Nix's Warden
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Yes! My half baked idea of Togashi! Kenshin is winning! I am amused as hell right now but I'm glad so many other people like the idea.
I'm just not going to get literally anything I vote for this Quest, am I?Currently it looks like we're heading for Agasha Kenshin the male Sword-master.
It's so good. : (Honestly I don't see a lot of archers in quests.
edit: checks vote okay so i'm probably not going to see it here either
And Solar archery is amazing bullshit.
Hey @Maugan Ra, since we're the first ever in setting Exalted, does this mean we don't suffer from the Great Curse and it's Limit Breaks?
Well, there are still consequences for letting divine power fuse with the soul of a mortal.
How would we even tell--I mean it's entirely feasible for a Limit Breaking samurai to just go MAXIMUM HONOUR and lose all sympathy for those who are insufficiently honourable.
Right.The fact that this would be very hard to identify is sort of the point.
[X] Female
[X] Togashi
[X] Kenshin
[3] [Archetype] Swordmaster
[2] [Archetype] Champion of Law
[5] [Archetype] Dragon's Flame
[4] [Archetype] Priest of the Kami
[1] [Archetype] Tattooed Monk
Anyway, Vote Called. I'll run another tally in a bit, but I'm pretty sure the only thing that changed is that the family name became Togashi rather than Agasha.
.......Look at the post directly above yours.
sorry
Special Activation Rules said:Attack enhancing charms such as Excellent Strike need only be paid for once in order to enhance every attack in an Iron Whirlwind, but the Melee Excellency must be paid for in full each time. Iron Whirlwind Attack may be activated immediately after Peony Blossom Technique as though it were a reflexive charm.
That's Awesome. Besides Intimacy suggestions do you want us to vote on Charms now too?Indeed, the vote has already been called, and I have the character sheet mostly done. Here's what it looks like right now, for reference. I still have to add intimacies (and I'd welcome suggestions on what those might be - who do you see Kenshin liking/hating? How does he feel about Bushido? Stuff like that), add some additional context for what the numbers mean and give the whole thing a proper editing pass to make sure it works out alright, but I figure there's no harm in letting people see what I have so far.
-/-
Name: Togashi Kenshin
Caste: Dawn
Concept: An enigmatic, highly spiritual master of the sword, who wanders the world in search of enlightenment and the perfection of his bloody craft.
Anima: As Kenshin draws on ever-more power, the power in his soul begins to overflow the crude form of his material body, radiating out in an ever-growing aura of brilliant golden sunlight. At first it merely halos him, no brighter than a candleflame, but at full strength it is as though the sun itself has come to walk upon the world; a brilliant column of light and fire visible for miles in all directions, within which the sinuous form of some great celestial dragon can be seen to dance and writhe.
Anima Abilities/Effects:
- May spend one mote to instantly know the position of the sun relative to oneself, providing a perfect sense of time even in the strangest of environs.
- May cause the Caste Mark (a golden symbol emblematic of your power and heritage) to appear on the forehead, shining with pale light. This can be of any desired intensity, but is generally assumed to be enough to illuminate a darkened room.
- At bonfire/iconic anima display, the Dawn adds half his essence score (round up) to his initiative upon resetting after a successful decisive attack.
- Once per day, the Dawn may reset any of his combat or movement charms with outstanding reset conditions by paying 10m. This ability refreshes at sunset.
- The Dawn caste inspires terror in his foes. He adds half his essence score (round up) in bonus dice to all intimidating social influence, and can apply such actions against targets normally immune to fear, such as golems, oni and the undead.
Attributes
Strength: ●●●
Dexterity: ●●●●
Stamina: ●●●●
Charisma: ●●●
Manipulation: ●●
Appearance: ●●
Intelligence: ●●●
Perception: ●●
Wits: ●●●●
Abilities
Note: Abilities listed in bold are either Caste or Favoured, and benefit from discounts to xp cost and training time when you seek to improve them or learn related charms. Your Supernal ability is melee – this removes the essence restriction on which charms you can learn, allowing access to the most powerful melee abilities from the very start.
Archery
Athletics ●
Awareness ●●
Brawl ●●●
Bureaucracy
Craft (Tattooing) ●
Dodge
Integrity ●●●
Investigation ●
Larceny
Linguistics ● (Poetry ●)
Lore ●●
Medicine
Melee ●●●●● (Niten ●)
Occult ●●
Presence ●
Performance
Resistance ●
Ride
Sail
Socialize ●●● (Court Etiquette ●)
Stealth
Survival ●●●
Thrown
War ●●● (Dragon Clan ●)
Merits
Ambidextrous ●
Kenshin is trained in the signature twin-sword style of his Clan, and takes no penalties to actions made with his off-hand.
