Khayinsolar

From RPGnet
Revision as of 16:10, 2 December 2011 by Silent Wayfarer (talk | contribs) (Created page with "Attributes Strength 5 Dexterity 5 Stamina 3 Charisma 5 Manipulation 1 Appearance 3 Intelligence 3 Perception 5 Wits 3 Abilities Archery 2 Martial Arts 5 (In Armor +3) Melee 5 ...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Attributes Strength 5 Dexterity 5 Stamina 3

Charisma 5 Manipulation 1 Appearance 3

Intelligence 3 Perception 5 Wits 3

Abilities Archery 2 Martial Arts 5 (In Armor +3) Melee 5 (Swords +3) Thrown 5 (Javelins +3) War 5 (Outnumbered +3)

Integrity 4 (Against Essence-Channellers +2) Performance 1 Presence 5 (Persuasion +3) Resistance 5 (In Combat +3) Survival 3 (Tracking +1)

Investigation 5 (Interviews +3) Lore 1 Medicine 5 (Acupressure +3) Occult 5

Athletics 5 (Combat Movement +3) Awareness 5 (Sensing Ambushes +3) Stealth 1

Linguistics 2 (Old Realm, Low Realm, Directional Language)

Charms

Martial Arts Solar Hero Style - Up to Form Hero's Fatal Resolve Heaven Thunder Hammer Crashing Wave Throw Dome-Shattering Smite Lightning Strikes Twice Thunder Breaks Clouds

Melee Second Melee Excellency Infinite Melee Mastery Melee Essence Flow

Call The Blade Glorious Solar Saber (3m: creates a weapon of Artifact rating of (Essence -1), 5m: creates a weapon with an Artifact rating of up to Essence, or 2 weapons of rating Essence/2, may commit GSS costs so no need to reinvoke and can draw with quickdraw Charms) Sun-Sword Concentration Iron Raptor Technique

Hungry Tiger Technique Golden Destruction Cut Fire and Stones Strike Rising Sun Slash One Weapon, Two Blows Peony Blossom Attack Grass-Cutting Strike Iron Whirlwind Attack Invincible Fury of the Dawn

Dipping Swallow Defence Bulwark Stance Heavenly Guardian Defense Guardian Sunfire Catechism Fivefold Bulwark Stance Arrow Pennant Aegis Perfect Blade Aegis Final Sunset Stance Fading Light Quickening Cross-Fang Maelstrom

Solar Counterattack Ready In Eight Directions Stance

Thrown Joint-Wounding Attack Returning Weapon Concentration Spirit Weapons Fiery Solar Chakram Angle-Tracing Edge Flashing Draw Mastery Swarm-Culling Instinct Torrent of Inner Light Triple-Distance Attack Technique Cascade of Cutting Terror Observer Deceiving Attack Falling Icicle Strike

War First War Excellency Elegant Dance of Bow And Blade Dawn King's Strife Heroism-Encouraging Presence Tiger-Warrior Training Technique Legendary Warrior Curriculum Immanent Solar Glory x4 Cover-Shrouding Movement Vanishing March Maneuver

Integrity First Integrity Excellency Temptation-Resisting Stance Elusive Dream Defense Phoenix Renewal Tactic (Conviction/Valor) Epic Zeal of Conviction/Valor Champion of Conviction/Valor Meditation Righteous Lion Defense Shedding Infinite Radiance Unhesitating Dedication Integrity-Protecting Prana Rising Sun Soul

Presence First Presence Excellency Majestic Radiant Presence Resplendent Aura of Awe (HFE) Terrifying Apparition of Glory Injunction of the Lawgiver x2 (HFE) Irresistible Salesman Style Hypnotic Tongue Technique Glorious Imperative Mind Yields to Glory You Can Be More

Resistance First Resistance Excellency Durability of Oak Meditation Iron Skin Concentration Spirit Strengthens The Skin Adamant Skin Technique Invincible Essence Reinforcement x4 Essence-Gathering Temper Unabating Fury Focus Immunity To Everything Technique Steel-Body Mastery (ECTG) Ox-Body Technique x4

