Rating: Not Rated
General Joryn Rhys
250 xp Dawn Caste General - Male
Exalted Second Edition (Steve's Exalted Game)
Character Description (show)
Joryn had a long life, mostly spent as a mercenary, flitting from one company to the next all around the South, finally finding a company he liked in the Black Simhatas. Staying with them for fifteen years he worked his way up to the rank of Captain, only showing moderate skill with the sword and bow, but an excellent head for tactics and an ability to make snap decisions that could turn defeat into victory. Then at the age of fifty with an ample nest egg he retired from military life to a small village near where he grew up and spent some time watching the flowers grow, playing Gateway and occasionally corresponding with friends from the military when he could find a caravan headed in the right direction to carry his letters.
Then at the age of sixty five Joryn's village was attacked by a fair folk raiding party. They were a small farming village and what weapons they had were used for fending off wolves, not turning back hobgoblins and cataphractoi. With a healthy mind in a failing body, Joryn despaired of being able to save his village. But as he found himself face to face with a cataphract he lifted his sword, prepared to die a soldiers death, and found his limbs filled with renewed vigor. As golden light suffused his body the cataphract's expression went from contempt to fear and the clash of steel and gossamer increased in speed until finally the cataphract's head lay on the ground some feet from his body and above Joryn a warrior of light roared in triumph.
The hobgoblins were defeated and the village was saved, but Joryn was gravely wounded in the process. For months he flitted in and out of nightmares and fever dreams, as his Exaltation leaked knowledge of past lives into his mind and the villagers forced trickles of broth down his throat. Joryn awoke one day with a whole, if scarred, body and an understanding of who he was, who he is, and who he could be. The dreams of his past lives had disturbed him deeply, and he came to the conclusion that the Exalted were needed to lead - were meant to lead. But not to rule. There were terrors in this world beyond the ability of mortal men to triumph over, and the Exalted were needed to bring about victory over these forces. But their leadership would be a service and a burden, not a right. And in doing so perhaps he could avoid the corruption that power and indolence brought his former self.
Giving most of his money to the villagers to rebuild Joryn pulled his sword and armor out of storage, sharpened and oiled them, and then took to the road towards Gem, where he knew his old mercenary company was on extended contract. There was much to be done, and he would need men to walk the long road ahead.
Then at the age of sixty five Joryn's village was attacked by a fair folk raiding party. They were a small farming village and what weapons they had were used for fending off wolves, not turning back hobgoblins and cataphractoi. With a healthy mind in a failing body, Joryn despaired of being able to save his village. But as he found himself face to face with a cataphract he lifted his sword, prepared to die a soldiers death, and found his limbs filled with renewed vigor. As golden light suffused his body the cataphract's expression went from contempt to fear and the clash of steel and gossamer increased in speed until finally the cataphract's head lay on the ground some feet from his body and above Joryn a warrior of light roared in triumph.
The hobgoblins were defeated and the village was saved, but Joryn was gravely wounded in the process. For months he flitted in and out of nightmares and fever dreams, as his Exaltation leaked knowledge of past lives into his mind and the villagers forced trickles of broth down his throat. Joryn awoke one day with a whole, if scarred, body and an understanding of who he was, who he is, and who he could be. The dreams of his past lives had disturbed him deeply, and he came to the conclusion that the Exalted were needed to lead - were meant to lead. But not to rule. There were terrors in this world beyond the ability of mortal men to triumph over, and the Exalted were needed to bring about victory over these forces. But their leadership would be a service and a burden, not a right. And in doing so perhaps he could avoid the corruption that power and indolence brought his former self.
Giving most of his money to the villagers to rebuild Joryn pulled his sword and armor out of storage, sharpened and oiled them, and then took to the road towards Gem, where he knew his old mercenary company was on extended contract. There was much to be done, and he would need men to walk the long road ahead.
