Campaign:Anarchy Group Omega/Avin: Difference between revisions
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'''Form Weapons:''' Cestus, Fighting Gauntlet, Khatar, Tiger Claws, Pankrator's Cestus and improvised weapons.<br/> | '''Form Weapons:''' Cestus, Fighting Gauntlet, Khatar, Tiger Claws, Pankrator's Cestus and improvised weapons.<br/> | ||
'''Armor:''' Yes.<br/> | '''Armor:''' Yes.<br/> | ||
'''Fists of Iron Technique:''' 1m; MA 2 ESS 1; Supplemental; Combo-OK; Instant. This Charm enhances an unarmed Martial Arts attack, improving it's Accuracy by one and it's Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks iwthout a stunt until his next action.<br/> | '''Fists of Iron Technique:''' ''1m; MA 2 ESS 1; Supplemental; Combo-OK; Instant.'' This Charm enhances an unarmed Martial Arts attack, improving it's Accuracy by one and it's Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks iwthout a stunt until his next action.<br/> | ||
'''Sledgehammer Fist Punch:''' 3m; MA 3 Ess 2; Supplemental; Combo-OK, Obvious; Instant. This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (Pre-soak) damage of the attack.<br/> | '''Sledgehammer Fist Punch:''' ''3m; MA 3 Ess 2; Supplemental; Combo-OK, Obvious; Instant.'' This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (Pre-soak) damage of the attack.<br/> | ||
'''Dragon Coil Technique:''' 3m; MA 3 ESS 2; Reflexive (Step 1); Combo-OK; Until next action. This Charm makes clinch crush damage lethal. This Charm also adds the Solar's Essence in dice to the dice pools to inflict, maintain and control a clinch. It also adds the character's Essence to the damage of clinch and crush attacks. This Charm cannot be placed in a combo with extra action charms.<br/> | '''Dragon Coil Technique:''' ''3m; MA 3 ESS 2; Reflexive (Step 1); Combo-OK; Until next action.'' This Charm makes clinch crush damage lethal. This Charm also adds the Solar's Essence in dice to the dice pools to inflict, maintain and control a clinch. It also adds the character's Essence to the damage of clinch and crush attacks. This Charm cannot be placed in a combo with extra action charms.<br/> | ||
'''Solar Hero Form:''' 6m; MA 4 ESS 2; Simple; Form-Type, Obvious; One Scene. This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. He must spend one mote reflexively in Step 7 of attack resolution each time he takes advantage of this effect. This Charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt.<br/> | '''Solar Hero Form:''' ''6m; MA 4 ESS 2; Simple; Form-Type, Obvious; One Scene.'' This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. He must spend one mote reflexively in Step 7 of attack resolution each time he takes advantage of this effect. This Charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt.<br/> | ||
'''Heaven Thunder Hammer:''' 3m; MA 3 ESS 2; Supplemental; Combo-OK; Instant. This Charm supplements an unarmed Martial Arts attack. It ensures taht the Solar's attack throws his enemy backward for one yard for each point of pre-soak damage. Targets that strike hard objects take one die of damage for each yard they would otherwise have traveled. This damage is typically bashing but it can be lethal if the target strikes a sufficiently dangerous object.<br/> | '''Heaven Thunder Hammer:''' ''3m; MA 3 ESS 2; Supplemental; Combo-OK; Instant.'' This Charm supplements an unarmed Martial Arts attack. It ensures taht the Solar's attack throws his enemy backward for one yard for each point of pre-soak damage. Targets that strike hard objects take one die of damage for each yard they would otherwise have traveled. This damage is typically bashing but it can be lethal if the target strikes a sufficiently dangerous object.<br/> | ||
'''Horizon Hurling Tactic:''' 15m, 1wp; MA 5 ESS 5; Reflexive; Combo-Basic, Knockback, Obvious; Instant. This charm may be activated whenever its user releases an opponent from a clinch by throwing them, provided the Exalt could lift their opponent's weight above their head with a feat of strength. The opponent flies (Martial Arts x 4) miles away over the course of roughly 5 minutes. They impact the ground at terminal velocity, causing damage to the victim and whatever they land on. Everyone within (User's Strength x 10) yards of the impact point must check for knockdown at a difficulty of the user's strength. Anyone who is blasted back by this charm who stops before reaching the maximum distance suffers terminal velocity falling damage. Lifted inanimate objects may be thrown in this manner as well.<br/> | '''Horizon Hurling Tactic:''' ''15m, 1wp; MA 5 ESS 5; Reflexive; Combo-Basic, Knockback, Obvious; Instant.'' This charm may be activated whenever its user releases an opponent from a clinch by throwing them, provided the Exalt could lift their opponent's weight above their head with a feat of strength. The opponent flies (Martial Arts x 4) miles away over the course of roughly 5 minutes. They impact the ground at terminal velocity, causing damage to the victim and whatever they land on. Everyone within (User's Strength x 10) yards of the impact point must check for knockdown at a difficulty of the user's strength. Anyone who is blasted back by this charm who stops before reaching the maximum distance suffers terminal velocity falling damage. Lifted inanimate objects may be thrown in this manner as well.<br/> | ||
'''Crashing Wave Throw:''' 3m; MA 5 ESS 3; Reflexive; Combo-OK; Instant. The Solar can use this Charm when he ends a clinch by throwing his opponent. This Charm increases the distance he can throw his opponent to (Martial Arts x 5) yards upward or (Martial Arts x 10) horizontal yards. Characters thrown over cliffs or high into the air take falling damage normally. Targets that strike hard objects take damage as with Heaven Thunder Hammer.<br/> | '''Crashing Wave Throw:''' ''3m; MA 5 ESS 3; Reflexive; Combo-OK; Instant.'' The Solar can use this Charm when he ends a clinch by throwing his opponent. This Charm increases the distance he can throw his opponent to (Martial Arts x 5) yards upward or (Martial Arts x 10) horizontal yards. Characters thrown over cliffs or high into the air take falling damage normally. Targets that strike hard objects take damage as with Heaven Thunder Hammer.<br/> | ||
'''Ox Stunning Blow:''' 1m per die; MA 4 ESS 2; Simple; Combo-OK, Crippling; Instant. The Lawgiver spends up to twice his Strength in motes and makes an unarmed Martial Arts attack. If he hits, this Charm replaces his normal damage with stunning damage. He inflicts one die of stunning damage for every mote spent on this Charm. Extra successes add to his damage as usual. STunning damage ignores natural and armor soak, but can be soaked with Charms. Each success on the damage roll imposes a -1 penalty to the target's dice pools and DV for the next three actions. This is a Crippling effect.<br/> | '''Ox Stunning Blow:''' ''1m per die; MA 4 ESS 2; Simple; Combo-OK, Crippling; Instant.'' The Lawgiver spends up to twice his Strength in motes and makes an unarmed Martial Arts attack. If he hits, this Charm replaces his normal damage with stunning damage. He inflicts one die of stunning damage for every mote spent on this Charm. Extra successes add to his damage as usual. STunning damage ignores natural and armor soak, but can be soaked with Charms. Each success on the damage roll imposes a -1 penalty to the target's dice pools and DV for the next three actions. This is a Crippling effect.<br/> | ||
'''Hammer on Iron Technique:''' 3m, 1wp; MA 4 ESS 2; Extra Action; Combo-OK; Instant. This Charm is a magical flurry of many unarmed Martial Arts-based attacks. The Exalt makes a total number of attacks equal to (Essence +1). This charm lets the solar make these attacks regardless of a weapon's Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. All attacks must be made against the same target.<br/> | '''Hammer on Iron Technique:''' ''3m, 1wp; MA 4 ESS 2; Extra Action; Combo-OK; Instant.'' This Charm is a magical flurry of many unarmed Martial Arts-based attacks. The Exalt makes a total number of attacks equal to (Essence +1). This charm lets the solar make these attacks regardless of a weapon's Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. All attacks must be made against the same target.<br/> | ||
'''Shockwave Technique:''' 3m; MA 5 ESS 3; Supplemental; Counterattack, Knockback, Obvious; Instant. This Charm supplements a single attack. It makes the target's Parry DV inapplicable. If the Solar hits, this Charm allows him to make one further unarmed Martial Arts attack by hurling the first opponent into another. This attack has a range of (Martial Arts x 5) yards. It is also unblockable. The first opponent is treated as a weapon with -3 Accuracy and +4B damage. If the attack misses or the Solar targets empty space, the first opponent travels the full (Martial Arts x 5) yards, with effects as noted in Heaven Thunder Hammer. This Charm cannot enhance a counterattack, and it prevents the target from responding with Charms with the Counterattack keyword. The second attack is resolved in Step 9 of the original attack and imposes a cumulative counterattack-based penalty of -2 on the Solar's DV.<br/> | '''Shockwave Technique:''' ''3m; MA 5 ESS 3; Supplemental; Counterattack, Knockback, Obvious; Instant.'' This Charm supplements a single attack. It makes the target's Parry DV inapplicable. If the Solar hits, this Charm allows him to make one further unarmed Martial Arts attack by hurling the first opponent into another. This attack has a range of (Martial Arts x 5) yards. It is also unblockable. The first opponent is treated as a weapon with -3 Accuracy and +4B damage. If the attack misses or the Solar targets empty space, the first opponent travels the full (Martial Arts x 5) yards, with effects as noted in Heaven Thunder Hammer. This Charm cannot enhance a counterattack, and it prevents the target from responding with Charms with the Counterattack keyword. The second attack is resolved in Step 9 of the original attack and imposes a cumulative counterattack-based penalty of -2 on the Solar's DV.<br/> | ||
'''Solar Hero Supremacy:''' 5m, 1wp; MA 5 Ess 4; Simple; Combo-Basic, Obvious; One Scene. For the rest of the scene, the cost of Solar Hero Style charms decrease by three motes (To a minimum of 0). Any given Solar Hero Charm won't count as a Charm use with regard to Combos as long as the Solar didn't use the same Charm on his last action. Furthermore, the character can choose to do stunning damage in the place of normal damage of any attacks treated as unarmed for Solar Hero Style, as per Ox-Stunning Blow.<br/> | '''Solar Hero Supremacy:''' ''5m, 1wp; MA 5 Ess 4; Simple; Combo-Basic, Obvious; One Scene.'' For the rest of the scene, the cost of Solar Hero Style charms decrease by three motes (To a minimum of 0). Any given Solar Hero Charm won't count as a Charm use with regard to Combos as long as the Solar didn't use the same Charm on his last action. Furthermore, the character can choose to do stunning damage in the place of normal damage of any attacks treated as unarmed for Solar Hero Style, as per Ox-Stunning Blow.<br/> | ||
