Exalted – Danyl Woodsborne, Wyld Endowed Mortal

Danyl… was a bastard of no father as far as the village was concerned, and so the rumors about his possible father flew… Demon? Raksha? Itinerant Hobo? A disgrace in any case! He grew up… on the outside looking in as far as the villagers went.

Still, at least he could visit his Father and his Father’s people even if Vriath – a wolf-beastman – could not venture into the village and would do him no good at all if he acknowledged him. The Beastmen were not popular in the border villages.

Sadly, he was isolated there as well. Already inclined towards solitude, Danyl soon showed few social graces of any kind and spent much of his time in the deep forests surrounding his mother’s small village. There, however, he blossomed as a hunter, a trapper, and a harvester of the exotic herbs and arcane components which sold so well further into the civilized lands. Soon enough his growing skill eclipsed the natural advantages of the wolf-beastmen youths – and brought him to the attention of his Great-Grandfather, Salisian, a fairly powerful Lunar Exalt. He could use an agent with respectable skills, the social isolation to be grateful for mere acknowledgment, and a fine excuse to travel regularly into more “civilized” realms.

Salisian set the boy to training with Telewin, his oldest child, aged more than three centuries thanks to his Wyld Endowment and longevity mutations. While that instruction was most profitable, it meant that Danyl was nearby when Telwin’s heart finally failed entirely – and inherited Telwin’s Endowment. In Salisian’s eyes that was even MORE useful – and an even greater obligation (or at least so Salisian sees it) on the young man.

Since then, Danyl has quietly taken up the defense of his Mother’s village; even if he doesn’t get along with them very well, he has a lot of family there.

Personal Attributes: Str 2, Dex 3, Sta 2, Cha 3, Man 2 (1), App 1, Per 1, Int 5, Wit 3

Abilities: Archery 4, Awareness 3, Craft 1, Integrity 3, Linguistics 1, Lore 4 (5, favored, 1 BP), Melee 1, Resistance 3, Ride 3, Socialize 1, and Survival 4.

Archetype: Ranger. +1 Dot each in Archery, Lore, and Survival (already included). You need a visual? Well, the Van Helsing image works tolerably well – with a touch of Ash and Indiana Jones.

Backgrounds:

  • Artifact 3 (5, 4 BP). It’s a stretch, but a character with an Endowment DOES get to use his or her choice of traits mechanically, so Artifacts as per Raksha; 15 dots, including at least five one dot artifacts and no more than one five dot artifact. For flavor, most of his minor artifacts are thaumaturgically-produced equivalents. Ergo the Sardion/Endowment ****, a Staff of the Magi ***, a Traveler’s Pouch **, and six one dot Thaumaturgic or Grace Magic Artifacts – Perfected Boots, an Ithaquan Firewand, a powerful Lucky Charm (negates three botches/story), a Resonant Chorus Bow, a Ranger’s Hat, and a Lash of Fate.
    • Ithaquan Firewand: Taking advantage of the low kick of a Firewand to use a pistol grip and an intermediate-length barrel, the base Ithaquan Double-Barrelled Firewand is Speed 5, Accuracy +1, Damage 10L, Rate 2, Range 10 (and no further), Max Strength —, Cost ***/* (Ammo), F, S.
      • The Thaumaturgically Enchanted (Artifact *) version is considered Perfect (Accuracy +2, Damage 12L, Rate 3), and can store up to a dozen extra charges of firedust, reloading with a simple flourish as long as those charges hold out. It has no attunement cost however.
    • Ranger’s Hat (Onieromancy *):
      • Assumption of Bestial Form (1): The hat has lots of leather trim.
      • Imposition of Law (3): The wearer can always communicate clearly and concisely with animals.
      • Mad God’s Mein (1): The hat is immune to Countermagic.
      • Adored By All The World (2): The user may call god-blooded or heroic sapient animals to his aid.
      • Waypoint Knife (3): When the wearer picks a campsite, he and his companions generally will not be disturbed.
    • Lash of Fate (Onieromancy *)
      • Assumption of Bestial Form (1): It’s a leather whip.
      • Veiling the God’s Eyes (2): The user may roll (Per + Occ) as Str to exert telekinetic force on whatever the whip touches.
      • Emotion Weaving Style (3): Anyone struck by the whip acquires the motivation “please the guy with the whip”.
      • Behemoth-Forging Meditation (3): Once per scene per target, when a mortal target is struck by the whip, the user may launch a free Staff-Shaping attack to try to give said mortal up to (Ess x 2) points of mutations.
      • Ordinary Object Conjuration (1): Anyone who becomes subordinate to the user through being hit by the whip gets a nice ornamental collar.

Background/Patron 2. His Grandfather Salisian is a fairly powerful Lunar Exalt – but he has a LOT of descendants. While he will give them a little backing at times he expects a fair amount of loyalty and service in return. On the upside, HIS beastmen have been created with a Mutation Manse which he uses to hand out mutations, rather then by less mentionable methods.

Background/Spies 2 (2 BP): Danyl has access to part of his Grandfather’s spy network.

Virtues: Compassion 2 (3, 1 BP), Conviction 2, Temperance 3 (4, 1 BP), Valor 2

Willpower 10 (5 BP).

Flaws: Diminished Attribute (-1 Man, -3 BP), Diminished Attribute (-1 Cha, -3 BP), Dark Secret/Half Wolf-Beastman (-1 BP), Ward/Assorted Local Villagers (-2 BP), Bastard Child (-1 BP).

Awakened Essence Abomination. Pool = (Essence x 5) + (Willpower x 2) + (Sum of Virtues) = 41 Motes. 11 Committed Motes.

Essence 2 (10 BP).

Next up – the final statistics.

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2 Responses

  1. […] The Ranger’s Hat, Lash of Fate, and Ithaquan Firewand. Items for more classical adventures. […]

  2. […] The Ranger’s Hat, Lash of Fate, and Ithaquan Firewand. Items for more classical adventures. […]

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