Exalted KATAWA ONI/Asidisi

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Kyrel Larna Asidisi

Kyrel Larna Asidisi.png

Character in Katawa Oni, played by Andrensath.

Caste:Slayer
Concept: Martial Artist and Musician.

Contents

Motivation[edit]

Become the foremost Infernal Martial Artist.

Urge[edit]

Corrupt the morals of the Exalted.

Intimacies[edit]

Natural[edit]

  • Rocking out (Love) (+).

Unnatural[edit]

  • None.

Anima[edit]

A flight of eagles, singing marches and hymns of martial praise.

Attributes[edit]

Physical[edit]

  • Strength •••••
  • Dexterity •••••
  • Stamina ••••

Social[edit]

  • Charisma ••••
  • Manipulation ••••
  • Appearance ••••

Mental[edit]

  • Perception •••
  • Intelligence ••••
  • Wits •••

Abilities[edit]

Caste Abilities[edit]

  • Archery
  • Martial Arts ••••• (Blades +3)
  • Melee •••
  • Thrown
  • War ••••• (Demon Mass Combat +1)

Favoured Abilities[edit]

  • Awareness •••••
  • Dodge •••••
  • Integrity •••••
  • Linguistics ••
  • Medicine ••
  • Performance ••••• (Mëtäl Müsïc +3)
  • Presence •••••

Unfavoured Abilities[edit]

Backgrounds[edit]

Artifact •• (paired Short Orichalcum Daiklaves)[edit]

Backing (Malfean Demons •)[edit]

Cult •[edit]

Influence (Malfean Demons •)[edit]

Resources •••••[edit]

Unwoven Coadjutor •••••[edit]

Charms[edit]

Adorjan[edit]

Joy in Violence Approach[edit]

  • This Charm makes the Exalt ready for battle, and if she initiates the conflict it bolsters her Willpower.
    • Manual of Exalted Power: Infernals, p. 139.

Wind-Born Stride[edit]

  • This Charm increases the speed and ease of the Infernal's dash actions.
    • Manual of Exalted Power: Infernals, p. 138-139.

Cecelyne[edit]

Hellscry Chakra[edit]

  • This Charm allows an Infernal to more easily perceive and pierce the disguises of demons, even those that are possessing other beings. The Exalt can also readily discern the basic nature of those infernal beings he notices.
    • Manual of Exalted Power: Infernals, p. 118.

Malfeas[edit]

By Agony Empowered[edit]

  • This Charm enhances By Pain Reforged, extending its effects to include lethal wounds and, at higher essence, eventually aggravated wounds as well.
    • Manual of Exalted Power: Infernals, p. 112

By Pain Reforged[edit]

  • This Charm allows the Exalt to resist the effects of wound penalties from bashing damage.
    • Manual of Exalted Power: Infernals, p. 108

Cold Fire Desolation Brand[edit]

  • This Charm causes the Infernal's Green Sun Nimbus Flare to inflict the Green Sun Wasting disease on targets. More powerful Exalts inflict more serious cases of the disease, while very powerful Infernals infect victims with Final Viridescence.
    • Manual of Exalted Power: Infernals, p. 116.

Crowned With Fury[edit]

  • An Infernal with this Charm enhances any social attack that he makes that would normally be defended against by Impervious Primacy Mantle.
    • Manual of Exalted Power: Infernals, p. 112

Fealty-Acknowledging Audience[edit]

  • An Infernal uses this Charm to accept the loyalty of others, even loyalty that is coerced or intended to be false. It brands those who so swear and forces them to fulfill their duty to their rightful Infernal overlord.
    • Manual of Exalted Power: Infernals, p. 116.

Green Sun Nimbus Flare[edit]

  • This Charm enhances one of the Infernal's attacks, causing secondary burns with terrible green fire.
    • Manual of Exalted Power: Infernals, p. 114.

Impervious Primacy Mantle[edit]

  • This Charm allows the Infernal to treat any mental influence framed as a command as an unacceptable order and for the cost of 4 motes grants him a bonus to Dodge MDV for the rest of the scene against those who would use attempt to stunt around this defense using manipulation to frame the command as something else.
    • Manual of Exalted Power: Infernals, p. 112

Insignificant Embers Intuition[edit]

  • This Charm allows the Infernal to perceive the relative strength of another. Its use can sometimes be noticed as the Exalt's eyes flash green.
    • Manual of Exalted Power: Infernals, p. 112-113.

Magnanimous Warning Glyph[edit]

  • This Charm allows the Infernal to delay the harm inflicted by his Green Sun Nimbus Flare. The waiting green flame bursts forth when next the target attacks the Exalt.
    • Manual of Exalted Power: Infernals, p. 115-116.