'''Orichalcum Fists of Battle:''' 10m, 1wp; MA 6 Ess 6; Simple; Combo-Basic, Obvious; One Scene. All the Solar's unarmed Martial Arts attacks deal (Essence x 4) additional damage dice, and those attacks Speed decreases by one. His effective Essence and Martial Arts ratings increase by four for the purposes of calculations related to his Martial Arts Charms.<br/> | '''Orichalcum Fists of Battle:''' ''10m, 1wp; MA 6 Ess 6; Simple; Combo-Basic, Obvious; One Scene.'' All the Solar's unarmed Martial Arts attacks deal (Essence x 4) additional damage dice, and those attacks Speed decreases by one. His effective Essence and Martial Arts ratings increase by four for the purposes of calculations related to his Martial Arts Charms.<br/> | ||
==== Air Dragon Style ==== | ==== Air Dragon Style ==== | ||
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The Immaculate may hurl two chakrams as a single atack. He must have both chakrams on his person to do so, or be using an infinite jade chakram. Both projectiles have a single attack roll and are treated by the target as a single attack, but if the attack hits, the target suffers damage for both. The Immaculate is able to make such an attack in concert with appropriate simple or supplemental Charms, but he must first spend an additional mote to make the attack apply to both chakrams.<br/> | The Immaculate may hurl two chakrams as a single atack. He must have both chakrams on his person to do so, or be using an infinite jade chakram. Both projectiles have a single attack roll and are treated by the target as a single attack, but if the attack hits, the target suffers damage for both. The Immaculate is able to make such an attack in concert with appropriate simple or supplemental Charms, but he must first spend an additional mote to make the attack apply to both chakrams.<br/> | ||
'''Armor:''' Yes<br/> | '''Armor:''' Yes<br/> | ||
'''Air Dragon's Sight:''' 3m; MA 2 ESS 1; Simple; Combo-Basic; One scene. When this Charm is active, the exalt can operate perfectly, blindfolded or in pitch darkness, as long as he is surrounded by air. He never suffers from unexpected attacks unless he is so beset with foes that he cannot avoid all the blows (When surrounded by multiple opponents). When used outside of combat, the user may add a number of dice equal to their Essence to any Awareness roll so long as the focus of his attention is within a number of yards equal to his (Essence x 10).<br/> | '''Air Dragon's Sight:''' ''3m; MA 2 ESS 1; Simple; Combo-Basic; One scene.'' When this Charm is active, the exalt can operate perfectly, blindfolded or in pitch darkness, as long as he is surrounded by air. He never suffers from unexpected attacks unless he is so beset with foes that he cannot avoid all the blows (When surrounded by multiple opponents). When used outside of combat, the user may add a number of dice equal to their Essence to any Awareness roll so long as the focus of his attention is within a number of yards equal to his (Essence x 10).<br/> | ||
'''Wind Dragon Speed:''' 2m; MA 2 ESS 2; Reflexive (Step 1); Combo-OK; Instant. Reduce the Speed of any single Martial Arts attack by one, to a minimum of three.<br/> | '''Wind Dragon Speed:''' ''2m; MA 2 ESS 2; Reflexive (Step 1); Combo-OK; Instant.'' Reduce the Speed of any single Martial Arts attack by one, to a minimum of three.<br/> | ||
'''Breath Seizing Technique:''' 4m; MA3 Ess 1; Simple; Crippling, Combo-OK; (Martial Arts) Actions. If the attack supplemented by this charm is successful, it inflicts no damage. Instead, roll the user's (Strength + Martial Arts + Essence) against of a difficulty of the target's Stamina. Each net success inflicts a cumulative -1 internal penalty on the target, and if penalties ever double the target's Stamina, teh target is rendered unconcious. Creatures who do not need to breathe are unaffected by this charm.<br/> | '''Breath Seizing Technique:''' ''4m; MA3 Ess 1; Simple; Crippling, Combo-OK; (Martial Arts) Actions.'' If the attack supplemented by this charm is successful, it inflicts no damage. Instead, roll the user's (Strength + Martial Arts + Essence) against of a difficulty of the target's Stamina. Each net success inflicts a cumulative -1 internal penalty on the target, and if penalties ever double the target's Stamina, teh target is rendered unconcious. Creatures who do not need to breathe are unaffected by this charm.<br/> | ||
'''Shrouding the Body and Mind:''' 4m; MA 3 ESS 2; Simple (Speed 5); Combo-Basic, Obvious; (Martial Arts) actions. Upon using this Charm, the user becomes virtually invisible for a number of actions equal to his Martial Arts rating. Those who try to attack him suffer a +2 external penalty on their attacks, and he adds to successes to any attempts to re-establish surprise.<br/> | '''Shrouding the Body and Mind:''' ''4m; MA 3 ESS 2; Simple (Speed 5); Combo-Basic, Obvious; (Martial Arts) actions.'' Upon using this Charm, the user becomes virtually invisible for a number of actions equal to his Martial Arts rating. Those who try to attack him suffer a +2 external penalty on their attacks, and he adds to successes to any attempts to re-establish surprise.<br/> | ||
'''Air Dragon Form:''' 5m; MA 4 ESS 2; Simple (Speed 5); Form-type; One scene. After activating this Form, add a number of dice equal to his Martial Arts to any ranged attack, though this bonus cannot exceed the normal dice cap on such actions. The form also increases his Dodge DV by an amount equal to half his Martial Arts rating for the scene.<br/> | '''Air Dragon Form:''' ''5m; MA 4 ESS 2; Simple (Speed 5); Form-type; One scene.'' After activating this Form, add a number of dice equal to his Martial Arts to any ranged attack, though this bonus cannot exceed the normal dice cap on such actions. The form also increases his Dodge DV by an amount equal to half his Martial Arts rating for the scene.<br/> | ||
'''Tornado Offense Technique:''' 3m per attack; MA 4 ESS 2; Extra Action; Combo-OK, Obvious; Instant. This Charm is a magical Flurry. For every three motes, the user makes an additional ranged or Martial Arts attack with his full dice pool, to a maximum number of attacks equal to his Martial Arts rating. The DV penalty for this flurry is equal to one-half the DV penalty for all attacks.<br/> | '''Tornado Offense Technique:''' ''3m per attack; MA 4 ESS 2; Extra Action; Combo-OK, Obvious; Instant.'' This Charm is a magical Flurry. For every three motes, the user makes an additional ranged or Martial Arts attack with his full dice pool, to a maximum number of attacks equal to his Martial Arts rating. The DV penalty for this flurry is equal to one-half the DV penalty for all attacks.<br/> | ||
'''Avenging Wind Strike:''' 3m; MA 5 ESS 3; Supplemental; Combo-OK, Knockback, Obvious; Instant. For every point of raw damage the attack inflicts above the target's Stamina, the target suffers three yards of knockback. Targets may also have to check against knockdown, if the attack inflicts more damage than the target's (Stamina + Resistance) as normal. Using this Charm with a thrown weapon increases the attack's range increment by an ammount equal to the martial artist's Essence in addition to the Charm's normal effects.<br/> | '''Avenging Wind Strike:''' ''3m; MA 5 ESS 3; Supplemental; Combo-OK, Knockback, Obvious; Instant.'' For every point of raw damage the attack inflicts above the target's Stamina, the target suffers three yards of knockback. Targets may also have to check against knockdown, if the attack inflicts more damage than the target's (Stamina + Resistance) as normal. Using this Charm with a thrown weapon increases the attack's range increment by an ammount equal to the martial artist's Essence in addition to the Charm's normal effects.<br/> | ||
'''Wrathful Winds Maneuver:''' 4m; MA 5 ESS 3; Simple; Combo-Basic, Obvious; Instant. The user lets forth a fearsome shout that can shatter stone and eardrums alike. A gale force blast leaves his mouth in a 90-degree arc, out to a distance of (Essence x 10) feet. His player makes a (Strength + Martial ARts) roll as an attack, which can only be dodged, not parried. Players of anyone affected by the Charm roll their character's ([Dexterity or Stamina] + [Athletics or Resistance]) against a difficulty of the total successes on the martial artist's roll (Before subtracting DV). If both the Strength and Athletics of the victim are less than the user's net successes, the victim suffers knockdown and their player must roll (Wits + Resistance) at difficulty 1 to avoid immediately becoming inactive for a single action. Victims who suffer both effects are deafened for a number of actions equal to the Immaculate's Martial Arts. Deafened targets lose two dice from all actions. By spending one point of willpower, the user can focus the shout on a single target. The target cannot avoid the attack without a perfect defense, and the shout inflicts a number of health levels of lethal damage equal to the user's (Strength + Essence), which bypasses armor. In addition, add any levels of damage inflicted to the difficulty to avoid knockdown.<br/> | '''Wrathful Winds Maneuver:''' ''4m; MA 5 ESS 3; Simple; Combo-Basic, Obvious; Instant.'' The user lets forth a fearsome shout that can shatter stone and eardrums alike. A gale force blast leaves his mouth in a 90-degree arc, out to a distance of (Essence x 10) feet. His player makes a (Strength + Martial ARts) roll as an attack, which can only be dodged, not parried. Players of anyone affected by the Charm roll their character's ([Dexterity or Stamina] + [Athletics or Resistance]) against a difficulty of the total successes on the martial artist's roll (Before subtracting DV). If both the Strength and Athletics of the victim are less than the user's net successes, the victim suffers knockdown and their player must roll (Wits + Resistance) at difficulty 1 to avoid immediately becoming inactive for a single action. Victims who suffer both effects are deafened for a number of actions equal to the Immaculate's Martial Arts. Deafened targets lose two dice from all actions. By spending one point of willpower, the user can focus the shout on a single target. The target cannot avoid the attack without a perfect defense, and the shout inflicts a number of health levels of lethal damage equal to the user's (Strength + Essence), which bypasses armor. In addition, add any levels of damage inflicted to the difficulty to avoid knockdown.<br/> | ||
'''Cloud-Treading Method:''' 3m; MA 5 ESS 3; Reflexive; Combo-OK, Obvious; (Martial Arts) actions. This Charm doubles the user's movement rate and leaping distance for the duration, and the most flimsy surfaces can support him (paper, water, smoke trails), as long as he keeps moving. He may continue to run along impossible surfaces if he re-invokes this charm as soon as it ends.<br/> | '''Cloud-Treading Method:''' ''3m; MA 5 ESS 3; Reflexive; Combo-OK, Obvious; (Martial Arts) actions.'' This Charm doubles the user's movement rate and leaping distance for the duration, and the most flimsy surfaces can support him (paper, water, smoke trails), as long as he keeps moving. He may continue to run along impossible surfaces if he re-invokes this charm as soon as it ends.<br/> | ||
