Editing
Soft the Sea's Song
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= Exalted Details = == Concept == :::* '' Former Dragon-Blood princess, now outcast solar on the run '' == Motivation == :::* '' I will seek to one day see my kind (a Solar) to the throne, not my sister (the Blackrose) or her kind (Terrestrials/Dragon-Blood) '' == Intimacies == :::* ''''' the Golden Ivory's ship - I was ship's first mate in the First Age, I will prove myself worthy in this age''''' :::* ''''' My duty is to my Circle, especially when they are insane, treacherous, or wrong''''' :::* ''''' I am a kung-fu master, but my enlightenment is still incomplete''''' :::* ''''' There is another way, there is always another way ''''' [session 1] == Virtues == :::* '''Compassion''', which measures the character’s empathy and forgiveness. Characters with high Compassion have difficulty ignoring the plights of others. ::::: '''<font color=red> ••• </font>''' Kassie has Compassion 3, '''Compassion is her primary virtue.''' :::* '''Conviction''', which represents the character’s resistance to mental and physical hardship. Characters with high Conviction can endure (and inflict) immense pain and suffering and ignore the suffering of others. ::::: '''<font color=red> ••• </font>''' Kassie has Conviction 3. :::* '''Temperance''', which measures self-control and clearheadedness. Characters with high Temperance sometimes withdraw from human contact or hold themselves above those less “pure,” partly because they can easily ignore temptations to which others yield. ::::: '''<font color=red> • </font>''' Kassie has Temperance 1. :::* '''Valor''', which represents courage and bravery. Characters with high Valor have difficulty backing down from any challenge, however dangerous or foolhardy, but they can also face daunting foes fearlessly. ::::: '''<font color=red> •• </font>''' Kassie has Valor 2. == Limit Break & Virtue Flaw == :: ?? (the GM will supply these) == Backgrounds == ::* '''ALLIES''': :::: '''''Trait Effects''''' ::::: '''<font color=red> • </font>''' Each dot in this Background typically represents one ally approximately equal in power to a starting character. More powerful allies require higher ratings. Depending upon both her score in this Background and the power of the allies, your character can have between one and five allies. ::::::* ''''' The Old-Strong ''''': ::::::::* gender, race, rank: Male, Dragonblood, retired former high commander. ::::::::: sobriquet: '''Commander Virynn Koss''' ::::::::* Brief character description and personality: calm and even, willing to take any amount of punishment - phycial or mental. I imagine his as a mountain of a man but extremely dexterous (imagine [http://www.getsalt.com/upload/AMCHOP06.jpg Paul Sr. from American Chopper]). ::::::::* Short Background, why they know me: This ally is a retired former commander in the '''Tepet Verilion Legion''' assigned to care for Kassie. He became loyal and loving of the child & is now secret Dragon-Blood aid. The Old Strong knew and cared for Kassie's mother a great deal. Some (the Roseblack) taunt that Kassie is more likely the prodigy of old Commander Koss ... while this is likely untrue (as the Old Strong, though he loved Kassie's mother would likely not have been disloyal to the Tepets) it is known widely that the Old Strong had loved Windswept Candle (Kassie's mother) from the day they met, over a decade ago. This love translated into an apathy for following the orders of the Tepet family for the Old Strong which led to one of the greatest defeats in the history of the Verilion Legion, or at least that's what it has been told... In reality, the Old Strong would have died on that battlefield that day fighting and defending for the house he swore oath to... But it was the arts of a sorceror who was hidden on the battlefield that twisted what men saw, making the Old Strong seem weak and less than loyal. It was something the strong general could never overcome. His rank was demoted to that of a lesser commander by the end of those battles, and soon was ushered out unceramoniously - many bitter Tepets passive agressively had him keep his title of commander and the sobriquet (that he'd earned) of the Old Strong. But they did so with smirks and laughter behind the old man. He retired to