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Sun-Touched Dragon King [Exalted/Highschool DxD]

Discussion in 'Questing' started by heralding_bubble, May 26, 2018.

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  1. Index: Character Sheet
    heralding_bubble

    heralding_bubble Know what you're doing yet?

    Joined:
    Sep 26, 2015
    Messages:
    230
    Likes Received:
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    • [​IMG]
      Name: Issei Hyoudou
      Gender: Male
      Exaltation Type: Solar
      Caste:
      Motivation: To become a Harem King, a person worthy of the affection of multiple girls
      Battle Theme:
      Anima Banner:

      Essence: O
      Personal: 13/13
      Peripheral: 33/33
      Committed (Personal): 0
      Committed (Peripheral): 0
      Willpower: 5/5
      Limit: 0

      Health:
      -0 [X]
      -1 [X] [X]
      -2 [ ] [ ]
      -4 [ ]
      Incapacitated [ ]
      Dying [ ] [ ]

      Join Battle: 2d+3
      Dodge DV: 1
      Parry DV: 1
      Soak: 2
      Hardness: 0

      Read Intentions: 2d
      Resolve: 2
      Guile: 1

    • Strength: OO
      Dexterity: OO
      Stamina: OO

      Charisma: OO
      Manipulation: O
      Appearance: OO

      Perception: OO
      Intelligence: OO
      Wits: OO

    • Those marked with - are Favoured/Caste Abilities, that which is marked by + is the Supernal Ability.

      Archery:
      –Athletics:
      –Awareness:
      Brawl:
      Bureaucracy:
      –Dodge:
      –Integrity: O
      Investigation:
      Larceny:
      Linguistics: O
      –Lore: O
       >> Specialty: Eroge
      Medicine:
      –Melee:
      –Occult:
      Performance:
      +Presence:
      –Resistance:
      Ride:
      Sail:
      Socialize:
      Stealth:
      Survival:
      Thrown:
      –War:

      Craft:
      >(Expertise):

    • Language: Japanese

      Selective Conception: You have full conscious control on your own fertility. You cannot ensure pregnancy, but you can prevent any undesired one.

      Common Sense: You have an inner voice that warns you when your present course of action is unwise or dangerous, a voice that sounds remarkably like that of the Storyteller.

      Past Lives O: You have brief flashes of memories from your past Exalted incarnations, allowing you to grasp at the bare basics of the glories of the past. Can be used to boost applicable Craft, Lore, and Occult rolls with (Merit Rating) dice. May sometimes cause flashbacks - visions or emotions for example - to past lives. Can be increased by meditation.

    • N/A

    • Defining Ties:

      Major Ties:
      Beautiful Females (Lust)

      Minor Ties:
      Parents (Filial Love)
      Perverted Trio (Friendship)
      Good looking men (Jealousy)

      Defining Principles:
      "I will have a harem!"

      Major Principles:
      "I will help a girl in need."

      Minor Principles:
      "I help people in need."





      • Archery, the discipline of using ranged weapons. The bow is the dominant form of ranged weapon in Creation in all its different varieties, from the simple wooden self bows used by subsistence hunters to the composite bows carried by the Realm’s archers. However, Archery also applies to the use of more exotic weapons. In the South, weapons fueled by a reagent called firedust shoot streamers of flame rather than arrows, and in the North, the nation-states of the Haslanti League favor the crossbow.

        Athletics, the discipline of physical fitness and acrobatic maneuverability. It is used in performing feats of strength, such as lifting up a fallen cart or bending the metal bars of a prison cage. It is also used for movement both in and out of combat—racing towards a distant enemy, jumping over a gaping chasm, climbing a brick wall, and swimming against a powerful tide are all uses of Athletics.

        Awareness, the practiced discipline of alertness and wariness of one’s surroundings. It is used for rolls to notice or pick up on sensory information, but is also important in combat, adding to the Join Battle roll that determines a character’s starting Initiative and allowing her to notice hidden enemies.

