people as I find them, not how rumour paints them.”; Major Principle - “Practical thinking gets things done.”; Major Principle - “A sense of humour is all that keeps me sane some days.”; Major Tie – House Peleps (Loyalty, Pride); Minor Principle – “I like to enjoy a relaxing drink and smoke after a trying day.”; Minor Principle - "I'll be straight with you if you're straight with me."; Minor Tie – Political Games (Loathing);
                  Willpower: 5 Essence: 1 Personal: 12 Peripheral: 22/27 Committed: 5
                  Resolve: 4 Guile: 2 Join Battle: 6 Evade: 2 (-1 Mobility)
                  Soak: 8 (5 Lamellar Armour, -1 Mobility) Hardness: 0
                  Health: -0,-1,-1,-1,-1,-1,-1,-1,-1,-3, I
                  Attacks:
                  Unarmed: 11 dice (7 Decisive), Damage 11/1, Parry 4 – Bashing, Brawl, Grappling, Natural
                  Razor Claws: 12 dice (7 Decisive), Damage 14/3, Parry 4 – Lethal, Brawl, Concealable, Natural
                  Anima Effects: For 5m, use a move action to cross the surface of water as if it were solid land, and ignore the -3 penalty for rushing or disengaging across difficult terrain. Free at bonfire anima.
                  For 3m, add a non-Charm success to disengage, withdraw, or avoid being grappled.
                  May breathe water as if it were air, and suffers no penalties for being submerged.
                  Charms:
                  Brawl: Become the Hammer, Blade-Deflecting Palm
                  Integrity: Granite Curtain of Serenity, Oath of Ten Thousand Dragons
                  Presence: Glowing Coal Radiance
                  Resistance: Ox-Body Technique x2, Purifying Blood Ascendancy
                  Sail: Fine Passage-Negotiation Style
                  War: Tactics Mean Everything
                  I'm not running a high school DB game, but Krela fits my current chronicle amazingly well and I'm stealing her right now, hard.
                  Last edited by Ferozstein; 05-14-2018, 05:02 AM.

                  Comment


                  • #10
                    Originally posted by Parabola View Post
                    How fun, I'm going to be running my own House of Bells game sometime soon. I already have a few solid ideas for other classmates of my players, too.

                    However, I've been trying to focus first and foremost on the atmosphere of the place, and just what sort of war-training scenarios the place will face, so I haven't tried particularly hard to make statblocks for the NPCs. In my opinion, those should only be reserved for important recurring characters, or you run the risk of getting too caught up in the details. If I post any NPCs here, they'll be as QCs.

                    Also, would you accept submissions of instructors and teachers? I have a few of those too.
                    I have ideas for teachers/staff already, but thanks for the offer!


                    So I'm making God-Kicking Boot, an Exalted webcomic, now. Updates on Sundays. Full-color, mediocre but slowly improving art. It's a thing.

                    The absence of a monument can, in its own way, be something of a monument also.
                    -Roger Zelazny

                    Comment


                    • #11
                      How about a character I made for another House of Bells game?

                      Peleps Ayelet: https://docs.google.com/document/d/1...it?usp=sharing

                      Comment


                      • #12
                        Alright, here's a quick sketchup of Aht Naji as he'll be appearing in my game. There's nobody else there for context, but I assure you this young man is of an unusual size. Also, the rest of his unit is jealous of his lavender chest hair. Thanks for the Kamthahar Fashion, by the way, I got to look up ancient Persian fashions and combine two or three ideas from wildly different centuries. Turns out they were doing half-capes before it was cool!





                        So I'm making God-Kicking Boot, an Exalted webcomic, now. Updates on Sundays. Full-color, mediocre but slowly improving art. It's a thing.

