Riptal Verek; Monk Warrior; Zenith Caste
Riptal has attempted to throw off his old monk image but just can’t shake it. He generally wears drab and simple clothes, no shoes and keeps his head shaved. “Monkey” is the name of his monkey familiar. The monkey is a prankster and a bit of thief, intelligent and clever as any human.
Str 3; Dex 5; Sta 3
Cha 4; Man 3; App 2
Per 3; Int 2; Wit 2
Archery 5*
-> Flaming Arrows 1
Martial Arts 4*
-> Multiple Opponents 1
Endurance 1* (3xp)
Performance 1* (1xp)
Resistance 1* (1xp)
Lore 1
Medicine 3*
Occult 1
Athletics 3* (1xp)
Awareness 3 (1xp)
Dodge 1
Stealth 1
Ride 1
Sail 3*
Socialize 1
Bureacracy (1xp)
Crafts (1xp)
Investigation (1xp)
Melee (1xp)
Presence (1xp)
Willpower 5
Comp 2; Temp 3; Conv 2; Valr 2
Limit Break: Ascetic Drive
Permanent Essence 3 -> 4
Personal Essence 14
Peripheral Essence 35
Committed Essence 4
-0 [ ]
-1 [ ][ ][ ][ ]
-2 [ ][ ]
-4 [ ]
x [ ]
Artifact 2; Orichalcum Short Powerbow
Manse 3; Stone of Aquatic Prowess
Familar 3; “Monkey”; 5 extra essence
Contacts 1
Orichalcum Short Powerbow; Seven-Section Staff
Fiery Arrow Technique; Wise Arrow; Trace of Unhesitating Speed; Graceful Crane Stance; Monkey Leap Technique; Ox-Body Technique; Body-Mending Meditation; Essence-Gathering Temper; Mantis Form; Iron-Arm Block; Leaping Mantis Technique; Sensory Acuity Prana Charm; Grievious Injury Recovery Method; Touch of Blissful Release; Wound-Mending Technique;
Freebies spent on Essence 3; Martial Arts 4; Contacts 1; Mantis Form charm
Lower Realm
XP Unspent: 8xp
Athletics 3; Sensory Acuity Prana Charm; Grievious Injury Recovery Method; Awarness 3; Archery 4; Touch of Blissful Release; Wound-Mending Technique; Essence 4; Archery 5
Riptal lived in a monastery since he was five years old. During adolescence he discovered he was a Solar but he kept it quiet and continued his study in the monastery with the other monks. He started to contemplate the nature of being a Solars and started to develop his philosophy of the Great Prank.
But his life was utterly changed when a group of Dragon-Blood stopped by on their way to the Emerald Isle. They had a captured Solar with them and they had fun torturing and humiliating him. Riptal was shocked that his fellow monks just stood by. So he killed the Dragon-Blood. The other monks were shocked and demanded an explanation, however they weren’t receptive to his musings on the Great Prank. They threatened him and he only laughed before falling on them and slaughtering them. He burned the monastery and the bodies.
After that, well he went off seeking adventure, hoping to further understand the mysteries of the Solar.
* Who was the captured solar? Originally I thought this might be another one of the PCs, but it could be someone who became his mentor or some NPC.
* The monastery was originally a manse and once the monks were killed, Riptal turned the site back to it’s original purpose. The Shortbow could be some treasure kept in the monastery or the solar who was killed.
* The death of the Dragon Bloodied would not have gone unnoticed. Riptal is probaly hunted so Riptal tries to keep a low profile. However he doesn’t know who or how close these hunters would be.
+ In terms of goals, he is seeking adventure away from the monastery life and also to uncover and understand the mysteries of Solars.
# I don’t know how you want to bring my character into the group. Originally I had envisioned that Riptal sitting on a rock miles from the burnted monastery when he sees a ship comes and asks for work. Or that he is swimming miles from the coast (thanks to “Stone of Aquatic Prowess”) when he “bumps” into a ship…
Leaping Mantis Technique; 3m; Instant; Reflexive
Add Martial Arts to Leaps Distance & to Initiative, when leaping. Must be used at the beginning of the turn. Once use(!).
Fiery Arrow Technique; 2m; Instant; Supplementary
Adds Archer’s Essence to Damage.
Wise Arrow; 1m/die; Instant; Supplementary
Per Mote (up to pool total), adds one die to Dex + Archery pool.
Trace of Unhesitating Speed; Instant; Extra Actions
Two attacks = 4 motes, Three attacks = 10 motes (4 +6), Four attacks = 18 motes (4 + 6 + 8).
Graceful Crane Stance; 3m; One Scene; Reflexive
Near perfect balance
Monkey Leap Technique; 1m; One Turn; Reflexive
Leap Strength x10 vertically, or Strength x2 horizontally.
Body-Mending Meditation; 10m; One Day; Reflexive
Character heals 10 times as fast.
Essence-Gathering Temper; 1m; Instant; Reflexive
For every die of damage taken, before soak, user rolls one die. For each success, User gains one mote of Essence. Gain no more Essence than Stamina.
Mantis Form; 6m; One Scene; Simple
Add Martial Arts to Initiative, both Soaks, and may parry lethal soaks unarmed. Can use Cascading Parry (same as fall dodge). Martial Arms Unarmed attack do lethal. Incompatible with Armor.
Iron-Arm Block; 3m; Instant; Reflexive
Add Martial Arts to single parry, whether unarmed or armed. May parry Lethal attacks when unarmed.
Sensory Acuity Prana; 5m; One Scene; Simple
Heightened all senses. Adds Essence to Character’s Awareness pools.
Grievous Injury Recovery Method; 10m; One Day; Simple
Heal other. Roll Strength + Endurance, + Essence in automatic successes = wounds healed.
Touch of Blissful Release; 5m; Six hours; Simple
Easy suffering, narcotic effect, -3 to effected character’s pools of memory or concentration.
Wounding-Mending Care Technique; 10m; One Day; Simple
Heal other. Roll Intelligence + Medicine, + Essence in auto successes = wounds healed.