        Brawl, used by unarmed combatants who fight based on instinct and a natural talent for violence, rather than any particular discipline or style. It’s used for punches, kicks, head-butts, shoulder thrusts, grappling, and all similar methods of using one’s own body as a weapon. Brawl also conveys an aptitude for brawling aids such as brass knuckles and improvised weaponry such as chairs and broken bottles. In addition to covering attacks, Brawl can also be used to calculate a character’s Parry rating in combat, although parrying a weapon capable of inflicting lethal damage with one’s bare hands requires a stunt.

        Bureaucracy represents a character’s acumen in organizational, mercantile, and legal endeavors. Bureaucracy is used to assess and evaluate the resources—both wealth and manpower—available to one’s self or one’s rivals, as well as to understand the legal codes of a society or the bureaucratic structure of an organization.

        Craft is used to create or repair objects through skilled labor, whether forging a sword, cutting the gem for a merchant prince’s brooch, or planning and overseeing the construction of a temple. The Exalted and other supernatural beings are capable of using this Ability to create artifacts, treasures of legendary quality that possess powerful magic of their own.

        Special rules: When a character first buys this Ability, she must declare an area of expertise to which her crafting skill applies. Potential areas of expertise include weapon forging, armoring, architecture, tailoring, woodwork, carpentry, cooking, and anything else a player might come up with, covering similarly broad (but not all-encompassing) concepts. Additional areas of expertise must be purchased as independent Abilities—thus, a character might have Craft (Weapon Forging) 4, and Craft (Gem-cutting) 2. Of note are Craft (Artifacts) and Craft (Geomancy); these two craft skills in specific are needed to craft artifacts and design and raise manses, respectively.

        Dodge is the skill of evading one’s enemies, deftly maneuvering out of the way of attacks or managing to avoid the dangers of fighting on hazardous terrain. In combat, a character’s Dodge rating contributes to her Evasion, but is also used to escape from close-quarter conflicts with enemies or to take cover from the attacks of far-off foes.

        Integrity is the Ability to remain resolute in one’s beliefs, principles, and decisions when they are challenged, an active discipline of self-assurance and refuting opposing arguments. It contributes to a character’s Resolve, which is used to resist the persuasion of socially skilled characters.

        Investigation is used to uncover hidden or obscured details through close surveillance or examination, whether it is searching a magistrate’s chamber for a hidden letter, unearthing clues at the scene of a murder, or reconstructing the details of a crime from the evidence presented before a magistrate at court.

        Larceny covers a range of talents that fall under the general penumbra of criminal activity. Pickpocketing, lock picking, and sleight of hand are all uses of Larceny that rely on physical deftness, but it also applies to more intellectual tasks such as creating an effective disguise, hiding evidence at the scene of a crime, or navigating a society’s criminal underworld.

        Linguistics is the Ability used to compose works of writing—literary epics, poetic verse, propaganda pamphlets, or even a simple conversational letter. It can be used to influence the thoughts and feelings of characters who read the work using social actions. A character must have at least one dot of Linguistics to be able to read.

        Lore represents a character’s understanding of the world, covering academic disciplines of history, mathematics, geography, literature, science, philosophy, and similar scholarly pursuits. It can be used both to recall useful pieces of academic knowledge, as well as to perform scholarly research in a library or archive. It is also important in the forging of artifacts and the raising of manses. Players must note the subject of their character’s education when selecting Lore, as this impacts the scope of what the Ability may cover for them (see p. 237 for more details on using Lore)—Lore 5 alone makes the character a world-class savant, but doesn’t mean she knows everything. Lore areas of expertise can be expanded with specialties and roleplaying.

        Medicine is used to diagnose and treat wounds, sickness, poisoning, and other ailments. In the Age of Sorrows, the state of Creation’s medical practice is primitive, with bone saws, sutures, and scalpels representing the most advanced medical technology a physician might have access to. In some of Creation’s cultures, methods of folk medicine such as herbal treatments, acupuncture, or therapeutic yoga take the place of traditional surgical implements, and can be just as effective, if not more so, in treating certain ailments.