                        The absence of a monument can, in its own way, be something of a monument also.
                        -Roger Zelazny

                        Comment


                        • #13
                          How long do we have? I have more ideas but not much time before the weekend.
                          Here is one though:


                          Cynis Ingari
                          Description: Ingari is old for a new admission into the House of Bells, having only exalted at the age of 15. Her once bright blonde long hair is now a fiery red, marking her as a child of the Fire Dragon. Some might think her too frail and delicate for the martial academy, but she has taken to training her body hard and cutting her hair short in a warrior’s trim.
                          Background: Little is known of Ingari’s parentage, or why she her blood is of such notable strength for an egg that exalted so late. She was adopted into house Cynis shortly after her exaltation and placed in the house of bells at some expense in bribes and favours. (Were house Cynis ever to learn that her pedigree involves deals with Neomah demons, Ingari would quickly be transferred to a less prominent school.)
                          Despite her talents lying more in diplomacy and leadership, she has taken to the more physical aspects of her training, if only to remain close to her best friend at the school, and secret crush, who is one of the most promising athletes of her year. Sadly, she is unwilling to admit her feelings for this girl for fear of losing this friendship, as much as it breaks her heart to see her friend get into one bad relationship after another. Instead, she seeks refuge in whatever alcohol she can find, and whatever bad decisions can be found at the bottom of those bottles.
                          Aspect: Fire Anima: Everyone movement of her limbs and hair leaves brightly burning trails of fire lingering in the air.
                          Attributes: Strength 3, Dexterity 4, Stamina 2, Charisma 4, Manipulation 4, Appearance 4, Perception 2, Intelligence 4, Wits 2
                          Abilities: Athletics 2, Dodge 2, Melee 3, Presence 4 (Negotiation), Socialise 2 (Drinking), Performance 2, Archery 3 (Short Bows), Linguistics 2, War 2, Bureaucracy 2, Integrity 2, Resistance 1, Ride 1, Brawl 1, Survival 1
                          Merits: Ally 3 (her best friend and crush, another student at the school), Language 2 (Riverspeak, Old Realm), Resources 1, Quick Draw Archery 1, Artefact 3 “Dark Judgement” (Black Jade Reaver Daiklave that once served as an executioners blade but has seen little combat)
                          Intimacies: Defining Principle - “I AM worthy of admiration!.”; Defining Principle - “I will be her friend, even if I’d like more.” Major Principle - “No, you are not smarter than me.”; Major Principle - “If I can get it with a smile, why waste sweat or blood?.”; Major Tie – Her friend (Love, Lust, Loyalty); Major Tie – Alcohol (Refuge); Minor Tie – House Cynis (Gratitude, Loyalty), Minor Principle – “A fling is better than loneliness.”
                          Willpower: 5 Essence: 1 Personal: 12 Peripheral: 22/27 Committed: 5
                          Resolve: 2 Guile: 3 Join Battle: 2 Evade: 3 (Mobility -1)
                          Soak: 9 (5 Lamellar, Mobility -1) Hardness: 0
                          Health: -0,-1,-1,-2,-2,-4, I
                          Attacks:
                          Unarmed: 9 dice (Decisive 5), Damage 9/1, Parry 3 – Brawl, Grappling, Natural
                          Dark Judgement: 10 dice (Decisive 7), Damage 16/4, Parry 4 – Lethal, Melee, Chopping
                          Short Bow: 6/10/8/6/4 dice (7 Decisive), Damage 9/1 – Lethal, Archery (Long), Flame, Mounted
                          Charms:
                          Archery: Unobstructed Hunters Aim, Sky Calming Draw, Death From Nowhere
                          Melee: Stoking Bonfire Style, Flame Borne Interception, Blinding Spark Distraction
                          Presence: Glowing Coal Radiance, Warm Faced Seduction Style, Hot-Blooded Ardour
                          Socialise: Loqcuacious Courtier Style




                          I thank the Devs for the great game of Exalted!

