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Dice Exalted 3rd: Salt and Blood

Legend of tomorrow

Junior Member
Character creation is standard as per the book, so you have most likely exalted less than a year ago.


With the game taking place in the southwest, and starting with An-Teng, you'll have some reasons to explore the vast expanses and seas, so some ranks in Sail couldn't hurt.


Use the OOC section for any questions and post your characters here.
 
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WIP


  • Name: Aranni // Golden Girl


    Caste: Dawn


    Concept: Ex-Godblooded Holy Powerhouse


    Anima: A dazzling set of six sharp-feathered orichalcum wings


    Supernal Ability: Melee


    Appearance


    Young, still maturing, the girl's hair is a flowing firey mane. She's got the whip cord muscles of a distance runner or swimmer, and enough of a healthy figure to her that you know she hasn't every truly been close to starving. All around, a cute young twelve year old.


    134584-artwork-sword-leaves-redhead-anime_girls-kimono-looking_at_viewer-women-736x459.jpg



 
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  • t0ra6d.jpg



    Name:
    Gallon (pronounced 'Gah-len')


    Concept: The Pirate


    Anima: A flag of gold, with crossed white swords


    Background


    Gallon doesn't talk honestly about his past. He will make up plenty of stories as to what his precise origins were. Regardless, he's An-Teng by blood, holds the Realm in contempt, and in his younger days when seen, frequented the docks.


    Mind you, these were not the docks of honest mercantiles, but the seedy, corsair-filled, and Lintha favored. With a certain charm, and his own knack for the sea and swords, Gallon served on one raider than another, before snagging his own ship and crew.


    They nearly met their end though, when an Imperial trireme on a rare anti-pirate sweep fixed on them. Desperate, Gallon turned the ship into the path of dark clouds while ordering the caged ravens to come up to propitiate the storm mothers into making a safe gap for them.


    That was when Gallon heard the chuckle of a deep, sonorous amused voice, his brow glowed white and gold, and the storm seemed to part for the ship while battering the Realm vessel.


    Driven by a vision and an impulse only he could understand, Gallon personally piloted the pirates to a small atoll island, mounted by a familiar tumulus. In the burial chamber below, Gallon found the daiklave of his past reincarnation, the orichalcum and moonsilver blended Quicksilver Cutlass.


    Now a Solar Exalt, he is beginning to consider new and bigger possibilities on the horizon.
 
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  • Name: Mnemon Taminoko


    Caste: Zenith


    Anima: A shining white crane rises above her and spreads its wings, shedding its light on all the world.


    Supernal Ability: Presence


    Appearance





 
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Mostly done, just got 6 bp left to spend. Need to work with you about an artifact however.





  • Healer.jpg



    Name:
    Divia Evershade


    Concept: Traveling Healer/Poisoner


    Anima: Nightshade Flowers with Stems and Berries


    Languages: Seatongue, Flametongue


 
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Going for a Lara Croft/Indiana Jones with magic Kinda thing. Will slowly be picking up craft charms. My combat focus will be Righteous Devil Style. Name: Hunter Nillo-----------Age: 17----------Hair: Black----------Eyes: Honey Gold Caste: Twilight Concept: Sorcerer/Relic Hunter Anima: Surrounded by a storm of bright whirling essence that seem to uncover the veil between realms sowing the madding chaos of the deep wilds, the primal elements of the of the far reaching poles or the dark beauty of hell any reflection that is not of this world. Personality:


http://i856.photobucket.com/albums/ab123/tiggs69er/421e3611a671c50a0349dac9f041c2af_zpskmoxzycq.jpg



Hunter Nillo



Hunter was raised for the better part of his life in a monastery, he had always assumed that whoever his parents were; they wanted nothing to do with him.


He was born peculiar, some worshiped and revered his oddity and other's condemned it. The sisters and brothers of the monastery gave little credit to either. Maybe this was to not offend whatever or whoever was the source of his condition.


