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=History=
 
=History=
 
Temujin is a Haltan native, the big brother to his sisters Temulin and Temuge. This probably explains a lot about his personality. Like all Haltans, he was drafted into military service and ended up in the commandos, where his talent for physicality served him very well as an advance scout for his unit. In all likelihood, he would have served out his term and retired gracefully, had he not run afoul of a particularly formidable Linowan strike team. From the moment the enemy team leader revealed himself as an Exalted sorcerer, Temujin knew that his squad's situation was grim and their continued survival unlikely. Therefore, he did the only responsible thing - he used himself as a decoy to draw the sorcerer's attention while his subordinates fled to get help. He ran and fled, surpassing his own limits of speed and athletic prowess. It was almost good enough. But as the sorcerer's Flying Guillotine wrapped around his neck, he heard a resounding voice in his head and felt a fire ignite in his soul, and the magical razor-sharp chains splintered off the invulnerable flesh of a freshly-minted Solar Exalt. With the balance of power shifted formly in his favor, it didn't take long for Temujin to dispatch the Linowan sorcerer and the rest of his team. As he stood over their cooling bodies, however, he noticed one of his squadmates watching him, the purple-gold of his anima reflected in her terrified eyes. It was then that Temujin realised that even though he had won in a military sense, he had lost in every other way that mattered - to his friends, he was dead, replaced by a terrible, shining Anathema.
 
 
With a heavy heart, he forced himself to flee into the jungles, not caring where he went as long as it was away. As luck would have it, he encountered and rescued a wounded baby claw strider, who instantly bonded to him as he nursed it back to health. Temujin found the creature cute, and with the aid of the Sun, he managed to win its loyalty, and even gave her a name; Chloe, the Claw Strider. Man and beast left the jungles of the East behind them, riding down the river provinces and westward through the Southeastern savannahs, until the skyline ofone of the South's cities looms in the distance...
 
  
 
=Personality=
 
=Personality=
 
Temujin was abruptly severed from his friends and family following his Exaltation, which probably explains why he feels the need to surround himself with pretty girls. He tends to treat women like possessions or sex objects, molesting them without their permission and treating them like possessions, but oddly enough, he can be very protective of them when they are threatened ("They're MY wenches!"). Though friendly and jovial, he rarely ever opens his heart up to people besides Chloe.
 
 
However much Temujin wants to style himself as an amoral hedonist, he still finds himself unconsciously intervening to rescue the defenseless and unfortunate, even when it gets in the way of a conquest. He'll curse and complain after the fact, but he'll still have saved the people he set out to protect.
 
  
 
=Motivation=
 
=Motivation=
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===Negative===
 
===Negative===
 
* Clothes on girls (do not want)
 
* Clothes on girls (do not want)
* People being cruel to their inferiors for no good reason
 
* People trying to limit his freedom
 
 
===Positive===
 
===Positive===
 
* Girls (yes)
 
* Girls (yes)
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===Negative===
 
===Negative===
 +
 
===Positive===
 
===Positive===
 
* To be good to good girls (Righteous Lion Defense)
 
* To be good to good girls (Righteous Lion Defense)
* To live freely and without restraint (Righteous Lion Defense)
+
 
 
=Anima=
 
=Anima=
 
=Attributes=
 
=Attributes=
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*Charisma 5
 
*Charisma 5
 
*Manipulation 5
 
*Manipulation 5
*Appearance 4
+
*Appearance 3
  
 
==Mental==
 
==Mental==
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==Caste==
 
==Caste==
  
*Athletics 5 (Combat Mobility +3)<br>
+
Athletics 5 (Combat Mobility +3)<br>
*Awareness 5 (Vision +3)<br>
+
Awareness 5 (Vision +3)<br>
*Dodge 3 (Against Essence Channellers +3)<br>
+
Dodge 3 (Against Essence Channellers +3)<br>
*Larceny 5 (vs. women +2, vs. Essence Channellers +1)<br>
+
Larceny 5 (vs. women +2, vs. Essence Channellers +1)<br>
*Stealth 4  (Against Essence Channellers +3)<br>
+
Stealth 4  (Against Essence Channellers +3)<br>
  
 
==Favored==
 
==Favored==
  
*Melee 5 (Against Essence Channellers +3)<br>
+
Melee 5 (Against Essence Channellers +3)<br>
*Archery 5 (Against Essence Channellers +3)<br>
+
Archery 5 (Against Essence Channellers +3)<br>
  
*Integrity 5 (Against Essence Channellers +3)<br>
+
Integrity 5 (Against Essence Channellers +3)<br>
*Presence 5 (Against Essence Channellers +3)<br>
+
Presence 5 (Against Essence Channellers +3)<br>
  
*Ride 5 (Females +1, Essence-Users +1, Bareback +1)<br>
+
Ride 5 (Women +1, Magic Mounts +1, Bareback +1)<br>
  
 
==Unfavored==
 
==Unfavored==
  
*Martial Arts 2 <br>
+
Martial Arts 2 <br>
*War 4 (When Outnumbered +1, Against Essence Channellers +1)<br>
+
War 4 (When Outnumbered +1, Against Essence Channellers +1)<br>
  
*Performance 3 (Oratory +1, Against Women +1, Against Essence Channellers +1)<br>
+
Performance 3 (Oratory +1, Against Women +1, Against Essence Channellers +1)<br>
*Resistance 4 (In Combat +3)<br>
+
Resistance 4 (In Combat +3)<br>
*Survival 4 (Steppes +1)<br>
+
Survival 4 (Steppes +1)<br>
  
*Investigation 3 (Against Essence Channellers +2, Against Women +1)<br>
+
Investigation 3 (Against Essence Channellers +2, Against Women +1)<br>
*Lore 1<br>
+
Lore 1<br>
*Medicine 3 (Against Supernatural Maladies +3)<br>
+
Medicine 3 (Against Supernatural Maladies +3)<br>
*Occult 2<br>
+
Occult 3<br>
  
*Linguistics 1<br>
+
Linguistics 1<br>
*Socialize 3 (Against Women +1, Against Essence Channellers +1)<br>
+
Socialize 3 (Against Women +1, Against Essence Channellers +1)<br>
  
 
=Backgrounds=
 
=Backgrounds=
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''(Never lose dodge DV as a result of surprise, though Parry DV can still be lost, +3 dice to detect and avoid hidden/sudden dangers, and to JB rolls)
 
''(Never lose dodge DV as a result of surprise, though Parry DV can still be lost, +3 dice to detect and avoid hidden/sudden dangers, and to JB rolls)
 
''
 
''
 +
 +
==Quick Draw 4==
 +
Even when naked, he's ready to rumble at a moment's notice.
 +
''(May draw weapons as a reflexive action)''
  
 
==Signature Style 2 (Peerless Skill, Slick Seduction)==
 
==Signature Style 2 (Peerless Skill, Slick Seduction)==
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=Charms=
 
=Charms=
 
In general, Temujin has a LOT of Charms; however, he is not much more powerful than normal, largely because most of the Charms do not have more than 2 prerequisites and none have more than 3. Certain Charms which might have made sense for him to acquire were not taken (Dragon Riding Meditation, many War Charms, sorcery...) because it seems more meaningful to acquire them through play.
 
  
 
==Archery==
 
==Archery==
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Rain of Feathered Death <br>
 
Rain of Feathered Death <br>
 
Summoning The Loyal Bow<br>
 
Summoning The Loyal Bow<br>
 
 
*'''There Is No Wind''' (Supplemental, 3/5m) lets him ignore most penalties to his attacks for 3m and extend his range to his line of sight (which is VERY long; he has '''Keen/Unsurpassed Sight Discipline''') for 5m.
 
