Difference between revisions of "Soft the Sea's Song"

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::::  '''''Trait Effects'''''
 
::::  '''''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>
 
:::::  '''<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''']] <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.
+
:::::  '''''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> ''''' Saxson - WORKING STATS'''''  </font> :   
 
:::::    <font color=red> ''''' Saxson - WORKING STATS'''''  </font> :   
 
::::::  Strength 1 / Dexterity 5 / Stamina 2
 
::::::  Strength 1 / Dexterity 5 / Stamina 2

Revision as of 10:55, 22 May 2008

Age: 11
Date of Birth:  ??
Hair: While Golden blond
Eyes: Violet
Skin: Pale
Homeland:  ??
Height 4'3"
Weight: 75lbs
Sex: female

Languages Known:
High Realm (Kassie cannot read/write yet)
Night Caste.gif

TEPET KASSIOPIA, "KASSIE"

Lawgiver of the NIGHT Caste
Also Known As...
Soft the Sea's Song
Tabula Rasa (the Blank Slate)
Kassiopia the Outcast
Adelpha Sunchild - (dear sister, child of the unconquered sun)

BACKGROUND

???


3x3

Allies

Allies are people that care about your character enough to aid them without payment.

  •  ??name?? [age ??]:
  • gender, race, rank, sobriquet, etc...
  • Brief character description and personality.
  • Short Background, why they know me.
  • Brief Skill/Abilities of note.
  • When/Where last scene by me.


  •  ??name?? [age ??]:
  • gender, race, rank, sobriquet, etc...
  • Brief character description and personality.
  • Short Background, why they know me.
  • Brief Skill/Abilities of note.
  • When/Where last scene by me.


  •  ??name?? [age ??]:
  • gender, race, rank, sobriquet, etc...
  • Brief character description and personality.
  • Short Background, why they know me.
  • Brief Skill/Abilities of note.
  • When/Where last scene by me.


Contacts

Contacts are people that would aid your character but require some sort of payment or promise.

  • Silence makes Victims [age 45]:
  • gender, race, rank, sobriquet, etc...
  • Brief character description and personality.
  • Short Background, why they know me.
  • Brief Skill/Abilities of note.
  • When/Where last scene by me.


  •  ??name?? [age ??]:
  • gender, race, rank, sobriquet, etc...
  • Brief character description and personality.
  • Short Background, why they know me.
  • Brief Skill/Abilities of note.
  • When/Where last scene by me.


  •  ??name?? [age ??]:
  • gender, race, rank, sobriquet, etc...
  • Brief character description and personality.
  • Short Background, why they know me.
  • Brief Skill/Abilities of note.
  • When/Where last scene by me.


Enemies

Enemies are people that dislike your character for any reason, minor as a slight grudge or anything greater.

  • Tepet Ejava [age ??]:
the Roseblack
  • gender, race, rank, sobriquet, etc...
  • Brief character description and personality.
  • Short Background, why they know me.
Tepet Ejava, famously known as the Roseblack, is a close cousin of Tepet Lisano, his deceased twin sister Tepet Felara, and their brother Tepet Aekino. The infamous “Roseblack,” Tepet Ejava, is a brilliant officer on whom the entire House may soon place all its bets.
Meanwhile, the other Great Houses debate the idea of choosing to support the Roseblack, the nickname of Tepet Ejava, a recent military hero and superior strategist who is currently on campaign in the Southwest with the ragtag Vermilion Legion. Even with such a rebellious and broken force under her command, the Roseblack has given the Realm a series of successes and victories that raise people’s hopes for the empire’s glorious survival and renewal.
At present, no one can quite figure out how to keep her safe from Mnemon. If she were recalled to the Blessed Isle, Tepet Ejava would probably face an accident or even obvious assassination the moment she landed. While she is a military genius, she is not as politically savvy a woman as Mnemon—which is, of course, part of the Roseblack’s appeal. But Mnemon is among the most capable sorcerers in the Realm. Even the Roseblack’s most ardent supporters must face the truth: If the Roseblack wants the throne, she will have to take it and then discover how many supporters she has To offer her the throne is tantamount to signing her death warrant, though, for she likely would not survive long enough to be crowned.
More information about the Roseblack is in Aspect Book: Wood.
  • Brief Skill/Abilities of note.
  • When/Where last scene by me.