        Melee is the Ability of hand-to-hand weaponry, covering swords, knives, hammers, axes, lances, and any other weapon used in close quarters. It is used both to attack with these weapons and to calculate a character’s Parry rating when she blocks enemy attacks

        Occult represents an instinctive facility for dealing with Creation’s mystical and otherworldly elements. It describes a rapport with the uncanny and things normally held beyond mortal ken. This includes understanding of the nature, powers, and ways of gods, ghosts, and demons, but also a sense of those things beyond the ken of Heaven and the gods. Occult is vital to the exorcist and the shaman whose arts cannot be taught to those lacking proper sensitivity, and also to the sorcerer, whose senses pierce the veils of the universe.

        Performance is the Ability of influencing others through creative or artistic displays, covering both traditional forms of artistic expression such as music, dance, and poetry, as well as rhetorical speaking through prepared speeches or oratory. It can be used to influence the thoughts and feelings of other characters through social actions.

        Presence is the Ability to effectively lead, intimidate, or persuade through force of personality. It can be used to influence the thoughts and feelings of other characters through social actions. When a hot-blooded general rallies her troops with an inspiring battle cry, a witty conversationalist charms those around her over the course of a party, or a thief blurts a convincing explanation for how she came into possession of a carved jade idol, all of these characters are using Presence.

        Resistance is the learned Ability of coping with pain, disease, fatigue, and other forms of physical weakness. In combat, it is useful for fighting through the deleterious effects of poisons used by dishonorable foes, or weathering the perils of fighting over hazardous terrain.

        Ride is used to ride on a horse, ox, or more exotic mount, as well as to maneuver in vehicles such as chariots or carts that are led by horses or beasts of burden. In combat, the Ride skill is used for moving across the battlefield while mounted. Also includes riding motorcycles and cars.

        Sail is used to captain a seafaring vessel through the great oceans and rivers that make up much of Creation. It is used both for maneuvering a vessel and for plotting a course using sea charts and navigational instruments. While the vast majority of vehicles in the Second Age are ocean-faring ships, the Sail Ability can also be used to pilot more exotic vessels, such as the hot-air balloon skyships used by the Haslanti League or many of the ancient, wondrous vehicles lost with the First Age.

        Socialize is a character’s understanding of the social context in which she acts, encompassing both knowledge of decorum and etiquette as well as how to use them to one’s advantage in persuasion or manipulation. In formal social situations such as an aristocratic court or a ritualized ceremony, a character can use Socialize to influence the thoughts and feelings of other characters with social actions. Socialize is also used both to read the emotional tells or body language of other characters to discern their inner thoughts, and to conceal such tells on one’s self, contributing to a character’s Guile rating.

        Stealth is used to avoid being noticed, evading the sight of one’s pursuers through physical deftness and cunning. In combat, it can be used to catch foes unawares with sneak attacks or to hide from threatening enemies. Outside of combat, it can be used for covert surveillance, silently infiltrating a guarded building, or blending into a crowd after committing a crime.

        Survival is the Ability used to traverse and survive in wilderness environments. It covers the basic rudiments of outdoor survival, such as finding shelter, finding fresh water, and gathering food, as well as tracking, navigation, and handling animals.

        Thrown is the Ability used for weapons designed to be thrown at an enemy, rather than those which fire projectiles. Throwing knives, shuriken, javelins, chakrams, and nets are all used with this Ability.

        War is the Ability of understanding strategy and tactics. It is used both to direct the long-term progress of a war, planning battles to gain the upper hand over enemy forces, as well as to command the soldiers or warriors that serve a character directly in battle.





      • Name: Unarmed
        Description: Meaty and Hooky, swift deliverers of Justice!

