Post by Soren on Aug 9, 2011 16:03:14 GMT -5
Name[/u]: Soren Nagahara
Caste[/u]: Eclipse
Specializations[/u]: N/A
Anima[/u]: May use their animas to sanctify oaths and contracts and to provide diplomatic immunity when dealing
with spirits, demons and the Fair Folk.
Personality[/u]: Soren's personality is that of a Hedonist, he enjoys the great aspects of civilization. Drink, Women, Combat Physical mostly. He prefers to eat simple meals, such as meat, beans, and bread. Since it is easy to procure meat from wildlife, beans can be gotten cheaply from shops, and bread is as well gotten easily and cheaply. He likes to keep company of a small nature, preferring people that are of a different mindset to keep himself from becoming bored.
Appearence[/u]:
Attributes[/u]
Primary/Caste Attributes[/u]
1.[/u] Strength- 5
2.[/u] Dexterity- 5 (Bonus Points 4 to 5)
3.[/u] Stamina- 2
Secondary/Favored Attributes[/u]
1.[/u] Manipulation- 2
2.[/u] Charisma- 3
3.[/u] Appearance- 2
Tertiary Attributes[/u]
1.[/u] Wits- 3
2.[/u] Perception- 3
3.[/u] Intelligence- 3
Abilities[/size]
1.[/u] Ride- 1
2.[/u] Socialize- 1
3.[/u] Sail- 1
4.[/u] Linguistics- 1
5.[/u] Bureaucracy- 1
6.[/u] Melee- 5 (Favored)
7.[/u] Thrown- 5 (Favored)
8.[/u] Stealth- 4 (Favored; Bonus points 3 to 4)
9.[/u] Larceny- 4 (Favored)
10.[/u] Martial Arts- 3 (Favored)
11.[/u] Dodge- 3
12.[/u] Athletics- 3
13.[/u]Resistance- 1
14.[/u]Awareness- 3
Advantages
Backgrounds[/u]
1.[/u]Mentor- 4
2.[/u]Artifact- 5
3.[/u] Resources- 1
Charms[/u]
TRIPLE-DISTANCE ATTACK TECHNIQUE
Cost: 3m; Mins: Thrown 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar imbues his weapon with Essence, so that it
flies true. This Charm enhances a Thrown-based attack.
The Exalt spends three motes and triples the Range of
the weapon.
If the Solar has Essence 4 or higher, this Charm also negates
external penalties from environmental conditions.
CASCADE OF CUTTING TERROR
Cost: 5m; Mins: Thrown 3, Essence 3; Type: Supplemental
Keywords: Combo-OK,
Obvious
Duration: Instant
Prerequisite Charms: Triple-Distance Attack Technique
In the First Age, not even the most elusive demons could escape the Solars’ judgment. This Charm supplements a Thrown-based attack, filling the air with dozens or hundreds of duplicates of the Lawgiver’s thrown weapon. This Charm renders the target’s Dodge DV inapplicable
against this attack. It also doubles the Solar’s successes on the attack
roll before comparing it to defense, in Step 3 of attack resolution. 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.
THIRD MELEE EXCELLENCY—
ESSENCE RESURGENT
Cost: 4m; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step
4 for attacker, Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Exalted with this Charm recover smoothly from failure. An
Exalt’s player can invoke this Charm after making a roll based
on the relevant Ability. This Charm allows her player to make
the roll again, using the new result if the Exalt prefers it. The
Exalt can also use this Charm to enhance static values derived
from the relevant Ability. Doing so increases the character’s
effective (Attribute + Ability) rating for one task by the Ability
rating. This means that the Essence Resurgent Excellency
increases an applicable DV by half the relevant Ability.
ONE WEAPON, TWO BLOWS
Cost: 1m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Any Melee Excellency
The Solar warrior is as swift as the first rays of dawn. This
Charm adds one to the Rate and one to the Accuracy of his
weapon until his next action.
PEONY BLOSSOM ATTACK
Cost: 2m per attack; Mins: Melee 3, Essence 2; Type: Extra
Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms:
One Weapon, Two Blows
The maneuver named Peony Blossom Attack burns significant
Essence to unleash a powerful flurry of blows. The Lawgiver moves as
smoothly and rapidly as ice on hot metal. This Charm is a magical
flurry of two or more Melee- based attacks. Each attack costs two motes, including the first, and the Exalt can buy up to (her permanent Essence + 1) attacks. This Charm lets the Solar make these attacks regardless of the weapon’s Rate, without multiple action penalties, and with a DV penalty equal to only the highest penalty for any
one attack.