Stats (show)
Attributes
Strength 4 Charisma 4 Perception 4
Dexterity 5 Manipulation 1 Intelligence 4
Stamina 3 Appearance 2 Wits 3
Abilities (Italics are Favored)
Archery 3
Melee 5 - Specialty Daiklaves 2
War 5
Integrity 4
Resistance 3
Lore 5
Medicine 3
Athletics 3
Awareness 5
Linguistics 2 (Old Realm, Riverspeak
Backgrounds
Savant 2 - unusually strong memories of First Age lives
Followers 5 - Army of Tiger Warriors
Artifact 3 - Orichalcum Reinforced Breastplate
Artifact 2 - Orichalcum Daiklave
Artifact 3 - Orichalcum Thunderbolt Shield
Resources 2 - Modest personal wealth from years as a mercenary
Other Stats
Willpower 7
Compassion 2
Temperance 2
Conviction 4
Valor 3
Essence 4
Personal 19 / 19
Peripheral 42 / 56
Committed 14 (peripheral) *note - 10 motes of peripheral come from Immanent Solar Glory and can only be refilled by tending to a military or social unit, or by essence regaining charms. He cannot commit artifacts from these motes.
Motivation: To defend Creation against outside threats
Virtue Flaw: Heart of Flint (tied to Conviction)
Intimacies: Soldiers, Circlemates
Anima Banner - a warrior made up of many motes of light
Charms
Melee Charms
1st Melee Excellency
Dipping Swallow Defense
Bulwark Stance
Fivefold Bulwark Stance
Heavenly Guardian Defense (Valor Flaw)
Infinite Melee Mastery
Hungry Tiger Technique
One Weapon, Two Blows
Peony Blossom Attack
Call the Blade
War Charms
2nd War Excellency
Route Stemming Gesture
Lightning Command Method
Forming the Deadly Beast
Heroism Encouraging Presence
Tiger Warrior Training
Master Warlord's Techniques - Seize the Moment, Shield Wall, Advantageous Strike
Resistance Charms
Essence Gathering Temper
Ox-Body Technique
Lore Charms
1st Lore Excellency
Immanent Solar Glory
Awareness Charms
Surprise Anticipation Method
Medicine Charms
2nd Medicine Excellency
Wound Mending Care Technique
Integrity Charms
2nd Integrity Excellency
Combos
Ever Vigilant Guardian Stance - Surprise Anticipation Method + Call the Blade + Heavenly Guardian Defense
Combat Stats
Daiklave - Speed 5, Accuracy 16, Damage +10L, Defense 15, Rate 4
PDV: 11
DDV: 7
*Defense values factor in +3 for shield, additional +2 can come from anima power if attacker's valor is less than 5
DMDV: 7
Soak: 14B, 13L, 12A
Hardness: 9B, 9L, 9A
Health Levels: -0 x 1, -1 x 3, -2 x 4, -4 x 1, Incapacitated
Strength 4 Charisma 4 Perception 4
Dexterity 5 Manipulation 1 Intelligence 4
Stamina 3 Appearance 2 Wits 3
Abilities (Italics are Favored)
Archery 3
Melee 5 - Specialty Daiklaves 2
War 5
Integrity 4
Resistance 3
Lore 5
Medicine 3
Athletics 3
Awareness 5
Linguistics 2 (Old Realm, Riverspeak
Backgrounds
Savant 2 - unusually strong memories of First Age lives
Followers 5 - Army of Tiger Warriors
Artifact 3 - Orichalcum Reinforced Breastplate
Artifact 2 - Orichalcum Daiklave
Artifact 3 - Orichalcum Thunderbolt Shield
Resources 2 - Modest personal wealth from years as a mercenary
Other Stats
Willpower 7
Compassion 2
Temperance 2
Conviction 4
Valor 3
Essence 4
Personal 19 / 19
Peripheral 42 / 56
Committed 14 (peripheral) *note - 10 motes of peripheral come from Immanent Solar Glory and can only be refilled by tending to a military or social unit, or by essence regaining charms. He cannot commit artifacts from these motes.