become the chief of care for Kassie, again a slap in the face taunting him from Kassie's father - almost baiting the Old Strong to say "you couldn't have my concubine and you will protect our child".... to the Old Strongs surprise the child grew in his heart and the rest is an 11 year old dedication of history watching over Kassie... until the Silver Falcon was stolen! ::::::::* Brief Skill/Abilities of note: the Old Strong has a top tier power of his own, something that's focused like a razor blade in war... something that's a one shot kill. But he rarely uses it. Instead he relies on his strong skill of tactics and war knowledge... knowing the history and logistics of nearly every battle on record, so that he can use the information to lead men. ::::::::* When/Where last scene by me: the Old Strong is probably hating himself for whatever reason he was not watching over Kassie that day she exalted and was kidnapped by the crew of the Silver Falcon. It might have been that Kassie's Exaltation took him by surprise blasting him (with her Thunder of Heaven charm) a dozen yards into the sea while the ship and Kassie sailed away. He's likely now hunting for her and should be catching up soon. I wouldn't be surprised if he's not tracked her down into the islands and is waiting there for the Silver Falcon to return... to seek vengence on its captain for kidnapping Kassie!! ::* '''CONTACTS''': :::: '''''Trait Effects''''' ::::: '''<font color=red> • </font>''' Each dot of this Background provides one major contact and one additional die for finding minor ones. ::::::* ''''' Major Contact #1''''' : ??? ::::::* ''''' Major Contact #2''''' : ??? ::::::* ''''' Major Contact #3''''' : ??? ::::::* ''''' Minor Contacts''''' : Various NPCs met/contacts. ::* '''CULT''': :::: '''''Trait Effects''''' ::::: '''<font color=red> •• </font>''' Gods know that worship gives them power. Your character also learned this lesson and has worshipers who honor her as their patron goddess. It doesn’t matter if the character’s worshipers love or fear her. What matters is that they make regular offerings and prayers to her. However, cults based upon love endure far longer when facing oppression or persecution. If you actively aid your worshipers, your cult will grow and spread. However, the Wyld Hunt attempts to destroy all Solar cults. ::::: '''''Cult Notes & Description''''': The members of one large community or several small ones worship you. Several hundred people make daily prayers and full-time priests or nuns tend a few shrines and make offerings to you. ::::: '''''Benefit''''': You gain a point of temporary Willpower every morning and also regain two motes of Essence per hour from worship. ::* '''FAMILIAR''': :::: '''''Trait Effects''''' ::::: '''<font color=red> ••••• </font>''' The familiar is a powerful, impressive, dangerous small animal pet that is as intelligent as a child of eight or nine years. It can fetch items and do chores, but it has no book learning and is easily distracted. The familiar can communicate with you as well as if it were speaking by its noises, postures and expressions. It has increased preternaturally intelligence and near-perfect communication. When it is touching your character, it makes an additional five motes of Essence available. This Essence is “stored” in the familiar but is otherwise treated as Personal Essence. It regenerates only after your character has regained all his own Essence. The character can share one of the familiar’s senses (at a time) when the familiar is within 100 yards. <br> <br> ::::: '''''Familiar Notes & Description''''': <br> '''Saxson the golden-mouthed'''. [[Image:Mouse.gif|frame| '''Saxson the golden-mouthed''']] <br> Saxson is a rust-colored fire-breathing field mouse... Looking much like a normal field mouse... about 5 inches (13cm) long (including a long tail), weighing 1/4 ounces (7gm). His coat color is brown with orange streaked throughout (rust-colored). It has a pointed snout with long whiskers, round ears, and thin tails. He can scurry along the ground and hop or jump and is generally nocturnal and very good at hiding, balancing, climbing, swimming and moving about undetected even if rushed or threatened. As with his species, Saxson has a remarkable adaptability to almost any environment, and an ability