Nightmare Fugue Vigilance[edit]

  • This Charm allows the Infernal to go on as long as he wishes without sleep and not suffer any penalties. However, when they do choose to sleep, they find it more difficult to regain Willpower due to the disturbing nature of their dreams.
    • Manual of Exalted Power: Infernals, p. 112

Martial Arts[edit]

Flash-Fire Technique[edit]

  • This Charm enhances the martial artist's reaction to the outbreak of violence.
    • Manual of Exalted Power: Dragon-Blooded, p. 205.

Flame-Flicker Stance[edit]

  • This Charm shrouds the martial artist in fire and smoke, improving her ability to defend herself.
    • Manual of Exalted Power: Dragon-Blooded, p. 205.

Perfect Blazing Blow[edit]

  • When striking at those who do not defend themselves very well, this Charm makes it a certainty that the martial artist will strike true.
    • Manual of Exalted Power: Dragon-Blooded, p. 205.

Searing Fist Attack[edit]

  • This Charm causes pain in a target through well-placed strikes and Essence-fueled fire.
    • Manual of Exalted Power: Dragon-Blooded, p. 205.

Flaws[edit]

Code of Honour ••[edit]

Your character has a highly developed sense of personal honor that restricts her ability to break her word or to act dishonorably. The cost of this Flaw is determined both by how strict the code is and how strongly the character believes in it. For one point, your character is incapable of lying to anyone toward whom she has an Intimacy or betraying an Intimacy in any way unless her player first fails a Conviction roll. For two points, your character feels this way about anyone she considers an ally.

Diminished Hearing ••[edit]

One of your character’s senses is weakened in some way, perhaps to the point of nonexistence. The character might be near- or far-sighted, if not completely blind. He could be hard of hearing or deaf as a post. The cost of this Flaw varies according to the nature and severity of the sensory loss. In particular, if the character can overcome the Flaw with Charms or magic, the Storyteller is free to reduce the point value of the Flaw or to veto it.
Hearing (2 pts. or 5 pts.): For two points, the character is hard of hearing. His player suffers a two-die penalty on all auditory Perception rolls made for the character, as well as adding one to the difficulty of all social rolls in loud social situations where he will be unable to hear well.

Intolerance (Solars) •••[edit]

Your character has an irrational dislike for some class of people. Common triggers for intolerance include the very poor, the very rich, people with Wyld mutations or members of social groups opposed to the character’s own social group (such as a citizen from a nation with whom the character’s people are at war). Uncommon triggers for intolerance include clowns, elementals, demons or people from distant lands. The cost of this Flaw is determined first by whether the trigger is a commonly encountered type of being or not. For three points, the character has an intolerance with a relatively common trigger. When the character encounters the trigger, his player must successfully roll Compassion against a difficulty of 3 lest the character become immediately hostile to the hated person. While active, an intolerance inflicts a three-die penalty on all social actions taken by the character against the other person except for intimidation. The player may spend one Willpower to ignore the effects of a failed Compassion roll for the scene.

Phobia (Heterosexuals) •[edit]

Your character is irrationally afraid of some person, place, thing or condition of being. Common triggers for phobias include heights, enclosed spaces, spiders, drowning or public speaking. Uncommon triggers for phobias include clowns, being buried alive, public nudity or shellfish. A phobia’s cost is determined first by whether the trigger is a commonly encountered phenomenon or not. For three points, the character has a phobia with a relatively common trigger. When the character encounters the trigger, the character’s player must successfully roll Valor against a difficulty of 3 lest the character be forced to flee the scene or otherwise panic. If the character is forced to remain near or interact with the trigger, the phobia inflicts a dice penalty on all relevant rolls made for the character equal to the total cost of this Flaw. The player may negate this effect for a scene by spending one Willpower. For each additional point gained from this Flaw, the difficulty of the Valor roll increases by one, as does the Willpower cost to ignore the phobia.

Vice (Sex) ••[edit]

Your character is addicted to some vice. Common vices include alcohol, drugs, sex, gambling or even accepting dares. Uncommon vices include sex with demons or Fair Folk or imbibing exotic drugs such as bright morning. A vice’s cost is determined first by whether the trigger is a commonly encountered phenomenon or not. For three points, the character has a vice with a relatively common trigger. When the character encounters the trigger, the character’s player must successfully roll Temperance against a difficulty of 3 lest the character surrender to the chosen vice. The player may spend one Willpower to have the character ignore the effects of a failed Temperance roll for a scene. For each additional point gained from this Flaw, the difficulty of the Temperance roll increases by one, as does the Willpower cost to ignore a vice.