*'''Accuracy Without Distance''' (Supplemental), is a true perfect attack for 1m, 1wp, though he's not a big fan of spamming it.
 
*'''Summoning The Loyal Bow''' (1m, Simple 3) and '''Flashing Vengeance Draw''' (Supplemental) (3m), let him quickdraw his (archery weapon) and gain (Essence) successes for himself at the beginning of combat.
 
*'''Essence Arrow Attack''' (Supplemental, 2-4m) lets him add +Essence damage base to his attacks for 2m, and he can add 4 damage, make the attack a Holy star shell or set victims on fire) for 1 mote more each.
 
*He can produce his own ammunition for 1m a pop with '''Phantom Arrow Technique''' (Reflexive Noncharm), attack the same target up to 4 times as a magical full pool flurry for 2m apiece with '''Trance of Unhesitating Speed''' (ExAct), and attack up to 9 separate targets with '''Arrow Storm Technique''' for 8m, 1w (Supplemental) (he can apply them all to the same mass combat unit, though).
 
*For 1m, he can also use '''One Weapon, Two Blows''' (Reflexive) to improve his bow's Accuracy and Rate by 1.
 
  
 
==Martial Arts==
 
==Martial Arts==
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Gilded Champion Refuge (100F) <br>
 
Gilded Champion Refuge (100F) <br>
 
Solar Counterattack<br>
 
Solar Counterattack<br>
 
Note: Dipping Swallow Defense and Heavenly Guardian Defense have been linked as per the note on GotMH:UCS pg. 23. That is to say, they are considered the same Charm for Charm activations and Combos.
 
  
 
[Any Melee Excellency] <br>
 
[Any Melee Excellency] <br>
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One Weapon, Two Blows<br>
 
One Weapon, Two Blows<br>
 
Flashing Edge of Dawn (GTMH) <br>
 
Flashing Edge of Dawn (GTMH) <br>
Peony Blossom Attack <br>
 
Iron Whirlwind Attack <br>
 
  
 
Call The Blade<br>
 
Call The Blade<br>
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Iron Raptor Technique <br>
 
Iron Raptor Technique <br>
  
*For Melee, he has all the basic Melee combat Charms, like '''Hungry Tiger Technique''' (Supplemental), which doubles spillover successes to damage for 1m.
+
Note: Dipping Swallow Defense and Heavenly Guardian Defense have been linked as per the note on GotMH:UCS pg. 23. That is to say, they are considered the same Charm for Charm activations and Combos.
*He also has '''One Weapon, Two Blows''' (Reflexive), which is permanently active on all his Melee attacks (they all have +1 Accuracy and +1 Rate), and he can activate it again for 1m to stack with the permanently active version.
 
*He has '''Solar Counterattack''' (Reflexive), so he can counter people at his full pool for 2m.
 
*Defensively, he has '''Dipping Swallow Defense''' (Reflexive) and '''Bulwark Stance''' (Reflexive), which allow him to ignore all DV penalties for 1 attack (2m) or an action (5m). Both are enhanced by '''Steel Curtain Dance''' (Permanent), which lets him add another weapon's Defense rating to his PDV when using DSD or BS, and '''Gilded Champion Refuge''' (Reflexive) lets him apply his PDV to all willing allies within 5 yards for 1 tick for 2m. For one scene, he can ignore onslaught penalties and reduce the penalties he takes on each of his actions by 1 with '''Fivefold Bulwark Stance''' (Simple 6, 5m, 1w). He also has '''Heavenly Guardian Defense''', which is 4m to perfect parry any attack he can perceive.
 
*He has '''Call The Blade''' and '''Summon The Loyal Steel''' (Simple, Speed 3), which allow him to summon and banish his sword for 1m apiece. He also has '''Iron Raptor Technique''' (Simple 5), which lets him throw his sword up to 24 yards away and make a normal attack before coming back to him.
 
*'''Peony Blossom Attack''' (ExAct) lets him attack the same target up to 4 times as a magical full pool flurry for 2m apiece, but is largely obsoleted by '''Iron Whirlwind Attack''', which lets him attack 6 times for only 5m, 1w.
 
  
 
==War==
 
==War==
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[Any War Excellency] <br>
 
[Any War Excellency] <br>
 
Shining General Puissance (1000CA) <br>
 
Shining General Puissance (1000CA) <br>
 
 
*'''Swift Solar Strategy''' (Permanent) reduces the Speed of his Coordinate Attack / Coordinate Unit actions by 1 , to a minimum of 2.
 
*'''Shining General Puissance''' (Permanent) permits Temujin to enhance any attacks and defences with War Excellencies when leading a unit of Magnitude 3+
 
  
 
==Integrity==
 
==Integrity==
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Elusive Dream Defense<br>
 
Elusive Dream Defense<br>
  
Righteous Lion Defensex2<br>
+
Righteous Lion Defense<br>
 
Unhesitating Dedication<br>
 
Unhesitating Dedication<br>
  
 
[Any Integrity Excellency]<br>
 
[Any Integrity Excellency]<br>
 
Invincible Ego Shield (1000CA) <br>
 
Invincible Ego Shield (1000CA) <br>
 
 
*'''Integrity-Protecting Prana''' (Reflexive, 5m, 1w) renders Temujin immune to Shaping effects for 1 day, while '''Destiny-Manifesting Method''' (Permanent) increases the difficulty of Shaping attacks vs him by 2 and reduces the frequency of hostile encounters in the Wyld and in the Underworld by a factor of 10.
 
*'''Phoenix Renewal Tactic''' (Permanent) permits Temujin to regain a Virtue Channel instead of the WP he would normally receive.
 
*'''Temptation-Resisting Stance''' (Reflexive, 6m) adds his highest Virtue to his MDV for one scene, while '''Elusive Dream Defense''' (Reflexive, 5m) establishes an magic Intimacy for the story that renders all influence opposing it into unacceptable orders.
 
*'''Righteous Lion Defence''' (Permanent) establishes an magic Intimacy that renders all influence opposing it into unacceptable orders. '''Unhesitating Dedication''' (Simple 6, 4m 1 wp) creates a magic Intimacy that can be treated as a Motivation for all purposes. The Charm is stackable, but Temujin can only benefit from a number of extra Motivations equal to his Conviction.
 
*'''Invincible Ego Shield''' (Reflexive 5m, 1wp) allows Temujin to replace his Dodge MDV with his Dodge Mental DV for one scene. All bonuses which boost Dodge DV or Dodge MDV also boost the Dodge MDV.
 
  
 
==Performance==
 
==Performance==
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[Any Performance Excellency]<br>
 
[Any Performance Excellency]<br>
 
Phantom-Conjuring Performance<br>
 
Phantom-Conjuring Performance<br>
 
 
*'''Heart-Compelling Method''' (Supplemental, 6m) allows Temujin to create any emotion he wants with a Performance attack inflicting UMI that costs 2 WP to resist.
 
*'''Phantom-Conjuring Performance''' (Permanent) allows Temujin to create special effects within Essence x10 yards whenever he uses a Presence or Performance Excellency.
 