'''Thunderclap Kata:''' 5m; MA 5 ESS 3; Simple; Combo-Basic; Instant. The user spreads his arms wide, then brings their hands together in a thunderous clap which can deafen and stun those who hear it. The thunderclap affects anyone within (Essence x 10) yards of the user (No attack roll required). The players of all suck characters must take a reflexive (Stamina + Resistance) roll. If one gets successes equal to or greater than the user's Essence, the target immediately becomes inactive until his next action, but suffers no further penalty. Otherwise, the violent sound also inflicts (Strength + Martial Arts) Bashing damage that ignores armor. Targets also become deaf for a number of actions equal to the user's Essence, losing two dice from all dice pools due to disorientation. Double the user's Essence for all purposes when applying this Charm's effects to a god, demon or elemental. The user does not need to be able to see or otherwise affect spirits in order for this Charm to harm them. The user is immune to their own thunderclap, and can render select persons immune to the charm's effects at a cost of one mote per person. Spirits are not eligible for this immunity.<br/> | '''Thunderclap Kata:''' ''5m; MA 5 ESS 3; Simple; Combo-Basic; Instant.'' The user spreads his arms wide, then brings their hands together in a thunderous clap which can deafen and stun those who hear it. The thunderclap affects anyone within (Essence x 10) yards of the user (No attack roll required). The players of all suck characters must take a reflexive (Stamina + Resistance) roll. If one gets successes equal to or greater than the user's Essence, the target immediately becomes inactive until his next action, but suffers no further penalty. Otherwise, the violent sound also inflicts (Strength + Martial Arts) Bashing damage that ignores armor. Targets also become deaf for a number of actions equal to the user's Essence, losing two dice from all dice pools due to disorientation. Double the user's Essence for all purposes when applying this Charm's effects to a god, demon or elemental. The user does not need to be able to see or otherwise affect spirits in order for this Charm to harm them. The user is immune to their own thunderclap, and can render select persons immune to the charm's effects at a cost of one mote per person. Spirits are not eligible for this immunity.<br/> | ||
'''Lightning Strike Style:''' 4m, 1hl; MA 5 ESS 3; Simple (Speed 4); Combo-OK, Obvious; (Martial Arts) actions. For the Charm's duration, the user's Martial Arts attacks reach to a distance of (Essence x 10) feet. Such attacks inflict (Strength + Essence) in lethal electrical damage. If the target is in range for a normal unarmed attack, add the attack's accuracy and damage as normal. For an additional mote, the user may use a chakram wit thhis charm to add its Accuracy and Damage to the attack. Add the user's Essence to the weapon's Range.<br/> | '''Lightning Strike Style:''' ''4m, 1hl; MA 5 ESS 3; Simple (Speed 4); Combo-OK, Obvious; (Martial Arts) actions.'' For the Charm's duration, the user's Martial Arts attacks reach to a distance of (Essence x 10) feet. Such attacks inflict (Strength + Essence) in lethal electrical damage. If the target is in range for a normal unarmed attack, add the attack's accuracy and damage as normal. For an additional mote, the user may use a chakram wit thhis charm to add its Accuracy and Damage to the attack. Add the user's Essence to the weapon's Range.<br/> | ||
'''Hurricane Combat Method:''' 10m, 1wp + 1hl per action; MA 5 ESS 4; Reflexive; Combo-OK, Obvious; (Martial Arts) actions. The user becomes a small hurricane. Small objects within a number of yards equal to the user's (Essence x 3) are lifted and thrown away. For a number of actions equal to the user's Martial Arts, the user triples his movement and doubles his jumping distances. This blinding speed adds half his Martial Arts rating to his Dodge DV and halves the Speed of any Martial Arts attack he makes. Each action, the user may make a number of extra attacks (martial arts or ranged) equal to his Essence. Each extra attack uses his full dice pool and does not prevent him from taking non-attack actions or performing an unrelated flurry. He may use charms on these actions, but is still limited by charm use restrictions. The willpower and motes for this charm are paid up front, but the unsoakable bashing damage is applied when the charm ends.<br/> | '''Hurricane Combat Method:''' ''10m, 1wp + 1hl per action; MA 5 ESS 4; Reflexive; Combo-OK, Obvious; (Martial Arts) actions.'' The user becomes a small hurricane. Small objects within a number of yards equal to the user's (Essence x 3) are lifted and thrown away. For a number of actions equal to the user's Martial Arts, the user triples his movement and doubles his jumping distances. This blinding speed adds half his Martial Arts rating to his Dodge DV and halves the Speed of any Martial Arts attack he makes. Each action, the user may make a number of extra attacks (martial arts or ranged) equal to his Essence. Each extra attack uses his full dice pool and does not prevent him from taking non-attack actions or performing an unrelated flurry. He may use charms on these actions, but is still limited by charm use restrictions. The willpower and motes for this charm are paid up front, but the unsoakable bashing damage is applied when the charm ends.<br/> | ||
==== Ebon Shadow Style ==== | ==== Ebon Shadow Style ==== | ||
'''Form Weapons:''' Fighting Chain, Sais<br/> | '''Form Weapons:''' Fighting Chain, Sais<br/> | ||
'''Armor:''' No<br/> | '''Armor:''' No<br/> | ||
'''Image of Death Technique:''' 2m; MA 2 ESS 3; Simple (DV -3); Illusion; One Day. Withdrawing her Essence deep into her body, the character drops to the ground and temporarily appears to be dead. A careful examination and a successful (Perception + Medicine) roll, dif? culty 3, is necessary to determine that the character is actually still alive. The martial artist using this Charm can hold her breath 10 times as long as normal, and she does not need to eat or drink—handy if she’s hiding from enemies at the bottom of a river or wants them to think they killed her. Although the character’s senses of hearing, touch and smell function normally, she cannot see or move. She can act normally the action after she chooses to end this Charm.<br/> | '''Image of Death Technique:''' ''2m; MA 2 ESS 3; Simple (DV -3); Illusion; One Day.'' Withdrawing her Essence deep into her body, the character drops to the ground and temporarily appears to be dead. A careful examination and a successful (Perception + Medicine) roll, dif? culty 3, is necessary to determine that the character is actually still alive. The martial artist using this Charm can hold her breath 10 times as long as normal, and she does not need to eat or drink—handy if she’s hiding from enemies at the bottom of a river or wants them to think they killed her. Although the character’s senses of hearing, touch and smell function normally, she cannot see or move. She can act normally the action after she chooses to end this Charm.<br/> | ||
'''Wall Climbing Technique:''' 1m; MA 3 ESS 2; Reflexive; Combo-OK, Obvious; One action. The character using this Charm can move or dash alongwalls, ropes, hanging chains and other vertical surfaces as easily as he can walk along a floor. Using this Charm, the character can climb a surface simply by running up it, without halving his base movement rate. In his next action, the character must either activate the Charm again, remain where he is (if he’s made it to a ledge or suitable hand- and footholds) or attempt to leap or climb down normally.<br/> | '''Wall Climbing Technique:''' ''1m; MA 3 ESS 2; Reflexive; Combo-OK, Obvious; One action.'' The character using this Charm can move or dash alongwalls, ropes, hanging chains and other vertical surfaces as easily as he can walk along a floor. Using this Charm, the character can climb a surface simply by running up it, without halving his base movement rate. In his next action, the character must either activate the Charm again, remain where he is (if he’s made it to a ledge or suitable hand- and footholds) or attempt to leap or climb down normally.<br/> | ||
'''Distracting Finger-Gesture Attack:''' 2m; MA 3 ESS 2; Reflexive (Step 1); Obvious; Instant. The Ebon Shadow martial artist makes a complex, Essence-charged sign with her ? ngers, and the twisting lines of shadowy Essence distract and slow one selected opponent. The sign takes only an instant to make at the beginning of the action. The target character’s next action is delayed for a number of ticks equal to the martial artist’s Martial Arts score, incidentally preventing his DV from refreshing until then. When the target’s next action comes, he cannot perform a flurry but may still use Combos and reflexive and extra action Charms normally. He can perform a Guard action as usual.<br/> | '''Distracting Finger-Gesture Attack:''' ''2m; MA 3 ESS 2; Reflexive (Step 1); Obvious; Instant.'' The Ebon Shadow martial artist makes a complex, Essence-charged sign with her ? ngers, and the twisting lines of shadowy Essence distract and slow one selected opponent. The sign takes only an instant to make at the beginning of the action. The target character’s next action is delayed for a number of ticks equal to the martial artist’s Martial Arts score, incidentally preventing his DV from refreshing until then. When the target’s next action comes, he cannot perform a flurry but may still use Combos and reflexive and extra action Charms normally. He can perform a Guard action as usual.<br/> | ||
'''Ebon Shadow Form:'''5m; MA 4 ESS 2; Simple (Speed 5); Form-type, Obvious; One scene. Although the Exalt’s body does not become indistinct or drink in light like a true shadow, he still moves with the eerie speed and grace of a candle-wavering silhouette. While using this Charm, the character adds his Martial Arts score to his Join Battle dice pool. He also adds a value equal to his Essence to his Stealth score and his Dodge DV. When the character makes a Martial Arts attack (with hands, feet, sais or ? ghting chains), he can in? ict either bashing or lethal damage at will. If a character using this Charm is killed before the duration expires, his body dissipates into thick black smoke. He leaves no ghost, and his physical remains provide no evidence of his identity (though his gear might).<br/> | '''Ebon Shadow Form:'''''5m; MA 4 ESS 2; Simple (Speed 5); Form-type, Obvious; One scene.'' Although the Exalt’s body does not become indistinct or drink in light like a true shadow, he still moves with the eerie speed and grace of a candle-wavering silhouette. While using this Charm, the character adds his Martial Arts score to his Join Battle dice pool. He also adds a value equal to his Essence to his Stealth score and his Dodge DV. When the character makes a Martial Arts attack (with hands, feet, sais or ? ghting chains), he can in? ict either bashing or lethal damage at will. If a character using this Charm is killed before the duration expires, his body dissipates into thick black smoke. He leaves no ghost, and his physical remains provide no evidence of his identity (though his gear might).<br/> | ||