HUNGRY TIGER TECHNIQUE
Cost: 1m; Mins: Melee 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Melee Excellency
Solar warriors make themselves one with their blades. The
Exalt spends one mote and makes a Melee-based attack. This
Charm allows the Solar’s player to count extra successes on the
attack roll twice for the purposes of determining raw damage.
FIRE AND STONES STRIKE
Cost: 1m per die; Mins: Melee 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Hungry Tiger Technique
The Solar demonstrates his strength with a powerful Essencefueled
blow. The Exalt spends up to (his Strength score) motes
and makes a Melee-based attack. If the attack hits, this Charm
adds one die to the post-soak damage for each mote spent.
OX-BODY TECHNIQUE
Cost: —; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
The Exalted are like the mountains: not easily worn down
by such mortal things as men. This Charm gives the Lawgiver
additional health levels.
A player may purchase this Charm up to once per dot of
the Resistance Ability her character possesses. Each purchase
provides one of the following, at the player’s option, determined
at the time of purchase:
• One -1 health level and two -2 health levels
FISTS OF IRON TECHNIQUE
Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar infuses her hands with the strength of her Essence
and strikes like the Unconquered Sun. This Charm enhances an
unarmed Martial Arts attack, improving its Accuracy by one and its
Damage by two and making its damage lethal. The Solar can parry
lethal hand-to-hand attacks without a stunt until his next action.
SLEDGEHAMMER FIST PUNCH
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.
[/u][/center]
Equipment:
(Orichalcum) Short Daiklave •
The Short Daiklave is a smaller version of the regular Daiklave, with a straight, double-edged blade of about three feet. They are perfectly balanced and are often especially designed to be wielded paired. These swords are also small enough that even regular mortals can attempt to lift and wield them. However they are most often seen in the hands of Immaculate monks that practice the Fire Dragon style. Short Daiklaves normally do not feature a hearthstone setting.
Speed: 4; Accuracy: +3; Damage: +4L; Defense: +2; Rate: 3; Minimums: Strength 1; Cost: Artifact 1; Attune: 3; Tags: DW
(Orichalcum) Short Daiklave •
The Short Daiklave is a smaller version of the regular Daiklave, with a straight, double-edged blade of about three feet. They are perfectly balanced and are often especially designed to be wielded paired. These swords are also small enough that even regular mortals can attempt to lift and wield them. However they are most often seen in the hands of Immaculate monks that practice the Fire Dragon style. Short Daiklaves normally do not feature a hearthstone setting.
Speed: 4; Accuracy: +3; Damage: +4L; Defense: +2; Rate: 3; Minimums: Strength 1; Cost: Artifact 1; Attune: 3; Tags: DW
Hatchet, thrown
A small one-handed axe, hatchets have shorter ranges, but their weight and tumbling motion
makes them deadly weapons. Hatchets are favored weapons of barbarians because of their utility
outside of combat.
Speed: 5; Accuracy: -2; Damage: +5L; Rate: 2; Range: 15; Minimums: Strength 2; Cost: Resources 1; Tags: T
Hatchet, thrown
A small one-handed axe, hatchets have shorter ranges, but their weight and tumbling motion
makes them deadly weapons. Hatchets are favored weapons of barbarians because of their utility
outside of combat.
Speed: 5; Accuracy: -2; Damage: +5L; Rate: 2; Range: 15; Minimums: Strength 2; Cost: Resources 1; Tags: T
Willpower: 6
Virtues
Valor[/u]- 4
Temperance[/u]- 1
Compassion[/u]- 1
Conviction[/u]- 3
Essence
Essence Score- 3 (Bonus Points 2 to 3)
Personal Essence- 18
Peripheral Essence- 39
Committed Essence- 12 (if all artifacts are attuned)
Limit Break: 10
Virtue Flaw: Foolhardy Contempt
The character knows no fear. She places herself in the
forefront of battle, thoughtlessly challenges enemies to single
combat, volunteers for all dangerous missions and won’t retreat
under any circumstances.
Partial Control: The character is without fear, but not
without sense. She can retreat if tactically advisable and
needn’t rush heedlessly into combat. However, she leads all
charges and does not take personal risk into consideration
when making plans.
Duration: One full day
Limit Break Condition: The character fights against losing
odds, is challenged to single combat by a foe or otherwise
has an opportunity to prove her bravery.