However the case Hunter had not notice the reverence or enmity, the sisters and brothers had sheltered him well. For eight years they had kept him hidden, not from the world but from all else that could warp a child's mind.


Hunter however was soon reaching an age where the confines of the temple would no longer be sufficient entertainment for a young boy; where the call of the outside world would be ever alluring. It was on one of these nights when he was around the age of eight that he slip out of the monastery into the world.


It was then Hunter had learned a hard truth, he was very different, but there were many things that were different in the world and being different didn't mean he needed to be shut away. So Hunter left the monastery to see a world beyond the temple walls.


Over the years Hunter has been many things but he is not your typical sorcerer, His learning did not come from years of study in a library or behind some desk with wax candles and dusty tombs. He learned and honed his craft in the thick of it.


From cloistered child, to street rat, to a number of odd job's; He had little choice in the matter. Lucky for him learning came easy. He found that people would pay a good deal for lost treasures and there where ton's of it just sitting around among the ancient ruins.


You just had to be smart, brave and skilled enough to get them. So that's what hunter did, he learned how to get them. Boning up on the knowledge of artifacts, the crafting of items and learned thaumaturgy all to add him. Before long people began seeking him out to retrieve lost wonders.


It was during one of these hunts when retrieving some old spell book that his team set off a trap. a demon of some sort sprung forth and begun to attack everyone. Somehow Hunter had ended up fending off the demon to allow the others to escape. He used every trick and trade that he had learned to keep the demon busy and for a short time it had worked but when it came time to save his life he was all out of tricks.


Hunter did not manage to avoid being unscathed throughout his distraction. In fact he was bleeding out. His death seemed imminent, that was until that dusty tomb fell open to a binding spell, he thought what the hell maybe he could improvise something quick. and the next thing he knew the demon was bound to him and his cast was shining.





Twilight



Anima Effects:


• For five motes, the Twilight projects an aura of pure force, reflexively gaining five Hardness for one turn. At the bonfire/iconic level, this power activates itself automatically at no cost. This effect doesn’t stack with other magic that raises Hardness, but it can be used during Initiative Crash.


• For 10 motes, one Willpower, the Twilight’s anima flares blue and white and consumes her body over the course of the round. On her next turn, she vanishes into her anima and ceases to exist. If the Exalt moves or suffers knockdown before the action is completed, it fails and the effect is wasted. After using this power, the Twilight will not reappear until the following sunset. When she does, it will be at a place of power within 10 miles of her vanishing point, chosen by the Storyteller. She might appear at a temple, a demesne, a major crossroads, the door of a god’s sanctum, the precise center of a city, etc.


• For 10 motes, the Twilight may touch an Essence 1-3 elemental or a demon of the first circle, conjoining its Essence to her anima. Roll Intelligence + Occult against the creature’s Resolve. If successful, this creates a pact that changes the spirit into her familiar, allowing her to target it with applicable Survival Charms. In addition, the Twilight can reflexively summon the spirit instantly for three motes, drawing it through the Essence of the world to appear beside her. She may banish the creature again, reflexively, for free, returning it to the tides of Essence that suffuse Creation until needed. The Twilight may have up to (Essence) spirit familiars bound in this fashion at once.



Attributes



Primary


Perception ●●● [3]


Intelligence ●●●●● [5]


Wits ●●● [3]


Secondary


Strength ●● [2]


Dexterity ●●●● [4]


Stamina ●●● [3]


Tertiary


Charisma ●● [2]


Manipulation ●● [2]


Appearance ●●● [3]


Caste Abilities: Craft, Integrity, Investigation, Lore, and Occult.