  
 
==Presence==
 
==Presence==
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Resplendent Aura of Awe (100F) <br>
 
Resplendent Aura of Awe (100F) <br>
 
Terrifying Apparition of Glory<br>
 
Terrifying Apparition of Glory<br>
Injunction of the Lawgiver x2 (100F) <br>
 
  
 
[Any Presence Excellency]<br>
 
[Any Presence Excellency]<br>
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[Any Presence Excellency]<br>
 
[Any Presence Excellency]<br>
 
Sun And Moon Method (GTMH) <br>
 
Sun And Moon Method (GTMH) <br>
 
 
*'''Hypnotic Tongue Technique'''(Simple 6, 10m 1w) lets Temujin implant a subconscious command into the victim if he touches them and beats their MDV with a (Man+Presence) roll. The UMI lasts for (Charisma) days and the victim can resist for 1 day by paying 1 WP. The influence fades when the Charm ends. '''Glorious Imperative'''(Permanent) removes the need to touch them.  '''Mind Yields To Glory''' (Permanent) makes the effect last for a month.
 
*'''You Can Be More''' (Supplemental, 5m 1 wp) grants instant success when building or repairing an Intimacy he shares with the target.
 
*'''Enemy-Castigating Solar Judgement''' (Supplemental, 2m) makes any supplemented attack Holy, dealing agg damage to CoDs or halving DVs to resist social attacks causing shame, fear or guilt, while making said attacks UMI.
 
*'''Majestic Radiant Presence''' (Reflexive, 7m) enhanced by '''Resplendent Aura of Awe''' (Permanent) negates any attack (social or physical) against him unless they reflexively succeed on a difficulty 3 Valor roll or a difficulty 4 WP roll per flurry. This is UMI which can be resisted by spending 3 WP, but Temujin can make a Cha+Presence roll vs his MDV as a Miscellaneous action to negate the effects of spending WP.
 
*'''Terrifying Apparition of Glory''' (Supplemental, 3m) enhanced by two buys of '''Injunction of the Lawgiver''' (Permanent) makes any enhanced attack ignore the victim's Dodge MDV and if it connects, it costs 1 extra WP to resist. It may also convert natural to unnatural MI. TAOG only costs 2m if MRP is active.
 
*'''Irresistible Salesman Spirit'''(Supplemental, 3m) doubles the successes on any social attack to make a favorable bargain or encourage a specific course of action before comparing it to their MDV.
 
*'''Sun And Moon Method''' (Reflexive, 1m) upgrades his Lunar Mate's Solar Bond to the 5 dot level. If the mate is not around, he may touch himself and activate the Charm to infallibly know where to find her.
 
  
 
==Resistance==
 
==Resistance==
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Tireless Sentinel Technique (Mirror) <br>
 
Tireless Sentinel Technique (Mirror) <br>
 
Sustenance of Inner Glory (100F) <br>
 
Sustenance of Inner Glory (100F) <br>
 
 
*Resistance-wise, he can set his Hardness to 8 against any one attack with '''Durability of Oak Meditation''' (3m, Reflexive) or completely ignore its damage with '''Iron Skin Concentration''' (Reflexive, 2m) if he makes a Sta+Resistance roll with a difficulty of his attacker's Essence (max 6).
 
*'''Body-Mending Meditation''' (Simple 6, 10m) lets him speed his healing rate by 10 or augment '''Wound-Mending Care Technique''' by rolling Sta+Resistance and adding the successes to the WMCT roll. '''Warrior's Adversity Divestment''' (Permanent) means that he is always treated as resting for the purposes of natural healing.
 
*'''Invincible Essence Reinforcement''' (Permanent) recalculates his base bashing and lethal soak to Stamina+12 even when naked, and he has 4 extra -1 HLs and 8 extra -2 HLs thanks to Ox-Body Technique (Permanent).
 
*'''Tireless Sentinel Technique''' (Simple, 3m/day) lets him go without sleep for up to (Stamina + Resistance) days with no ill effects, though he suffers 1 unsoakable level of bashing per day after that, which he has to heal through natural rest before activating the Charm again.
 
*'''Sustenance of Inner Glory''' lets him go without food for (Resistance + Survival + Essence) days with no ill effects, only accumulating a -1 penalty for every 2 days after that. In addition, he can hold his breath for (Stamina x10) minutes, and can increase this number by rolling Sta+Resistance and increasing the amount of time he can hold his breath by 10 minutes per success.
 
  
 
==Survival==
 
==Survival==
 
First/Second/Third Excellency <br>
 
First/Second/Third Excellency <br>
 
Trackless Region Navigation Technique <br>
 
  
 
Friendship with Animals Approach<br>
 
Friendship with Animals Approach<br>
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Hardship-Surviving Mendicant Spirit<br>
 
Hardship-Surviving Mendicant Spirit<br>
 
 
*In Survival, he can use '''Friendship With Animals Approach''' (Reflexive, 3m) to talk to animals as though they possessed a common language and they won't attack him unless driven by unusual pain or fear.
 
*With '''Spirit-Tied Pet''' (Simple 6, 10m, 1w, 1 xp) he can make any animal his Familiar.
 
*With '''Bestial Traits Technique''' (Simple, 10m 2w), he can improve an animal's Str/Dex/Sta/Per by up to 2, improve its Valor up to 4, improve its Ath/Awareness/Resistance/Survival/MA up to his current rating, give it up to its Stamina in extra -1 HLs (with the option of increasing its size by 10% with each one) and improve its Intelligence to a 6-year old child's level. If the animal is his Familiar, he can increase the maximums by 1 each and train it up to adult human intelligence. This requires 5 hours of training in a week.
 
*Also, he can ignore penalties to Survival rolls imposed on him by his environment for an Indefinite period with '''Hardship-Surviving Mendicant Spirit''' (Reflexive, 10m).
 
*'''Trackless Region Navigation Technique''' (Reflexive, 7m) permits him to lead a group with a Magnitude of his Essence or less over the harshest terrain at a speed of 10 miles/hour, or 20 miles an hour normally, in addition to allowing him to always allow him to succeed on rolls to find his way in the wild, though he must have enough information to at least attempt the roll.
 
  
 
==Investigation==
 
==Investigation==
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[Any Investigation Excellency]<br>
 
[Any Investigation Excellency]<br>
 
Evidence-Discerning Method<br>
 
Evidence-Discerning Method<br>
 
 
*'''Judge's Ear Technique''' (Reflexive, 3m) allows Temujin to know if anyone is lying or telling half-truths to him. It adds (Essence) autosux to Charm rolloffs.
 
*'''Irresistible Questioning Technique''' (Simple 6 long, 4m) exerts UMI if he beats their MDV with a (Cha/Man + Investigation) roll. Target may resist for 5 minutes for 1 wp, to a max of 3 wp, and the compulsion lasts for one scene. If used on a target more than once in a story, increase his MDV by 3.
 
*'''Courtier's Eye Technique''' (Simple 6, 3m) lets Temujin learn his target's Resources and Influence ratings and a rough guess of how many allies he has and how much wealth and power he wields through organization-specific Backgrounds if he makes a (Per+Investigate) roll, with bonus sux of his Essence and an external penalty of the target's (Man+Socialize)/2 if he tries to hide it in any way. This Charm can only be used 1/scene.
 
*'''Consumer-Evaluating Glance''' (Reflexive, 2m) forces the other guy to declare his intentions if Temujin makes a (Per+Investigate) roll with an external penalty of the target's (Man+Socialize)/2.
 
*'''Evidence-Discerning Method''' (Simple 5 long, 5m 1w) gives Temujin a profile of the other guy if he makes a (Per+Investigate) roll with an external penalty of the target's (Man+Socialize)/2. Any successes remaining reduce external penalties and DVs to his dramatic, social, and mass social combat actions taken against the profilee, to a maximum of Temujin's Essence.
 
