Difference between revisions of "Temujin The Big"

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(Occult)
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Lore 1<br>
 
Lore 1<br>
 
Medicine 3 (Against Supernatural Maladies +3)<br>
 
Medicine 3 (Against Supernatural Maladies +3)<br>
Occult 3<br>
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Occult 2<br>
  
 
Linguistics 1<br>
 
Linguistics 1<br>

Revision as of 00:43, 15 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 2

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

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

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

  • 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

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

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]
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

  • 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.

War

First/Second/Third Excellency
Infinite Ability Mastery

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

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

  • 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

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)

  • 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 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 (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

First/Second/Third Excellency
Infinite Ability Mastery

[Any Performance Excellency]
Heart-Compelling Method

[Any Performance Excellency]
Phantom-Conjuring Performance

  • 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

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
Injunction of the Lawgiver x2 (100F)

[Any Presence Excellency]
Irresistible Salesman Spirit

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

  • 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

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)

  • 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

First/Second/Third Excellency

Friendship with Animals Approach
Spirit-Tied Pet
Bestial Traits Technique

Hardship-Surviving Mendicant Spirit

  • 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).

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

  • 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, 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, 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

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

  • 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

First/Second/Third Excellency

Spirit-Detecting Glance
Spirit-Cutting Attack


  • 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

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)

  • 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

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)

  • 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.


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