to live commensally with humans. Mice are regarded to be the third most successful mammalian species living today, after humans and the rat. As pets, mice are entertaining, affectionate, clean (contrary to popular belief), socially self-sufficient when in a group of other mice, significantly less likely to bite than other rodent pets, quite intelligent given their size, fun, loving. ::::: <font color=red> '''''Ember-Spider''''' </font> : :::::: In the first age, Solars developed many modified species for various utilitarian purposes. No single species was tinkered with more than the humble field mouse. The first recorded modification was a mouse made more intelligent for help around the genesis lab. Many more modifications soon developed. Some were made for children’s companions, either as entertainment or protection, some were designed to climb inside the intricate gears of first-age clockwork artifacts, some were even designed to read and record data. :::::: One peculiar modification, called the ember-mouse, allowed the animal to breathe fire. Records of the exact reasons are lost. Savants and scholars believe that this creature was often used as an inexpensive fuel source for balloons and derigibles that were so common at the time. They became a common pet for those with leisure time and a desire to travel. :::::: At some point, through breeding or ill-concieved tinkering this particular trait started to be found in a version designed specifically for covert operations, once called the spider-mouse. This strange combination of abilities must have made the animal fit enough to survive without the solars of the first age, for this creature, known as the ember-spider, is the only known surviving variant, though even these are extremely rare. :::::: Strength: 1 :::::: Perception: 4 :::::: Dexterity: 6 :::::: Intelligence: 3 :::::: Stamina: 2 :::::: Wits: 5 :::::: Willpower: 6 :::::: Health Levels: -0/-1/-2/-4/Incap :::::: Dodge DV: 6 :::::: Soak: 1L/2B :::::: Abilities: ::::::: Martial Arts: 4, Thrown: 3, Survival: 3, Investigation: 2, Awareness: 4, Dodge: 5, Larceny: 3, Stealth: 5 :::::: Other Abilities: ::::::: '''Torch-Tounge''': Speed: 5 | Acc: 10 | Dam: 12L | Rate: 1 | Range: 10 :::::::The torch-tounge ability is an iconic ability for this creature. The ember-spider can spend 5 motes of essence to launch a flame attack, burning its would-be attackers, and often distracting enemies long enough to escape. When the ember-spider uses this ability, its back glows as the essence is channeled through its body. ::::::: Alternatively, the ember-spider can use 1 mote of essence to burn a less intense flame for 1 minute. This flame is treated as an environmental hazard of 2L/action, but cannot be used if the ember-spider is moving. Ember-spiders will emit this flame automatically if scratched or rubbed on the stomach. ::::::: '''Spider-Foot Style''' 4m Reflexive Lasts for one scene: This is the ability that gives this stealthy mouse variant its name. ::::::: '''Camoflauge''' 5m Simple Indefinite duration: The ember-spider is able to change it’s coloration to match the surrounding area. This has the same effect as the Solar Charm Invisible Statue Spirit. ::::::: '''Feather Foot Style''' 4m Reflexive One Scene: The ember-spider can use this ability to run on water if necessary. ::::::: '''Door Evasion Technique''' 10m, 1wp Reflexive Instant: Now and again, even the ember-spider cannot find a way to its target. At a great cost, the ember-spider can take a speed 6 action and burrow through a single wall, ceiling, or floor that is made of a substance that a mouse would eventually be able to burrow through. This creates a hole for the ember-mouse to travel through. The hole will close up at a predetermined time after the hole is originally made. Once the time is set, it cannot be changed. ::::::: '''Stealing From Plain Sight Spirit''' 5m: Often, ember-spiders were employed to “retrieve” various objects. The ember-spider can use the stealing from plain sight spirit ability, but not the version that allows it to steal something it cannot reach :::::: Essence: 2 :::::: Essence Pool: 40 == CHARMS == ===KNOCKOUT BLOW=== '''p. 190 ''', Exalted 2nd Core : '''Cost''': 4m, 1wp : '''Mins''': Martial Arts 4, Essence 2; : '''Type''': Supplemental : '''Keywords''': Combo-OK, Crippling, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Solar Hero Form :: Solar Exalted with this Charm can topple even behemoths with a single punch. This Charm supplements an unarmed Martial Arts attack. This Charm takes effect if the attack hits and inflicts even one health level of damage. If [damage successes x Exalt’s Essence] is greater than the target’s remaining health levels, this Charm knocks the target unconscious, and the target remains so for a scene. ====SOLAR HERO FORM==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 6m : '''Mins''': Martial Arts 4, Essence 2 : '''Type''': Simple : '''Keywords''': Form-type, Obvious : '''Duration''': One scene : '''Prerequisite Charms''': Sledgehammer Fist Punch, Dragon Coil Technique :: The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it. This is an honest battle art, for champions, gladiators and heroes. It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them. :: This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. She must spend one mote reflexively in Step 7 of attack resolution each time she 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. ====SLEDGEHAMMER FIST PUNCH==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Martial Arts 3, Essence 2 : '''Type''': Supplemental : '''Keywords''': Combo-OK, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Fists of Iron Technique :: This Charm is also called the “Pillar-Breaking Blow.” The Lawgiver’s anima flares, and he strikes like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (pre-soak) damage of the attack. ====DRAGON COIL TECHNIQUE==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Martial Arts 3, Essence 2 : '''Type''': Reflexive (Step 1) : '''Keywords''': Combo-OK : '''Duration''': Until next action : '''Prerequisite Charms''': Fists of Iron Technique :: The clinch of the Lawgivers does not fail. The Solar’s grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent. 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 crush attacks. This Charm cannot be placed in a Combo with extra-action Charms. ====FISTS OF IRON TECHNIQUE==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 1m : '''Mins''': Martial Arts 2, Essence 1 : '''Type''': Supplemental : '''Keywords''': Combo-OK : '''Duration''': Instant : '''Prerequisite Charms''': None :: The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its Accuracy by one and its Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action. ===HEAVEN THUNDER HAMMER=== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Martial Arts 3, Essence 2; : '''Type''': Supplemental : '''Keywords''': Combo-OK : '''Duration''': Instant : '''Prerequisite Charms''': Solar Hero Form :: The fury of the Lawgivers scatters their enemies like leaves before the storm. This Charm supplements an unarmed Martial Arts attack. It ensures that the Solar’s attack throws his enemy backward 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. ===FIRST (Martial Arts) EXCELLENCY — ESSENCE OVERWHELMING=== '''p. 183 ''', Exalted 2nd Core : '''Cost''': 1m per die : '''Mins''': (Ability) 1, Essence 1 : '''Type''': Reflexive (Step 1 for attacker, Step 2 for defender) : '''Keywords''': Combo-OK : '''Duration''': Instant : '''Prerequisite Charms''': None :: Lawgivers with this Charm are known for their moments of brilliance. The Exalt’s player can invoke this Charm when making a roll based on the relevant Ability. This Charm then adds one die to that roll for each mote spent. This Charm is the paradigmatic dice adder. The rule that Solars are prohibited from increasing a dice pool by more than their (Attribute + Ability) almost always refers to the purchase of dice through the use of this Charm. :: Characters can also use this Charm to enhance unrolled uses of the relevant Ability, usually to increase a Defense Value, for example, by increasing (Dexterity + Dodge) to protect against a physical attack. When enhancing static values, her player rolls one die for each mote spent on the First Excellency. Each success increases her effective (Attribute + Ability) rating for the task by two. Therefore, each success on the First Excellency roll increases an applicable static value by one. :: Characters cannot use this or other Excellencies or diceadding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. A