  •  ??name?? [age ??]:
  • gender, race, rank, sobriquet, etc...
  • Brief character description and personality.
  • Short Background, why they know me.
  • Brief Skill/Abilities of note.
  • When/Where last scene by me.


  •  ??name?? [age ??]:
  • gender, race, rank, sobriquet, etc...
  • Brief character description and personality.
  • Short Background, why they know me.
  • Brief Skill/Abilities of note.
  • When/Where last scene by me.


WORKING NOTES

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 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.



Exalted Details

Concept

  • Former Dragon-Blood princess, now outcast and on the run solar.


Motivation

Motivation is a short description of your character’s primary goal. It’s what drives your character to go out and be a hero, and it is part of the reason the Unconquered Sun chose her for Exaltation. The Chosen of the Sun (and all other Celestial Exalted) cannot have mundane or pedestrian Motivations—by their very nature, Celestial Exalted are epic heroes, and their goals must be similarly epic. Everyone who is Exalted deserves it. Your character might not have been wealthy, powerful or famous, but everyone who is Exalted already had a soul large enough to accept a fragment of divine power. Many other Motivations are possible, and in most series, every character will have a different Motivation. However, every character’s Motivation must be large and must be something that will take many sessions of roleplaying to accomplish. When deciding on a Motivation, consider what in your character’s history or concept pushes her to redefine the world according to her hopes and dreams. A compelling, dramatic Motivation can give you a lot of mileage for roleplay in any series. Your character’s Motivation must answer the question, “Why does she do the things that become the stuff of legend?”
Taking a significant action that brings your character closer to completing her Motivation can allow her to regain Willpower. Anytime a character spends an entire scene performing some action that directly brings her closer to completing her Motivation, she regains one point of Willpower. For example, if a character’s Motivation is to transform a large nation into a just and fairly run polity, and if she spent a scene judging crimes and administering justice in a city in that nation, she would recover one point of Willpower.

  • Seek one of my kind (a Solar) to the throne, not my sister or her kind (the Blackrose).


Intimacies

Characters can have things they are loyal to that are not their primary motivation in life. These secondary motivations are called Intimacies. Intimacies take the form of a noun—it can be a person, place, idea or any other sort of thing—in which the character feels invested. A character can normally have a number of Intimacies equal to her (Willpower + Compassion), but they don’t automatically “fall off” if the character has too many. Normally, Intimacies don’t mean all that much. Serving them does not gain the character Willpower or Essence, for example. Instead, they are a way to protect certain things the character cares about from socially adept characters (see the Social Combat rules on pp. 169-175), while providing those same socialites with handles they can use to manipulate the character. Intimacies are also often the target of beneficial magic. For example, there is a Solar Charm that prevents the character from betraying an Intimacy to a great ideal or society. These Intimacies are very important, but the average character is going to have some pretty simple and infrequently challenged Intimacies. Only really worry about these in a very social game. Starting characters normally get a number of starting Intimacies equal to their Compassion. Characters gain and lose Intimacies based on their Conviction. For more information on Intimacies, see pages 173-174 of the Drama chapter and page 201 of the Charms chapter.

  • the Golden Ivory's ship - I was ship's first mate in the first age, I will prove myself worthy in this one.
  • 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.


Virtues

Passion and emotion are powerful forces in the world of Exalted. Virtues measure how passionately committed a character is to certain types of behavior. There are four Virtue traits, each representing the extremes the soul can reach. The Virtues are:

  • Compassion, which measures the character’s empathy and forgiveness. Characters with high Compassion have difficulty ignoring the plights of others.
••• 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.
••• 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.
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.
•• Kassie has Valor 2.


Limit Break & Virtue Flaw

 ?? (Steve will supply these)