Motivation: To defend Creation against outside threats
Virtue Flaw: Heart of Flint (tied to Conviction)
Intimacies: Soldiers, Circlemates
Anima Banner - a warrior made up of many motes of light
Charms
Melee Charms
1st Melee Excellency
Dipping Swallow Defense
Bulwark Stance
Fivefold Bulwark Stance
Heavenly Guardian Defense (Valor Flaw)
Infinite Melee Mastery
Hungry Tiger Technique
One Weapon, Two Blows
Peony Blossom Attack
Call the Blade
War Charms
2nd War Excellency
Route Stemming Gesture
Lightning Command Method
Forming the Deadly Beast
Heroism Encouraging Presence
Tiger Warrior Training
Master Warlord's Techniques - Seize the Moment, Shield Wall, Advantageous Strike
Resistance Charms
Essence Gathering Temper
Ox-Body Technique
Lore Charms
1st Lore Excellency
Immanent Solar Glory
Awareness Charms
Surprise Anticipation Method
Medicine Charms
2nd Medicine Excellency
Wound Mending Care Technique
Integrity Charms
2nd Integrity Excellency
Combos
Ever Vigilant Guardian Stance - Surprise Anticipation Method + Call the Blade + Heavenly Guardian Defense
Combat Stats
Daiklave - Speed 5, Accuracy 16, Damage +10L, Defense 15, Rate 4
PDV: 11
DDV: 7
*Defense values factor in +3 for shield, additional +2 can come from anima power if attacker's valor is less than 5
DMDV: 7
Soak: 14B, 13L, 12A
Hardness: 9B, 9L, 9A
Health Levels: -0 x 1, -1 x 3, -2 x 4, -4 x 1, Incapacitated
Custom Charms (show)
Lightning Command Method
Cost: variable mote cost; Mins: War 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: One Acton
Prerequisite Charms: Any War Excellency
In combat a commander will often lack the time to arrange his troops with the precision of a parade ground exhibition. In times like these Solar commanders turn to Lightning Command Method.
This charm reduces the speed of the Coordinate Attack action that it supplements by one tick for each mote spent. The difficulty of the coordinating roll is increased by 1 for every 2 motes spent, rounded up.
Forming the Deadly Tiger
Cost: variable motes, 1wp; Mins: War 4, Essence 3; Type: Simple
Keywords: Combo Basic, Obvious
Duration: Scene
Prerequisite Charms: Lightning Command Style
Although it was a resounding opinion in the first age that mortals were useless in battle without an Exalted leader, one general of the Dawn contested this opinion and created this charm to prove the worth of his noble mortal followers.
Exact mechanical details are still being worked out with Steve, but the effect is basically to turn a unit of mortals into a D&D style Swarm - damaging anything that comes within their mass. It only works on groups who are already part of a unit, not on scattered individuals.
This charm costs a number of motes equal to the number of people in the unit divided by 2, rounded up.
This charm can replace “Fury Inciting Presence” for the purpose of being a prerequisite charm.