                          Comment


                          • #14
                            Since the first two went over so well, have another!
                            Nellens Magni
                            Description: Magni is head and shoulders above most of his classmates – literally. With a swarthy complexion, stout build, large nose, and thick black hair inherited from his Haslanti Outcaste father, he stands out even without his extra height. He is a few years older than his cohort, and already sports a beard of sorts, in the form of patches of black gravel protruding from his chin. His booming laugh can be heard across campus, often late into the night, as he indulges his love of drinking and tall tales. He is affable and laid back, terrible in his anger but quick to forgive. When his pugilistic tendencies aren't getting him into trouble, his love of pretty men and women often is.
                            Background: As he hadn't exalted by the time he was 15, Magni opted to join his Haslanti uncle's shipping company in the North, in order to win trade contacts for House Nellens. He spent three years living and working on an airship, and fell in love with the sky. This time away from Realm civilisation fanned the spark of adventure in him. When he exalted at 18, he would gladly have stayed on the frontier, exploring new horizons, but his house insisted he come home and complete his education. His Lore rating comes as much from stories and songs heard in pubs across the North as it does from his Dynastic education. He is looking forward to graduating so he can stop being ground-bound and return to the sky – possibly with his own ship. A walking paradox, an Earth Aspect in love with the sky, he will some day be renowned as The Mountain That Flies. For now though, he's due in the yard in five minutes and can't even remember whose room this is.
                            Aspect: Earth Anima: Looming snow-capped peaks.
                            Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 5, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 3
                            Abilities: Archery 2, Athletics 3, Awareness 2, Brawl 4, Bureaucracy 1, Integrity 3, Linguistics 1, Lore 2, Melee 2, Occult 1, Performance 3 (Storytelling), Presence 3 (Larger Than Life), Resistance 3, Sail 3 (Skyships), Socialise 3 (Carousing), Survival 2, War 2
                            Merits: Contacts 1 (Haslanti Skyports), Giant 4, Influence 1 (House Nellens), Languages 2 (Low Realm, Skytongue), Mighty Thew 3, Resources 2
                            Intimacies: Defining Principle - “I will live a life worth retelling.”; Defining Tie – The Open Sky (My True Home); Defining Principle - “Live life to the fullest, embrace your pleasure.”; Major Principle - “I love hearing a good story almost as much as I love telling one.”; Major Principle - “It's a bad quarrel indeed that can't be settled with a good brawl and patched up with a few drinks.”; Minor Principle - “I'm a sucker for a pretty face.”; Minor Principle - “THIS IS MY INDOOR VOICE!”; Minor Principle - “I love meeting new people! Tell me about yourself!”; Minor Tie – Alcohol (Cheers!)
                            Willpower: 5 Essence: 1 Personal: 12 Peripheral: 27 Committed: 0 Resolve: 3 Guile: 3 Join Battle: 5 Evade: 2
                            Soak: 9 (5 Hauberk, -1 Mobility) Hardness: 0
                            Health: -0,-0,-1,-1,-1,-2,-2,-2,-4, I
                            Attacks:
                            Unarmed: 11 dice (7 Decisive), Damage 11/1, Parry 4 – Bashing, Brawl, Grappling, Natural
                            Cestus: 11 dice (7 Decisive), Damage 11/1, Parry 4 – Bashing, Brawl, Smashing, Worn
                            Sledge: 5 dice (5 Decisive), Damage 15/1, Parry 2 – Bashing, Melee, Reaching, Smashing, Two-Handed
                            Crossbow: 3/9/7/5/3 dice (5 Decisive), Damage 13/1 (15/1 Short) – Lethal, Archery (Long), Crossbow, Piercing, Powerful, Slow
                            Anima Effects: For 5m, add (higher of Essence or 3) natural soak and +1 Hardness until next turn. Add +1 Defence vs smash attacks and grapples as a non-Charm bonus. Free at bonfire anima.
                            For 3m, ignore 1pt of penalty from wounds, crippling or poison for 1 tick.
                            Anyone who takes damage from Magni's anima flux is knocked prone or back one range band, his choice.
                            Charms:
                            Brawl: Become the Hammer, Pounding Surf Style, Oaken Thew Extertion
                            Performance: Audience-Enthusing Display, Lightning-Declamation Style, Legend-Hewn Wisdom
                            Presence: Glowing Coal Radiance
                            Resistance: Ox-Body x1, Impervious Skin of Stone
                            Sail: Fine Passage Negotiation Style


                            Editing to add a note on why Magni has the Giant Merit and Sooty doesn't, despite being a beastwoman with animal heritage that would suggest otherwise. Magni is a bit older. The version of Sooty I posted is in her mid-teens with one last growth spurt in her. Adult Sooty absolutely has Giant. Currently she's pushing 7 feet and doesn't quite qualify. Magni is one dollop of hair-gel away from 8.
                            Last edited by Measure of Hope; 05-16-2018, 09:59 AM.


                            "Measure of Hope is right about everything." - Wise Old Guru

                            Currently running an Exalted 2.5 Abyssals game in a homebrew modern shard because I value neither my time or my sanity, and I'm loving almost every minute of it.