  
 
==Medicine==
 
==Medicine==
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[Any Investigation Excellency]<br>
 
[Any Investigation Excellency]<br>
 
Wound-Mending Care Technique<br>
 
Wound-Mending Care Technique<br>
 
 
*'''Flawless Diagnosis Technique''' (Reflexive, 1m) automatically diagnoses all medical conditions in the victim if she has enough information. Spending 5 minutes to examine the patient prevents any error in diagnosis. If her information is incomplete, she knows.
 
*'''Wholeness-Restoring Meditation''', '''Ailment-Rectifying Method''', '''Body-Purifying Admonitions''' are all Permanent Charms which guarantee any attempt to treat Crippling/Sickness/Disease effects are considered supernatural. Rolling 5+ successes to treat normally incurable diseases/poisons/Crippling effects allows Temujin to spend 5 motes to instantly restore the patient.
 
*'''Instant Treatment Methodology''' (Simple 7, 7m) is a Medicine-based dramatic action that takes place in 7 seconds.
 
*'''Touch of Blissful Release''' (Simple 5, 5m) negates up to 3 points of penalties from Sickness, Poison, Crippling or wound penalties. Lasts (Essence) hours and lingers 5 minutes after the duration expires.
 
*'''Contagion-Curing Touch''' (Supplemental, 2m) negates all penalties to treat patients without the proper conditions, equipment or  a stunt.
 
*'''Wound-Mending Care Technique''' (Supplemental, 10m) supplements an (Intelligence+Medicine) roll and allows a patient to recover the number of successes in lethal or bashing health levels at the end of the day. If the target spends the day resting, they recover an additional (Essence) levels of bashing AND lethal damage. 1/day only.
 
  
 
==Occult==
 
==Occult==
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Spirit-Cutting Attack<br>
 
Spirit-Cutting Attack<br>
  
 
+
Celestial Refinement Techniques (The Art of Weather-Working) (100F) <br>
*'''Spirit-Detecting Glance''' (Supplemental, 1m) allows Temujin to deal aggravated damage to spirits and strike dematerialized beings.
 
*'''Spirit-Cutting Attack''' (Reflexive, 3m) allows Temujin to see dematerialized spirits for 1 scene.
 
  
 
==Athletics==
 
==Athletics==
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Glorious Temple Body (IM) <br>
 
Glorious Temple Body (IM) <br>
 
 
*'''Graceful Crane Stance''' (Reflexive, 3m) gives him perfect balance for one scene and '''Perfect Poise Stance''' (Permanent) makes activating it no longer count as a Charm activation, and lets him spend 1m to negate all fall damage by catching hold onto something.
 
*'''Feather-Foot Style''' and '''Spider-Foot Style''' (both Reflexive, 4m) let him walk on liquids and walk up vertical or inverted surfaces as long as he keeps moving.
 
*'''Lightning Speed''' (Reflexive, 3m) increases his Move/Dash distances by his Athletics rating (8, usually) and Sunbeam-Pursuing Alacrity doubles the final result for one scene. Spending 1 WP to activate Lightning Speed instead triples the result.
 
*'''Nimble Footwork''' (Permanent) means his Move and Dash ratings can never be reduced below 5 or 11 ypt respectively and '''Glorious Temple Body''' (Permanent) permanently adds 3 to his S+A total for feats of strength, to his Move and Dash distances and to his base high jump distance (doubled for long jumps).
 
*He can use '''Increasing Strength Exercise''' (Simple 6, 3m/dot) to increase his Strength by up to 3 dots for a scene and while it's active, he can break objects (S+A) as a Miscellaneous action.
 
*'''Monkey Leap Technique''' (Reflexive, 3m) lets him double all jump distances and Jump as a reflexive action once every 5 ticks for one scene. While it is active, he can pay 2m to reflexively jump his maximum Jump distance to pursue someone. '''Soaring Crane Leap''' (Reflexive, 2m) does the same thing, but only for 1 action, though it does multiply his Jump distances by 5 instead of 2 (note that it does not stack with Monkey Leap).
 
*'''Foe-Vaulting Method''' (Reflexive, 1m) adds 8 dice to all attempts to re-establish surprise in a scene, while '''Thunderbolt Attack Prana''' (Supplemental, 3m,1w) adds 1 bonus success to any attack he makes and doubles its post-soak damage.
 
  
 
==Awareness==
 
==Awareness==
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[Any Awareness Excellency]<br>
 
[Any Awareness Excellency]<br>
 
Panoptic Fusion Discipline (IM) <br>
 
Panoptic Fusion Discipline (IM) <br>
 
 
*'''Surprise Anticipation Method''' (Reflexive, 1m) enhanced by '''Attentive Courtier Attitude''' (Permanent) allows Temujin to detect any unexpected physical or social attack/danger made against him or others, potentially allowing him to protect others with his Charms.
 
*'''Keen Sight/Hearing and Touch/Smell and Taste Technique''' (Reflexive, 3m) adds 2 automatic successes to Awareness rolls involving the appropriate sense.
 
*'''Unsurpassed Sight/Hearing and Touch/Smell and Taste Technique'''(Reflexive, 2m) doubles successes on Awareness rolls involving the appropriate sense before applying external penalties.
 
*'''Insuperable Clarity of Sight/Hearing and Touch/Smell and Taste''' (Permanent) defines an area of (Essence) yards around Temujin where the difficulty to sense anything is 1, before the application of magical penalties/difficulty increases. Activating Keen Sense Technique increases the size of this area by (Essence x5) yards.
 
*'''Inescapable Eye Of The Sun''' (Reflexive, 3m) lets Temujin perceive events through an obstacle no more than (Essence) yards thick as though he were physically there as long as he touches it. Otherwise it has an Indefinite duration.
 
*'''Panoptic Fusion Discipline''' (Reflexive, 4m) grants Temujin the benefits of 3 ticks of Aiming (+3 dice) on every attack he makes and +1 DV vs physical attacks of which he is aware for one scene. If he actually Aims normally, he converts a die granted by this Charm into an automatic success.
 
  
 
==Dodge==
 
==Dodge==
Line 490: Line 391:
  
 
Shadow Over Water<br>
 
Shadow Over Water<br>
 
 
Leaping Dodge Method<br>
 
Leaping Dodge Method<br>
  
Reed In The Wind (IM) <br>
+
Reflex Sidestep Technique<br>
  
 
+
Reed In The Wind <br> (IM) <br>
*'''Shadow Over Water''' (Reflexive, 1m) removes all penalties to Dodge DV when defending against an attack.
 
*'''Leaping Dodge Method''' (Reflexive, 3m) allows Temujin to jump (Strength+Dodge)x3 yards vertically or twice that horizontally as a Counterattack to break a flurry. Must be away from the attacker.
 
*'''Reed In The Wind''' (Permanent) adds half the attacker's Essence, rounded up, to Temujin's Dodge DV.
 
  
 
==Larceny==
 
==Larceny==
Line 515: Line 412:
  
 
Distracting Glory Legerdemain (100F) <br>
 
Distracting Glory Legerdemain (100F) <br>
 
 
*'''Flawlessly Impenetrable Disguise''' (Speed 6 long, 7m) provides a perfect disguise that cannot be seen through by ordinary senses. Supernatural senses have a +4 difficulty penalty. Can't imitate other people. Lasts until Temujin sleeps.
 
*'''Perfect Mirror''' (Speed 6 long, 10m 1w) provides a disguise that can imitate supernatural traits and perfectly imitate someone else. Cannot be seen through by ordinary senses. Supernatural senses have a +4 difficulty penalty.
 
*'''Hall of Mirrors Practice''' (Permanent) enhances '''Flawlessly Impenetrable Disguise''' and '''Perfect Mirror''' to change the activation to short ticks.
 