Favored Abilities: Awareness, Larceny, Brawl, Dodge, Survival


Supernal Ability: Occult



Abilities



Archery ● [1]


Athletics ● [1]


Awareness ●● [2] (Sight)


Brawl ● [1]


Bureaucracy


Craft ●● [2] (Magic Items)


Dodge ●●● [3]


Integrity ●● [2]


Investigation ● [1]


Larceny ●● [2]


Linguistics ● [1]


Lore ●● [2]


Martial Arts ●●●● [4] (Gonna put something)


Medicine


Melee


Occult ●●●●● [5] (Battle Casting)


Performance


Presence


Resistance ● [1]


Ride


Sail ● [1]


Socialize


Stealth


Survival ●●● [3](Handling Animals)


Thrown


War


[/tab]


[tab=Merits][/tab][tab=Merits]


Manse ●●●●● [5] Gain Demesne Merit (p. 160) and the Hearthstone Merit (p.161) at no cost with a manse 3 or 5


Martial Artist ●●●● [4]


Ambidextrous ● [1]


Cult ●●● [3]


Extra limbs ●●● [3] Arms


Subtlety ●● [2] For my Extra arms


Infernal Nobility [1]


Thaumaturgist. Exalted characters who take the Charm Terrestrial Circle Sorcery gain this Merit at no cost.


Charms in your Supernal Ability treat your Essence rating as 5 for the purpose of meeting the prerequisites to purchase and upgrade them.


Excellencies: Awareness, Brawl, Craft, Dodge, Integrity, Investigation, Larceny, Lore, Occult, Martial Arts,Resistance, Survival


Craft


1) Tireless Workhorse Method


Dodge


2) Read in the wind.


Resistance


3) Ox-Body Technique


Larceny


4) Seasoned Criminal Method. ------------ 5) Flawless Pick pocketing method


Occult


6) Terrestrial Circle Sorcery.---------------7) Ancient Tongue Understanding


8) Dark-Minder’s Observances. -----------9) Gloaming Eye Understanding


10) Spirit-Detecting Glance


Martial Arts


11) Cloud of Ebon Devils. ----------- 12) Kiss of the Sun Concentration


Survival


13) Friendship with Animals Approach


]



Spells



14)Free


15) Summon Elemental


Cost: Ritual, 2wp--------------Keywords: None-------------Duration: Instant


Drawing and shaping Essence through one of the five elements, the sorcerer calls an elemental into being and binds it to her will. Casting this spell requires a ritual of four hours as the sorcerer channels Essence through icons of the element, draws up sigils of creation and binding, or communes with the appropriate Elemental Dragon. At the end of her ritual, she summons an elemental of up to Essence 3 into existence, creating it out of pure Essence rather than calling it from somewhere else. Once summoned, the elemental must be bound to the sorcerer’s will, as per Demon of the First Circle (p. 473), except that an elemental cannot break free—if the binding fails, the elemental simply disperses back into raw Essence, and the sorcerer doesn’t regain the Willpower spent on the spell. At the end of a bound elemental’s term of service or assigned task, it usually undergoes the same fate of dissipation, although elementals who have developed a fully-formed personality and identity may persist past the end of their binding at the Storyteller’s discretion. Summon Elemental can only be cast once per day.


16) Demon of the First Circle;


Cost: Ritual, 2wp----------------Keywords: None------------Duration: Instant


The sorcerer conjures one of the least monsters of the Demon Realm into Creation, breaking and binding it to her will. This spell requires a ritual that begins at sundown, and ends at the stroke of midnight. A faint green glow traces out a rift between Creation and Hell, and a First Circle Demon of the sorcerer’s choice is drawn forth, howling with rage, fear, or sorrow.


Demons summoned by this spell must be bound with an (Intelligence + Occult) roll against their Resolve. The sorcerer may choose to make the demon her personal slave for a year and a day, giving it a Defining Tie of


loyalty to her that cannot be weakened or altered by any means and setting its Resolve to 0 against any influence rolls she makes. Alternatively, she may assign it to complete a specific task—“Construct a tower using these plans,” “Murder Magistrate Yang,” “Dig a tunnel through this wall”—for as long as it takes to complete. Task-bound demons form a Defining Principle of “I must complete my task,” which is similarly impervious to tampering.