character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify. This Charm can be part of a Combo or used together with the Second Excellency, but it is incompatible with the Third Excellency. It can never be used on the same roll as the Third Excellency. ===ADAMANT SKIN TECHNIQUE=== '''p. 207 ''', Exalted 2nd Core : '''Cost''': 4m : '''Mins''': Resistance 5, Essence 3 : '''Type''': Reflexive (Step 7) : '''Keywords''': Combo-OK, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Spirit Strengthens the Skin, Iron Skin Concentration :: Driven by her purpose and her Virtues, the Exalt becomes invincible. The Solar invokes this Charm immediately before the damage of a physical attack or similar effect is rolled. This Charm is a perfect defense against the raw damage of the attack, reducing it to zero after all other effects. This Charm has one of the Four Flaws of Invulnerability (see p. 194). :::: '''THE FOUR FLAWS OF INVULNERABILITY''' ::::: Standard perfect defenses against physical attacks are a cheap way to entirely ignore attacks, but each has one of four flaws. ::::: '''Conviction Flaw''': This Charm does not function when a Solar’s actions are contrary to his Motivation. The Storyteller should assume that a Solar’s actions qualify unless an enemy deliberately arranges for terms of conflict that dispirit and shake the purpose of the Exalt. The player can interpret it more strictly if desired. ====SPIRIT STRENGTHENS THE SKIN==== '''p. 207 ''', Exalted 2nd Core : '''Cost''': 1m per pre-soak damage die removed : '''Mins''': Resistance 2, Essence 2 : '''Type''': Reflexive (Step 7) : '''Keywords''': Combo-OK, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Durability of Oak Meditation :: The unconquerable flame of the Solar’s spirit armors her against attack. She invokes this Charm after an attack hits her but before damage is rolled. This Charm reduces the raw (presoak) damage of the attack by one die for each mote spent. This Charm can reduce the damage of the attack to zero. ====IRON SKIN CONCENTRATION==== '''p. 207 ''', Exalted 2nd Core : '''Cost''': 2m : '''Mins''': Resistance 3, Essence 2; : '''Type''': Reflexive (Step 7) : '''Keywords''': Combo-OK, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Durability of Oak Meditation :: Mortal weapons are as the stings of wasps and hornets to the Lawgivers reborn. The Solar invokes this Charm after an attack hits him but before damage is rolled. Roll (his Stamina + Resistance) against a difficulty equal to the attacker’s Essence (up to a maximum of 6). On a success, this Charm prevents all damage from the attack; on a failure, this Charm still gives him +4A/+8L/+8B soak. ====DURABILITY OF OAK MEDITATION==== '''p. 207 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Resistance 2, Essence 1; : '''Type''': Reflexive (Step 7) : '''Keywords''': Combo-OK : '''Duration''': Instant : '''Prerequisite Charms''': None :: A boy cannot cut down an oak tree with a kitchen knife. Nor can a mere mortal slay the Solar with petty blows of mortal steel. The Solar invokes this Charm after an attack hits but before damage is rolled. This Charm sets her Hardness against that attack to 8. === COMBOS === ===='''"Wingless Bird Attack"'''==== : '''Cost''': 1 point (NOTE: GM gave one 1pt Combo at character creation) : '''Charms''': 1st (Martial Arts) Excellency + Heaven's Thunder Hammer + Adamant Skin : '''Description''': ??? ===='''"Bull in a China Shop Method"'''==== : '''Cost''': 2 points : '''Charms''': 1st (Martial Arts) Excellency + Sledgehammer Fist Punch : '''Description''': ??? ===='''"Sleepytown Technique"'''==== : '''Cost''': 2 points : '''Charms''': 1st (Martial Arts) Excellency + KO Blow : '''Description''': ??? == MERITS == :: na == FLAWS == :: '''Small''' ::: '''p. 32''' - 1st Edition ::: '''3 pt. flaw''' ::: A characterwith this Flaw stands only four and a half feet tall or less. She has difficulty reaching and manipulating objects designed for normal adult size, reducing her effective Strength by one dot for the sole purpose of meeting the minimum requirements of weapons and large tools. Her reduced size also costs her one -1 health level. Lunar Exalted with this Flaw appear proportionally smaller in all forms unless assuming a specific guise as with Prey's Skin Disguise. In