Survival Friendship To Animals Approach Spirit-Tied Pet Bestial Traits Technique Hardship-Surviving Mendicant Spirit Element-Resisting Prana Steadfast Elemental Emperor Stance Eternal Elemental Harmony

Investigation Second Investigation Excellency Investigation Essence Flow Judge's Ear Technique Irresistible Questioning Technique Evidence-Discerning Method Oracular Magistrate Understanding Golden Magistrate Clarity (HFE) Heart-Reading Glance (HFE) Courtier's Eye Technique Conspiracies Laid Bare (ECTG p.15) Consumer-Evaluating Glance Studied Motive Contemplation (ECTG p.16) Know the Soul's Price Legacy-Detecting Glance

Medicine Second Medicine Excellency Medicine Essence Flow Instant Treatment Methodology Flawless Diagnosis Technique Wholeness-Restoring Meditation Ailment-Rectifying Method Body-Purifying Admonitions Contagion-Curing Touch Wound-Mending Care Technique Touch of Blissful Release Mind-Soothing Anodyne Perfected Lustration Methodologies (HFE) Woe-Conquering Hands (HFE) Aura of Salubrity (HFE)

Occult Spirit-Detecting Glance Magic-Shattering Strike All-Encompassing Sorcerer's Sight Sorcerer's Burning Chakra Spirit-Cutting Attack Demon-Slaying Essence (ECTG, p.18) Ghost-Eating Blow

Athletics First Athletics Excellency Lightning Speed Sunbeam-Pursuing Alacrity x2 (HFE) Thunderbolt Attack Prana Monkey Leap Technique Increasing Strength Exercise Glorious Temple Body Graceful Crane Stance Feather-Foot Style Spider-Foot Style Flying Faith Legion Unparalleled Acumen Meditation

Awareness Second Awareness Excellency Panoptic Fusion Discipline Surprise Anticipation Method Wary-God-King Vigilance (ECTG)

Linguistics Sagacious Reading of Intent

Backgrounds Manse 1 - Jewel of the Flying Heart Manse 4 - Twice-Striking Lightning Prism Artifact 2 - Soul-Blade Gauntlet (allows inset Hearthstone to modify GSS-created weapons, reduces Speed of GSS-created weapons by 1) Artifact 4 - Unit 01 (counts as FA Gunzosha Armor)

Virtues/Essence Compassion 3 Conviction 5 Temperance 2 Valor 5 Willpower 10 Essence 4 Personal 22 Peripheral 93 Overdrive 25

Active Charms: Glorious Solar Saber (5m, Artifact 4 daiklave) Hardship-Surviving Mendicant Spirit (0m commit, immunity to all environmental effects) Unparalleled Acumen Meditation (6m commit, grants Graceful Crane Stance, Monkey Leap Technique, Lightning Speed, Spider-Foot Method and Cloud-Foot Method)

Capabilities

Martial Arts When striking: - 1m, Supplemental: double presoak damage vs inanimate objects and ignore their soak. - 2m, Supplemental: knock target back 20 yards + 3 yards per die of presoak damage; for 1m count target as having struck a hard object within 20 yards before calculating knockback damage. - 3m, Reflexive, Instant: Roll Steps 7-10 twice when damaging opponent. - 10m, 2w, Reflexive: when doing any damage in Step 10, destroy all MI less than akumafication or Great Curse affecting target.

When grappling: - 3m, Reflexive: add 4 dice to all clinch rolls and clinch damage (does not count as Charm bonus), clinch damage is lethal. - 2m, Reflexive: when ending clinch: throw target 56 yards vertically or 112 yards horizontally, target takes damage as HTH if striking objects.

When knockbacking: - 2m, 1wp, NonCharm Reflexive: sacrifice knockback damage to teleport to target and attack him again.

When defending: - 1m, Reflexive, 1 tick: +1 PDV (not Charm bonus), successful parries add a free reflexive attack to stock (max 8). - 2m or 4m, Reflexive, Instant or 1 action: Ignore penalties to Melee DV besides inapplicability. - 3m or 5m, Reflexive, Instant or 1 action: Make counterattack at full pool.

