| Physical | Social | Mental | |||
|---|---|---|---|---|---|
| Strength | ●●●○○ | Charisma | ●●●○○ | Perception | ●●●●○ |
| Dexterity | ●●●●● | Manipulation | ●●●○○ | Intelligence | ●●●○○ |
| Stamina | ●●●●○ | Appearance | ●●●○○ | Wits | ●●●○○ |
Amut is in his early thirties. He stands just over six feet tall, with deeply tanned skin, faded brown eyes, a wiry mess of black hair falling to his neck, and a matching full and lustrous beard. He is found habitually barefoot, wearing short, loose, mud-coloured moleskin trousers, a rumpled linen shirt, and, when not dripping wet, an almost visible crust of dried ocean salt.
| Dawn | Zenith | Twilight | Night | Eclipse | |||||
|---|---|---|---|---|---|---|---|---|---|
| Archery | ○○○○○ | Integrity | ●●○○○ | Craft | ●●○○○ | Athletics | ●●●●○ | Bureaucracy | ○○○○○ |
| Martial Arts | ●○○○○ | Performance | ●●●○○ | Investigation | ○○○○○ | Awareness | ●●○○○ | Linguistics | ●●●○○ |
| Melee | ●●●●● | Presence | ●●●●○ | Lore | ●○○○○ | Dodge | ●●●●○ | Ride | ○○○○○ |
| Thrown | ○○○○○ | Resistance | ●●●○○ | Medicine | ○○○○○ | Larceny | ○○○○○ | Sail | ●●●●○ |
| War | ○○○○○ | Survival | ●●●●● | Occult | ○○○○○ | Stealth | ○○○○○ | Socialize | ●●○○○ |
Amut's gaff has had its hook and shaft replaced several times in the years it's been his constant companion, but this last repair might stick: the head has been worked into the hook-end of an orichalcum juggernaut which, once attuned, handles as lightly and delicately as its old softwood self, but whose strikes have the weight of a charging bull behind them. This new gaff takes an elongated S-shape, having its ends worked into an asymmetrical pair of hooks, sized to ensnare human limbs and necks, and its midsection subtly curved to allow brutal wrenching and twisting forces to be applied.
| Speed | Accuracy | Damage | Defense | Rate |
|---|---|---|---|---|
| 4 | +2 | +12B | +2 | 3 |
Attack dice: 16 [5 (Dex) + 5 (Melee) + 3 (Staff/Bashing Spec) + 2 (Weapon Acc) + 1 (Favoured)]
Raw damage: Hits + 15B
Natural soak: 4B/2L
Dodge DV: 6
Parry DV: 6
| -0 | B |
| -1 | ○ |
| -1 | ○ |
| -2 | ○ |
| -2 | ○ |
| -4 | ○ |
| Inc | ○ |
| DYIN | ○ |
Essence: ●●●
Regeneration: 2 (Active), 6 (Relaxing), 10 (Sleeping)
Personal Essence Pool: 15/16
Peripheral Essence Pool: 2/37
Anima Level: 0
Willpower: ●●● ●●●
| Artifact | ●●○○○ | Cube Hero. |
| Resources | ●●○○ | The Inaba, a bamboo flute, a pole with a thing on the end, and some clothes. |
| Manse | ●○○○○ | A sunken |
| Hearthstone | ●○○○○ | An Oathstone recovered from the sunken manse. |
| Miscellaneous | ●○○○○ | A locker full of mostly-useless First Age trinkets and fragments. |
| Favoured Weapon | ●● | His trusty gaff pole. |
| Phobia | | Claustrophobia. |
| Compassion | Conviction | Temperance | Valor |
|---|---|---|---|
| ●●●●○ | ●●●○○ | ●○○○○ | ●●○○○ |
Seeing his attempts to forcefully drag humanity to its own betterment meet with similar success to windward urination, Amut's exasperation overcomes his desire to save everyone he encounters, and he makes every effort to return to the sea, to get away from the glaring evidence of the futility of his aim. He boards the Inaba and strikes out for the open ocean, heading away from land as fast and as far as possible. If the Inaba is inaccessible, he will attempt to acquire a boat with which to make his departure. In extreme circumstances, he will simply dive into the sea and start swimming.
Amut separates himself from the party, and refuses to talk to them or anyone else.
One day.
Amut sees his efforts rejected or fall foul of incompetence and greed, driving home his gnawing suspicion that even the power of the Unconquered Sun is worthless against the perversity of the human heart.
