Difference between revisions of "Temujin The Big"

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*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.  
 
*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.  
 
*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.  
+
*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).  
 
*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.  
 
*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.  

Revision as of 21:46, 14 August 2010

  • Temujin
  • Caste: Night Caste Solar Exalted
  • Concept: Perverted Hero

History

Personality

Motivation

To steal Venus' G-String!

Intimacies

Natural

Negative

  • Clothes on girls (do not want)

Positive

  • Girls (yes)
  • Girl-on-girl (very yes)
  • Tomboys (mmmm yes)
  • Tsunderes (oh hell yes)
  • Harems (liiike)

Supernatural

Negative

Positive

  • To be good to good girls (Righteous Lion Defense)

Anima

Attributes

Physical

  • Strength 4
  • Dexterity 5
  • Stamina 4

Social

  • Charisma 5
  • Manipulation 5
  • Appearance 3

Mental

  • Perception 5
  • Intelligence 3
  • Wits 5

Abilities

Caste

Athletics 5 (Combat Mobility +3)
Awareness 5 (Vision +3)
Dodge 3 (Against Essence Channellers +3)
Larceny 5 (vs. women +2, vs. Essence Channellers +1)
Stealth 4 (Against Essence Channellers +3)

Favored

Melee 5 (Against Essence Channellers +3)
Archery 5 (Against Essence Channellers +3)

Integrity 5 (Against Essence Channellers +3)
Presence 5 (Against Essence Channellers +3)

Ride 5 (Women +1, Magic Mounts +1, Bareback +1)

Unfavored

Martial Arts 2
War 4 (When Outnumbered +1, Against Essence Channellers +1)

Performance 3 (Oratory +1, Against Women +1, Against Essence Channellers +1)
Resistance 4 (In Combat +3)
Survival 4 (Steppes +1)

Investigation 3 (Against Essence Channellers +2, Against Women +1)
Lore 1
Medicine 3 (Against Supernatural Maladies +3)
Occult 3

Linguistics 1
Socialize 3 (Against Women +1, Against Essence Channellers +1)

Backgrounds

Merits

Ambidextrous

Long years of practice have left Temujin adept at diddling damsels or dueling Dragon-Blooded with either hand.(No penalty for using either hand for actions. In close combat, a Dex+Melee/MA roll (miscellaneous action) that gains a single success allows Temujin to reduce his opponent's DV against his next attack by 2)

Born To Rule

Be it as a cunning rogue or a golden savior, Temujin instinctively leaps to the top of any social pecking order.(+1 die to social rolls against acknowledged inferiors)

Carouser

An expert connoisseur of wine, women and song like himself has little trouble winning the friendship (and virginities) of the people he slums around with. (+2 dice to influence, charm or seduce others at a less-than-formal party and +2 dice to resist ill-effects of consuming alcohol or recreational drugs, may also gain +2 dice to sex-related rolls during the event)

Improved Resistance 5

Much like the legendary snake-tamers who are immune to the venom of their charges, Temujin shrugs off the effects of hedonism like water off a duck's back. (+5 dice to all Sta+Resistance rolls to resist poisons, drugs or diseases)

Enchanting Features

That smile has led many women down a path of heartbreak and longing... and many men too. (+4 dice on social rolls vs. anyone who would be attracted to him; ignore dice penalties from wrong gender, ignore effects of lower Appearance when seducing someone prettier)

Silver Tongue

When it's not sipping up the juices of cute girls, it's enticing them into bed with him... (+2 dice on Manipulation rolls based on deliberate deception)

Eidetic Memory

Temujin never forgets a cute face or a cute ass. (can generally recall anything he's ever observed; roll Int/Wits+Awareness with difficulty set by ST if trying to remember under stress)

Prodigy 3 (Melee, Archery, Presence)

Be it on the battlefield or in bed, Temujin's prowess is incomparable. (+1 die to all rolls of said Abilities, cost to raise is Rating x1 XP)

Paragon of Conviction

His will is as hard and unyielding as his... never mind. (May have a Conviction of 6)

Danger Sense 5

Even while ravishing the fairest of maidens, Temujin is always alert for the return of her guardians/parents/etc, an ability which has saved him from a horrible demise many times. (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)

Yep, he's just that good. (+1 die value to stunts falling under the above criteria. Does not affect WP/mote regain from stunts)

Lucky 5

A long time ago, Temujin was cursed by a spirit to live in interesting times. This is the good side of it. (Temu gains 5 good luck points; he may use them to reroll a roll and take the better result, when determining if something good happens to him on a 6+, he may spend a good luck point to improve the result by 1)

Flaws

Code of Honor 1

Lying to get a girl is one thing. Breaking promises to a trusted friend is something else entirely. Temujin may be a womanizing sleaze, but even he has standards. (cannot lie to someone he has an Intimacy toward or break an Intimacy in any way unless he fails a Conviction roll)

Unlucky 5

A long time ago, Temujin was cursed by a spirit to live in interesting times. This is the bad side of it. (ST gains 5 bad luck point; he may use them to force Temujin to reroll a roll, or when determining if something bad happens to him on a 5 or less, he may spend a bad luck point to reduce the result by 1)

Vice 3 (Sex!)