*'''Flawless Pickpocketing Technique''' (Supplemental, 3m) perfectly steals an unattuned and not actively-used item, adds (Essence) automatic successes to contesting Charm rolloffs, prevents people from noticing the theft with ordinary senses, and increases the difficulty to spot it with supernatural senses by +4.
 
*'''Stealing From Plain Sight Spirit'''(Supplemental, 5m) perfectly steals an unattuned and not actively-used item within (Essence) yards, adds (Essence) automatic successes to contesting Charm rolloffs and prevents people from noticing the theft with ordinary senses or from noticing the item is gone for (Essence) actions. The difficulty to spot the theft with supernatural senses increases by +4 and the difficulty to notice the item is gone increases by +8. For 1 extra WP, may steal an item that is not reachable.
 
*'''Reversal of Fortune''' (Reflexive, 5m) when stolen from, use as a Counterattack to become aware of all items on the stealer and perfectly steal one item in return.
 
*'''Lock-Opening Touch''' (Supplemental, 3m) perfectly picks a lock and adds (Essence) automatic successes to contesting Charm rolloffs.
 
*'''Distracting Glory Legerdemain''' (Supplemental, 1m) makes minor prestidigitation impossible to spot/confound without Charms, increases difficulty to spot/interfere by 4 even with Charms.
 
  
 
==Stealth==
 
==Stealth==
Line 532: Line 419:
 
Mental Invisibility Technique<br>
 
Mental Invisibility Technique<br>
 
Invisible Statue Spirit<br>
 
Invisible Statue Spirit<br>
 
 
*'''Easily Overlooked Presence Method''' (Simple, 3m) causes Awareness and Investigation against Temujin to fail unless he's being very obvious or in battle.
 
*'''Mental Invisibility Technique''' (Simple, 5m 1w) causes everyone to ignore Temujin if he beats their MDV with a Dex/Man+Stealth roll adding (Essence) automatic successes, unless he's joined battle or they pay 4 WP to notice him. People who see through the illusion can raise the alarm, so the others only need to pay 1 wp.
 
*'''Invisible Statue Spirit''' (Simple, 5m) makes it impossible to detect Temujin by any sense except touch as long as he does not take movement-related actions. The effect fades 5 ticks after someone notices him by touch.
 
  
 
==Linguistics==
 
==Linguistics==
Line 543: Line 425:
 
Sagacious Reading of Intent<br>
 
Sagacious Reading of Intent<br>
 
Poetic Expression Style<br>
 
Poetic Expression Style<br>
 
*'''Sagacious Reading of Intent''' (Reflexive, 3m) identifies the motivation behind any statement Temujin reads or hears. If used in response to a social attack that is fundamentally hostile to him or his Motivation, SROI perfectly negates it.
 
*'''Poetic Expression Style''' (Reflexive, 3m) for one scene, remove external penalties to dramatic and combat actions caused by not knowing the appropriate language.
 
  
 
==Ride==
 
==Ride==
Line 552: Line 431:
  
 
Master Horseman's Techniques (all tricks)<br>
 
Master Horseman's Techniques (all tricks)<br>
 +
Phantom Steed<br>
 
Hero Rides Away (IM) <br>
 
Hero Rides Away (IM) <br>
 
Immortal Rider's Advantages (IM) <br>
 
Immortal Rider's Advantages (IM) <br>
 
Horse Skids Trick (IM) <br>
 
Horse Skids Trick (IM) <br>
One Man Cavalry (IM) <br>
 
  
 
[Any Ride Excellency]<br>
 
[Any Ride Excellency]<br>
Line 567: Line 446:
 
Impossible Maneuver Execution (100F) <br>
 
Impossible Maneuver Execution (100F) <br>
 
Pilot's Steady Hand (100F) <br>
 
Pilot's Steady Hand (100F) <br>
 
 
*'''Master Horseman's Techniques''' (Permanent) let him do the following as nonCharm actions: reflexively spend 1m to stay on his mount / call a loyal mount to his side / learn all a mount's strengths and weaknesses when evaluating them / touch a mount to sustain it for 2 hours (effort does not tire the mount, and it won't suffer minor, incidental injuries), and spend 3m reflexively to prevent a mount from panicking for the rest of the scene.
 
*'''Worthy Mount Technique''' (Permanent) lets him use his Reflexive Charms to aid his mount with a 1m surcharge.
 
*'''Phantom Steed''' (Simple 6, 10m, 1w) lets him create a white horse from Essence for 1 day.
 
*'''Flashing Thunderbolt Steed''' (Simple 6, 5m, 1w) lets him improve his mount's speed to (Stamina x10) miles per hour or half that as yards per tick, for one day. It also receives 1 extra success on attempts made to jump obstacles or keep its footing.
 
*'''Heroic Course Familiarity''' (Permanent) lets Temujin ignore any penalties due to a lack of required Abilities when trying to pilot a Ride-based vehicle and converts dice from stunts made to control Ride-based vehicles and the like to automatic successes.
 
*'''Impossible Maneuver Execution''' (Reflexive, 3m) allows a Solar to add (Essence) successes to any attempt to control a mount or a Ride-based vehicle.
 
*'''Pilot's Steady Hand''' (Reflexive, 4m) reduces penalties to piloting maneuvers be (Ess/2) for one scene when piloting owned vehicles or loyal mounts.
 
*When he makes a dramatic exit on his mount after helping a community, '''Hero Rides Away''' (Permanent) gives Temujin the following benefits: he regains a channel of a selected Virtue and WP equal to (successes on a Conviction roll) +1. Ending a story with such an exit build a positive Intimacy toward him in the people he helped; resisting this UMI costs (Solar's Essence) WP, and this Intimacy becomes a part of a group's Policy unless the group leader spends (Solar's Essence) Loyalty.
 
*'''Immortal Rider's Advantage''' (Permanent) grants an auxiliary Peripheral mote pool equal to (Essence + Ride + 5) that can only be used to power Ride Charms. In addition, Ride Charms no longer count as Charm activations and the Charms may be invoked to enhance Temujin's mount if he is within 1 mile of it. The mount must be a living creature and must belong to Temujin or be his Familiar. Exalts, gods and other NPCs do not qualify, although Phantom Steed does.
 
*'''One Man Cavalry''' (Reflexive, 5m) permits a Solar to make a Charisma+Ride roll against his opponents' MDVs. ANyone whose MDV he beats takes a -3 penalty to attack Temujin or his mount, and a -1 to attack his allies. It is UMI costing (6-Valor) WP to resist. In mass combat, it counts a cavalry charge as a rout condition. If Temujin leads a mounted unit, the rout check is taken at +1 difficulty.
 
  
 
==Socialize==
 
==Socialize==
Line 592: Line 459:
 
Golden Courtier Infallibility (100F) <br>
 
Golden Courtier Infallibility (100F) <br>
  
 
+
Gathering The Congregation<br>
*'''Wise-Eyed Courtier Method''' (Simple 6 long, 3m 1w) targets a social group with 1+ Magnitude; roll Cha/Man + Socialize, apply external penalty of leader's MDV and half the group's Magnitude. Success makes the group believe something. This is UMI that requires 1 Loyalty to ignore for 1 scene or 6 Loyalty to ignore forever.
 
*'''Taboo-Inflicting Diatribe'''(Simple 6 long, 3m 1w) targets a social group with 1+ Magnitude; roll Cha/Man + Socialize, apply external penalty of leader's MDV and half the group's Magnitude. Success makes the group instantly embrace a taboo or fad as part of its Policy. This is UMI that requires 10 Loyalty to remove; max 1 loyalty can be spent per week, so the effect stays for at at least 3 months. The taboo/fad also becomes part of any splinter groups splitting off from the main group; remove as mentioned above.
 