'''Seven Points of Weakness Strike:''' 3m; MA 4 ESS 3; Supplemental; Combo-OK; Instant. The character’s Essence guides her attack to the weakest point in her target’s armor. Subtract the character’s Martial Arts rating from the targeted armor’s relevant soak (based on what type of damage the character inflicts) before calculating the attack’s final damage. This Charm does not affect the armor’s Hardness, a target’s intrinsic soak or defense granted by Charms. Seven Points of Weakness Strike provides no benefit against a target who does not wear any armor.<br/> | '''Seven Points of Weakness Strike:''' ''3m; MA 4 ESS 3; Supplemental; Combo-OK; Instant.'' The character’s Essence guides her attack to the weakest point in her target’s armor. Subtract the character’s Martial Arts rating from the targeted armor’s relevant soak (based on what type of damage the character inflicts) before calculating the attack’s final damage. This Charm does not affect the armor’s Hardness, a target’s intrinsic soak or defense granted by Charms. Seven Points of Weakness Strike provides no benefit against a target who does not wear any armor.<br/> | ||
'''Limb-Immobilizing Method:''' 3m; MA 4 ESS 3; Simple; Combo-OK, Crippling, Touch; One scene. With the slightest touch, like a shadow falling on bare skin, the martial artist immobilizes one of his target’s limbs. The character need simply touch an unsuspecting foe, though his attempt to do so can be blocked or dodged as normal. The attacker chooses which limb to paralyze—not necessarily the one he touched—and the chosen limb is immobilized for the rest of the scene. See Exalted, p. 152 for the effects | '''Limb-Immobilizing Method:''' ''3m; MA 4 ESS 3; Simple; Combo-OK, Crippling, Touch; One scene.'' With the slightest touch, like a shadow falling on bare skin, the martial artist immobilizes one of his target’s limbs. The character need simply touch an unsuspecting foe, though his attempt to do so can be blocked or dodged as normal. The attacker chooses which limb to paralyze—not necessarily the one he touched—and the chosen limb is immobilized for the rest of the scene. See Exalted, p. 152 for the effects | ||
on a character who lacks a full set of functioning limbs. Since most people don’t keep a crutch handy, the player of a target with a paralyzed leg must also attempt a reflexive (Dexterity + Athletics) roll for her character to maintain her balance every time that character is struck. Characters with both legs immobilized must generally perform stunts to attack or even guard. Immobilizing an arm keeps the target from using that arm to attack—which can be devastating if the victim is an archer.This attack has no effect against the undead, automata or other beings that have no vital functions to obstruct.<br/> | on a character who lacks a full set of functioning limbs. Since most people don’t keep a crutch handy, the player of a target with a paralyzed leg must also attempt a reflexive (Dexterity + Athletics) roll for her character to maintain her balance every time that character is struck. Characters with both legs immobilized must generally perform stunts to attack or even guard. Immobilizing an arm keeps the target from using that arm to attack—which can be devastating if the victim is an archer.This attack has no effect against the undead, automata or other beings that have no vital functions to obstruct.<br/> | ||
'''Paralyzing Touch Attack:''' 6m, 1wp; MA 5 ESS 3; Simple; Crippling, Touch; One scene. With this Charm, a character can stun or incapacitate a target with a precise strike to one of ? ve vital nerve clusters. To do so, the character lightly taps the target on one of several possible nerve points, using a jolt of her own Essence to disrupt the Essence ? owing through the spot and confuse the target’s nerves. This (Dexterity + Martial Arts) attack in? icts no damage, but the Exalt’s player rolls a number of dice equal to her character’s (Martial Arts + the number of extra successes she made on the attack) against a dif? culty equal to the target’s Essence. Each extra success the player rolls above the dif? culty reduces the target’s Dexterity by one dot for the scene. If the | '''Paralyzing Touch Attack:''' ''6m, 1wp; MA 5 ESS 3; Simple; Crippling, Touch; One scene.'' With this Charm, a character can stun or incapacitate a target with a precise strike to one of ? ve vital nerve clusters. To do so, the character lightly taps the target on one of several possible nerve points, using a jolt of her own Essence to disrupt the Essence ? owing through the spot and confuse the target’s nerves. This (Dexterity + Martial Arts) attack in? icts no damage, but the Exalt’s player rolls a number of dice equal to her character’s (Martial Arts + the number of extra successes she made on the attack) against a dif? culty equal to the target’s Essence. Each extra success the player rolls above the dif? culty reduces the target’s Dexterity by one dot for the scene. If the | ||
target’s Dexterity drops to 0, he is paralyzed.The effect of this Charm can be mitigated if the player of a character with Medicine and Martial Arts at 3 or higher succeeds at a (Wits + Martial Arts) roll, dif? culty 3, to restore the proper ? ow of Essence through the victim’s body. Removing paralysis is a simple action (Speed 6), and the target can move normally on his next action. With a successful (Wits + Stealth) roll, dif? culty 1, this touch can be disguised as an amiable nudge or unintentional jostling in a crowd. This attack cannot be used against the undead, automata or other beings that lack vital centers.<br/> | target’s Dexterity drops to 0, he is paralyzed.The effect of this Charm can be mitigated if the player of a character with Medicine and Martial Arts at 3 or higher succeeds at a (Wits + Martial Arts) roll, dif? culty 3, to restore the proper ? ow of Essence through the victim’s body. Removing paralysis is a simple action (Speed 6), and the target can move normally on his next action. With a successful (Wits + Stealth) roll, dif? culty 1, this touch can be disguised as an amiable nudge or unintentional jostling in a crowd. This attack cannot be used against the undead, automata or other beings that lack vital centers.<br/> | ||
'''Elusive Flicker Evasion:''' | '''Elusive Flicker Evasion:''' ''4m; MA 4 ESS 2; Reflexive (Step 2); None; One action.'' One could more easily weigh smoke than strike a character who uses this Charm. Until the martial artist’s next action, add his Essence to his Dodge DV. The Ebon Shadow Stylist need not even be in combat when he activates this Charm. For instance, he may use the Charm to dodge the poisoned darts of an automatic trap in the tomb of his First Age incarnation. Should the character use this Charm outside combat, all dodge attempts—including those involving Charms whose effects continue from previous actions—gain additional bonus dice equal to her Essence for one action (which can raise the total bonus above the standard maximums). If some internal or external penalty would normally reduce the character’s Dodge pool or DV to 0, using this Charm re? exively provides a base value equal to the character’s Essence.<br/> | ||
'''Blow-Concealing Gesture Technique:''' 2m, 1wp; MA 5 ESS 3; Supplemental; Combo-OK; Instant. The character makes an arcane silent-communication gesture once used by teams of Night Caste scouts on long-range patrols in the First Age and infuses the gesture with Essence. In so doing, she renders her opponent unable to notice or react to an attack she makes. The opponent cannot apply either of his DVs against the character’s blow without the use of re? exive Charms that enhance DV. The target’s player may attempt a re? exive (Wits + Awareness) when the target is attacked—the dif? culty equals the attacker’s Essence. If the roll succeeds, the opponent may use any re? exive Charms or abilities he possesses to counter the attack. If the roll fails, the opponent may use only Charms that speci? cally state they work on attacks of which the character is unaware. Blow-Concealing Gesture Technique is particularly effective in a Combo with other attack Charms, since the victim doesn’t notice the attacker’s ? aring anima (though people nearby probably will).<br/> | '''Blow-Concealing Gesture Technique:''' ''2m, 1wp; MA 5 ESS 3; Supplemental; Combo-OK; Instant.'' The character makes an arcane silent-communication gesture once used by teams of Night Caste scouts on long-range patrols in the First Age and infuses the gesture with Essence. In so doing, she renders her opponent unable to notice or react to an attack she makes. The opponent cannot apply either of his DVs against the character’s blow without the use of re? exive Charms that enhance DV. The target’s player may attempt a re? exive (Wits + Awareness) when the target is attacked—the dif? culty equals the attacker’s Essence. If the roll succeeds, the opponent may use any re? exive Charms or abilities he possesses to counter the attack. If the roll fails, the opponent may use only Charms that speci? cally state they work on attacks of which the character is unaware. Blow-Concealing Gesture Technique is particularly effective in a Combo with other attack Charms, since the victim doesn’t notice the attacker’s ? aring anima (though people nearby probably will).<br/> | ||
'''Shadow-Body Style:''' 3m, 1wp; MA 5 ESS 4; Reflexive; Obvious; One scene. With this Charm, the character takes on the true form of a shadow. The character becomes tenebrous and indistinct, a form of tangible darkness. His ? attened body slides through | '''Shadow-Body Style:''' ''3m, 1wp; MA 5 ESS 4; Reflexive; Obvious; One scene.'' With this Charm, the character takes on the true form of a shadow. The character becomes tenebrous and indistinct, a form of tangible darkness. His ? attened body slides through | ||
any space wide enough for him to ? t his ? ngers through. Identifying the character while he uses this Charm is extremely difficult. His physical features and clothing give no clues, but the outlines of distinctive gear might give him away. If his anima banner activates, only his caste mark shines. Even his fully iconic anima banner seems shapeless and dark. When using this Charm, the Exalt adds his permanent Essence to both his bashing and lethal soaks. Shadow-Body Style does not stack with any other Charms that increase | any space wide enough for him to ? t his ? ngers through. Identifying the character while he uses this Charm is extremely difficult. His physical features and clothing give no clues, but the outlines of distinctive gear might give him away. If his anima banner activates, only his caste mark shines. Even his fully iconic anima banner seems shapeless and dark. When using this Charm, the Exalt adds his permanent Essence to both his bashing and lethal soaks. Shadow-Body Style does not stack with any other Charms that increase | ||