Other benefits: - Permanent: Every opponent that rolls Join Battle grants him their Essence/2 in Overdrive motes. - Permanent: May make reflexive Thrown attack at anyone with lower JB result than him, or may stock them. - 1m, Reflexive: +1 Acc, +2 Dam to unarmed MA attacks for 1 action. Does not count as Charm use if Solar Hero Form is active. - 6m, Simple (Speed 6 DV -1): Solar Hero Form (+8B/L soak, spend 1m in Step 7 of MA attacks to replicate HTT effect for unarmed MA attacks)

Melee When attacking: - 1m, 3+ stocked attacks, ExAct, Instant: sacrifice 3-8 stocked attacks to create a flurry as per IWA, except can only target one opponent. Attacks carry an additional coordinated attack penalty equal to the number of attacks aimed at target. Hopping dodges refund any "wasted" attacks. - 2m or 4m, Simple, Instant: For 2m, throw weapon up to 32 yards to attack an opponent. For 4m, fire energy blade from weapon instead, which is unblockable without Charms. Both forms inflict knockdown if they hit, and can trigger Lightning Strikes Twice. - 3m or 7m, Simple, Instant: Apply Melee attack to all targets within 3 yards; if you spend 7m, apply it to all targets within 64 yards. - 4m or 6m, Supplemental, Instant: attack is unblockable; for 6m is also Holy and undodgeable by CoDs. - 5m, 1w, ExAct, Instant: Make up to 8 attacks against one or more targets.

When striking: - 1m, Supplemental, Instant: Triple overflow successes on Melee attacks when calculating raw damage. - 1m, Supplemental: double presoak damage vs inanimate objects and ignore their soak. - 1-5m, Supplemental, Instant: Spend 1-5m enhancing the attack and add that many dice to post-soak damage. - 3m, Reflexive, Instant: Roll Steps 7-10 twice when damaging opponent.

When defending: - 1m, Reflexive, 1 tick: +1 PDV (not Charm bonus), successful parries add a free reflexive attack to stock (max 8). - 2m or 4m, Reflexive, Instant or 1 action: Ignore penalties to Melee DV besides inapplicability. - 3m or 5m, Reflexive, Instant or 1 action: Make counterattack at full pool. - 4m or 7m, Reflexive, Instant or 1 tick: perfect parry (Conviction Flaw).

Other benefits: - Permanent: When using shield, increase melee PDV against attacks from outside engagement range by 1 (does not count as Charm bonus) and reduce cost of Melee Charms used to defend against them by 1, minimum 0. - Permanent: Increase Melee PDV by 2 (counts as Charm bonus) - Permanent: May make reflexive Thrown attack at anyone with lower JB result than him, or may stock them. - 1m, NonCharm Reflexive, Instant: Sacrifice stocked attacks to add 2m to Overdrive pool. - 1m, NonCharm Reflexive, Instant: Summon weapon from up to 40 yards away; 8 yards during combat. - 3m or 5m, 1 wp, Simple, Indefinite: For 3m, 1wp, create one Holy orichalcum artifact weapon of rating 3 or less. For 5m, 1wp, create 2 such weapons or a weapon of rating 4 or less. Melee weapons only. Weapons created have an additional +1 Acc, +1 Dam and +1 Rate. By committing the cost of the Charm, our hero can dismiss the GSS and resummon it for 1m as a reflexive action through Call the Blade or Elegant Dance of Bow and Blade. For every action it is used, it adds 1m to the Overdrive pool.

Thrown When attacking: - 1m, Supplemental, Instant: Opponents need 4 successes on a Wits+Awareness roll to notice our hero attacking; all evidence indicates attack came from an arbitrary angle named by the Solar. - 2m, Supplemental, Instant: Range of attack x10, ignore all external penalties from environmental conditions - 5m, Supplemental, Instant: Double attack successes before comparing to DV, ignore target's Dodge DV.