addition to representing children or short adults or pygmy races such as the Djala, this Flaw can aid in portraying extremely gaunt and frail characters of normal height (especially in conjunction with low Stamina). :::: '''Notes on Kassie''': :: '''Child''' ::: '''p. 38''' - 1st Edition ::: '''3 pt. flaw''' ::: The character has not yet reached full maturity, and therefore, most adults treat him with patronizing amusement or disdain. Her opinions are generally ignored in favore of those older and wiser, especially in matters for her own good. And that assumes anyone even bothers to hear what she has to say in the first place. The character's player loses one to three dice from all Social rolls involving interactions with adults, depending on the tolerance of the adult in question. Most children also have the Small Flaw. and a measure of Unskilled. :::: '''Notes on Kassie''': :: '''Wanted''' ::: '''p. 37''' - 1st Edition ::: '''1 pt. flaw''' ::: The character is a known criminal, or her actions have somehow incurred the wrath of authorities willing to send hunters after her. Whether she is actually innocent is irrelevant. For on point, the character is mostly likely an escaped slave or has defaulted on a moderate loan, committed a theft or become involved in some other minor crime involving another's property. Pursuit will be slight if at all, though the character will need to keep a low profile if she ever returns home. Three points indicates a murder or violent crime and a certainty of pursuit, with capture mostly likely leading to death or lengthy imprisonment. Five points indicated the character has committed an act of highest inexcusable treason: consorting with the Deathlords or fae, leading a rebellion, assassinating the king, etc. Storytellers should use these guidelines to interpolate crimes rated at two or four points. :::: '''Notes on Kassie''': == Gear == [[Image:Cassies-shoes.gif|thumb|'''''A little girl and her shoes...''' <br> Kassie has fashioned and "iron boot" from more traditional asian shoes... As the name implies, an iron boot is a heavy leather boot covered in brass or iron studs or small plates of metal. Iron boots are always worn in pairs. <br> A character wearing iron boots cannot use them to block lethal attacks without a stunt. ''(see notes to the left)'' <br> [http://wiki.rpg.net/images/3/3b/Cassies-shoes.gif LARGE]]] <table border="0"> <tr align="left"> <th colspan="8" style="background:#330066;"> <b><font color="#cccccc" size="4"> Iron Geta </font></b> </th></tr> <tr align="left"> <th width="60"> Speed </th> <th width="60"> Accuracy </th> <th width="60"> Damage </th> <th width="60"> Defense </th> <th width="60"> Rate </th> <th width="60"> Minimums </th> <th width="60"> Cost </th> <th width="60"> Tags </th> </tr><tr style="background:#ffffcc;"> <td>5 </td> <td>+0 </td> <td> +6B </td> <td> -3 </td> <td> 2 </td> <td>Str •• </td> <td> •• </td> <td> M </td> </tr><tr> </tr> <tr><td colspan="8" style="background:#330066;"><font size="1"> </font></td></tr> </table> :: '''Geta''' (下駄) are a form of traditional Japanese footwear that are a kind of sandal with an elevated wooden base held onto the foot with a fabric thong to keep the foot well above the ground. Sometimes geta are worn in rain or snow to keep the feet dry, due to their extra height and impermeability compared to other shoes such as zori. <br> There are several different styles of geta. The most familiar style in the West consists of an unfinished wooden board called a dai (台, stand) that the foot is set upon, with a cloth thong (鼻緒, hanao) that passes between the big toe and second toe. As geta are usually worn only with yukata or other informal Japanese clothes or Western clothes, there is no need to wear socks. <br> The two supporting pieces below the base board, called "teeth" (歯 ha), are also made of wood, usually very light-weight kiri (桐, paulownia) and make a distinctive "clacking" sound while walking: カランコロン or karankoron. A traditional saying in Japanese translates as "You don't know until you have worn geta." This means roughly, "you can't tell the results until the game is over." <br> Merchants use very high geta (two long "teeth") to keep the feet well above the seafood scraps on the floor. The "teeth" are usually not separate, instead, the geta is carved