*'''Wild Revelry approach'''(Simple 6 long, 3m 1w) targets a social group with 1+ Magnitude; roll Cha/Man + Socialize, apply external penalty of leader's MDV and half the group's Magnitude. Success makes the group feel an Emotion strongly. This is UMI that requires 1 Loyalty to ignore for 1 scene or 6 Loyalty to ignore forever.
 
*'''Mastery of Small Manners''' (Reflexive, 1m) allows Temujin to treat all social groups as 1 Magnitude smaller (minimum 0), increases his effective Appearance by 1, and lets him understand the basic motivations of everyone as though he rolled 3 sux on an Investigation roll to understand them. This Charm lasts until his next action. When upgraded by '''Golden Courtier Infallibility''' (Permanent), it also adds (Socialize) to the difficulty to read his social qualities such as Intimacies, Motivations, etc, and it is impossible to tell if he's lying. It contests perfect truth-telling effects with (Essence) successes on the opposed roll.
 
  
 
=Combos=
 
=Combos=
 
==Purity of the Breath (Physical Combat Power-Up Combo)==
 
 
Flashing Vengeance Draw <br>
 
First Melee Excellency <br>
 
Solar Counterattack <br>
 
Fivefold Bulwark Stance <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call the Blade <br>
 
Integrity-Protecting Prana <br>
 
Majestic Radiant Presence <br>
 
Invincible Ego Shield <br>
 
Iron Skin Concentration <br>
 
Second Resistance Excellency <br>
 
Graceful Crane Stance <br>
 
Monkey Leap Technique <br>
 
Lightning Speed <br>
 
Foe-Vaulting Method <br>
 
Surprise Anticipation Method <br>
 
Panoptic Fusion Discipline <br>
 
Sagacious Reading of Intent <br>
 
Pilot's Steady Hand <br>
 
 
==The Void of War (General Ranged/Melee Battle-State Combo)==
 
 
First Archery Excellency <br>
 
First Melee Excellency <br>
 
Solar Counterattack <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call the Blade <br>
 
One Weapon, Two Blows <br>
 
Iron Skin Concentration <br>
 
Second Resistance Excellency <br>
 
Surprise Anticipation Method <br>
 
Reversal of Fortune <br>
 
Sagacious Reading of Intent <br>
 
Impossible Maneuver Execution <br>
 
One Man Cavalry <br>
 
 
==Victory of the Wind (Skirmish Combat Archery Attack Combo)==
 
 
First Archery Excellency <br>
 
Accuracy Without Distance <br>
 
Trance of Unhesitating Speed <br>
 
Essence Arrow Attack <br>
 
Rain of Feathered Death  <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call The Blade <br>
 
One Weapon, Two Blows <br>
 
Iron Skin Concentration <br>
 
Second Resistance Excellency <br>
 
Thunderbolt Attack Prana <br>
 
Surprise Anticipation Method <br>
 
 
==The Unrighteous Will Fall (Mass Combat Archery  Attack Combo)==
 
 
First Archery Excellency <br>
 
Arrow Storm Technique <br>
 
Essence Arrow Attack <br>
 
Rain of Feathered Death  <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call The Blade <br>
 
One Weapon, Two Blows <br>
 
Iron Skin Concentration <br>
 
Second Resistance Excellency <br>
 
Thunderbolt Attack Prana <br>
 
Surprise Anticipation Method <br>
 
 
 
==Victory of the River (Multiattack Melee Attack Combo)==
 
 
First Melee Excellency <br>
 
Hungry Tiger Technique <br>
 
Iron Whirlwind Attack <br>
 
Solar Counterattack <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call The Blade <br>
 
One Weapon, Two Blows <br>
 
Iron Skin Concentration <br>
 
Second Resistance Excellency <br>
 
Thunderbolt Attack Prana <br>
 
Surprise Anticipation Method <br>
 
 
==Whisper From The Soul (Social Power-Up Combo)==
 
 
First Presence Excellency <br>
 
Irresistible Salesman Spirit <br>
 
Temptation-Resisting Stance <br>
 
Majestic Radiant Presence <br>
 
Surprise Anticipation Method <br>
 
Solar Counterattack <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call The Blade <br>
 
Judge's Ear Technique <br>
 
Sagacious Reading of Intent <br>
 
Mastery of Small Manners <br>
 
 
==Voice of the Storm (Social Battle-State Combo)==
 
 
First Presence Excellency <br>
 
Terrifying Apparition of Glory <br>
 
Enemy-Castigating Solar Judgement<br>
 
First Performance Excellency <br>
 
Heart-Compelling Method <br>
 
Surprise Anticipation Method <br>
 
Solar Counterattack <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call The Blade <br>
 
Judge's Ear Technique <br>
 
Sagacious Reading of Intent <br>
 
Mastery of Small Manners <br>
 
 
==The Heart Speaks (HTT Mindrape Combo)==
 
 
Hypnotic Tongue Technique <br>
 
First Presence Excellency <br>
 
Terrifying Apparition of Glory <br>
 
Enemy-Castigating Solar Judgement<br>
 
Surprise Anticipation Method <br>
 
Solar Counterattack <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call The Blade <br>
 
Sagacious Reading of Intent <br>
 
Mastery of Small Manners <br>
 
 
==Knowing The Rhythm Of The Heart (Social Profiling Combo 1)==
 
 
Second Investigation Excellency <br>
 
Evidence-Discerning Method <br>
 
Judge's Ear Technique <br>
 
Consumer-Evaluating Glance <br>
 
Surprise Anticipation Method <br>
 
Solar Counterattack <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call The Blade <br>
 
Sagacious Reading of Intent <br>
 
Mastery of Small Manners <br>
 
 
==Scrutiny's Sweet Sting (Social Profiling Combo 2)==
 
 
Second Investigation Excellency <br>
 
Courtier's Eye Technique <br>
 
Judge's Ear Technique <br>
 
Consumer-Evaluating Glance <br>
 
Surprise Anticipation Method <br>
 
Solar Counterattack <br>
 
Dipping Swallow Defense / Heavenly Guardian Defense <br>
 
Call The Blade <br>
 
Sagacious Reading of Intent <br>
 
Mastery of Small Manners <br>
 
 
==Peace of the Kami (General Medicine Combo)==
 
 
First Medicine Excellency <br>
 
Flawless Diagnosis Technique <br>
 
Contagion-Curing Touch <br>
 
Instant Treatment Methodology <br>
 
 
==Balm of Blessed Restoration (HL-restoring Medicine Combo)==
 
 
First Medicine Excellency <br>
 
Wound-Mending Care Technique <br>
 
Contagion-Curing Touch <br>
 
 
  
 
=Essence=
 
=Essence=
Line 769: Line 468:
 
*Peripheral: 47/47
 
*Peripheral: 47/47
 
*Immortal Rider's Advantages: 13/13
 
*Immortal Rider's Advantages: 13/13
*Chloe's special Peripheral Pool: 0/0 (5 committed)
+
*Committed to Charms:  
*Skin-Mount Setting Peripheral Pool: 10/10
+
*Committed to artifacts:  
*Committed to Charms: 0
 
*Committed to artifacts: 5 (Perfected Boots, Hearthstone Bracers)
 
 
*Willpower: 10/10
 
*Willpower: 10/10
 
*Anima status: Quiescent
 
*Anima status: Quiescent
Line 788: Line 485:
 
