Taking into account your above build but skewing it a bit more towards
her street rat heritage and less mastermind-ey. If anything, she's a genius
compared to Lyana. But not really anything even approaching Valeria's level
in that department.
I'm still looking for a way to fully integrate what you gave me via Discord
with what Lyana already established as cannon. What I'm thinking right now
is exiled-Iselsi family goes to the Hundred Kingdoms to forge their luck and
instead die. Blackbird rises from the ashes.
Blackbird:
The Truth (Can't/won't talk about this)
-She's Realm-born, Iselsi, and Dragonblooded. She
... She's AT BEST has grown up as a Patrician, more likely significantly
lower social strata.
-Excellent confidence woman, no skill with weapons whatsoever, not so great
on the self-control. Her fellow Iselsi probably regard her as a sign of how
far they've fallen.
Long story short, she's more of an outsider in her own culture than most
outcastes.
She's gotten tastes of the privilege other dragons get as a matter of course,
but never had it for herself.
She's probably really bitter- a trait the other Iselsi share. :P
The Cover
-Satrapy born (Cherak)
-Part of a merchant family, Exalted late, ended up in an arranged marriage
she didn't want. Ran away rather than follow through.
-Got in with some less than savory types in Nexus, managed to parlay that
into a career as a gladiatorial promoter.
-Has been wandering the East with Lyana for a while, getting into shenanigans.
(The truth of course can be dug out, but she's not going to volunteer it.)
"Stop me if you've heard this one."
The girl Lyana picked up (literally) is called Blackbird. A street rat with
little to no prospects, she Exalted when her house was burned down with her
family in it, and it called down a pouring rain. Using her newfound talents,
she decided to make use of her gift of the gab... but unfortunately she ran
afoul of several really nasty people, who were fully prepared to take a
literal pound of flesh from her to avenge the embarrassments she did them.
A group of their henchmen cornered her, whereupon a wiry young female warrior
ran up to grab her... and then she turned out to be a Solar Anathema.
Lyana needed a manager, and she needed a protector. It was win-win! That said,
she did not count on Lyana's frowns being so powerful when she considered
harmless little scams, so maybe it's more trouble than it's worth.
Blackbird poses as a haughty Dynast with her loyal slave. Lyana is content
to entertain that fiction (she recognizes the value of showmanship) but in
private they bicker about a lot of things; for instance, how they could live
better by being more morally flexible. Still, much as she hates to admit it...
Lyana's being a good influence on her, even as she further pragmatizes Lyana.
Name: Blackbird (Iselsi Enuma Kiwina)
Concept: Grifter/Lost Friend
Aspect: Water
Anima:
Great Curse:
A Water Aspect’s Great Curse makes her perseverance a liability as she goes
to unnecessary extremes to overcome obstacles or protect allies, or faces
down impossible obstacles refusing to believe she can be defeated. She might
take any underhanded shortcut or employ any plans, no matter how convoluted,
in the pursuit of her own triumph.
Strength | 2 | Charisma | 3 | Perception | 4 |
---|
Dexterity | 3 | Manipulation | 4 | Intelligence | 4 |
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Stamina | 3 | Appearance | 3 | Wits | 4 |
---|
|
[ ] Archery | | [F] Lore (Black Markets) | 3 | [ ] Stealth | 2 |
---|
[ ] Athletics | 2 | [ ] Medicine | | [ ] Survival | 1 |
---|
[ ] Awareness | 3 | [ ] Melee | 2 | [F] Thrown | 3 |
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[A] Brawl | 1 | [ ] Occult | 1 | [ ] War | |
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[A] Bureaucracy | 4 | [ ] Performance | 2 | [ ] | |
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[F] Dodge | 3 | [F] Presence | 4 | | |
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[ ] Integrity | 2 | [ ] Resistance | 2 | | |
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[A] Investigation | 4 | [ ] Ride | 2 | | |
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[A] Larceny | 5 | [A] Sail | 3 | | |
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[F] Linguistics | 2 | [ ] Socialize | 4 | | |
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Specialties | | Specialties | |
---|
Larceny | Confidence Games | Integrity | Resolve |
---|
Presence | Persuasion | Bureaucracy | Management |
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Bureaucracy | Bargaining | Socialize | Dragon-Bloods |
---|
Socialize | Promoting | | | | |
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Investigation | Casing a scene | | | | |
---|