the character’s natural soak and have durations longer than instant. This Charm allows a character to see as easily in total darkness as in light, though he must actually use his eyes to see. That is, he cannot see through smoke, murky water or the like just because it also happens to be dark where he is.<br/> | the character’s natural soak and have durations longer than instant. This Charm allows a character to see as easily in total darkness as in light, though he must actually use his eyes to see. That is, he cannot see through smoke, murky water or the like just because it also happens to be dark where he is.<br/> | ||
'''Shadow-Stepping Motion:''' 7m, 1wp; MA 5 ESS 5; Simple; Obvious; Instant. By using this Charm, the martial artist slides into one shadow and almost instantly emerges from another shadow near her destination. The Exalt must have a shadow to step into, and she must have somehow seen her destination before. She emerges in the nearest unobserved shadow near her intended destination one action after she slips away. That destination cannot be more than a number of miles away equal to her Essence. If there are no unobserved shadows within 100 yards of that location, the Charm fails. (The Essence and Willpower are still spent, though.) Generally, this Charm cannot penetrate the manse of a sorcerer, a god’s sanctum or any other such forbidden place. If a place is warded to block teleportation, it stops this Charm from working. Most of the time, if the Charm does not work due to environmental factors or sorcerous warding, the Exalt simply fails to descend into the inky blackness of the entry shadow that she chose. Should an Exalt attempt to use this Charm and fail during Calibration, however, she sinks into a shadow and emerges alone within the Labyrinth instead.<br/> | '''Shadow-Stepping Motion:''' ''7m, 1wp; MA 5 ESS 5; Simple; Obvious; Instant.'' By using this Charm, the martial artist slides into one shadow and almost instantly emerges from another shadow near her destination. The Exalt must have a shadow to step into, and she must have somehow seen her destination before. She emerges in the nearest unobserved shadow near her intended destination one action after she slips away. That destination cannot be more than a number of miles away equal to her Essence. If there are no unobserved shadows within 100 yards of that location, the Charm fails. (The Essence and Willpower are still spent, though.) Generally, this Charm cannot penetrate the manse of a sorcerer, a god’s sanctum or any other such forbidden place. If a place is warded to block teleportation, it stops this Charm from working. Most of the time, if the Charm does not work due to environmental factors or sorcerous warding, the Exalt simply fails to descend into the inky blackness of the entry shadow that she chose. Should an Exalt attempt to use this Charm and fail during Calibration, however, she sinks into a shadow and emerges alone within the Labyrinth instead.<br/> | ||
==== Prismatic Arrangement of Creation ==== | ==== Prismatic Arrangement of Creation ==== |
Revision as of 04:22, 27 September 2009
Basics
- Campaign: Anarchy Group Omega
- Name: Avin
- Concept: Ninja Warrior
- Caste: Night
- Motivation: Rescue his wife
- Positive intimacies: His relationship with his mate
- Negative intimacies: Tyrants
- Anima:
- Experience: Unspent: 12/Total: 12
Background
Early Life and Adulthood
Born to a mortal family long sworn into the service of Gem's nobility. Became an assassin and spy for his lord.
Exaltation
Uncovered a plot by his master to sell out Gem to the First and Forsaken Lion, and Exalts as he is trying to steal proof from his master's office. He manages to get the evidence into the hand of Gem's leaders before fleeing the city.
Wyld Nightmare
Hunted by Immaculates through the blazing desert, avoiding tribes of cannibals, bands of fair folk, and the walking dead.
Deeper Into Darkness
He travels further west, fleeing from those who are trying to slaughter him, and running towards the forces he knows are arrayed against his homelands. He infiltrates the Shadowlands of the First and Forsaken Lion, trying to discern some weakness in the abyssal war machine.
Silver Strands
As he investigates further, he runs across or is ran across by a lunar pack, one of whom happens to be his lunar mate, Serenity Broken by Sudden Violence. His discoveries confirm their suspicions, and there is an argument as to what should be done with him. The rest of the pack wants to drop him off with the Cult of the Illuminated, but his Mate wants to bring him back with them to the Silver Pact.
Claw At The Moon
Serenity decides to just run off with him. He doesn't know about her link to him at this point though, and doesn't understand why she's carrying him off into the woods without saying 'bye' to the rest of her pack. They fight, the lunar easily subduing the Solar, but only increasing his indignation.
Golden Awakening
Solar and Lunar angrily part ways, while the Solar goes off in search of the Cult of the Illuminated. His mate follows him though, watching over him from a distance. He finds a Cult base, introduces himself, and is put off by how eagerly he is greeted. The priceless gifts, the worshipful attention... He had seen this kind of treatment before in the indolent halls of his former masters. He turned away from the Cult, thanking them for their help, but preferring to fend for himself. This display struck his distant admirer, who had been conflicted as to what her true feelings were.
Moon Song
Taking on the shape of a traveling performer, the lunar crossed Avin's path again, this time determined to understand him. She came to him in need of protection, and he became her traveling companion until she could return 'home'. They talked at great lengths, and she sang for him the songs of her true homeland. As weeks turned into months, her one-sided link of sorcerous subservience became a mutual bond of affection. Before the lie went too far for her to bare, she revealed her true self to Avin, explaining her earlier actions and asking if he could forgive her for the deception. At first he was angry, but as she explained through held-back tears the nature of the solar bond and the fears it had brought up, fear that she had not felt since her second breath, he pulled her into an embrace.
Starfall
Shortly thereafter, a member of the Gold Faction of Sidreals caught up with the wayward solar. He explained his nature and the nature of the Gold Faction, and how the Cult was merely a tool, a distasteful means to a greater end. The Solars must become God Kings again, but not all were meant to rule from the glittering mountaintop. Some must lurk in shadows, hunting dark things. This rang true for Avin, and he accepted the Sidreal's offer of training and support in return for performing tasks that his Gold Faction handlers would ask of him. Serenity was distrustful of the Sidreals, but did accept that Avin would need all the training and support he could get.
Strange Starlit Paths
Doing stuff for sidreals, training montages, back to back badassery with Serenity.
Moonless Night
Two years ago, the two Celestials discovered their obligations would be keeping them apart for the foreseeable future. They spent a few days in despair, until finally promising each other that they would reunite, and in a private ceremony officiated by a Zenith acquaintance, promised each other something far more. They spent one more day together, then parted ways.
The Ends of the World
As the various apocalyptic forces crashed in on Creation and it's defenses failed one by one, Avin's thoughts were distracted by the golden ring encircling his finger. When the plan to evacuate into Heaven was announced, he left a burning golden trail as he sought out his lunar. They finally met at one of the last Gates as the armies of darkness closed in. A final stream of refugees poured through, and husband and wife fought side by side, buying each second with Essence, Heroism, Blood and piles and piles of the enemies corpses. At long last they were only two points of light in an enveloping shroud of darkness, gold and silver intertwined as they whirled about each other, laying the horde low. As the final cohort of the unmakers approached the gate, soulsteel swords raised high in anticipation, the lovers gazes met. They had let themselves get drawn from the gate, escape was impossible, and there was no victory to be found on this battlefield. Serenity drew Avin into one last kiss, then with the strength of Luna, she lifted the Solar above her head and flung him through the gate just as it crashed closed. Avin's last vision of her was a vicious smile as she turned to face the Deathlord, totemic anima blazing.
Appearance
A handsome sepia-skinned southerner with dark brown hair and a thin, athletic build, Avin makes a striking impression. He often wears clothing styled after the fashions of his southern homeland, favoring loose and airy themes with a free range of motion. When the occasion calls for more formal dress, he wears a modified officers uniform with deep blue fabric and gold trim. When working, he usually wears dark subdued colors to better disappear into his surroundings. He almost always wears a black headband carefully folded across his forehead, as well as iridescent snakeskin boots which reflects light in strange patterns. On his left ring finger he wears a small Orichalcum ring with the insignia of the unconquered sun.
Theme Song: http://www.youtube.com/watch?v=u7FPL3J0-ng
Attributes
Strength ●●●●● ●● Charisma ●●●● Perception ●●●●● ●● Dexterity ●●●●● ●●● Manipulation ●●●● Intelligence ●●●● Stamina ●●●●● ● Appearance ●●●●● ●● Wits ●●●●● ●●
Abilities
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 ●●●●● ●●
Crafts
Air ●●● Earth o Fire o Water ●●●●● ●● Wood ●●●●● ●●
Languages: Firetongue (Native: Gem), Old Realm, Riverspeech, Skytongue, Seatongue, Foresttongue, High Realm, Low Realm
Specialties
Martial Arts (Worthy Opponents) ●●● Thrown (Chakram) ●●● Craft (Water) (Poisons)● Dodge (Can't Hit a Shadow) ●●●
Backgrounds
Artifact (Orichalcum Elemental Lens) ●●● Artifact (Oramous Skin Boots) ●●● Artifact (Infinite Resplendence Amulet) ●●●●● Artifact (Band of Faith) ● Artifact (Starmetal Perfected Kata Bracers) ●●●● Artifact (Fivefold Harmonic Adapter) ● Artifact (Orichalcum Hearthstone Bracers) ●● Artifact (Skin Mount Amulet) ●● Artifact (Skin Mount Amulet) ●● Artifact (Skin Mount Amulet) ●● Backing (Gold Faction) ●●● Manse (Jewel of the Flying Heart) ● Manse (Kata Sculpting Gem) ●● Manse (Gemstone of Shadows) ● Manse (Precision of Form Gemstone) ●●● Reputation ●● Sifu ●●●
●●
Merits
Legendary Dexterity
Ambidextrous
Danger Sense (5pt version) +2 dice on all perception rolls to detect hidden danger and join battle rolls. Can never lose Dodge DV as a result of surprise, can only lose Parry DV if does not have a weapon drawn. Also, +3 dice to evade hidden dangers, such as Dex + athletics to catch on the edge of a pit trap.
