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 Gorovuk.....

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Verve

Verve


Posts : 3
Join date : 2010-11-17

Gorovuk..... Empty
PostSubject: Gorovuk.....   Gorovuk..... Icon_minitimeMon Feb 14, 2011 11:27 am

Other Names: Gorovuk of Everpeaceful mountain

Pre-Exaltation
Gorovuk grew up in a small village in vast planes and he used to play by a river as a boy and train with his teacher from nearby monastery. He was very smart and promising in his youth being always in a company of many friends he liked and girls he thought pretty, often singing and dancing nearby the river and some nice places around, but also learning all those skills he needed to become a master adventurer.

Exaltation

When he was of age he was summoned to the temple by his teacher and receved a gift from him, very specialy crafted spear and armor of ancient warriors. After that they started reading a prayers for him and it wasnt at all good, those were some strange and old verses that mentioned burning of his flesh and breaking bones and all others worst things he could possibly imagined and more, including burning of all his books and alike. It was maybe directed to his bad side of his personality, but nevertheless he took it very personaly and after that somehow he thought he might be persecuted and burned at stake for some unknown reason. Few days after he thought it all over, he felt somehow burnt inside and very unsure in himself and all other things that he was learning before so he decided to leave the village and find himself his inner peace and a future life.

Post Exaltation

He was searching for a good place to live and he thought to find a nice town where he could work as an free lancing adventurer. He was also trying to defeat his bad side of personality that was somehow turning to self distruction, and many times he was feeling like being chased and like his time is running out very fast. After years of struggle to stay alive he finaly learned to accept all those dreams he was having sometimes and become a well disciplined warrior and spearmen who fought mostly for good causes, and also developed many useful abilites and talents that he was able to well use, mainly to heal and defend himself as well as others.

Appearance and Personality

Gorovuk stands of average height, with blonde hair cut very short. He is mostly calm and peaceful, being friendly to nature and all kinds of animals, enjoying life and all good things that come his way, inluding good food and wine, but also sometimes depresed and full of doubts, tending to question all of his actions and being very sensitive, or overly impulsive.

Charms:

ONE WEAPON, TWO BLOWS
Cost: 1m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Any Melee Excellency
The Solar warrior is as swift as the first rays of dawn. This
Charm adds one to the Rate and one to the Accuracy of his
weapon until his next action.

PEONY BLOSSOM ATTACK
Cost: 2m per attack; Mins: Melee 3, Essence 2; Type: Extra
Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms:
One Weapon, Two Blows
The maneuver named Peony Blossom Attack burns significant Essence to unleash a powerful flurry of blows.
The Lawgiver moves as smoothly and rapidly as ice on hot metal. This Charm is a magical flurry of two or more Melee-
based attacks. Each attack costs two motes, including the first, and the Exalt can buy up to (her permanent Essence
+ 1) attacks. This Charm lets the Solar make these attacks regardless of the weapon’s Rate, without multiple action
penalties, and with a DV penalty equal to only the highest penalty for any one attack.

IRON WHIRLWIND ATTACK
Cost: 5m, 1wp; Mins: Melee 5, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Peony Blossom Attack
The maneuver named the Iron Whirlwind Attack conserves
Essence but requires an utmost exertion of will. This Charm is a
magical flurry of many Melee-based attacks. The Exalt makes a
total number of attacks equal to (her Dexterity + 1). This Charm
lets the Solar make these attacks regardless of the weapon’s Rate,
without multiple action penalties, and with a DV penalty equal
to the highest penalty for any one attack.

Craft Excelency

SHADOW OVER WATER
Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Chosen move like shadows over water—with perfect
grace and speed. The maneuver named Shadow Over Water
restores defensive advantage to a beleaguered or overextended
fighter. This Charm is used in response to an attack. It allows
the Exalt to ignore all penalties that apply to her Dodge DV
when resolving that attack. Her Dodge DV is still 0 against an
undodgeable attack, but she takes no further penalties.

SEVEN SHADOW EVASION
Cost: 3m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shadow Over Water
The Solar hero is too quick for his enemies to land a
blow. The Exalt invokes this Charm in response to an attack.
The attack must not be unexpected. This Charm is a dodge
that perfectly defends against the attack—even if the attack
is undodgeable.
This Charm has one of the Four Flaws of Invulnerability
(see p. 194).

WOUND-MENDING CARE TECHNIQUE
Cost: 10m; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Touch
Duration: Until the day ends
Prerequisite Charms: Any Medicine Excellency
Solar physicians can speed a patient’s recovery from even
the most terrible wounds. This Charm supplements a dramatic
action to treat, monitor and tend to the patient. This action
requires one hour spent without a stunt or a Charm. The Solar’s
player rolls (Intelligence + Medicine). This Charm replaces
the normal benefits of medical care, instead allowing the
target to recover a number of lethal or bashing health levels
equal to the number of successes at the end of the day. If the
target spends the day resting, the target recovers a number of
additional lethal and bashing health levels equal to the Solar’s
permanent Essence. No patient can benefit from this Charm
more than once per day.

ANOINTMENT OF MIRACULOUS HEALTH
Cost: 10m; Mins: Medicine 4, Essence 2; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Wound-Mending Care Technique
The Essence of the Solar Exalted fills others with new life.
The efforts of the Solar healer inspire the injured, the broken,
the faltering and the weak to rise and take their burdens up
again. This Charm gives the target a number of temporary -1
health levels equal to the user’s Essence. These health levels
are the first lost when the character takes damage, and they
are never healed back. When the Solar stops committing Essence
to this Charm, the additional health levels fade without
ill effect, whether or not they have been lost. They also fade
instantly if Anointment of Miraculous Health is used on the
target again.


SPIRIT OF MIGHT
Cost: 10+m
Target: Caster
The Invocation of the Titan channels magical power
through the sorcerer’s anima, manifesting in his body as
tremendous physical strength. For a number of actions
equal to his Occult rating, the sorcerer’s strength is increased
and his anima fl ares to full roaring manifestation.
Iconic animas often seem to help perform these feats of
strength, whether a great angelic being reaches down to
help pull a door from its hinges, or a bear-totem anima
helps the sorcerer push a boulder out of the way.
For the purposes of the Feats of Strength chart
(see Exalted, p. 127), the sorcerer gains a bonus to
his (Strength + Athletics) equal to his (Willpower + Essence). For every two additional motes spent on
the spell, the sorcerer adds one to this bonus, to a
maximum of +10 (for 30 motes).

INVOCATION OF THE LIVING SHIP
Cost: 20m
Target: Ship
The sorcerer lays her hand upon the fi gurehead of
a ship and calls it to awaken—and it opens sea-green
eyes. The entire ship comes to life, working every
mechanical aspect—wheel, rudder, sail, rope, oars
and all—without the need for a crew. Loyal and loving,
the fi gurehead will even lead the ship in pursuit
of the sorcerer, should she move more than 100 yards
away—at least until the next dawn or dusk, when its
eyes close and the ship becomes inert once more.
Invocation of the Living Ship cannot be used on
a ship without a fi gurehead or on an Essence-powered
ship. Occasionally, the spirit of the fi gurehead grows
in power through repeated use of this spell, to the
point where she can challenge the ship’s own spirit
for dominance. The ensuing confl icts have caused
havoc for sailors and passengers, but never destroyed
the ship itself… at least, not directly. In RY 353, an
enemy sank one unfortunate warship in the Realm’s
fl eet because the ship’s own awakened godling and
fi gurehead couldn’t agree on how low it ought to sit
in the water. The ship rocked so violently with their
quarrel that its gunners couldn’t aim its Essence cannon,
and it became a sitting duck.



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