from one block of wood. The "teeth" of any geta may have harder wood drilled into the bottom of the "teeth" to avoid splitting, and the soles of the "teeth" may have rubber soles glued onto them. <br> The hanao can be wide and padded, or narrow and hard, and it can be made with many sorts of fabric. Printed cotton with traditional Japanese motifs is popular, but there are also geta with vinyl and leather hanao. According to Japanese superstition, breaking the thong on one's geta is considered very unlucky. <br> <br> '''Okobo''' are wooden sandals worn by maiko (apprentice geisha) during their apprenticeship. Okobo are very tall, and usually made from a block of willow wood. Usually, the wood has either no finish or a natural finish, but during the summer months, maiko will wear black-lacquered okobo. They are held to the foot by simple thong-like straps in colors that represent their maiko status. Red straps are worn by new maiko, yellow are worn by maiko that are nearly done with their apprenticeship. <br> Alternatively, okobo are referred to as "pokkuri" or "koppori". These names come from the sound okobo make when walking. <br> <br> '''Hidden Compartments''': Kassie has fashioned small compartments in the hard-wooden soles of her shoes. It was "the Necessary Evil" who showed her this technique long ago. She generally hides minor trinkets, keys and such inside for safe keeping. The compartments also act as a nice, if not jarring, little place for Saxon to ride along. ==XP Expenditures== :: '''''Gained''''': Session #1 = 8, :: '''''XP SPENT''''' :::* 5 :: '''''XP UNSPENT''''' :::* 10 ---- ---- ---- === <font color=red> WORKING NOTES </font> === :: '''TEPET LISARA, AMBITIOUS YOUNG OFFICER''' ::: While the infamous “Roseblack,” Tepet Ejava, is a brilliant officer on whom the entire House may soon place all its bets, her cousin Tepet Lisara is a perfect example of what happens when an inferior soldier rises to command solely through Charms and connections. Both of Lisara’s parents were noted generals, so her future admission to the House of Bells was a foregone conclusion, despite mediocre grades in primary school. And to her credit, Lisara did seem to excel at the House of Bells, although few would have guessed that her high marks in military tactics classes could be attributed to simultaneous clandestine affairs with three different instructors. She later blackmailed the most respected of them into recommending her for a position as adjutant to General Tepet Tilis Mallon, then commander of the Third Legion. It was Lisara who, out of petty jealousy, persuaded Mallon to remove the Roseblack from the field, and it was Lisara who suggested the ill-fated stratagem that led to disaster for both the legion and House Tepet against the Bull of the North. Fortunately for Lisara, no one in her House fully realizes just how responsible she is for its declining fortunes. Unfortunately for her, she is nevertheless seen as a failure to be kept far from home and away from any other position of authority. ::: Therefore, Lisara finds herself as second-in-command of a miserable outpost in Chiaroscuro, surrounded by sweltering heat and ignorant barbarians. To pass the time, she amuses herself by reassigning up-and-coming male officers to either menial or suicidal tasks depending on her moods. Her commanding officer, who was himself assigned to this dead-end position as punishment for his habitual drunkenness, neither knows nor cares about this agenda, which is driven by Lisara’s deep-seated sense of female chauvinism. Her contempt for the Tri-Khan of Chiaroscuro has threatened on several occasions to trigger a diplomatic incident, and her strange obsession with the Bull of the North (who she considers her chief “rival” even though he is thousands of miles away) has extended to all male Anathema. She constantly seeks information about such Anathema in or near Chiaroscuro, in hopes that she can defeat one without even calling in the Wyld Hunt and thus rehabilitate her reputation. ::: '''Aspect''': Fire ::: '''Anima Banner''': A swirling corona of yellow flames. ::: '''Charms''': Lisara is a Fire Aspect. For five motes, she can surround herself for a scene with a corona of flames that does no damage to her body or possessions but affects anything else she touches as