Flaws
Charms
Martial Arts
2nd Martial Arts Excellency:
Martial Arts Essence Flow:
Supreme Perfection of Martial Arts:
Solar Hero Style
Form Weapons: Cestus, Fighting Gauntlet, Khatar, Tiger Claws, Pankrator's Cestus and improvised weapons.
Armor: Yes.
Fists of Iron Technique: 1m; MA 2 ESS 1; Supplemental; Combo-OK; Instant. This Charm enhances an unarmed Martial Arts attack, improving it's Accuracy by one and it's Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks iwthout a stunt until his next action.
Sledgehammer Fist Punch: 3m; MA 3 Ess 2; Supplemental; Combo-OK, Obvious; Instant. This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (Pre-soak) damage of the attack.
Dragon Coil Technique: 3m; MA 3 ESS 2; Reflexive (Step 1); Combo-OK; Until next action. This Charm makes clinch crush damage lethal. This Charm also adds the Solar's Essence in dice to the dice pools to inflict, maintain and control a clinch. It also adds the character's Essence to the damage of clinch and crush attacks. This Charm cannot be placed in a combo with extra action charms.
Solar Hero Form: 6m; MA 4 ESS 2; Simple; Form-Type, Obvious; One Scene. This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. He must spend one mote reflexively in Step 7 of attack resolution each time he takes advantage of this effect. This Charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt.
Heaven Thunder Hammer: 3m; MA 3 ESS 2; Supplemental; Combo-OK; Instant. This Charm supplements an unarmed Martial Arts attack. It ensures taht the Solar's attack throws his enemy backward for one yard for each point of pre-soak damage. Targets that strike hard objects take one die of damage for each yard they would otherwise have traveled. This damage is typically bashing but it can be lethal if the target strikes a sufficiently dangerous object.
Horizon Hurling Tactic: 15m, 1wp; MA 5 ESS 5; Reflexive; Combo-Basic, Knockback, Obvious; Instant. This charm may be activated whenever its user releases an opponent from a clinch by throwing them, provided the Exalt could lift their opponent's weight above their head with a feat of strength. The opponent flies (Martial Arts x 4) miles away over the course of roughly 5 minutes. They impact the ground at terminal velocity, causing damage to the victim and whatever they land on. Everyone within (User's Strength x 10) yards of the impact point must check for knockdown at a difficulty of the user's strength. Anyone who is blasted back by this charm who stops before reaching the maximum distance suffers terminal velocity falling damage. Lifted inanimate objects may be thrown in this manner as well.
Crashing Wave Throw: 3m; MA 5 ESS 3; Reflexive; Combo-OK; Instant. The Solar can use this Charm when he ends a clinch by throwing his opponent. This Charm increases the distance he can throw his opponent to (Martial Arts x 5) yards upward or (Martial Arts x 10) horizontal yards. Characters thrown over cliffs or high into the air take falling damage normally. Targets that strike hard objects take damage as with Heaven Thunder Hammer.
Ox Stunning Blow: 1m per die; MA 4 ESS 2; Simple; Combo-OK, Crippling; Instant. The Lawgiver spends up to twice his Strength in motes and makes an unarmed Martial Arts attack. If he hits, this Charm replaces his normal damage with stunning damage. He inflicts one die of stunning damage for every mote spent on this Charm. Extra successes add to his damage as usual. STunning damage ignores natural and armor soak, but can be soaked with Charms. Each success on the damage roll imposes a -1 penalty to the target's dice pools and DV for the next three actions. This is a Crippling effect.
Hammer on Iron Technique: 3m, 1wp; MA 4 ESS 2; Extra Action; Combo-OK; Instant. This Charm is a magical flurry of many unarmed Martial Arts-based attacks. The Exalt makes a total number of attacks equal to (Essence +1). This charm lets the solar make these attacks regardless of a weapon's Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. All attacks must be made against the same target.
Shockwave Technique: 3m; MA 5 ESS 3; Supplemental; Counterattack, Knockback, Obvious; Instant. This Charm supplements a single attack. It makes the target's Parry DV inapplicable. If the Solar hits, this Charm allows him to make one further unarmed Martial Arts attack by hurling the first opponent into another. This attack has a range of (Martial Arts x 5) yards. It is also unblockable. The first opponent is treated as a weapon with -3 Accuracy and +4B damage. If the attack misses or the Solar targets empty space, the first opponent travels the full (Martial Arts x 5) yards, with effects as noted in Heaven Thunder Hammer. This Charm cannot enhance a counterattack, and it prevents the target from responding with Charms with the Counterattack keyword. The second attack is resolved in Step 9 of the original attack and imposes a cumulative counterattack-based penalty of -2 on the Solar's DV.
Solar Hero Supremacy: 5m, 1wp; MA 5 Ess 4; Simple; Combo-Basic, Obvious; One Scene. For the rest of the scene, the cost of Solar Hero Style charms decrease by three motes (To a minimum of 0). Any given Solar Hero Charm won't count as a Charm use with regard to Combos as long as the Solar didn't use the same Charm on his last action. Furthermore, the character can choose to do stunning damage in the place of normal damage of any attacks treated as unarmed for Solar Hero Style, as per Ox-Stunning Blow.
Orichalcum Fists of Battle: 10m, 1wp; MA 6 Ess 6; Simple; Combo-Basic, Obvious; One Scene. All the Solar's unarmed Martial Arts attacks deal (Essence x 4) additional damage dice, and those attacks Speed decreases by one. His effective Essence and Martial Arts ratings increase by four for the purposes of calculations related to his Martial Arts Charms.
Air Dragon Style
Form Weapons: Fighting Chain
Signiature Weapon: Chakram
The Immaculate may hurl two chakrams as a single atack. He must have both chakrams on his person to do so, or be using an infinite jade chakram. Both projectiles have a single attack roll and are treated by the target as a single attack, but if the attack hits, the target suffers damage for both. The Immaculate is able to make such an attack in concert with appropriate simple or supplemental Charms, but he must first spend an additional mote to make the attack apply to both chakrams.
Armor: Yes
Air Dragon's Sight: 3m; MA 2 ESS 1; Simple; Combo-Basic; One scene. When this Charm is active, the exalt can operate perfectly, blindfolded or in pitch darkness, as long as he is surrounded by air. He never suffers from unexpected attacks unless he is so beset with foes that he cannot avoid all the blows (When surrounded by multiple opponents). When used outside of combat, the user may add a number of dice equal to their Essence to any Awareness roll so long as the focus of his attention is within a number of yards equal to his (Essence x 10).
Wind Dragon Speed: 2m; MA 2 ESS 2; Reflexive (Step 1); Combo-OK; Instant. Reduce the Speed of any single Martial Arts attack by one, to a minimum of three.
Breath Seizing Technique: 4m; MA3 Ess 1; Simple; Crippling, Combo-OK; (Martial Arts) Actions. If the attack supplemented by this charm is successful, it inflicts no damage. Instead, roll the user's (Strength + Martial Arts + Essence) against of a difficulty of the target's Stamina. Each net success inflicts a cumulative -1 internal penalty on the target, and if penalties ever double the target's Stamina, teh target is rendered unconcious. Creatures who do not need to breathe are unaffected by this charm.
Shrouding the Body and Mind: 4m; MA 3 ESS 2; Simple (Speed 5); Combo-Basic, Obvious; (Martial Arts) actions. Upon using this Charm, the user becomes virtually invisible for a number of actions equal to his Martial Arts rating. Those who try to attack him suffer a +2 external penalty on their attacks, and he adds to successes to any attempts to re-establish surprise.
Air Dragon Form: 5m; MA 4 ESS 2; Simple (Speed 5); Form-type; One scene. After activating this Form, add a number of dice equal to his Martial Arts to any ranged attack, though this bonus cannot exceed the normal dice cap on such actions. The form also increases his Dodge DV by an amount equal to half his Martial Arts rating for the scene.
Tornado Offense Technique: 3m per attack; MA 4 ESS 2; Extra Action; Combo-OK, Obvious; Instant. This Charm is a magical Flurry. For every three motes, the user makes an additional ranged or Martial Arts attack with his full dice pool, to a maximum number of attacks equal to his Martial Arts rating. The DV penalty for this flurry is equal to one-half the DV penalty for all attacks.
Avenging Wind Strike: 3m; MA 5 ESS 3; Supplemental; Combo-OK, Knockback, Obvious; Instant. For every point of raw damage the attack inflicts above the target's Stamina, the target suffers three yards of knockback. Targets may also have to check against knockdown, if the attack inflicts more damage than the target's (Stamina + Resistance) as normal. Using this Charm with a thrown weapon increases the attack's range increment by an ammount equal to the martial artist's Essence in addition to the Charm's normal effects.