Master Warlord's Techniques
Cost: 7m, 1wp; Mins: War 5, Essence 4; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Scene
Prerequisite Charms: Forming the Deadly Tiger
Solars are born leaders and those who follow their commands find
all of their actions enhanced. This charm forms a group of no more than
[character's War] individuals into an elite fighting unit for the
remainder of the battle. These individuals must all be ones whom the
Lawgiver has fought with before. Upon activating this charm the
character rolls [Wits + War]. The successes go into a pool that the
Exalt may reflexively draw from at any time during the scene. The Exalt
can take a Speed 5, DV -1 Miscellaneous action to roll again and add more
successes to the pool. The pool can have no more successes than the
Lawgiver's [Intelligence + War + Essence]. The Lawgiver may spend
successes to do the following:
Seize the Moment - 1 success / participant - make a reflexive
coordination roll whenever two or more members of the unit attack the
same target on the same tick
Shield Wall - 1 success / DV - increase a unit member's DV against one
attack by 1 per success spent (max War - does not allow an excellency to
increase the pool beyond Attribute + Ability if the unit member uses an
excellency on that roll as well)
Advantageous Strike - 1 success / attack success - add successes to a unit
member's attack roll (max War and does not allow an excellency
to increase the pool beyond Attribute + Ability if the unit member uses
an excellency on that roll as well)
Marching Orders - 2 successes - take another move action at the unit
member's rate of movement
Feint - 3 successes - make a unit member's attack unexpected
Warning - 2 successes - remove the unexpected quality from an attack
made against a member of the unit as long as another member of the unit
perceives the attack
Upon taking the charm you learn two of these abilities. You may purchase
more at a rate of 2xp or 1 bonus point per ability.
Cost: variable mote cost; Mins: War 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: One Acton
Prerequisite Charms: Any War Excellency
In combat a commander will often lack the time to arrange his troops with the precision of a parade ground exhibition. In times like these Solar commanders turn to Lightning Command Method.
This charm reduces the speed of the Coordinate Attack action that it supplements by one tick for each mote spent. The difficulty of the coordinating roll is increased by 1 for every 2 motes spent, rounded up.
Forming the Deadly Tiger
Cost: variable motes, 1wp; Mins: War 4, Essence 3; Type: Simple
Keywords: Combo Basic, Obvious
Duration: Scene
Prerequisite Charms: Lightning Command Style
Although it was a resounding opinion in the first age that mortals were useless in battle without an Exalted leader, one general of the Dawn contested this opinion and created this charm to prove the worth of his noble mortal followers.
Exact mechanical details are still being worked out with Steve, but the effect is basically to turn a unit of mortals into a D&D style Swarm - damaging anything that comes within their mass. It only works on groups who are already part of a unit, not on scattered individuals.
This charm costs a number of motes equal to the number of people in the unit divided by 2, rounded up.
This charm can replace “Fury Inciting Presence” for the purpose of being a prerequisite charm.
Master Warlord's Techniques
Cost: 7m, 1wp; Mins: War 5, Essence 4; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Scene
Prerequisite Charms: Forming the Deadly Tiger
Solars are born leaders and those who follow their commands find
all of their actions enhanced. This charm forms a group of no more than
[character's War] individuals into an elite fighting unit for the
remainder of the battle. These individuals must all be ones whom the
Lawgiver has fought with before. Upon activating this charm the
character rolls [Wits + War]. The successes go into a pool that the
Exalt may reflexively draw from at any time during the scene. The Exalt
can take a Speed 5, DV -1 Miscellaneous action to roll again and add more
successes to the pool. The pool can have no more successes than the
Lawgiver's [Intelligence + War + Essence]. The Lawgiver may spend
successes to do the following:
Seize the Moment - 1 success / participant - make a reflexive
coordination roll whenever two or more members of the unit attack the
same target on the same tick
Shield Wall - 1 success / DV - increase a unit member's DV against one
attack by 1 per success spent (max War - does not allow an excellency to
increase the pool beyond Attribute + Ability if the unit member uses an
excellency on that roll as well)
Advantageous Strike - 1 success / attack success - add successes to a unit
member's attack roll (max War and does not allow an excellency
to increase the pool beyond Attribute + Ability if the unit member uses
an excellency on that roll as well)
Marching Orders - 2 successes - take another move action at the unit
member's rate of movement
Feint - 3 successes - make a unit member's attack unexpected
Warning - 2 successes - remove the unexpected quality from an attack
made against a member of the unit as long as another member of the unit
perceives the attack
Upon taking the charm you learn two of these abilities. You may purchase
more at a rate of 2xp or 1 bonus point per ability.