==Physical==
 
==Physical==
 
*Join Battle: Wits 5 + Awareness 5 + Specialty 3 + Merit 3 = 16
 
*Join Battle: Wits 5 + Awareness 5 + Specialty 3 + Merit 3 = 16
*Dodge DV: (Dex 5 + Dodge 3 + Essence 3 + Spec 3 + HSBs 3)/2 = 9
+
*Dodge DV: (Dex 5 + Dodge 3 + Essence 3 + Spec 3)/2 = 7
 
+
*Parry DV:
*Lethal Soak: Stamina 4 + Invincible Essence Reinforcement 12 + Silken Armor 5L + Orichalcum Chain Shirt 7L = 28L
+
*Lethal Soak: Stamina 4 + Invincible Essence Reinforcement 12 = 16L
*Lethal Hardness: Orichalcum Chain Shirt 3 = 3L Hardness
+
*Lethal Hardness: 0
*Bashing Soak: Stamina 4 + Invincible Essence Reinforcement 12 + Silken Armor 3B + Orichalcum Chain Shirt 5B = 24B
+
*Bashing Soak: Stamina 4 + Invincible Essence Reinforcement 12 = 16B
*Bashing Hardness: Orichalcum Chain Shirt 3 = 3B Hardness
+
*Bashing Hardness: 0
 
 
*Perfect Straight Sword "Pillow Talk" Speed 3(3) Accuracy 16/19 Damage 10L Parry DV 7/8 Rate 3 Tags P
 
*Perfect Fighting Gauntlet "Red Right Hand" Punch Speed 5(3) Accuracy 13/16 Damage 12B Parry DV 8/10 Rate 2 Tags M
 
*Perfect Fighting Gauntlet "Red Right Hand" Clinch Speed 6(3) Accuracy 14/17 Damage 10B Parry DV - Rate 2 Tags C, M, P
 
*Perfect Lookshy Strongbow "Windforce" Speed 5(3) Accuracy 15/18 Damage 8L Rate 3 Range 325 Tags 2,B
 
 
 
Stats after the slash are when Temujin fights an Essence channeller. Temujin's combat stats are Str 4, Dex 5, Archery/Melee 5 and his Specialty is +3 vs Essence Channellers. He also has Prodigy for Melee and Archery, which give +1 to all rolls involving them. <br>
 
Glass sword: Speed 3 Acc +5 Dam +6L Defense +2 Rate 3 Tags P <br>
 
Gauntlet Punch: Speed 5 Acc +2 Dam +8B Defense +5 Rate 2 Tags M <br>
 
Gauntlet Clinch: Speed 6 Acc +3 Dam +6B Defense - Rate 2 Tags C, M, P <br>
 
Windforce Bow: Speed 5 Acc +4 Dam +4L Rate 3 Range 325 Tags 2,B (Temujin usually uses target arrows with it) <br>
 
The orichalcum-and-starmetal hearthstone bracers add +1 to Accuracy and Defense and +2 to Damage (already included in above stats). <br>
 
 
 
 
===Movement===
 
===Movement===
*Move: Dex 5 + Glorious Temple Body 3 + Perfected Boots 3 x2 Gem of Perfect Mobility = 22 yards (57/76)
+
*Move: Dex 5 + Glorious Temple Body 4 = 9 yards
*Dash: Dex 5 + Dash 6 + Glorious Temple Body 3 + Perfected Boots 6 x2 Gem of Perfect Mobility = 40 yards (84/112)
+
*Dash: Dex 5 + Dash 6 + Glorious Temple Body 4 = 15 yards
**Skin-Mount Setting doubles all walk/run/sprint speeds.
 
**Lightning Speed adds 8 to each value and Sunbeam-Pursuing Alacrity adds +1 to the multiplier (to a total of x3, or x4 if he spends an extra WP to activate it).<br>
 
  
*High Jump: Str 4 + Athletics 8 +3 Glorious Temple Body + Perfected Boots 2 = 34 (51)
+
Lightning Speed adds 8 to each value and Sunbeam-Pursuing Alacrity doubles the final value (x3 if he spends an extra WP to activate it).<br>
*Long Jump: (Str 4 + Athletics 8 +3 Glorious Temple Body + Perfected Boots 2)x2 = 68 (102)
+
Perfected Boots add 3 to Move and 6 to Dash. <br>
**Monkey Leap Technique doubles jump distances, shown in brackets. When Monkey Leap Technique is active, Temujin may pay 2m as a reflexive nonCharm action to pursue the enemy.
+
Monkey Leap Technique permits reflexive jumps at (Str 4 + Athletics 5 + Spec 3 + 2 Perfected Boots)x2 = 28 yard jump vertical and 56 yard jump horizontal.
**Monkey Stone reduces Ath difficulties by 2 and doubles leaping distance (total of triple)
+
When Monkey Leap Technique is active, Temujin may pay 2m as a reflexive nonCharm action to pursue the enemy.
  
 
==Social==
 
==Social==
 
*Join Debate: Wits 5 + Awareness 5 + Specialty 3 + Merit 3 = 16
 
*Join Debate: Wits 5 + Awareness 5 + Specialty 3 + Merit 3 = 16
 
*Dodge MDV: (Willpower 10 + Integrity 5 + Spec 3 + Essence 3)/2 = 11
 
*Dodge MDV: (Willpower 10 + Integrity 5 + Spec 3 + Essence 3)/2 = 11
*Parry MDV: (Manipulation 5 + Presence 5 + Spec 3 + Silver Tongue 2)/2 =8
+
*Parry MDV: (Manipulation 5 + Presence + Spec 3 + Silver Tongue 2)/2 =8
 
 
*Investigate: Speed 5 Accuracy 8/11  Mental PDV Rate 2
 
*Performance: Speed 6 Accuracy 8/11 Mental PDV Rate 1
 
*Presence: Speed 4 Accuracy 11/14 Mental PDV Rate 2
 
 
 
Stats after the slash are when Temujin engages an Essence channeller. Temujin's social combat stats are Charisma 5, Manipulation 5, Appearance 4, Presence 5, Investigation/Performance 3, and his Specialties are +3 vs Essence Channellers. He also has Prodigy for Presence, which gives +1 to all Presence rolls (factored in above), Enchanting Features, which gives +4 dice on social rolls against people who would normally be attracted to him, and Silver Tongue, which gives +2 to all Manipulation rolls involving dishonesty. The last two have not been included. <br>
 
  
 
==Health Levels==
 
==Health Levels==
*-0x1 -1x6 -2x10 -4x1 Incapacitated
+
*-0x1 -1x7 -2x12 -4x1 Incapacitated
 
*(wounds are designated as ''bashing'', '''lethal''' or <strike>aggravated</strike>)
 
*(wounds are designated as ''bashing'', '''lethal''' or <strike>aggravated</strike>)
  
 
=Equipment=
 
=Equipment=
Perfect Lookshyan Strongbow (banished with Summoning The Loyal Bow) <br>
+
Perfect Chiaroscuran glass straight sword
*Enchanted with Air Elemental Empowerment (Lightness) <br>
+
 
Perfect Chiaroscuran glass straight sword "Pillow Talk" (banished with Summoning The Loyal Steel) <br>
+
=Ability Summary=
*Enchanted with Air Elemental Empowerment (Lightness) <br>
+
 
The Red Right Hand (Perfect fighting gauntlet) <br>
+
In general, Temujin has a LOT of Charms; however, he is not much more powerful than normal, largely because most of the Charms do not have more than 2 prerequisites and none have more than 3. Certain Charms which might have made sense for him to acquire were not taken (Dragon Riding Meditation, many War Charms, sorcery...) because it seems more meaningful to acquire them through play.
*Enchanted with Earth Elemental Empowerment (Solidity) <br>
+
 