Wrathful Winds Maneuver: 4m; MA 5 ESS 3; Simple; Combo-Basic, Obvious; Instant. The user lets forth a fearsome shout that can shatter stone and eardrums alike. A gale force blast leaves his mouth in a 90-degree arc, out to a distance of (Essence x 10) feet. His player makes a (Strength + Martial ARts) roll as an attack, which can only be dodged, not parried. Players of anyone affected by the Charm roll their character's ([Dexterity or Stamina] + [Athletics or Resistance]) against a difficulty of the total successes on the martial artist's roll (Before subtracting DV). If both the Strength and Athletics of the victim are less than the user's net successes, the victim suffers knockdown and their player must roll (Wits + Resistance) at difficulty 1 to avoid immediately becoming inactive for a single action. Victims who suffer both effects are deafened for a number of actions equal to the Immaculate's Martial Arts. Deafened targets lose two dice from all actions. By spending one point of willpower, the user can focus the shout on a single target. The target cannot avoid the attack without a perfect defense, and the shout inflicts a number of health levels of lethal damage equal to the user's (Strength + Essence), which bypasses armor. In addition, add any levels of damage inflicted to the difficulty to avoid knockdown.
Cloud-Treading Method: 3m; MA 5 ESS 3; Reflexive; Combo-OK, Obvious; (Martial Arts) actions. This Charm doubles the user's movement rate and leaping distance for the duration, and the most flimsy surfaces can support him (paper, water, smoke trails), as long as he keeps moving. He may continue to run along impossible surfaces if he re-invokes this charm as soon as it ends.
Thunderclap Kata: 5m; MA 5 ESS 3; Simple; Combo-Basic; Instant. The user spreads his arms wide, then brings their hands together in a thunderous clap which can deafen and stun those who hear it. The thunderclap affects anyone within (Essence x 10) yards of the user (No attack roll required). The players of all suck characters must take a reflexive (Stamina + Resistance) roll. If one gets successes equal to or greater than the user's Essence, the target immediately becomes inactive until his next action, but suffers no further penalty. Otherwise, the violent sound also inflicts (Strength + Martial Arts) Bashing damage that ignores armor. Targets also become deaf for a number of actions equal to the user's Essence, losing two dice from all dice pools due to disorientation. Double the user's Essence for all purposes when applying this Charm's effects to a god, demon or elemental. The user does not need to be able to see or otherwise affect spirits in order for this Charm to harm them. The user is immune to their own thunderclap, and can render select persons immune to the charm's effects at a cost of one mote per person. Spirits are not eligible for this immunity.
Lightning Strike Style: 4m, 1hl; MA 5 ESS 3; Simple (Speed 4); Combo-OK, Obvious; (Martial Arts) actions. For the Charm's duration, the user's Martial Arts attacks reach to a distance of (Essence x 10) feet. Such attacks inflict (Strength + Essence) in lethal electrical damage. If the target is in range for a normal unarmed attack, add the attack's accuracy and damage as normal. For an additional mote, the user may use a chakram wit thhis charm to add its Accuracy and Damage to the attack. Add the user's Essence to the weapon's Range.
Hurricane Combat Method: 10m, 1wp + 1hl per action; MA 5 ESS 4; Reflexive; Combo-OK, Obvious; (Martial Arts) actions. The user becomes a small hurricane. Small objects within a number of yards equal to the user's (Essence x 3) are lifted and thrown away. For a number of actions equal to the user's Martial Arts, the user triples his movement and doubles his jumping distances. This blinding speed adds half his Martial Arts rating to his Dodge DV and halves the Speed of any Martial Arts attack he makes. Each action, the user may make a number of extra attacks (martial arts or ranged) equal to his Essence. Each extra attack uses his full dice pool and does not prevent him from taking non-attack actions or performing an unrelated flurry. He may use charms on these actions, but is still limited by charm use restrictions. The willpower and motes for this charm are paid up front, but the unsoakable bashing damage is applied when the charm ends.
Ebon Shadow Style
Form Weapons: Fighting Chain, Sais
Armor: No
Image of Death Technique: 2m; MA 2 ESS 3; Simple (DV -3); Illusion; One Day. Withdrawing her Essence deep into her body, the character drops to the ground and temporarily appears to be dead. A careful examination and a successful (Perception + Medicine) roll, dif? culty 3, is necessary to determine that the character is actually still alive. The martial artist using this Charm can hold her breath 10 times as long as normal, and she does not need to eat or drink—handy if she’s hiding from enemies at the bottom of a river or wants them to think they killed her. Although the character’s senses of hearing, touch and smell function normally, she cannot see or move. She can act normally the action after she chooses to end this Charm.
Wall Climbing Technique: 1m; MA 3 ESS 2; Reflexive; Combo-OK, Obvious; One action. The character using this Charm can move or dash alongwalls, ropes, hanging chains and other vertical surfaces as easily as he can walk along a floor. Using this Charm, the character can climb a surface simply by running up it, without halving his base movement rate. In his next action, the character must either activate the Charm again, remain where he is (if he’s made it to a ledge or suitable hand- and footholds) or attempt to leap or climb down normally.
Distracting Finger-Gesture Attack: 2m; MA 3 ESS 2; Reflexive (Step 1); Obvious; Instant. The Ebon Shadow martial artist makes a complex, Essence-charged sign with her ? ngers, and the twisting lines of shadowy Essence distract and slow one selected opponent. The sign takes only an instant to make at the beginning of the action. The target character’s next action is delayed for a number of ticks equal to the martial artist’s Martial Arts score, incidentally preventing his DV from refreshing until then. When the target’s next action comes, he cannot perform a flurry but may still use Combos and reflexive and extra action Charms normally. He can perform a Guard action as usual.
Ebon Shadow Form:5m; MA 4 ESS 2; Simple (Speed 5); Form-type, Obvious; One scene. Although the Exalt’s body does not become indistinct or drink in light like a true shadow, he still moves with the eerie speed and grace of a candle-wavering silhouette. While using this Charm, the character adds his Martial Arts score to his Join Battle dice pool. He also adds a value equal to his Essence to his Stealth score and his Dodge DV. When the character makes a Martial Arts attack (with hands, feet, sais or ? ghting chains), he can in? ict either bashing or lethal damage at will. If a character using this Charm is killed before the duration expires, his body dissipates into thick black smoke. He leaves no ghost, and his physical remains provide no evidence of his identity (though his gear might).
Seven Points of Weakness Strike: 3m; MA 4 ESS 3; Supplemental; Combo-OK; Instant. The character’s Essence guides her attack to the weakest point in her target’s armor. Subtract the character’s Martial Arts rating from the targeted armor’s relevant soak (based on what type of damage the character inflicts) before calculating the attack’s final damage. This Charm does not affect the armor’s Hardness, a target’s intrinsic soak or defense granted by Charms. Seven Points of Weakness Strike provides no benefit against a target who does not wear any armor.
Limb-Immobilizing Method: 3m; MA 4 ESS 3; Simple; Combo-OK, Crippling, Touch; One scene. With the slightest touch, like a shadow falling on bare skin, the martial artist immobilizes one of his target’s limbs. The character need simply touch an unsuspecting foe, though his attempt to do so can be blocked or dodged as normal. The attacker chooses which limb to paralyze—not necessarily the one he touched—and the chosen limb is immobilized for the rest of the scene. See Exalted, p. 152 for the effects
on a character who lacks a full set of functioning limbs. Since most people don’t keep a crutch handy, the player of a target with a paralyzed leg must also attempt a reflexive (Dexterity + Athletics) roll for her character to maintain her balance every time that character is struck. Characters with both legs immobilized must generally perform stunts to attack or even guard. Immobilizing an arm keeps the target from using that arm to attack—which can be devastating if the victim is an archer.This attack has no effect against the undead, automata or other beings that have no vital functions to obstruct.
Paralyzing Touch Attack: 6m, 1wp; MA 5 ESS 3; Simple; Crippling, Touch; One scene. With this Charm, a character can stun or incapacitate a target with a precise strike to one of ? ve vital nerve clusters. To do so, the character lightly taps the target on one of several possible nerve points, using a jolt of her own Essence to disrupt the Essence ? owing through the spot and confuse the target’s nerves. This (Dexterity + Martial Arts) attack in? icts no damage, but the Exalt’s player rolls a number of dice equal to her character’s (Martial Arts + the number of extra successes she made on the attack) against a dif? culty equal to the target’s Essence. Each extra success the player rolls above the dif? culty reduces the target’s Dexterity by one dot for the scene. If the
target’s Dexterity drops to 0, he is paralyzed.The effect of this Charm can be mitigated if the player of a character with Medicine and Martial Arts at 3 or higher succeeds at a (Wits + Martial Arts) roll, dif? culty 3, to restore the proper ? ow of Essence through the victim’s body. Removing paralysis is a simple action (Speed 6), and the target can move normally on his next action. With a successful (Wits + Stealth) roll, dif? culty 1, this touch can be disguised as an amiable nudge or unintentional jostling in a crowd. This attack cannot be used against the undead, automata or other beings that lack vital centers.
Elusive Flicker Evasion: 4m; MA 4 ESS 2; Reflexive (Step 2); None; One action. One could more easily weigh smoke than strike a character who uses this Charm. Until the martial artist’s next action, add his Essence to his Dodge DV. The Ebon Shadow Stylist need not even be in combat when he activates this Charm. For instance, he may use the Charm to dodge the poisoned darts of an automatic trap in the tomb of his First Age incarnation. Should the character use this Charm outside combat, all dodge attempts—including those involving Charms whose effects continue from previous actions—gain additional bonus dice equal to her Essence for one action (which can raise the total bonus above the standard maximums). If some internal or external penalty would normally reduce the character’s Dodge pool or DV to 0, using this Charm re? exively provides a base value equal to the character’s Essence.
Blow-Concealing Gesture Technique: 2m, 1wp; MA 5 ESS 3; Supplemental; Combo-OK; Instant. The character makes an arcane silent-communication gesture once used by teams of Night Caste scouts on long-range patrols in the First Age and infuses the gesture with Essence. In so doing, she renders her opponent unable to notice or react to an attack she makes. The opponent cannot apply either of his DVs against the character’s blow without the use of re? exive Charms that enhance DV. The target’s player may attempt a re? exive (Wits + Awareness) when the target is attacked—the dif? culty equals the attacker’s Essence. If the roll succeeds, the opponent may use any re? exive Charms or abilities he possesses to counter the attack. If the roll fails, the opponent may use only Charms that speci? cally state they work on attacks of which the character is unaware. Blow-Concealing Gesture Technique is particularly effective in a Combo with other attack Charms, since the victim doesn’t notice the attacker’s ? aring anima (though people nearby probably will).