Essence | 2 | Limit | [X] [X] [X] [X] [X] [X] [ ] [ ] [ ] [ ] |
---|
Personal | 13 | Willpower | 6 |
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Peripheral | 31 | Temp. Willpower | 6 |
---|
Join Battle | 5 | Hardness | - |
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Nat. Soak | 3 | Total Soak | 3 |
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Parry | 3 | Evasion | 3 |
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Resolve | 4 | Guile | 4 |
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Anima Effects |
---|
5m: The Water Aspect may use her move action to cross the surface of the water |
as though it were solid land, and ignores the -3 penalty for rushing or |
disengaging across any difficult terrain. At bonfire, this power is free. |
3m: Add a non-Charm success on a roll to disengage, withdraw, or resist being grappled. |
Water aspects may breathe water as though it were air, and suffer no penalties for being submerged in water. |
Pen | Health Levels |
---|
-0 | [ ] |
---|
-1 | [ ] [ ] [ ] |
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-2 | [ ] [ ] [ ] |
---|
-4 | [ ] |
---|
Inc | [ ] |
---|
Weapon | Acc | Dmg | Def. | Over | Attune | Tags |
---|
Bare Hands | 8 | 9 | +0 | 1 | - | Bashing, Brawl, Grappling, Natural |
Knife | 8 | 9 | +0 | 1 | - | Lethal, Melee, Thrown (Short) |
Elemental Bolt | +5/+4/+3 | 12 | - | 3 | - | Bashing, Flexible, Disarming, Thrown (Short) |
Armor | Soak | Hard | Mob. Pen | Attune | Tags |
---|
| | | | | |
Merit | Rank | Details |
---|
Boundless Endurance | 2 | -2 difficulty to resist fatigue or remain awake. |
Contacts | 3 | the Guild |
Danger Sense | 3 | +1 bonus to detect danger |
Resources | 1 | Proficient in making money, even more proficient in spending it frivolously |
Language | 3 | Riverspeak (Native); High Realm; Low Realm; Forest-Tongue |
Influence | 1 | House Iselsi (Blackbird has accrued minor favors) |
Flaw | Details |
---|
Thin-Blooded | -3 penalty on Bargain rolls and -1 Resolve where lineage is a factor |
Vitra's Wound | -3 penalty to actions which demand two hands to perform properly. |
| -1 off-hand penalty to everything else. |
Paranoia (Major) | Whenever subjected to intense stress, Blackbird distrust all strangers |
| and negate the benefits of all her positive Ties unless she succeeds |
| at a Willpower roll against 3. |
Intensity | Type | Details |
---|
Defining | Principle | I take care of Blackbird first. |
Major | Principle | If I don't get caught, it isn't breaking the rules. |
Major | Principle | Anathema are dangerous monsters. |
Minor | Tie | House Iselsi (Pragmatic Loyalty) |
Minor | Tie | Lyana (Friendship in Crime) |
Minor | Tie | Lyana (Resentment over my maiming and abandonment) |
Minor | Tie | Valeria (Wary Trust) |
Favored/Caste Charms
Awareness
- Precision Observation Method:
(1m/die or 2m/success; Supplemental; Balanced, Earth, Excellency; Instant) Add dice/successes to an Awareness roll. - Cloud-Piercing Focus: (1m; Reflexive; Balanced, Earth or Fire or Water; One tick)
The Dragon-Blood’s sight is extended to its full normal range.
Earth: negates visual penalties from dust storms, sandstorms, or similar obstructions.
Fire: it negates such penalties from smoke, fire, or volcanic fumes.
Water: it negates penalties from mist, rain, or being underwater.
Brawl
- Become the Hammer: (1m per die or 2m per +1 Parry; S/R; Balanced, Excellency, Uniform, Water; Instant)
Add bonus dice to a Brawl or Martial Arts attack or the control roll of a clinch
for 1m each, and deal lethal damage unarmed. She rerolls 6s on the damage roll
until they cease to appear. Alternatively, she raise Parry for 2m per +1, and
block lethal damage unarmed.
Bureaucracy
- Geese-Flying-South Administration: (2m/success; Supplemental; Balanced, Excellency, Water; Instant)
Add automatic successes to a Bureaucracy roll, and reroll 6's until they cease to appear. - Finding the Water's Depths: (3m; Simple; Water; Instant)
Read Intentions with (Perception+Bureaucracy) to determine what it would take
to entice him to perform a specific course of action with a Bargain roll.
Success reveals a general description of the quantity and quality of payment.
A successful roll reveals the target's Intimacies relating to the price as well.
it. - Confluence of Savant Thought (2m; Simple; Water; Instant) Roll (Intelligence+Bureaucracy) to introduce
a fact about a bureaucratic or mercantile organization she belongs to or is familiar with. - Water Stained Ledger (3m; Supplemental; Water; Instant) Reroll 5s and 6s until they cease to appear on a Larceny
roll to conceal evidence of Bureaucratic misdoing. - Thoughtful Gift Technique (4m; Supplemental; Water; Instant) Double 9s on a bargain roll after using Finding the
Water's Depths to determine an offer.