When striking: - 1m, Supplemental, Instant: unexpected attacks supplemented by this Charm double post-soak damage. - 2m, Supplemental, Instant: each HL inflicted by this attack also inflicts a -1 internal penalty as a Crippling effect for 1 scene on Physical Attribute die pools and equivalent static ratings.

Other benefits: - Permanent: +3 successes on any attempt to recover throwing weapons - Permanent: Always aware of position and range of everyone attacking him. - Permanent: May make reflexive Thrown attack at anyone with lower JB result than him, or may stock them. - Permanent: Unexpected attacks ignore Hardness. - 0m, Reflexive, Scene: Create any mundane throwing weapon with cost of up to Resources 2; weapon is also Holy and adds +5 Acc, +5 Dam, but vanishes when anyone uses them to attack. - 1m, NonCharm Reflexive, Instant: Summon weapon from up to 40 yards away; 8 yards during combat.

War

Tactical Benefits: - Permanent: may cross-apply all Dawn Ability Excellencies. - Permanent: may reflexively swap readied weapons, costs 1 mote per weapon after the first. - 3m or 3m, 1wp, Reflexive, 1 action: Solar (and his unit with +1WP surcharge) becomes impossible to target with attacks from outside his engagement range. - 5m or 5m, 1wp, Reflexive, Scene: all allies within 80 yards are fearless, and Valor channels made by them add successes instead of dice. Success on the action refunds the WP used to channel Valor. costs 5m, 1 wp in mass combat and 5m in skirmish or social combat. - 5m or 5m, 1wp, Reflexive, 1 action: Solar (and his unit with +1WP surcharge) becomes impossible to target with attacks.

Training Benefits: - 10m, 2w, Simple, 1 week: for every 5 hours of lessons/week, increase Drill by 1, to max of 5. May improve Valor, Strength, Dexterity, Stamina, Archery, Dodge, MA, Melee, Thrown, War, Integrity, Resistance, Survival, relevant Crafts, Medicine, Athletics, Awareness, Stealth, Ride or Sail by 1/week, to a maximum of 4 or the Solar's own rating, whichever is lower. May improve WP to a max of 7. May also add 1 artificial 2d specialty.

Other Benefits: - Permanent: +40m to Peripheral Essence pool, may only be refilled by mote regain Charms or by performing admin tasks/leading a unit, regaining motes equal to unit Mag per hour this is done.

Integrity Social Defenses: - Permanent: any MI that causes our hero to betray or forsake the Intimacy of "Being A Hero" is an unacceptable order. - 6m, Reflexive, Scene: add Temperance or another Virtue to Dodge MDV. - 5m, Reflexive, 1 story: create an Intimacy that cannot be violated (all attempts to make him betray or forsake it are unacceptable orders)

Other Defenses: - 5m, 1w, Reflexive, 1 day: immune to all Shaping effects.

Other Benefits: Permanent: may recover a Conviction or Valor channel instead of a WP point from a stunt or any source. Permanent: any Conviction or Valor die roll adds successes instead of dice. Permanent: channelling Conviction or Valor does not cost a WP. Permanent: anima counts as true sunlight, out to 30 yards Permanent: anima power now gives a flat +2 DV and adds +1 Acc and +2 Dam to all attacks. - 4m, 1wp, Simple, Indefinite: gain a new Motivation, with all benefits and drawbacks thereof, maximum of 5 new Motivations.

Presence Social Attacks: - 3m, Supplemental, Instant: double successes (before MDV) on a roll to make a bargain or encourage an action. Combo-Basic. - 3m, Supplemental, Instant: victim's Dodge MDV is inapplicable, may turn supplemented NMI to UMI, order costs +1 WP to resist. - 5m, 1w, Supplemental, Instant: may build or repair Intimacies shared with a target, or may change a Motivation into a heroic one and turn a mortal into a heroic mortal. - 10m, Simple, 5 days: may issue an order that must be obeyed; resisting the order costs 5 WP or 1 WP/day for 10 days. Target must spend 4 wp to remember they were even given the order in the first place.