        Accuracy: +4
        Damage: +7
        Defence: +0
        Overwhelming: 1
        Tags: Bashing, Brawl, Grappling, Natural

    • Withering:
      [​IMG]

      Decisive:
      [​IMG]


      Accuracy: Add this many dice to the (Dexterity + Ability) dice pool when making withering attacks with this weapon.
      Damage: Add this many dice to damage rolls when making withering attacks with this weapon.
      Overwhelming: The minimum damage of withering attacks made with the weapon, after soak has been applied. Soak can’t reduce a weapon’s withering damage pool to below its Overwhelming value.
      Defense: Add or subtract this number from the weapon wielder’s Parry. Attunement: To use this weapon, the wearer must commit five motes to make it respond to her desires more easily. Without this commitment, subtract -5 from the weapon’s Accuracy and its Defense, and lose two Initiative per attempted attack or defense. These penalties can only be negated by attunement.
      Attunement: To use this weapon, the wearer must commit five motes to make it respond to her desires more easily. Without this commitment, subtract -5 from the weapon’s Accuracy and its Defense, and lose two Initiative per attempted attack or defense. These penalties can only be negated by attunement.



      Balanced: The power and leverage provided by this weapon give it an Overwhelming one point higher than normal. For example, a Balanced mundane medium weapon would have an Overwhelming value of 2. This tag is normally found on swords.
      Bashing: This weapon normally does bashing damage when used to deliver a decisive attack.
      Brawl: Attacks with this weapon normally use Brawl.
      Chopping: This weapon is capable of making chopping attacks. A chopping attack costs one point of Defense until the attacker’s next turn, as well as one point of Initiative, but raises a withering attack’s raw damage by 3, or allows a decisive attack to treat Hardness as two points lower than its true value. This tag is primarily found on weapons with heavy blades, such as axes and chopping swords.
      Disarming: This weapon reduces the difficulty and cost of disarm gambits by 1.
      Flexible: This weapon ignores the Defense bonus granted by full defense actions.
      Improvised: Useable with both Brawl and Melee, these simple weapons can be created out of anything sturdy, heavy and roughly well balanced. Because they are not designed for use as weapons, improvised weapons cost 1 Initiative to use in an attack.
      Grappling: This weapon can be used to make grappling gambits.
      Lethal: This weapon normally does lethal damage when used to deliver a decisive attack. Lethal close combat weapons can deliver bashing damage with an appropriate stunt, by e.g. attacking with the pommel or with the flat of the blade.
      Martial Arts: Attacks with this weapon don’t use Melee or Brawl. Wielding it requires an applicable Martial Arts Ability. For example, the hook sword requires facility with a style like Martial Arts (Snake Style) or Martial Arts (Crane Style); Martial Arts (Tiger Style) wouldn’t do.
      Melee: Attacks with this weapon normally use Melee.
      Natural: This weapon is part of the user’s body. It cannot be disarmed, and never requires a draw/ready weapon action to prepare for use.
      Piercing: This weapon specializes in defeating armor, either by punching through it or slipping through its weak points. A piercing attack lowers the attacker’s Defense by one until his next turn, and costs one Initiative to attempt. The resulting withering attack ignores 4 points of soak from armor.
      Reaching: This long weapon negates the advantages of mounted combatants (p. 202).
      Shield: A weapon with this tag allows the character to place the “full defense” action in a flurry, although this flurry can’t also contain an attack action. This is normally used to flurry full defense and rush actions together. The damage of shield-tagged weapons is 2 lower than their class would otherwise indicate (thus a medium shield-tagged weapon would have damage 7 rather than 9).
      Smashing: This weapon can make smash attacks. Smash attacks sacrifice one Defense until the character’s next turn, and cost two Initiative to attempt. If successful, they knock the opponent back one range band, or knock them prone. Targets may be knocked back into dangerous or deadly threats, like lava pits or steep cliffs.
      Thrown: This weapon can be used to make ranged attacks using the Thrown ability. All Thrown weapons also have their maximum range listed in parenthesis, such as Thrown (Medium). When throwing a weapon, the wielder doesn’t benefit from the weapon’s normal Accuracy bonus; see Thrown Weapons, below.
      Two-Handed: This weapon requires the user wield it with both hands, preventing them from holding a shield or another weapon at the same time. Two-handed weapons grant a +2 bonus to Clash attacks.
      Worn: Wearable weapons can be removed, but while worn they count as natural weapons. Equipping or removing a weapon with the worn tag takes an action.