On a failed binding roll, the sorcerer is unable to bind the demon, and must make a (Wits + Occult) roll against a difficulty of the demon’s Willpower to banish it back to Hell. If she fails, then the demon is unleashed, unbound, into Creation—and is most likely very angry at her.



(Gonna take a crack at writing my own but this will do if my attempt sucks)

Shaping Ritual

Bargain with Mara


You have met the demon Mara, the deer-footed creature of shadows who pursues lovers marked by dark destinies and feeds them stolen souls. You may have met her as she sojourned through Creation, or seen her lovely, wicked face in dreams—perhaps you even summoned her yourself


to make your bargain. Through cunning, charisma, or pleasing offerings, you have made a pact with her, taking the power of the Shadow Lover for your own.



Shaping Rituals



Like Mara herself, the sorcerer draws power from those who love her. The Essence of their adoration is clay in her hands, taking form in her sorcery. Whenever she takes a shape sorcery action while within medium range of a character with an unrequited Tie of love (or a similar emotion) towards her, she may reap additional sorcerous motes equal to that Intimacy’s value (for example, four motes from a Defining Tie). Intimacies can only be tapped for motes in this fashion once per day, and the sorcerer cannot harvest power from love she reciprocates. Normally she may only drain one Intimacy to fuel the casting of a spell, but she may draw power from any available Intimacies when casting her control spell. She cannot draw more than ten sorcerous motes per scene with this ritual.


When the sorcerer seduces and sleeps with a willing mortal, she may choose to draw the soul out of his body, leaving it an inanimate husk that soon dies of deprivation. The extracted soul lingers invisibly around her, tethered to her by umbral chains. As a miscellaneous action, the sorcerer may offer up one of her bound souls to Mara in exchange for power once per scene, rolling (Essence + Willpower) and gaining that many sorcerous motes. She retains these motes until the end of the scene, and may spend them towards any spells she casts. Additionally, a bound soul may be reflexively expended in place of a point of Willpower when paying the cost of the sorcerer’s control spell. She cannot have more than (Essence + Occult) souls bound to her at one time.


The sorcerer draws power from shadow and darkness, weaving it into her spells. Whenever she begins a scene in darkness or shadow heavy enough to qualify as concealment for attempting stealth, she gains three sorcerous motes, which last until the end of the scene and can be spent towards any spells she casts. Additionally, whenever she takes a shape sorcery action to shape a spell while in stealth, she gains an additional sorcerous mote as long as the spell’s target is unaware of her. She also receives these benefits while under the night sky during the new moon or Calibration, even without being concealed.


Other Benefits


Infernal Nobility (Merit •): Demons recognize the sorcerer as one favored by Mara. First Circle demons are treated as having a Minor Tie of terrified awe towards her, while Second and Third Circle demons have a positive Minor Tie of respect, or some variation suited to their nature.


Demonic Tattoos: Mara has marked the sorcerer, taking one or more of her own souls and rendering it down into a midnight-black tattoo that spirals around her chakras. The sorcerer may unlock Evocations from these tattoos that allow her to manipulate or gain power from shadows or darkness, alter her control spell to incorporate elements of darkness and subversion, or manipulate or empower summoned demons, such as by turning them into living shadows.


General Traits


Essence:


Personal Essence: 13


Peripheral Essence: 33


Limit Trigger:


Health Levels: -0, -1, -1, -2, -2, -4, INC


Willpower: ●●●●● 5


Withering Attack (Unarmed/): dice / dice


Withering Damage (Unarmed/): Threshold + [Overwhelming ] / Threshold + L[Overwhelming ]


Evasion:


Parry: (Unarmed) / ( )


Soak: Stamina 3 + Armor =


Hardness: None


Resolve:


Guile:



Intimacies



Minor Tie:The Realm (Hate - negative)


Minor Tie: My Cult (Wary respect)


Major Tie: Familiars (Friendship and Affection)


Defining Principle: "The true measure of a man is what he does with power"


Equipment


working on it


Bonus Points/XP Log


Merits 11


Abilities 4[/tab]
 
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