normal flame would. Bare-handed or grappling attacks against Lisara will cause the attacker to suffer three dice of lethal damage, and any hand-to-hand attacks made by her inflict an additional three dice of lethal damage. She can also ignite flammable materials with a touch. Lisara has First and Second Excellencies for Melee, and First, Second and Third Excellencies for Socialize. She can also add five dice to any single attempt to seduce another. She can cause opponents to burst into flame with a successful Melee strike for single mote, causing an extra four levels of lethal damage for one action, and she can summon a flaming sword out of thin air for three motes and one Willpower. She can also render her steed temporarily immune to the lethal effects of her anima. Lisara has two levels of Ox-Body Technique. ::: Other Notes: Lisara typically travels with fellow officers in groups of two to six, usually leading detachments of possibly dozens of elite troops. These traits could be used for any young Dragon-Blooded officer. Additionally, the imperial garrison at Chiaroscuro contains a dragon of 500 troops (treat as elite troops), any number of which might accompany Lisara if she knows she is going into combat, especially against Anathema. ===House Tepet Notes=== :: '''House Tepet''' (Air) wanted the throne desperately but has lost its legions fighting the Bull of the North. The Regent is a hideous embarrassment to the Tepets, and many of their soldiers go berserk when taunted with Fokuf’s name. Tepet used to be supported by House Cathak and House V’neef, but now it seems to be hanging in the wind. ::: '''House Tepet VIPs''' :::: ''' Tepet Fokuf the Regent ''': ??? :::: ''' Tepet Ejava, the Roseblack ''': ??? :::: ''' Tepet Arada''': One of the great legion generals, much respected and much decorated, Tepet Arada has become a shadow of his former self in the wake of the destruction of the Tepet legions. It was he who commanded one of those legions to its destruction and survived only through a strange quirk of fate. While he feels he bears some responsibility for the defeat, he fi rmly believes House Tepet was deliberately set up to fail in order to lessen the House’s claim to the Scarlet Throne. To say that he’s bitter would understate the deep disillusionment, grief and rage that haunts him. Since the defeat, the one thing Arada has nursed more than his bitterness is his sake bottle. The House elders, including his father, have offered Arada many olive branches to come out of his monastic retirement and to serve his House one last time by helping to reestablish a legion for his family. While he resents the request on all levels, his dedication to military ideals and his family make it unlikely that he’ll refuse. :::: ''' Tepet Lisano ''': a close cousin of the Roseblack :::: ''' Tepet Felara ''': deceased twin sister of Lisano :::: ''' Tepet Aekino ''': brother of Lisano :::: ''' Tepet Lisara ''': ??? ::: '''Former Supporters''' :::: '''House Cathak''' (Fire) wants to be a critical power behind the Scarlet Throne and it possesses the military experience to put someone on the throne and keep her there. It is allied with House V’neef and once supported House Tepet. :::: '''House V’neef''' (Wood) vacillates between wanting the throne and avoiding it. The House’s vacillation—or is it a power struggle in the House?—is costing it control of its satrapies, which are slowly breaking loose. The V’neef run the Realm’s merchant marine defense force and protect their wineries and orchards by overthrowing governments that want their land for peasant farms. ==WANTS for later== :: Mountain-Crossing Leap Technique [-4 bonus points] :: Souring Crane Leaping [-4 bonus points] :: Monkey Leap Technique [-4 bonus points] :: [2 point Combo] "Iron Cloud Falling Approach" = Mountain-Crossing Leap + Adamant Skin ---- :: Hull Preserving Technique [-4 bonus points] :: Ship Claiming Stance [-4 bonus points] :: "Ship Claiming" would be VERY handy next session, heheh... but I don't know if you'd want me to do that. I don't know that I'd immediately have Kassie "claim" anything. But rather do it when the time is right. :: 1st (Sailing) Excellency [-4 bonus points] ---- :: Mob Dispersing Rebuke [-4 bonus points]
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information