    • N/A

    • Soak: This is how much the armor adds to the wearer’s soak value.
      Mobility Penalty: This is the number of dice heavier armor subtracts from all nimbleness-based Athletics rolls, as well as from any rolls involving chases, running, and dodging. Most armor is noisy and this same number is subtracted from Stealth rolls involving attempts to move silently. Finally, this value is subtracted directly from thewearer’s Evasion score.
      Hardness: Hardness offers protection from decisive attacks; it has no use against withering attacks. If a decisive attack’s damage dice pool is equal to or lower than the target’s Hardness, the decisive attack can’t inflict damage. A decisive attack that strikes but fails to penetrate the target’s Hardness is still considered a successful attack, and causes Initiative to reset to 3 as normal. If a decisive attack’s damage pool exceeds the target’s Hardness, then damage is rolled as normal; Hardness is not subtracted from the damage pool.
      Attunement: To use this armor, the wearer must commit the listed number of motes to allow the armor to respond to the wearer. Without this commitment, artifact armor is bulky, rigid and immobile and imposes a -5 penalty to Defense and to all actions, which cannot be negated by any means save attunement.

      Buoyant: Most armor is made from metal, which means it’s heavy and dense, and its mobility penalty applies to swimming. Armor with the buoyant tag is much lighter and does not inhibit swimming at all.
      Concealable: Most armor is obviously armor. It can be decorated, but not disguised. Armor with the concealable tag can be worn under clothing so as not to reveal that the character is wearing armor.
      Silent: All armor can be camouflaged with paint, grease or even dirt, but most armor is noisy. Armor with the silent tag causes no penalties to silent movement.


    • Current XP: 7
      Total XP: 7

    • Sometimes you need a Charm to get outside a dangerous situation, but you don't have the time or the Xp required? This feature will enable you to acquire a Charm instantly, but you will get into debt: all the XP you gain go to it until the cost is met and your free time will be dedicated to the skipped training (In-Game Issei will work out the kinks of it), again until the cost is met.

      This works only for Charms: you can't raise Attributes and Abilities this way. Also, you can't learn a Charm if you don't meet the requirements.

      The maximum number of Charms that can be under debt is: 3

    • An omake usually nets you 1 XP.
      If enough people like the post (I don't know, 10?) it instead nets you 2 XP.

      Requirements:
      -The omake must not be from Issei's POV.
      -The omake's length must be at least 700+ words.
      -Please use good grammar.

    • Training time for Attributes is [Current Rating] x 7 days of 3+ hours of dedicated training time
      XP cost for Attributes is 6 XP

      Training time for Favoured/Caste Abilities is [New Rating] days with 3+ hours of dedicated training time
      Training time for non-Favoured/Caste Abilities is [New Rating] x 3 days with 3+ hours of dedicated training time
      Training time for Specialties is 3 days with 3+ hours of dedicated training time
      XP cost for Abilities is 3 XP for Favoured/Caste Abilities, and 4 XP for Non-Fav/Caste Abilities
      XP cost for Specialties is 2 XP

      Training time for Favoured/Caste Charms is [Ability Minimum] days with 3+ hours of dedicated training time
      Training time for non-Favoured/Caste Charms is [Ability Minimum]+[Essence Minimum] days with 3+ hours of dedicated training time
      XP cost for Charms is 8 XP for Favoured/Caste Ability Charms, and 10 XP for non-Fav/Caste Ability Charms

      XP cost for Willpower is 5, and has a training time of [Current Rating] days of complete meditation

      Essence increases with XP; Essence 2 at 40 XP, Essence 3 at 100 XP, Essence 4 at 175 XP, Essence 5 at 250 XP
     
    Last edited: Jun 28, 2018
  2. Index: Social Stuff
    heralding_bubble

    heralding_bubble Know what you're doing yet?

    Joined:
    Sep 26, 2015
    Messages:
    230
    Likes Received:
    747
    Intimacies and Social Influence

    Intimacies
    Social Influence
    Appearance
    Resisting Influence Rolls
    Unacceptable Influence
    Social Complications
    Retrying Social Actions
    A Social Influence flowchart
    [​IMG]
     
    Last edited: Jun 14, 2018
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