Artefact ●● (Mountain Tattoo)
Kenshin's back is adorned with an elaborate and highly beautiful tattoo depicting the soaring mountains of his homeland. The ink used to create it was created from the blood of a divine being, and the tattoo functions as a set of light artefact armour. This protection, however, only functions if it is not covered up by clothing.
Backing ●● (Dragon Clan)
Although famed as a duellist far and wide, Kenshin's official position in the Dragon Clan is simply that of one bushi among many; he takes orders and fights the enemies of his clan, and has only the most limited formal authority over his peers.
Boundless Endurance ●●
The divine blood in Kenshin's tattoos has seeped into his own veins, filling him with excessive vitality. He reduces the difficulty of all rolls made to resist fatigue or remain awake by two.
Exalted Healing
Being imbued with the divine fire of Lady Sun has significantly bolstered Kenshin's mortal form. Only the most grievous of injuries leave any kind of scarring, and he heals much faster than he previously did. Furthermore, his natural healing is akin to a slow form of regeneration; unless the body part in question is completely severed or destroyed, it will eventually return to full functionality.
Influence ●●
Rokugan is a land that greatly admires warriors and duellists, and as such Kenshin has a significant degree of influence entirely outside the bounds of his formal station. He can lean on this reputation to help persuade and impress individuals who might have heard of his deeds.
Mighty Thews ●
Physical exercise is a form of meditation much appreciated by the Dragon Clan, and Kenshin is stronger than he might otherwise look. He adds his rating in this merit to his dice pool for all feats of strength.
Natural Immunity ●●
One does not spend days on end wandering shirtless through the high mountains without developing a robust constitution. Kenshin reduces the difficulty to resist sickness, disease and infection by two.
Quick Draw ●
Although not quite as fast as one of the Kakita, Kenshin is still a student of the way of iaijutsu, and takes no defence penalty for making a draw/ready weapon action.
Tempered by the Elements ●●
Having spent his entire life in the mountains of the Dragon Clan, meditating under waterfalls or atop exposed peaks, Kenshin has become highly adapt at navigating such harsh terrain. He treats mountainous terrain and thick snow as though it were open ground for the purposes of movement speed.
Charms
15 to pick
General Charm: Excellent Solar (Ability) – This charm represents the sheer skill and prowess available to one imbued with a measure of divine power. Kenshin gains it automatically for all of his caste and favoured abilities, and for any other ability that he learns at least one charm for. He may pay 1m per dice added to an appropriate roll, or 2m per point to increase a static value such as Parry.
Excellent Solar Athletics
Graceful Crane Stance – 3m reflexive, one scene. Drawing essence through his body and bones, Kenshin lightens his form and steadies his stance. Using this charm imbues him with perfect balance and allows him to strand and run on surfaces too thin or weak to normally support him. He can run across an avalanche, balance atop a pine tree and perform any number of acrobatic stunts without the need for a roll.
Excellent Solar Awareness
Excellent Solar Brawl
Thunderclap Rush Attack – 3m reflexive. Skill, essence and aggression come together in a single strike, faster than the eye can track. Kenshin may move up to a single range band without using his movement action, and make an attack with any applicable combat ability against a single enemy, regardless of his position in the initiative order. This move cannot be defeated by a clash without the use of magic, and counts as Kenshin's attack for the turn. It can be used once per enemy per scene, but may be reset against a particular enemy by driving them into initiative crash.
Excellent Solar Integrity
Integrity Protecting Prana – Permanent charm. Exposure to the Shadowlands Taint can cause all manner of side effects, from addiction to mutation to outright damnation. Through his connection to Lady Sun, Kenshin is automatically aware whenever he is exposed to such things, and may reflexively pay 5m and 1wp to become completely immune for one scene.[/i]
Excellent Solar Investigation
Watchman's Infallible Eye – Permanent charm. The uncanny insight of the Tattooed Monks is well known in Rokugan, as their wisdom leads them to notice things that others might never even consider. Kenshin is automatically alerted on a subconscious level whenever a case scene or profile character action would be appropriate, allowing him to make the roll without the players needing to specify. This does not guarantee success; if he makes a roll against a suspicious character and fails, he will know that there is something off about them, but without any kind of specific knowledge of what.