Women, his only weakness! (must roll Temperance at difficulty 3 when confronted with object of Vice or indulge. May spend 1 WP to ignore this Flaw for a scene)

Ward 3 (Kit)

Kitsune is the only girl Temujin has not attempted to molest, kiss or penetrate; unfortunately, others want to do that to her, and he can't help but protect her. (roll 1 die, if the result is 5 or less, Kit gets in trouble and Temujin has to go after her)

Enemy 3 (Frederika Kriegshund)

This skilful Dawn Caste girl has taken it upon herself to rid the Exalted Host of Temujin, the Enemy of Women everywhere! (counts as an Allies 3 character taken as an enemy; roll 1 die every session, on a 5, she makes trouble for him in some way)

Charms

Archery

First/Second/Third Excellency
Infinite Ability Mastery

[Any Archery Excellency]
There Is No Wind
Accuracy Without Distance

[Any Archery Excellency]
Trance of Unhesitating Speed
Flashing Vengeance Draw

Essence Arrow Attack
Phantom Arrow Technique
Rain of Feathered Death
Summoning The Loyal Bow

Martial Arts

First/Second/Third Excellency

Melee

First/Second/Third Excellency
Infinite Ability Mastery

[Any Melee Excellency]
Dipping Swallow Defense
Bulwark Stance
Fivefold Bulwark Stance
Heavenly Guardian Defense
Steel Curtain Dance (100F)
Gilded Champion Refuge (100F)
Solar Counterattack

[Any Melee Excellency]
Hungry Tiger Technique

[Any Melee Excellency]
One Weapon, Two Blows
Flashing Edge of Dawn (GTMH)

Call The Blade
Summoning The Loyal Steel
Iron Raptor Technique

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.

War

First/Second/Third Excellency
Infinite Ability Mastery

[Any War Excellency]
Swift Solar Strategy (100F)

[Any War Excellency]
Shining General Puissance (1000CA)

Integrity

First/Second/Third Excellency
Infinite Ability Mastery

Integrity-Protecting Prana
Destiny-Manifesting Method

[Any Integrity Excellency]
Phoenix Renewal Technique

[Any Integrity Excellency]
Temptation-Resisting Stance
Elusive Dream Defense

Righteous Lion Defense
Unhesitating Dedication

[Any Integrity Excellency]
Invincible Ego Shield (1000CA)

Performance

First/Second/Third Excellency
Infinite Ability Mastery

[Any Performance Excellency]
Heart-Compelling Method

[Any Performance Excellency]
Phantom-Conjuring Performance

Presence

First/Second/Third Excellency
Infinite Ability Mastery

[Any Presence Excellency]
Hypnotic Tongue Technique
Glorious Imperative (100F)
Mind Yields To Glory (Mirror)
You Can Be More (Mirror)

[Any Presence Excellency]
Enemy-Castigating Solar Judgement

[Any Presence Excellency]
Majestic Radiant Presence
Resplendent Aura of Awe (100F)
Terrifying Apparition of Glory

[Any Presence Excellency]
Irresistible Salesman Spirit

[Any Presence Excellency]
Sun And Moon Method (GTMH)

Resistance

First/Second/Third Excellency
Infinite Ability Mastery

Body-Mending Meditation
Warrior's Adversity Divestment (100F)

Durability of Oak Meditation
Iron Skin Concentration

Ox-Body Technique x4

Invincible Essence Reinforcement x4 (IM)

Tireless Sentinel Technique (Mirror)
Sustenance of Inner Glory (100F)

Survival

First/Second/Third Excellency

Friendship with Animals Approach
Spirit-Tied Pet
Bestial Traits Technique

Hardship-Surviving Mendicant Spirit

Investigation

First/Second/Third Excellency
Infinite Ability Mastery

[Any Investigation Excellency]
Judge's Ear Technique
Irresistible Questioning Technique

Courtier's Eye Technique
Consumer-Evaluating Glance

[Any Investigation Excellency]
Evidence-Discerning Method

Medicine

First/Second/Third Excellency
Infinite Ability Mastery

Flawless Diagnosis Technique
Wholeness-Restoring Meditation
Ailment-Rectifying Method
Body-Purifying Admonitions
[Any Investigation Excellency]
Instant Treatment Methodology

[Any Investigation Excellency]
Touch of Blissful Release

[Any Investigation Excellency]
Contagion-Curing Touch

[Any Investigation Excellency]
Wound-Mending Care Technique

Occult

First/Second/Third Excellency

Spirit-Detecting Glance
Spirit-Cutting Attack

Celestial Refinement Techniques (The Art of Weather-Working) (100F)