Merits[edit]

Danger Sense •••••[edit]

Your character has a knack for sensing treachery and other impending dangers. For three points, a two-die bonus is gained on all Perception-based rolls for the character to detect ambushes, traps and other hidden dangers and also on Join Battle rolls. For five points, the character in addition never loses his Dodge DV as a result of surprise, though he can lose his Parry DV if he does not have a weapon drawn. Furthermore, his player adds three dice to all rolls for the character to evade hidden dangers (such as a [Dexterity + Athletics] roll for the character to catch onto the edge of a pit trap and avoid falling in).

Enchanting Features ••••[edit]

The character is preternaturally alluring. She gains a four-die bonus on all social rolls against those who are normally capable of becoming attracted to her. Against a character whose sexual orientation is not compatible with her gender, the character gains no dice bonus but ignores any dice penalties resulting from the target’s orientation. Also, the limit on the maximum dice bonus acquired from having a higher Appearance increases by three, and the character ignores any penalty for having a lower Appearance when trying to seduce someone better looking than herself.

Favoured Weapon •• (Lilra and Marard, paired Short Orichalcum Daiklaves)[edit]

Your character has trained for so long with a specific weapon that it has become a part of her. Whether it is an ancestral sword, an artifact goremaul from a previous life or the boomerang she’s practiced with since childhood, the character and her weapon move as one. In the character’s hands, a favored weapon adds one to its Accuracy and Defense. Whenever the character uses another weapon that calls upon the same combat Ability as her favored weapon, however, it feels wrong in her hands, as if she is betraying a loved one. This unease inflicts a -1 penalty to the Accuracy and Defense of her replacement weapon. A character can have only one favored weapon at a time, and if it is permanently lost or destroyed, this Merit immediately converts into a two-point Flaw that inflicts the penalty described above until the character rids herself of it.

Improved Join Battle •••[edit]

Your character can smell an oncoming battle as easily as others might scent the smoke from a slow-building fire. Each point invested in this Merit adds a one-die bonus to the character’s Join Battle rolls.

Quick Draw ••••[edit]

At the first sign of danger, your character’s hand moves to the hilt of his blade or the grip of his flame piece, and the two become one. For four points, your grace is supernatural in its fluidity. You can draw a weapon reflexively and suffer no flurry penalty on your attacks after doing so.

Signature Style •• (Mëtäl)[edit]

The character’s natural flair and competence shines in one particular endeavor. A signature style is essentially a specialty that applies to stunts. If the character performs a stunt that is appropriate to his signature style, he gains a one-die bonus. A character may take this Merit up to three times, but a single stunt may never gain more than a one-die bonus no matter how many signature styles it arguably fits within. The dice bonus does not affect the number of motes or Willpower points the character recovers for a successful stunt.
As always, the Storyteller is the final arbiter of whether a particular stunt fits within the parameters of the signature style, and she also has final authority on whether a signature style is too broad to be acceptable as a specialty.

Essence[edit]

  • Permanent Essence: •••••
  • Personal motes: 25/25
  • Peripheral motes: 50/56
  • Committed: 6 Peripheral
    • Paired Short Daiklaves (5 Peripheral)
  • Willpower: 10/10

Health Levels[edit]

  • -0
  • -0
  • -0
  • -0
  • -0
  • -1
  • -1
  • -2
  • -2
  • -4
  • Incapacitated

Wounds are designated as bashing, lethal or aggravated

Virtues[edit]

  • Compassion •
  • Conviction ••••
  • Temperance •
  • Valour •••••

Limit[edit]

0/0

Equipment[edit]

  • Lilra and Marad (Paired Short Orichalcum Daiklaves)
  • Misc. other stuff

Movement[edit]

Dash[edit]

  • Currently a base of 16 yards/tick if running, 11 yards/tick otherwise.
    • Enhanced by Wind-Born Stride.
      • DV penalty reduced to -0.
      • Crossing treacherous terrain is automatically successful.
      • Adds her Essence rating to her Dexterity for calculating base dashing speed.
        • Applies to all types of locomotion covered by Dash.
      • Does not decrease with wound penalties.
      • Other effects that increase her speed use the Wind-Born Stride enhanced value as her natural base value.
      • Can be purchased up to (Essence) times, with each purchase stacking solely for the purposes of calculating her base dashing speed.

Move[edit]

  • Base of 5 yards/tick.

Defenses[edit]

Physical[edit]

  • Dodge DV: 8
  • Parry DV: 6

Mental[edit]

  • Dodge MDV: 10
  • Parry MDV: 5

Pools[edit]

  • Join Battle: 15
  • Join Debate: 8

XP[edit]

Gained[edit]

Basic Awards (8XP)[edit]

Story Awards (10XP)[edit]

Other Awards (Variable)[edit]

Spent[edit]

Abilities (Variable)[edit]

Backgrounds (3XP/dot)[edit]

Charms (8XP)[edit]

Unspent[edit]