Excellent Solar Lore
Wyld-Dispelling Prana – 5m 1wp reflexive. As the Chosen of Amaterasu, Kenshin is imbued with a measure of divine authority, more than enough to rebuke the touch of Jigoku. He may activate this charm at the first moment he notices any individual, item or structure being affected by the Shadowlands Taint or similar corruption, sluicing away the corrupting influence. Additionally, he may roll (Mental attribute + Lore + Essence) at an appropriate difficulty to immunise the target against further taint for one round per success in combat, or one minute per success in narrative time.
Excellent Solar Melee
Excellent Strike – 3m supplemental. Channelling divine energy through his limbs, Kenshin strikes true; an attack enhanced by this charm gains one automatic success and rerolls 1s until they no longer appear.
One Weapon, Two Blows – 3m reflexive. Sensing an opening, Kenshin takes immediate advantage; upon making a withering attack that reduced an enemy's initiative from being higher than his to being lower, he may activate this charm to immediately attack again. This second attack may be either withering or decisive.
Peony Blossom Attack – 1m, 1wp reflexive. Surrounded by the brilliant energy of the sun's wrath unveiled, Kenshin cuts through his enemies with devastating speed. When his anima is at the bonfire/totemic level, he may snuff it out in order to make an immediate attack, even if he has already attacked this turn.
Dipping Swallow Defence – 2m reflexive. With peerless skill and blinding speed, Kenshin turns aside even the surest of attacks. This charm removes any penalties to his Parry against a single attack, and should he successfully defend against it awards him with one point of initiative.
Iron Whirlwind Attack – 5m, 1wp simple charm. A true master of Niten is a veritable storm of blades upon the battlefield. Using this charm, Kenshin splits his initiative into (lowest of his strength, dexterity or stamina) decisive attacks, which can be made against one or multiple opponents as desired. At least one initiative must be allocated to each attack, and initiative is only lost if every attack in the sequence fails to connect; otherwise, he resets to base initiative at the end of the sequence.
Excellent Solar Occult
Spirit-Detecting Glance – 3m reflexive, one scene. Much like the Shugenja, Kenshin has become able to perceive the world of spirits. This charm allows him to see and hear (though not touch) immaterial beings.
Excellent Solar Resistance
Ox-Body Technique (x1) – Permanent charm. The bodies of the Exalted are far more durable than those of mortal men. Each purchase of this charm provides Kenshin with additional health levels: currently, one -1 and two -2 health levels each. It may be purchased a number of times equal to his resistance.
Excellent Solar Socialise
Mastery of Small Manners – 5m reflexive, one scene. While this Charm is active, the Exalt adapts to the expectations of a host culture, and is able to instinctively and reflexively follow its customs, behaving appropriately for the situation at hand. This eliminates any penalties stemming from unfamiliarity and makes it impossible to accidentally commit any kind of major faux pas. Those who hold positive ties for the attuned culture gain a temporary minor tie of respect for the Solar, and those who would be inclined against him due to intimacies of xenophobia or prejudice have the strength of those intimacies temporarily reduced by one step.
Excellent Solar Survival
Hardship-Surviving Mendicant Spirit – 5m reflexive, one day. This charm makes it possible for Kenshin to survive the most hostile of terrain without special equipment or preparation. He would find walking barefoot through the Burning Sands as pleasant as a stroll through the mildest grassland, and can go about bare-chested in the deepest winter without any risk of frostbite. This does not provide any protection against environmental damage (such as fire), but does lower the difficulty of any test to find food or shelter by two.
Excellent Solar War
Ideal Battle Knowledge Prana – 3m supplemental. A true warrior, Kenshin simply knows what the correct course of action is in any combat situation. He may use this charm to enhance any order actions he gives with double 9s.
Traits
Essence ●
Personal: 13
Peripheral: 29 (+4 committed to tattoo)
Willpower ●●●●● ●●●
Health:
-0: [ ]
-1: [ ] [ ] [ ]
-2: [ ] [ ] [ ] [ ]
-4: [ ]
Incap: [ ]
Combat Statistics
Join Battle: 6 dice +3 successes
Attack (Katana): 12 dice, 12L/2 damage
Attack (Wakizashi): 14 dice, 10L/2 damage
Evasion 2, Parry 6
Soak/Hardness: 9/4 (Mountain Tattoo)