Athletics

First/Second/Third Excellency
Infinite Ability Mastery

Graceful Crane Stance
Spider-Foot Style
Perfect Poise Stance (Mirror)
Cloud-Foot Style
Nimble Footwork (100F)

Monkey Leap Technique
Foe-Vaulting Method
Soaring Crane Leap
Implacable Warrior Thews (100F)

[Any Athletics Excellency]
Lightning Speed
Sunbeam-Pursuing Alacrity x2 (100F)

[Any Athletics Excellency]
Thunderbolt Attack Prana

Increasing Strength Exercise
Castle-Toppling Shove (100F)

Glorious Temple Body (IM)

Awareness

First/Second/Third Excellency
Infinite Ability Mastery

Surprise Anticipation Method
Attentive Courtier Attitude (100F)

[Any Awareness Excellency]
Keen Sight/Hearing and Touch/Smell and Taste Technique
Unsurpassed Sight/Hearing and Touch/Smell and Taste Technique
Insuperable Clarity of Sight/Hearing and Touch/Smell and Taste (100F)

[Any Awareness Excellency]
Inescapable Eye Of The Sun (GTMH)

[Any Awareness Excellency]
Panoptic Fusion Discipline (IM)

Dodge

First/Second/Third Excellency
Infinite Ability Mastery

Shadow Over Water
Leaping Dodge Method

Reflex Sidestep Technique

Reed In The Wind
(IM)

Larceny

First/Second/Third Excellency

[Any Larceny Excellency]
Flawlessly Impenetrable Disguise
Perfect Mirror
Hall of Mirrors Practice (100F)

Flawless Pickpocketing Technique
Stealing From Plain Sight Spirit
Reversal of Fortune (IM)

Lock-Opening Touch

Distracting Glory Legerdemain (100F)

Stealth

First/Second/Third Excellency

Easily Overlooked Presence Method
Mental Invisibility Technique
Invisible Statue Spirit

Linguistics

First/Second/Third Excellency

Sagacious Reading of Intent
Poetic Expression Style

Ride

First/Second/Third Excellency
Infinite Ability Mastery

Master Horseman's Techniques (all tricks)
Phantom Steed
Hero Rides Away (IM)
Immortal Rider's Advantages (IM)
Horse Skids Trick (IM)

[Any Ride Excellency]
Worthy Mount Technique

[Any Ride Excellency]
Flashing Thunderbolt Steed

Heroic Course Familiarity (100F)

Impossible Maneuver Execution (100F)
Pilot's Steady Hand (100F)

Socialize

First/Second/Third Excellency

Wise-Eyed Courtier Method

Taboo-Inflicting Diatribe

Wild Revelry approach

Mastery of Small Manners
Golden Courtier Infallibility (100F)

Gathering The Congregation

Combos

Essence

  • Essence: 3
  • Personal: 19/19
  • Peripheral: 47/47
  • Immortal Rider's Advantages: 13/13
  • Committed to Charms:
  • Committed to artifacts:
  • Willpower: 10/10
  • Anima status: Quiescent

Virtues

  • Compassion: 3
  • Conviction: 6
  • Temperance: 1
  • Valor: 5
  • (Virtue channels used: None)

Limit Break

Foolhardy Contempt

Conflict

Physical

  • Join Battle: Wits 5 + Awareness 5 + Specialty 3 + Merit 3 = 16
  • Dodge DV: (Dex 5 + Dodge 3 + Essence 3 + Spec 3)/2 = 7
  • Parry DV:
  • Lethal Soak: Stamina 4 + Invincible Essence Reinforcement 12 = 16L
  • Lethal Hardness: 0
  • Bashing Soak: Stamina 4 + Invincible Essence Reinforcement 12 = 16B
  • Bashing Hardness: 0

Movement

  • Move: Dex 5 + Glorious Temple Body 4 = 9 yards
  • Dash: Dex 5 + Dash 6 + Glorious Temple Body 4 = 15 yards

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).
Perfected Boots add 3 to Move and 6 to Dash.
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. When Monkey Leap Technique is active, Temujin may pay 2m as a reflexive nonCharm action to pursue the enemy.

Social

  • Join Debate: Wits 5 + Awareness 5 + Specialty 3 + Merit 3 = 16
  • Dodge MDV: (Willpower 10 + Integrity 5 + Spec 3 + Essence 3)/2 = 11
  • Parry MDV: (Manipulation 5 + Presence + Spec 3 + Silver Tongue 2)/2 =8

Health Levels

  • -0x1 -1x7 -2x12 -4x1 Incapacitated
  • (wounds are designated as bashing, lethal or aggravated)

Equipment

Perfect Chiaroscuran glass straight sword

Ability Summary

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.

Physical

Archery

  • 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • For 1m, he can also use One Weapon, Two Blows (Reflexive) to improve his bow's Accuracy and Rate by 1.

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

  • 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 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).
  • 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.
  • 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).

Resistance

  • 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 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.
  • 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.

Survival

  • 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, 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.
  • 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).

Mental

Social