Dodge
- Threshold Warding Stance: (2m per Evasion or success; S/R; Balanced, Excellency, Fire, Uniform; Instant)
Add to Evasion or successes on a Dodge roll, and ignore environmental penalties to Dodge.
Integrity
- Granite Curtain of Serenity: (2m per Resolve or success; S/R; Balanced, Earth, Excellency; Instant)
Raise her Resolve or add automatic successes to an Integrity roll for 2m. In
addition, she ignores a -1 penalty from wounds, deprivation, or poison. - Heart-Hardening Meditation: (6m; Reflexive; Earth; One scene)
+2 Resolve against inspire rolls and influence that leverages either an
inspired emotion or a Tie based on strong passions.
Earth Aura: this counts as a non-Charm bonus.
Investigation
- Indisputable Physical Analysis Technique: (2m/success; Supplemental; Balanced, Excellency, Water; Instant)
Add Successes on an Investigation roll, and reroll 6's until they fail to appear. - Permeating Insight: (4m; Supplemental; Water; Instant)
Add (Essence) non-Charm dice on a roll to profile a character. If successful,
gain a temporary Investigation specialty in the profiled character. Retain the
specialty indefinitely. You may only have 1 specialty from this Charm at a time. - Scent-of-Crime Method (4m; Supplemental; Water; Instant) Double 9s on an awareness, investigation, or survival
roll to detect the presence of a character who has made a Larceny Roll in the last (essence) hours.
Larceny
- Underground River's Flow: (2m/Success; Supplemental; Balanced, Excellency, Mute, Water; Instant)
Add successes to a Larceny roll. - Resetting Tumblers Technique: (5m; Supplemental; Mute, Water; Instant)
Double 9's on a roll to conceal evidence. - Observer Awareness Method: (1m; Reflexive; Water; Instant)
Choose to roll (Perception+Larceny) at least one success reveals if you are being watched and
by how many people. If the Dragon-Blood gets more successes than (Observer's Stealth or Guile
whichever is higher) their precise location is revealed. - Rose-Among-Thorns Distinction: (5m; Simple; Wood; Instant)
After spending at least an hour interacting with a specific criminal society gain a temporary
Larceny specialty in interacting with it. The specialty also applies to any Influence rolls
to convince others she belongs to the group or exploit that belief. Retain the specialty
indefinitely, but only one at a time. - Nimble Thief’s Fingers: (1m; Supplemental; Balanced, Water; Instant)
No one can follow the sinuous, fluid motions of the Dragon-Blood’s hands as
she enacts her sleight. She rerolls 6s until they cease to appear on a roll
to steal an object, pick a lock, poison a meal, cheat at cards, or any other
use of Larceny that involves manual dexterity or sleight of hand.
Lore
- Elemental Concentration Trance (3m; Simple; Balanced; Instant) Meditate in the presence of an elemental expression
to introduce a fact with a single bonus success as if she had a lore background in the charms elemental aspect. - Elemental Bolt Attack (4m (+1a); Simple; Dual; Instant) Make an attack out to short range (medium for 1 anima)
with (Dexterity+Thrown)
Presence
- Glowing Coal Radiance: (2m/success; Supplemental; Balanced, Excellency, Fire; Instant)
Add successes to Presence rolls and roll an additional non-Charm dice for every 10 on the roll. - Unbearable Taunt Technique: (2m; Simple; Fire; Instant)
Roll to inspire anger, if successful, the target must respond to her with hostility.
In combat this provokes the enemy into attacking the Dragon-Blood on his next turn.
Even if resisted with Willpower, lose 2 Initiative if he attacks any other character.
Resistance
- Ox-Body Technique (-; Permanent; None; Permanent) Extra Health Levels
Socialize
- Loquacious Courtier Technique: (2m/success or +1 Guile; S/R; Balanced, Excellency, Fire, Mute; Instant)
Add successes to Socialize rolls or Guile. - Friend-to-All-Nations Attitude: (-; Permanent; Wood; Permanent)
After spending at least 1 hour being exposed to any culture or social group,
gain a temporary Socialize specialty in it. The Dragon-Blood may have up to
(Essence) specialties granted by this Charm at a time. - Auspicious First Meeting Attitude (5m; Simple; Balanced, Water; Instant) Combine a read intentions with an instill
action to create a positive tie against the lower of Guile or Resolve
Thrown
- Seeking Throw Technique: (1m per die; Supplemental; Air, Balanced, Excellency, Uniform; Instant)
Add bonus dice on a Thrown roll for 1m each, and ignore the target's light cover
Defense bonus.
Air Aura: if you aim before attacking, ignore 1 Defense bonus from heavy cover.
Current XP | Current sXP |
---|
7 | 0 |
XP spent | sXP spent |
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68 | 75 |
This message was last edited by the GM at 15:44, Wed 26 Aug 2020.