Social Auras: - 7m, Reflexive, Scene: negates any physical or social attack made against user unless they makes a reflexive diff 4 WP roll. Attacker may pay 3 WP to ignore, but our hero may make Cha+Pres roll as a misc action vs their MDV to ignore the WP spend.

Resistance Damage Resistance: - Permanent: natural soak is 15B/L, natural Hardness is 4B/L - 1m+, Reflexive, Instant: reduce presoak damage by 1 die per mote. - 2m, Reflexive, Instant: negate all damage on a successful Sta+Res roll of diff (attacker's Essence, max 6) - 3m, Reflexive, Instant: set Hardness vs 1 attack to 8 - 4m, Reflexive, Instant: perfectly negate all damage (Conviction Flaw)

Other Resistance: - 6m, 1w, Reflexive, Scene: immune to Poison/Sickness effects.

Other Benefits: - Permanent: reduce armor fatigue and mobility penalties by 1 (orich armors are reduced by 2 instead) - Permanent: 4 extra -1 HLs, 8 extra -2 HLs. - Permanent: being hit (without taking damage) gives 1 OD mote, taking a bashing HL gives 2 OD motes, taking a lethal/agg HL gives 3 OD motes. This gain also occurs when perceiving an ally being struck or injured as above. These injuries/attacks cannot be self-inflicted, inflicted by the Solar, or permitted to strike. - Permanent: OD motes do not fade until Solar sleeps.

Survival Animal Handling: - 3m, Reflexive, Scene: natural animals will not attack the character unless provoked or driven by unusual pain or fear; permits communication with animals as though they shared a common language. - 10m, 1w, 1xp, Simple, Instant: increase Familiar background by 1. - 10m, 2w, Simple, 1 week: for every 5 hours of lessons/week, improve Str/Dex/Sta or Per by 1 (to max of species average +2), improve Athletics, Awareness, MA, Resistance or Survival by 1, to max of Solar's rating, grant it a -1 HL and optionally increase its size by 10% (maximum of its Stamina), or give it the intelligence of a 6-year old. Familiars improve all the maximums by 1 and may have an intelligence of an adult human.

Environmental Resistance: - 5m, Reflexive, Indefinite: gain immunity to all environmental penalties/hazards/damage. At Ess 6+, cost becomes 0m.

Investigation

Cross-examination: - 2m, Reflexive, Instant: Roll Per+Investigate vs diff 1, subtracting (Man+Soc)/2 sux. 1 sux reveals target's intentions and Motivations, 3 sux reveals all Virtues, 5 sux reveals all Intimacies, 6+ sux also grants a quick impression of surface thoughts. This Charm always reveals thoughts of guilt if target has committed a crime. - 3m, Reflexive, Scene: recognize any lie and half-truth encountered; add Essence to (Per+Investigate) roll made when opposing other Charms. - 3m or 3m 1w, Simple, Instant: Per+Investigate vs diff 1, subtracting (Man+Soc)/2 sux. Success reveals target's Resources and Influence ratings, and may guess at how many allies the target considers himself to have and how much power he wields through organization-specific Backgrounds. May only be used on target 1/scene. For extra 1 wp, reveal the names and identities of up to 4 closest allies, contacts and employers per spillover success. - 4m, Simple, Scene: Roll Cha+Investigate vs victim's MDV; success means the victim must answer our hero honestly. May spend 1wp to resist for 5 minutes; max of 3 wp. - 5m or 7m 1w, Simple, Instant: Roll Cha+Investigate against difficulty of target's (Man+Soc)/2; spillover successes reduce external penalties on dramatic, social and mass-combat actions taken against the character. May also apprehend direct Motivations of target's actions in any scene where both the Exalt and target are present; more spillover successes gives more information. For instance, 1 sux would show that an assassin is a member of a group that intends to kill the Solar, 3 sux reveal that this group is a Creation-spanning conspiracy of rebellion, 5 sux reveal that the conspiracy is itself being manipulated by someone else, and 6+ sux would reveal that the Solar’s trusted advisors from Heaven have orchestrated the action. For 7m this Charm is Reflexive. - 5m 1w, Reflexive, Instant: Roll Per+Investigate vs diff 1, subtracting (Man+Soc)/2 sux. Success forces target to declare his price; meeting the price makes the target loyal as a Servitude effect and they must spend 1 wp to act in a disloyal manner. This lasts until our hero betrays the bargain or spends 10wp to behave disloyally.