●●●●●●●●○○
First Melee Excellency + Thunderbolt Attack Prana + Seven Shadow Evasion
Add dice to a roll using Presence.
Creates illusory sights and sounds in conjunction with a performance. Cannot be used to deceive or confuse without a Stunt.
Negates environmental penalties to Survival rolls, but does not protect against environmental damage.
Automatically succeed on any valid Athletics action to keep balance. Treat any surface at least as wide and strong as a human hair as a three-foot-wide ledge capable of supporting one thousand pounds for the purpose of movement and Athletics actions.
Jump with a Move action rather than Miscellaneous, and double length of all jumps.
Attack with a signature athletic move. Grants one bonus success in Step 3, doubles post-soak damage in Step 7.
Ignore all penalties to Dodge DV when resolving an attack. Undodgeable attacks still reduce DV to 0 but no other penalties apply.
Perfect dodge against any attack, including undodgeable. Attack cannot be unexpected.
Renders unexpected attacks expected.
Remove up to Essence in external penalties to all nautical operations.
Enhance Hardship-Surviving Mendicant Spirit to add immunity to environmental damage (i.e. drowning, burning, suffocation) unless actively inflicted by another character.
Cause a weapon owned by the Exalt to fly to their hand from up to (Essence * 10) yards away.
Allows the Exalt to store an owned weapon Elsewhere as long as the Essence is committed.
Causes the Exalt to act appropriately for the social group they are interacting with. Decreases the effective Magnitude of such a group by 1 for social combat. Increases the Exalt's effective Appearance by 1. Allows the Exalt to immediately understand the basic motivations of everyone present (equivalent to 3 successes on a mundane Investigation roll).
Allows the Exalt to move over weak or unstable surfaces that would ordinarily not support their weight (such as water). The Exalt can stand still on such surfaces with a successful Difficulty 2 (Dexterity + Athletics) roll for each action in which they do not move.
Essence 2→3: 7 BP
Dodge 3→4: 1 BP
Favoured Weapon: 2 BP
Willpower 6→7: 2 BP
Phobia (Claustrophobia): -3 BP
Dexterity 4→5: 4 BP
Melee Specialty: Staves, Staves: 1 BP
Melee Specialty: Non-lethal attacks; Performance Specialty: Flute: 1 BP
(Last updated: Standing in a cell with a wet finger and a new appreciation for the value of literacy)
(Last updated: Striking a Wile E. Coyote pose with the detached yoke of the Short Bus on Father's upper hull)
(Last updated: Posing with the other Creation Rangers and trying to think of an inspirational battle cry while facing down Rollo)
(Last updated: End Of Campaign)
Wits 2→3: 6 XP
First Melee Excellency: Essence Overwhelming: 8 XP
Melee 3→4: 5 XP
Athletics 3→4: 5 XP
Presence 3→4: 5 XP
Linguistics 1→2: 2 XP (Learned Old Realm)
First Performance Excellency: Essence Overwhelming: 8 XP
First Athletics Excellency: Essence Overwhelming: 8 XP
Conviction 2→3: 6 XP
Martial Arts 0→1: 3 XP
Melee 4→5: 7 XP
Socialize 0→1: 3 XP
Socialize 1→2: 2 XP
Survival 3→4: 5 XP
Survival 4→5: 7 XP
Food Gathering Exercise: 8 XP
Sail 2→3: 3 XP
Sail 3→4: 5 XP
Essence 3→4: 24 XP
Element-Resisting Prana: 8 XP
Call The Blade: 8 XP
Summoning The Loyal Steel: 8 XP
Charisma 2→3: 8 XP
Manipulation 2→3: 8 XP
Mastery of Small Manners: 8 XP
Feather-Foot Style: 8 XP
RETCONS!!!
Linguistics 2→3 (High Realm): 4 XP
(WHY YES I RECEIVED AN EXCELLENT EDUCATION AS A CHILD!!! NO I DON'T KNOW WHAT THOSE DYNASTS ARE TALKING ABOUT WHY DO YOU ASK)
Lore 0→1: 3 XP
(Oh god Amut has been illiterate all this time let's just say Joyous taught him his ABCs in a VERY SPECIAL EPISODE OF EA-EXALTED)
Craft (Wood) 0→1: 3 XP
Craft (Wood) 1→2, Craft (Water) 0→1: 2 XP
(Inaba has not needed maintenance for two decades. During that time, Amut has subsisted on raw fish and cold ramen in saltwater.)