Shadow-Body Style: 3m, 1wp; MA 5 ESS 4; Reflexive; Obvious; One scene. With this Charm, the character takes on the true form of a shadow. The character becomes tenebrous and indistinct, a form of tangible darkness. His ? attened body slides through
any space wide enough for him to ? t his ? ngers through. Identifying the character while he uses this Charm is extremely difficult. His physical features and clothing give no clues, but the outlines of distinctive gear might give him away. If his anima banner activates, only his caste mark shines. Even his fully iconic anima banner seems shapeless and dark. When using this Charm, the Exalt adds his permanent Essence to both his bashing and lethal soaks. Shadow-Body Style does not stack with any other Charms that increase
the character’s natural soak and have durations longer than instant. This Charm allows a character to see as easily in total darkness as in light, though he must actually use his eyes to see. That is, he cannot see through smoke, murky water or the like just because it also happens to be dark where he is.
Shadow-Stepping Motion: 7m, 1wp; MA 5 ESS 5; Simple; Obvious; Instant. By using this Charm, the martial artist slides into one shadow and almost instantly emerges from another shadow near her destination. The Exalt must have a shadow to step into, and she must have somehow seen her destination before. She emerges in the nearest unobserved shadow near her intended destination one action after she slips away. That destination cannot be more than a number of miles away equal to her Essence. If there are no unobserved shadows within 100 yards of that location, the Charm fails. (The Essence and Willpower are still spent, though.) Generally, this Charm cannot penetrate the manse of a sorcerer, a god’s sanctum or any other such forbidden place. If a place is warded to block teleportation, it stops this Charm from working. Most of the time, if the Charm does not work due to environmental factors or sorcerous warding, the Exalt simply fails to descend into the inky blackness of the entry shadow that she chose. Should an Exalt attempt to use this Charm and fail during Calibration, however, she sinks into a shadow and emerges alone within the Labyrinth instead.
Prismatic Arrangement of Creation
Deadly Starmetal Offensive:
Orichalcum Sheathing Stance:
Flickering Moonsilver Approach:
Five Jade Fury:
Four Magical Materials Form:
Charm Redirection Technique:
Sequential Charm Disruption:
Spell-Shattering Palm:
Astrology Interruption Method:
Soul Fire Shaper Form:
God Ways:
(Type) Exalt Ways:
Games of Divinity Form:
Demense Emulation Practice:
Demense and Manse Form:
Prismatic Arrangement of Creation Form:
Thrown
2nd Thrown Excellency:
Thrown Essence Flow:
Infinite Thrown Mastery:
Supreme Perfection of Thrown:
Joint-Wounding Attack:
Observer-Deceiving Attack:
Mist on Water Attack:
Falling Icicle Strike:
Triple-Distance Attack Technique:
Cascade of Cutting Terror:
Returning Weapon Concentration:
Call the Blade:
[Custom Charm] permanent charm, automatically causes Spirit Weapons to return to your hand after being thrown:
Spirit Weapons:
Glorious Solar Chackram [Custom: Also increases the Resources value of the summoned weapons to the user's highest virtue]:
Torrent of Inner Light:
Maelstrom of Celestial Dominance:
Integrity
3rd Integrity Excellency:
Integrity Essence Flow:
Epic Zeal of Conviction:
Epic Zeal of Valor:
Integrity Protecting Prana:
Destiny-Manifesting Method:
Phoenix Renewal Tactic (Compassion):
Lion's Roar Recovery:
Spirit Maintaining Maneuver:
Sacrosanct Soul Retribution:
Temptation Resisting Stance:
Righteous Lion Defense: His relationship with his mate.
Resistance
3rd Excellency:
Body Mending Meditation:
Wound Mending Purity Stance:
Ox Body Technique: (-1x1, -2x2) X7
Survival
2nd Survival Excellency:
Trackless Region Navigation:
Unshakable Bloodhound Technique:
Traceless Passage:
Eye-Deceiving Camouflage:
Hardship-Surviving Mendicant Spirit:
Element-Resisting Prana:
Eternal Elemental Harmony:
Investigation
Excellency:
Essence Flow:
Crafty Observation Method:
Evidence-Discerning Method:
Oracular Magistrate Understanding:
Athletics
Excellency:
Essence Flow:
Supreme Excellency:
Lightning Speed:
Monkey Leap Technique:
Foe-Vaulting Method:
Graceful Crane Stance:
Spider-Foot Style:
Feather-Foot Style:
Increasing Strength Exercise:
Hill-Hurling Might:
Unparalleled Acumen Meditation:
Unconquered Might:
Speed of Light Approach:
Awareness
2nd Excellency:
Essence Flow:
Keen Sight Technique:
Unsurpassed Sight Discipline:
Eye of the Unconquered Sun:
Surprise Anticipation Method:
Dodge
3rd Dodge Excellency:
Essence Flow:
Shadow over Water:
Seven Shadow Evasion:
Leaping Dodge Method:
Reflex Sidestep Technique:
Flow Like Blood:
Refinement of Flowing Shadows:
Aegis of Altruistic Interposition:
Larceny
2nd Larceny Excellency:
Essence Flow:
Flawless Impenetrable Disguise:
Perfect Mirror:
Flawless Pickpocketing Technique:
Stealing From Plain Sight Spirit:
Lock-Opening Touch:
Door-Evading Technique:
Shroud of Night's Law:
Elsewhere Fingers:
Stealth
2nd Stealth Excellency:
Easily Overlooked Presence Method:
Mental Invisibility Technique:
Vanishing from Mind's Eye Method:
Going Elsewhere Stance:
Combos
Combo Name 1wp 0m+
- Charm Name
- Adamant Skin Technique
- Cause Gem to explode.
Essence
Essence: ●●●●● ●●
Regeneration: 14/18/22
Personal Essence Pool: 31/31
Peripheral Essence Pool: 46/75[87]
Committed Essence: 41
Willpower
Willpower: ●●●●● ●●●●●
Temporary: □□□□□ □□□□□
Virtues
Compassion ●●● Conviction ●●●●● Temperance ●●● Valor ●●●●●
Virtue flaw: Heart of Flint (Conviction)
Limit: □□□□□ □□□□□
Limit Break Condition: The character is frustrated by the intemperate or childish nature of the world around him.
Inventory
Orichalcum Essence Lens - Attune 5 - Charms that cause direct damage with Essence, such as elemental bolt, double their base damage. Weapons the exalt creates out of Essence double their damage modifier.
Oramous Skin Boots - Attune 5 - Increase the wearer's DV against all attacks by 3. The wearer may apply his Dodge DV against attacks that cannot normally be dodged.
Infinite Resplendence Amulet - Attune 5 - Can reflexively create any type of clothing imaginable. Removed clothing evaporates and flows back into the amulet. +5B/+5L soak, stacks with and is not considered armor for charms. +2 to Stealth rolls and Larceny rolls to create a disguise. At will, can gain +4 to Appearance, although stealth is obviated like an 8-10 level anima. Pockets can be made that lead to Elsewhere, and can store up to one ton of objects that only the wearer can reach.
Band of Faith - No attunement - Contains a single mote of essence which is available to the wielder for use. This mote recharges after the ring is exposed to the sun for one hour. This is Avin's wedding ring, and Serenity wears it's twin.
Starmetal Perfected Kata Bracers - Attune 8 -
Orichalcum Hearthstone Bracers - Attune 4 - Hearthstone socket. +3 dice to Dodge. +2 damage to all attacks.
Skin Mount Amulets - Attune 0 - A hearthstone socket. Provides an additional pool of Peripheral essence equal to twice the inset stone's rating in motes.
Mantle of Absolute Night - Attune 8 - This cloak of incredibly fine materials seems to absorb light. In fact, it actually absorbs Essence. Any unintentional essence displays from it's user are entirely contained within it's fabric. No matter how many peripheral motes they spend, their anima banner will never increase above a slightly visible caste mark. No Obvious charm will leave a mystic finger pointing back to the user. No display of Essence will erupt when the user opens a charm Combo. Also, any attempt to locate, track or observe the wearer suffers an external penalty equal to the wearer's Essence. In addition, this affect protects the user from external Essence. Any attack made wholly of Essence that targets the user, such as an Elemental Bolt or weapon or ammunition formed from Essence such as a Glorious Solar Saber or an Essence Cannon shot, has an additional surcharge of (Wearer's Essence) motes, or the attack, shot or weapon dissipates harmlessly in step 2 of attack resolution. If the attack is an area of effect, the wearer instead increases their DV's by their Essence.
Manses and Hearthstones
Jewel of the Flying Heart - Manse 1. +1 to bearer's Dodge DV. Socketed in a Hearthstone Bracer
Kata Sculpting Gem - Manse 2. Reduce the cost of all Form-type charms by 2 motes. Socketed in a Skin Mount Amulet.
Gemstone of Shadows - Manse 1. The bearer may create a zone of shadows around themselves up to 2 yards in diameter. Attempts to spot the wearer have their difficulty increased by 2, higher if the surroundings are also dark. Increase the bearer's Dodge and Parry DV's against all ranged attacks by one. Socketed in Skin Mount Amulet.
Precision of Form Gemstone - Manse 3. Reduce the cost of all charms from a particular MA style once it's Form charm is active by 2 motes. However, you cannot activate martial arts charms outside of that Form's style without first de-activating the form. Socketed in a Skin Mount Amulet.
Combat
Dodge DV: (8+7+7+3=25/2=13) + 3 + 1 = 17
Dodge MDV: (10+7+7=24/2) 12
Soak: 5A/8L/11B
Pierced: 3A/6L/9B
Hardness: 0A/0L/0B
Attacks
(example:)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)
Health
□ -0
□□□□□ □□□□ -1
□□□□□ □□□□□ □□□□□ □ -2
□ -4
□ Incapacitated
□□□□ Dying
Advancement
3bp for Legendary Dexterity 1bp for Ambidextrous 5bp on Danger Sense 3bp on Compassion 3 3bp on Temperance 3