                            Comment


                            • #15
                              My turn to convert my Dynast PC!
                              Ledaal Shushaïn
                              Fire Aspect



                              Description: A delicate-looking young woman with tan skin, grey eyes, and hair the hues of ashes with a dignified expression and the faint smell of incense. She always dresses elegantly and behaves politely, but has the tendency to run into the kind of trouble that forces her to come back dirty with ruined clothes, a lingering stink of smoke that does not (directly) come from her, and the arrogant expression of somebody who wants to delude everybody, herself included, into thinking she 100 % knew what she was doing, and everything went as planned.
                              Background: Shushaïn lived a life of advantages and luxury, even before exalting at age 12 in what would soon turn out to be only one of the first incidents of its kind involving her. At the time, her parents were closely involved in discussions concerning the Nellens, and some horrible, madness-inducing Artifact they managed to get their hands on ; Ledaal House, motivated by genuine concern, scientific curiosity and greed, argued that they made much better guardians for such a weapon, to no avail. Shushaïn’s education depended greatly on this decision, and so, she was taught about the regrettable unreliability of House Nellens, Artifacts, and how to properly care for them. This ignited a passion in her, as well as a great ambition : House Ledaal obtained recently a gorgeous umbrella that was also a great sword, she’d heard, and today still, she’s working hard to earn the right to wield it.
                              Thankfully, while a reckless child, the girl grew up as a very stoic, dignified Dynast, still pursuing bold goals and involved in incidents of very variable levels of gravity, but learning very well how to keep looking good and spin even the worst details to her advantage.
                              The individual closest to her is Delender, a slave once forced into being her friend as a young boy. He stayed by her side the rest of his life, being not only Shushaïn’s favourite playmate (which meant that his disappearance would only lead to the kind of tantrums that result in uncouth quantities of destruction and fire), but also a good companion who could temper her inner fire and would never complain. The Dynast nonetheless has trouble understanding the huge power imbalance inherent to this relation, although she genuinely holds much affection for him.
                              Aspect: Fire Anima (ground covered in embers, dancing smoke)
                              Attributes: Intelligence 2, Wits 3, Perception 2, Strength 2, Dexterity 4, Stamina 3, Charisma 4, Manipulation 4, Appearance 4
                              Abilities: Athletics 4, Dodge 4 [moving range bands], Melee 3 [concealed weapons], Presence 4 [illusion of competence], War 1 ; Linguistics 1, Lore 3, Craft (artifacts) 3 [repair and maintenance], Investigation 3, Socialization 3 ; Awareness 1, Thrown 1, Bureaucracy 1, Occult 1
                              Merits: Retainer 2, Resources 3, Quick Draw 3 (melee), Language 2 (Dragontongue, Old Realm)
                              Intimacies:
                              - Defining Principle : "House Nellens is unfit to guard or protect anything"
                              - Defining Tie : Delender, her retainer and mortal slave/friend/sidekick (paternalistic friendship, loyalty)
                              - Major Tie : House Ledaal (dutiful loyalty)
                              - Major Principle : "It’s easier to ask for forgiveness than permission"
                              - Minor Principle : "Elegance demonstrates nobility of character"
                              - Minor Tie : Artifacts of the Ledaal House (impatient desire)

                              Willpower 5, Essence 1, Personal 12, Peripheral 27, Commited 0
                              Resolve 2, Guile 4, Join Battle 5, Evasion 4 (5 when moving range bands), Parrying 5
                              Soak 6 (chain shirt), Hardness 0
                              Health: -0/-1/-1/-2/-2/-4/Incap
                              Attacks:
                              - Straight Sword (melee) : Accuracy 9 (damage 7, Overwhelming 2), Lethal Parry, Tags : Lethal, Melee, Balanced
                              Charms: [Athletics] Effortlessly Rising Flame, Soaring Leap Technique, Bellows-Pumping Stride, [Dodge] Threshold Warding Stance, Flickering Candle Meditation, Heat-of-Battle Evasion [Craft] Masterful Dragon-Artisan Expertise, [Presence] Glowing Coal Radiance, [Lore] Careful Insight-Gathering Study, [Socialize] Loquacious Courtier Technique

                              TL;DR: that privileged girl who looks like she's part of the popular clique, and probably is. Also if there's explosions and smoke and trouble somewhere, she's probably involved somehow.


                              Part-time table flipper.

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