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Exalted KATAWA ONI/Asidisi
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==Merits== ===Danger Sense •••••=== 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 ••••=== 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)=== 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 •••=== 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 ••••=== 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)=== 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.<br> 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.
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