Silken Armor (attuned) <br>
+
==Physical==
Orichalcum Chain shirt (attuned) <br>
+
 
Aegis-Inset amulets <br>
+
===Archery===
Perfected Boots <br>
+
 
Skin-Mount Setting (does not need implantation, A3 version) <br>
+
*For Archery, with There Is No Wind (Supplemental, 3/5m) he can ignore most penalties to his attacks for 3m and extend his range to his line of sight (which is VERY long; he has Keen/Unsurpassed Sight Discipline) for 5m.
*Gem of Perfect Mobility (Set into skin-mount setting) <br>
+
*He has Accuracy Without Distance (Supplemental), which is a true perfect attack for 1m, 1wp, though he's not a big fan of spamming it.
Ghost-Seeing Shades (A3) <br>
+
*With Summoning The Loyal Bow (1m, Simple 3) and Flashing Vengeance Draw (Supplemental) (3m), he can quickdraw his (archery weapon) and gain 3 successes for himself at the beginning of combat.
Starmetal-and-Orichalcum Hearthstone Bracers, with 2 Hearthstone settings (A3) <br>
+
*With Essence Arrow Attack (Supplemental, 2-4m) he can add +3 damage base to his attacks for 2m, and he can add 4 damage, make the attack a Holy star shell or set victims on fire) for 1 mote more each.
*Monkey Stone <br>
+
*He can produce his own ammunition for 1m a pop (Reflexive Noncharm), attack the same target up to 4 times as a magical full pool flurry for 2m apiece (ExAct), and attack up to 9 separate targets for 8m, 1w (Supplemental) (he can apply them all to the same mass combat unit, though).
*Glade Stalker's Stone <br>
+
*For 1m, he can also use One Weapon, Two Blows (Reflexive) to improve his bow's Accuracy and Rate by 1.
[[Chloe the Claw Strider]] <br>
+
 
 +
===Melee===
 +
 
 +
*For Melee, he has all the basic Melee combat Charms, like Hungry Tiger Technique (Supplemental), which doubles spillover successes to damage for 1m.
 +
*He also has One Weapon, Two Blows (Reflexive), which is permanently active on all his Melee attacks (they all have +1 Accuracy and +1 Rate), and he can activate it again for 1m to stack with the permanently active version.
 +
*He has Solar Counterattack (Reflexive), so he can counter people at his full pool for 2m.
 +
*Defensively, he has Dipping Swallow Defense (Reflexive) and Bulwark Stance (Reflexive), which allow him to ignore all DV penalties for 1 attack (2m) or an action (5m). Both are enhanced by Steel Curtain Dance (Permanent), which lets him add another weapon's Defense rating to his PDV when using DSD or BS, and Gilded Champion Refuge (Reflexive) lets him apply his PDV to all willing allies within 5 yards for 1 tick for 2m. For one scene, he can ignore onslaught penalties and reduce the penalties he takes on each of his actions by 1, with Fivefold Bulwark Stance (Simple 6, 5m, 1w). He also has Heavenly Guardian Defense, which is 4m to perfect parry any attack he can perceive.
 +
*He has Call The Blade and Summon The Loyal Steel (Simple, Speed 3), which allow him to summon and banish his sword for 1m apiece. He also has Iron Raptor Technique (Simple 5), which lets him throw his sword up to 24 yards away and make a normal attack before coming back to him.
 +
 
 +
===Athletics===
 +
 
 +
*He has a lot of Athletics Charms; Graceful Crane Stance (Reflexive, 3m) gives him perfect balance for one scene and Perfect Poise Stance (Permanent) makes activating it no longer count as a Charm activation, and lets him spend 1m to negate all fall damage by catching hold onto something.
 +
*Feather-Foot and Spider-Foot Style (both Reflexive, 4m) let him walk on liquids and walk up vertical or inverted surfaces as long as he keeps moving.
 +
*Lightning Speed (Reflexive, 3m) increases his Move/Dash distances by his Athletics rating (8, usually) and doubles the final result for one scene.
 +
*Nimble Footwork (Permanent) means his Move and Dash ratings can never be reduced below 5 or 11 ypt respectively and Glorious Temple Body (Permanent) permanently adds 3 to his S+A total for feats of strength, to his Move and Dash distances and to his base high jump distance (doubled for long jumps).
 +
*Foe-Vaulting Method (Reflexive, 1m) adds 8 dice to all attempts to re-establish surprise in a scene, while Thunderbolt Attack Prana (Supplemental, 3m,1w) adds 1 bonus success to any attack he makes and doubles its post-soak damage.
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*He can use Increasing Strength Exercise (Simple 6, 3m/dot) to increase his Strength by up to 3 dots for a scene and while it's active, he can break objects (S+A) as a Miscellaneous action.
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*Monkey Leap Technique (Reflexive, 3m) lets him double all jump distances and Jump as a reflexive action once every 5 ticks for one scene. While it is active, he can pay 2m to reflexively jump his maximum Jump distance to pursue someone. Soaring Crane Leap (Reflexive, 2m) does the same thing, but only for 1 action, though it does multiply his Jump distances by 5 instead of 2 (note that it does not stack with Monkey Leap).
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===Resistance===
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*Resistance-wise, he can set his Hardness to 8 against any one attack with Durability of Oak Meditation (3m, Reflexive) or completely ignore its damage with Iron Skin Concentration (Reflexive, 2m) if he makes a Sta+Resistance roll with a difficulty of his attacker's Essence (max 6).
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*Body-Mending Meditation (Simple 6, 10m) lets him speed his healing rate by 10 or augment Wound-Mending Care Technique by rolling Sta+Resistance and adding the successes to the WMCT roll. Warrior's Adversity Divestment (Permanent) means that he is always treated as resting for the purposes of natural healing.
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*Invincible Essence Reinforcement (Permanent) recalculates his base bashing and lethal soak to Stamina+12 even when naked, and he has 4 extra -1 HLs and 8 extra -2 HLs thanks to Ox-Body Technique (Permanent).
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*Tireless Sentinel Technique (Simple, 3m/day) lets him go without sleep for up to 8 days with no ill effects, though he suffers 1 unsoakable level of bashing per day after that, which he has to heal through natural rest before activating the Charm again.
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*Sustenance of Inner Glory lets him go without food for 11 days with no ill effects, only accumulating a -1 penalty for every 2 days after that. In addition, he can hold his breath for 40 minutes, and can increase this number by rolling Sta+Resistance and increasing the amount of time he can hold his breath by 10 minutes per success.
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===Survival===
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*In Survival, he can use Friendship With Animals Approach (Reflexive, 3m) to talk to animals as though they possessed a common language and they won't attack him unless driven by unusual pain or fear.
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*With Spirit-Tied Pet (Simple 6, 10m, 1w, 1 xp) he can make any animal his Familiar.
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*With Bestial Traits Technique, he can improve an animal's Str/Dex/Sta/Per by up to 2, improve its Valor up to 4, improve its Ath/Awareness/Resistance/Survival/MA up to his current rating, give it up to its Stamina in extra -1 HLs (with the option of increasing its size by 10% with each one) and improve its Intelligence to a 6-year old child's level. If the animal is his Familiar, he can increase the maximums by 1 each and train it up to adult human intelligence.
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*Also, he can ignore penalties to Survival rolls imposed on him by his environment for an Indefinite period with Hardship-Surviving Mendicant Spirit (Reflexive, 10m).
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==Mental==
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==Social==

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