Backgrounds

  • CONTACTS: In addition to having friends and allies, many characters also know people in various sectors of society. Contacts use their talents, information or resources to help your character, but they always expect some sort of favor in return. This favor could be a service, trade or even payment—generally matching the value of the contact’s assistance. These associates don’t risk themselves as far as a follower or even an ally. They aid your character because of mutual self-interest, not because of love or loyalty.
  • Each dot in this Background represents both major and minor contacts.
Major contacts are individuals with whom your character interacts frequently. They have names, personalities and positions that make them useful to know. A major contact could be a Guild factor, a high-ranking military officer, a powerful courtier, a small god or a Dynast of the Realm. Such a character is always your contact, but he has his own life and problems. He might not be there when you need him.
Minor contacts simply represent your character’s overall “connectedness.” They aren’t as knowledgeable or influential as major contacts, but all you need to do to find one is roll a success on your Contacts. Most of these minor contacts do not know your character personally. Minor contacts represent your character’s innate ability to sniff out information and people willing to work with her. Just use common sense: Your character isn’t going find minor contacts in the middle of a desert.
Trait Effects
•••• Each dot of this Background provides one major contact and one additional die for finding minor ones.
SPECIAL NOTE: 4 (treat as 3) - 3 major loyal contacts of the Tepet Dragonblood "Partitions", formerly Kassie's personal body guard and caretakers.
  • Major Contact #1 :  ???
  • Major Contact #2 :  ???
  • Major Contact #3 :  ???
  • Minor Contacts : Various NPCs met/contacts.
  • FAMILIAR: Creation is filled with exotic beasts, from the intelligent animals of the deep forest, to semi-intelligent Haltan pets and various small gods that take on animal form. In addition, some animals are sensitive to Essence who are drawn to various magical beings like the Exalted. Some are little more than unusually loyal pets, but others share a deep and profound link with the character. In either case, the familiar draws the character’s Essence to supplement its own life, and the animal will not age or die until the character does.
Trait Effects
••••• 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.

Familiar Notes & Description:
Saxson the golden-mouthed.
Saxson the golden-mouthed'

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.
Saxson - WORKING STATS  :
Strength 1 / Dexterity 5 / Stamina 2
Perception 3 / Intelligence 2 / Wits 3 / Willpower 4
Health Lvls: -0/-1/-1/-2/-4/I
Attacks:
Bite: Speed 5 / Accuracy 5 / Damage 1L / Rate 1
Torch-Tongue: similar to a Flamewand, this attack is a a one-shot flame-thrower Fire-Breath. Saxson must use a miscellaneous action to recover the breath-weapon after every shot. To keep this ability strong the mouse eats firedust. While readily available the South, firedust can be expensive and difficult to find elsewhere (Resources 1 in the South, 2 or higher outside the South).
     Torch-Tongue
Speed Accuracy Damage Rate Range Tags
5 +1 12L 1 10 2, F, S
Dodge DV/Soak: 4/0L/3B
Abilities: Athletics 5, Awareness 3, Dodge 3, Integrity 1, Investigation 3, Martial Arts 3, Presence 2, Resistance 1, Stealth 5, Survival 3 (Tracking +3)
CHARMS:
"Easily Overlooked Presence Method"
"Torch-Tongue" (custom)


  • ALLIES: Allies are your character’s close friends and trusted companions. Unlike followers, allies are never extras. Most are either Exalted (of any type), small gods, Fair Folk or other magical beings that are typically at least as powerful as one of the Terrestrial Exalted. Alternatively, they might be exotic beings such as intelligent animals, or exceptionally skilled and powerful mortals such as masterful thaumaturges, wealthy nobles, crime lords or Guild factors. Characters don’t have to buy the Allies Background to represent the rest of their circle—allies are always Storyteller characters. Also, allies are independent people with their own lives and goals. If your character asks for aid but does not provide any in return, her allies will soon desert her. Allies do what they can to help your character, but they won’t risk their lives for any but the most important causes—possibly, not even then. Allies asking for help can make for fun roleplaying.
Trait Effects
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 : This ally is a former commander in the Tepet Verilion Legion assigned to care for Kassie. He became loyal & is now secret Dragon-Blood aid.


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.

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

  •  ??


MERITS

Innocuous
p. 22 - 1st Edition
2 pt. merit
 ???

FLAWS

Small
p. 32 - 1st Edition
3 pt. flaw
 ???
Child
p. 38 - 1st Edition
3 pt. flaw
 ???
Wanted
p. 37 - 1st Edition
1 pt. flaw
 ???

XP Expenditures

XP SPENT
  • 0
XP UNSPENT
  • 0


Gear

Cestus.gif
     CESTUS
Speed Accuracy Damage Defense Rate Minimums Cost Tags
5 +0 +3B +2 3 Str • M


The cestus is an arrangement of leather straps that fits around the hand like a fingerless glove. These straps are covered in brass or iron studs, serving to enhance the wearer’s punches.
A character wearing cesti cannot block lethal attacks without a stunt.


Kassie's Journal

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