Medicine

Diagnosis - 1m, Reflexive, Instant: determine which traits and symptoms of the patient are medically related. With a 5 long tick Per+Medicine roll it protects perfectly against misdiagnosis. With enough information, can accurately identify each condition affecting the patient including its source and other effects. Without enough information, the Solar knows his information is incomplete.

Treatment - Permanent: all attempts to treat Poison, Sickness and Crippling effects are considered supernatural. 1 sux on any roll to treat ordinarily incurable Poison, Sickness and Crippling effects lets the Solar spend 5m to banish said effect. This treatment takes 20 min /1 hour / 1 hour unless sped by a stunt or a Charm. Recovering from otherwise incurable Crippling effects (amputation, blindness) takes several days. - (1m 1w), Permanent: neutralize all mundane poisons and disease not currently afflicting people within 4 yards. Spend 1m 1w to flare anima to 11-15 mote level and expand cleansing radius to 20 yards. Enhanced aura will also cleanse magical poisons and diseases not currently afflicting people provided Solar rolls above the Toxicity or Morbidity on Essence+Medicine. - 1-4m, Simple, 4 hours: negate penalties from Poison, Crippling, Sickness or fatigue effects equal to the motes paid. Motes may be committed from the patient's pool rather than the Solar's (he still has to pay the cost). - 2m, Supplemental, Instant: ignore all penalties for not having medical tools, supplies or poor conditions. - 3-5m 1w, Simple, Instant: treat a group of Mag 1-3 simultaneously, multiplying the time required for treatment by the Magnitude of the unit. - 7m, Simple, Instant: complete a Medicine-based dramatic action of up to 1 hour in 7 ticks. - 10m, Supplemental, end of day: roll Int + Medicine; number of successes are number of HLs recovered when treatment completes. If target rested, regain additional 4 HLs. Replaces results of normal Medicine roll. - 10m, Simple, Instant: after 1 hour of psychoanalysis or psychotherapy, target and remove any one derangement from the patient's mind, regardless of source. Also, build an Intimacy to a memory in the target's life, as long as the Intimacy is intact, the derangement may not be reacquired, nor may the memory be altered, poisoned, removed or corrupted.

Occult

When attacking: - 1m/3m, Supplemental, Instant/Scene: may strike spirits, demat or not, and do agg damage to them. When using 3m version, may activate Ghost-Eating Blow as non-Charm action. - 2m, Reflexive, Instant: after damaging/dissipating a spirit, drain 8 motes from it and transfer it to the Solar. Dealing the finishing blow to a spirit permanently kills it. - 15m, Supplemental, Instant: may attack any Obvious sorcery, necromancy or Sorcerous-keyword Charm effect with any combat ability. If effect does not have a discrete form, must atack the center of the AoE, which hs a PDV of Spell Circle x3 or Essence+2 for Sorcerous Charms. Successfully attacking a spell or Charm in this fashion destroys it as per the weakest level of countermagic which can negate it, and refunds (Spell's Circle x4) or (Charm's Min. Essence +2) motes for doing so. May be comboed with any ability.

Sensory enhancements: - 3m, Reflexive, Scene: see/hear/smell/touch demat spirits. - (1m), Permanent, Scene: when anima is at 4-7 mote level or when reflexively commiting 1 mote, gain ability to see motes, Essence-powered effects and invisible and magical creatures/effects. Automatically recognize artifacts, manses, demesnes and Ess 4+ creatures as supernatural. May analyze things with Int+Occult roll at diff 5 to exactly identify effects of Charm/spell, diff 2 to determine rating of Essence, Manse, Demesne or Artifact.