Soak: 3B/1L Natural
Health:
-0- 1
-1- 3
-2- 4
-4- 1
Incapacitated: 1
Experience: 0
Property:
Caste[/u]: Eclipse
Specializations[/u]: N/A
Anima[/u]: May use their animas to sanctify oaths and contracts and to provide diplomatic immunity when dealing
with spirits, demons and the Fair Folk.
Personality[/u]: Soren's personality is that of a Hedonist, he enjoys the great aspects of civilization. Drink, Women, Combat Physical mostly. He prefers to eat simple meals, such as meat, beans, and bread. Since it is easy to procure meat from wildlife, beans can be gotten cheaply from shops, and bread is as well gotten easily and cheaply. He likes to keep company of a small nature, preferring people that are of a different mindset to keep himself from becoming bored.
Appearence[/u]:
Attributes[/u]
Primary/Caste Attributes[/u]
1.[/u] Strength- 5
2.[/u] Dexterity- 5 (Bonus Points 4 to 5)
3.[/u] Stamina- 2
Secondary/Favored Attributes[/u]
1.[/u] Manipulation- 2
2.[/u] Charisma- 3
3.[/u] Appearance- 2
Tertiary Attributes[/u]
1.[/u] Wits- 3
2.[/u] Perception- 3
3.[/u] Intelligence- 3
Abilities[/size]
1.[/u] Ride- 1
2.[/u] Socialize- 1
3.[/u] Sail- 1
4.[/u] Linguistics- 1
5.[/u] Bureaucracy- 1
6.[/u] Melee- 5 (Favored)
7.[/u] Thrown- 5 (Favored)
8.[/u] Stealth- 4 (Favored; Bonus points 3 to 4)
9.[/u] Larceny- 4 (Favored)
10.[/u] Martial Arts- 3 (Favored)
11.[/u] Dodge- 3
12.[/u] Athletics- 3
13.[/u]Resistance- 1
14.[/u]Awareness- 3
Advantages
Backgrounds[/u]
1.[/u]Mentor- 4
2.[/u]Artifact- 5
3.[/u] Resources- 1
Charms[/u]
TRIPLE-DISTANCE ATTACK TECHNIQUE
Cost: 3m; Mins: Thrown 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar imbues his weapon with Essence, so that it
flies true. This Charm enhances a Thrown-based attack.
The Exalt spends three motes and triples the Range of
the weapon.
If the Solar has Essence 4 or higher, this Charm also negates
external penalties from environmental conditions.
CASCADE OF CUTTING TERROR
Cost: 5m; Mins: Thrown 3, Essence 3; Type: Supplemental
Keywords: Combo-OK,
Obvious
Duration: Instant
Prerequisite Charms: Triple-Distance Attack Technique
In the First Age, not even the most elusive demons could escape the Solars’ judgment. This Charm supplements a Thrown-based attack, filling the air with dozens or hundreds of duplicates of the Lawgiver’s thrown weapon. This Charm renders the target’s Dodge DV inapplicable
against this attack. It also doubles the Solar’s successes on the attack
roll before comparing it to defense, in Step 3 of attack resolution. 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.
THIRD MELEE EXCELLENCY—
ESSENCE RESURGENT
Cost: 4m; Mins: (Ability) 1, Essence 1; Type: Reflexive (Step
4 for attacker, Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Exalted with this Charm recover smoothly from failure. An
Exalt’s player can invoke this Charm after making a roll based
on the relevant Ability. This Charm allows her player to make
the roll again, using the new result if the Exalt prefers it. The
Exalt can also use this Charm to enhance static values derived
from the relevant Ability. Doing so increases the character’s
effective (Attribute + Ability) rating for one task by the Ability
rating. This means that the Essence Resurgent Excellency
increases an applicable DV by half the relevant Ability.
ONE WEAPON, TWO BLOWS
Cost: 1m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Any Melee Excellency
The Solar warrior is as swift as the first rays of dawn. This
Charm adds one to the Rate and one to the Accuracy of his
weapon until his next action.
PEONY BLOSSOM ATTACK
Cost: 2m per attack; Mins: Melee 3, Essence 2; Type: Extra
Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms:
One Weapon, Two Blows
The maneuver named Peony Blossom Attack burns significant
Essence to unleash a powerful flurry of blows. The Lawgiver moves as
smoothly and rapidly as ice on hot metal. This Charm is a magical
flurry of two or more Melee- based attacks. Each attack costs two motes, including the first, and the Exalt can buy up to (her permanent Essence + 1) attacks. This Charm lets the Solar make these attacks regardless of the weapon’s Rate, without multiple action penalties, and with a DV penalty equal to only the highest penalty for any
one attack.
HUNGRY TIGER TECHNIQUE
Cost: 1m; Mins: Melee 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Melee Excellency
Solar warriors make themselves one with their blades. The
Exalt spends one mote and makes a Melee-based attack. This
Charm allows the Solar’s player to count extra successes on the
attack roll twice for the purposes of determining raw damage.
FIRE AND STONES STRIKE
Cost: 1m per die; Mins: Melee 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Hungry Tiger Technique
The Solar demonstrates his strength with a powerful Essencefueled
blow. The Exalt spends up to (his Strength score) motes
and makes a Melee-based attack. If the attack hits, this Charm
adds one die to the post-soak damage for each mote spent.
OX-BODY TECHNIQUE
Cost: —; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
The Exalted are like the mountains: not easily worn down
by such mortal things as men. This Charm gives the Lawgiver
additional health levels.
A player may purchase this Charm up to once per dot of
the Resistance Ability her character possesses. Each purchase
provides one of the following, at the player’s option, determined
at the time of purchase:
• One -1 health level and two -2 health levels
FISTS OF IRON TECHNIQUE
Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar infuses her hands with the strength of her Essence
and strikes like the Unconquered Sun. This Charm enhances an
unarmed Martial Arts attack, improving its Accuracy by one and its
Damage by two and making its damage lethal. The Solar can parry
lethal hand-to-hand attacks without a stunt until his next action.
SLEDGEHAMMER FIST PUNCH
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.
Equipment:
(Orichalcum) Short Daiklave •
The Short Daiklave is a smaller version of the regular Daiklave, with a straight, double-edged blade of about three feet. They are perfectly balanced and are often especially designed to be wielded paired. These swords are also small enough that even regular mortals can attempt to lift and wield them. However they are most often seen in the hands of Immaculate monks that practice the Fire Dragon style. Short Daiklaves normally do not feature a hearthstone setting.
Speed: 4; Accuracy: +3; Damage: +4L; Defense: +2; Rate: 3; Minimums: Strength 1; Cost: Artifact 1; Attune: 3; Tags: DW
(Orichalcum) Short Daiklave •
The Short Daiklave is a smaller version of the regular Daiklave, with a straight, double-edged blade of about three feet. They are perfectly balanced and are often especially designed to be wielded paired. These swords are also small enough that even regular mortals can attempt to lift and wield them. However they are most often seen in the hands of Immaculate monks that practice the Fire Dragon style. Short Daiklaves normally do not feature a hearthstone setting.
Speed: 4; Accuracy: +3; Damage: +4L; Defense: +2; Rate: 3; Minimums: Strength 1; Cost: Artifact 1; Attune: 3; Tags: DW
Hatchet, thrown
A small one-handed axe, hatchets have shorter ranges, but their weight and tumbling motion
makes them deadly weapons. Hatchets are favored weapons of barbarians because of their utility
outside of combat.
Speed: 5; Accuracy: -2; Damage: +5L; Rate: 2; Range: 15; Minimums: Strength 2; Cost: Resources 1; Tags: T
Hatchet, thrown
A small one-handed axe, hatchets have shorter ranges, but their weight and tumbling motion
makes them deadly weapons. Hatchets are favored weapons of barbarians because of their utility
outside of combat.
Speed: 5; Accuracy: -2; Damage: +5L; Rate: 2; Range: 15; Minimums: Strength 2; Cost: Resources 1; Tags: T
Willpower: 6
Virtues
Valor[/u]- 4
Temperance[/u]- 1
Compassion[/u]- 1
Conviction[/u]- 3
Essence
Essence Score- 3 (Bonus Points 2 to 3)
Personal Essence- 18
Peripheral Essence- 39
Committed Essence- 12 (if all artifacts are attuned)
Limit Break: 10
Virtue Flaw: Foolhardy Contempt
The character knows no fear. She places herself in the
forefront of battle, thoughtlessly challenges enemies to single
combat, volunteers for all dangerous missions and won’t retreat
under any circumstances.
Partial Control: The character is without fear, but not
without sense. She can retreat if tactically advisable and
needn’t rush heedlessly into combat. However, she leads all
charges and does not take personal risk into consideration
when making plans.
Duration: One full day
Limit Break Condition: The character fights against losing
odds, is challenged to single combat by a foe or otherwise
has an opportunity to prove her bravery.
Soak: 3B/1L Natural
Health:
-0- 1
-1- 3
-2- 4
-4- 1
Incapacitated: 1
Experience: 0
Property: