Difference between revisions of "EndlessChase/PathianSheet"
From Exalted - Unofficial Wiki
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| Line 6: | Line 6: | ||
Night Stooping Hawk | Night Stooping Hawk | ||
NATURE EXPERIANCE | NATURE EXPERIANCE | ||
| − | Follower | + | Follower 21 and charm |
--------------------------------ATTRIBUTES---------------------------------------------- | --------------------------------ATTRIBUTES---------------------------------------------- | ||
PHYSICAL SOCIAL MENTAL | PHYSICAL SOCIAL MENTAL | ||
| Line 78: | Line 78: | ||
WEAPON SPEED ACCURACY DAMAGE DEFENSE RATE | WEAPON SPEED ACCURACY DAMAGE DEFENSE RATE | ||
| − | Sai (8)+0 9(+0) 6L(+0L)* 11(+2) | + | Sai (8)+0 9(+0) 6L(+0L)* 11(+2) 4 (-1 Diff to Disarm) |
-- | -- | ||
RANGED ACCURACY DAMAGE RATE RANGE AMMUNITION | RANGED ACCURACY DAMAGE RATE RANGE AMMUNITION | ||
| Line 93: | Line 93: | ||
Dawn and Dusk can proform the following combat actions: | Dawn and Dusk can proform the following combat actions: | ||
| − | - For one mote each they can split in two and hit an enemy twice (1 weapon 2 blows) | + | - For one mote each they can split in two |
| − | - They can be used together with no off hand penalties, or penalties for splitting actions | + | and hit an enemy twice (1 weapon 2 blows) |
| − | - They will return to the solar's hands at the end of the turn, if they are somehow detained | + | - They can be used together with no off hand penalties, |
| − | + | or penalties for splitting actions | |
| − | - Instead of splitting before the chakram hits, the solar may instead pay a cost of 3 motes | + | - They will return to the solar's hands at the end of the turn, |
| − | + | if they are somehow detained | |
| − | + | the solar may reflexivly spend 1 mote for each chakram | |
| + | and it will appear in his hands | ||
| + | - Instead of splitting before the chakram hits, | ||
| + | the solar may instead pay a cost of 3 motes after the chakram has hit, | ||
| + | and after soak has been subtracted, to split the chakram and | ||
| + | cause 2x the dammage | ||
| − | Dodge | + | Dodge 8/15 (+4 essence)(+3 bracers)(+1 double jointed(depending)) |
* Added +2 to all damage due to the hearthstone bracers | * Added +2 to all damage due to the hearthstone bracers | ||
---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ||
| Line 136: | Line 141: | ||
technique ricochet off of objects | technique ricochet off of objects | ||
| − | Reaping The Bloody Wheat 6 motes instant Extra Actions throw a weapon and it attacks | + | Reaping The Bloody Wheat 6 motes instant Extra Actions throw a weapon and it attacks |
| − | many targets as your thrown score | + | as many targets as your thrown |
| + | score | ||
| − | Poison-Resisting 4 motes One Scene Reflexive Adds automatic successes equal | + | Poison-Resisting 4 motes One Scene Reflexive Adds automatic successes |
| − | Meditation | + | equal Meditation to Stamina |
| + | to resist poison | ||
| − | Illness Resisting 6 motes One Day Reflexive Adds automatic successes equal | + | Illness Resisting 6 motes One Day Reflexive Adds automatic successes |
| − | Meditation | + | equal Meditation to Stamina |
| + | to resist disease | ||
Ten Magistrate's Eyes 3 motes One Scene Supplemental Essence added as automatic | Ten Magistrate's Eyes 3 motes One Scene Supplemental Essence added as automatic | ||
successes on investigation | successes on investigation | ||
| − | Judges Ear Technique 6 motes One Scene Reflexive Allows charecter to tell if | + | Judges Ear Technique 6 motes One Scene Reflexive Allows charecter to tell if |
| − | is lying. | + | someone is lying. Doesn't |
| − | + | work if target is unaware | |
| + | of truth, or if they are | ||
| + | purposely vague. | ||
Graceful Crane Stance 3 motes One Scene Reflexive No need for balance rolls | Graceful Crane Stance 3 motes One Scene Reflexive No need for balance rolls | ||
| − | Monkey Leap Technique 1 mote One Turn Reflexive Leap Str X 10 yards Vertically, | + | Monkey Leap Technique 1 mote One Turn Reflexive Leap Str X 10 yards |
| − | + | Vertically, Str X 20 | |
| + | yards horrizontally | ||
Thunderbolt Attack Prana 5 motes Instant Supplemental 2X damage after rolling | Thunderbolt Attack Prana 5 motes Instant Supplemental 2X damage after rolling | ||
| − | 1 Will can be comboed with charms | + | 1 Will can be comboed with charms |
| − | other trees | + | of other trees |
Sensory Acuity Prana 5 motes One Scene Simple Adds Permanent Essence to | Sensory Acuity Prana 5 motes One Scene Simple Adds Permanent Essence to | ||
awareness rolls | awareness rolls | ||
| − | Surprise Anticipation 1 mote Perminant Special Warns of danger and allows | + | Surprise Anticipation 1 mote Perminant Special Warns of danger and allows |
| − | Method to act | + | Method character to act |
| + | |||
Image of Death 2 motes 24 hours Simple Allows the user to appear | Image of Death 2 motes 24 hours Simple Allows the user to appear | ||
| Line 176: | Line 188: | ||
Gesture splitting their dice pools | Gesture splitting their dice pools | ||
| − | Ebon Shadow Form 5 motes One scene Simple +MA to initiative + Essence to stelth | + | Ebon Shadow Form 5 motes One scene Simple +MA to initiative + Essence |
| − | + | to stelth and difficulty to | |
| + | be hit, can do L or B | ||
Lightning Speed 2+ motes One turn Reflexive Increases running speed | Lightning Speed 2+ motes One turn Reflexive Increases running speed | ||
| Line 196: | Line 209: | ||
Reed in the Wind 1 Mote Instant Reflexive Adds 2 dice per mote to one | Reed in the Wind 1 Mote Instant Reflexive Adds 2 dice per mote to one | ||
| − | /2 Dice dodge action. Must be aware | + | /2 Dice dodge action. Must be aware |
Shadow Over Water 2 motes Instant Reflexive Dodge with full pool. | Shadow Over Water 2 motes Instant Reflexive Dodge with full pool. | ||
| Line 202: | Line 215: | ||
Seven Shadow Evasion 6 motes Instant Reflexive Perfect Dodge | Seven Shadow Evasion 6 motes Instant Reflexive Perfect Dodge | ||
| − | Salty Dog Method 3 motes One Day Reflexive cannot fall off of a ship | + | Salty Dog Method 3 motes One Day Reflexive cannot fall off of a ship |
| − | on water or in the air | + | either on water or in the air |
| − | adds essence in dice to | + | also adds essence in dice to |
| − | sailing rolls | + | all sailing rolls |
| − | Scythe Among the Corn 9 motes Instant Simple thrown weapons continue to | + | Scythe Among the Corn 9 motes Instant Simple thrown weapons continue to |
| − | 1 will anyone within the thrown weapon's | + | 1 will attack anyone within the |
| − | + | thrown weapon's range until | |
| − | Spirit-Detecting Glance 3 Motes One Scene Simple Character can see | + | successfully blocked |
| − | spirits. | + | |
| + | |||
| + | Spirit-Detecting Glance 3 Motes One Scene Simple Character can see | ||
| + | dematerialized spirits. | ||
-- | -- | ||
| Line 252: | Line 268: | ||
a larger shadow | a larger shadow | ||
| − | Stone of Opening Level 3 Unlocks and opens any | + | Stone of Opening Level 3 Unlocks and opens any |
| − | (windows, doors, etc) | + | passage(windows, doors, etc) |
Silk Armor 6 Motes Armor that's not armor | Silk Armor 6 Motes Armor that's not armor | ||
| Line 259: | Line 275: | ||
a small shadowsteel mirror 1 mote allows user to see ghosts | a small shadowsteel mirror 1 mote allows user to see ghosts | ||
| − | The Iron Puzzle Box 4 motes allows user to open the | + | The Iron Puzzle Box 4 motes allows user to open the |
| − | + | (50/50) box to anywhere | |
| + | |||
---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ||
| Line 266: | Line 283: | ||
---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ||
Familiar: Hawk Spd/Atk/Dmg: Claws 8/6/2L | Familiar: Hawk Spd/Atk/Dmg: Claws 8/6/2L | ||
| − | Str/Dex/Sta: 2/4/2 Dodge/Soak: 8/1L/2B | + | Str/Dex/Sta: 2/4/2 Dodge/Soak: 8/1L/2B Will: 4 |
Per/Int/Wit: 3/2/4 Abilities: Ath: 3, Awr: 3 Brawl: 2, Dodge 4, | Per/Int/Wit: 3/2/4 Abilities: Ath: 3, Awr: 3 Brawl: 2, Dodge 4, | ||
Presence: 3, Stealth: 4 | Presence: 3, Stealth: 4 | ||
</pre> | </pre> | ||
Revision as of 03:59, 23 April 2007
Character Sheet
NAME HOMELAND
Pathian Stonewall
CASTE ANIMA BANNER
Night Stooping Hawk
NATURE EXPERIANCE
Follower 21 and charm
--------------------------------ATTRIBUTES----------------------------------------------
PHYSICAL SOCIAL MENTAL
Strength 4 Charisma 3 Perception 4
Dexterity 5 Manipulation 2 Intelligence 3
Stamina 4 Appearance 2 Wits 3
--------------------------------ABILITIES-----------------------------------------------
--DAWN-- --ZENITH-- --TWILIGHT--
□Archery ** ■Endurance *** □Craft
□Brawl □Performance □Investigation **
■Martial Arts **** □Presence □Lore ***
□Melee ■Resistance *** □Medicine
■Thrown ***** ■Survival ** □Occult **
--Night-- --ECLIPSE--
■Athletics **** □Bureaucracy --SPECIALTIES--
■Awareness **** □Linguistics ** Thrown (Darts ***)
■Dodge ***** □Ride Lore (First Age *)
■Larceny *** □Sail **
■Stealth *** □Socialize *
Languages: Native: Forest Tongue, Rivertongue, Old Realm
----------------------------------------------------------------------------------------
TEMPERS ESSENCE **** VIRTUES
----------------------------------------------------------------------------------------
Willpower: 6 Personal: 19:__(19/19) Compassion ***
O O O O O O (O) Committed: None Conviction ***
Limit Peripheral: 45:__(16/16) Temperance ***
0\10 Committed: 29 Valor ***
----------------------------------------------------------------------------------------
BACKGROUNDS
----------------------------------------------------------------------------------------
BACKGROUND DESCRIPTION
Artifact *** Belt of Shadow Walking
Artifact ** Hearthstone Bracers (Orichalcum)
Artifact **** Dawn and Dusk Chakrams
Allies ** Alaethis
Familiar *** Hawk
Resources ** Jade, stolen from criminals
Demesne *** Manse completed by Alaethis, Near Stonewall
-----------------------------------------------------------------------------------------
MERITS/FLAWS
-----------------------------------------------------------------------------------------
MERIT/FLAW COST DESCRIPTION
Innocuous +2 Hard to remember. +1 to Larceny/Stealth rolls when
it applies, and +1 Difficulty to identify.
Eidetic Recall +1 Sound
Omnidextrous +2 No offhand penalty, can weild tools with feet too
Double Jointed +1 +1 die to rolls involving flexibility
----------------------------------------------------------------------------------------
COMBAT STATISTICS
----------------------------------------------------------------------------------------
Initiative: 8* Soak (L/B): (2/4) Mobility: 0
ARMOR: Silk Armor (5/3) w/Armor: (7/7) Fatigue: 0
HEALTH LEVELS
-0 -1 -2 -4 Incapacitated Negative
O O O O O O O O O O O O O O O O O
Movement: 17 yards normal, 35 yards sprinting
*initiative gains +4 when form charm is active
----------------------------------------------------------------------------------------
COMBAT ACTIONS
----------------------------------------------------------------------------------------
ATTACKS
WEAPON SPEED ACCURACY DAMAGE DEFENSE RATE
Sai (8)+0 9(+0) 6L(+0L)* 11(+2) 4 (-1 Diff to Disarm)
--
RANGED ACCURACY DAMAGE RATE RANGE AMMUNITION
Throwing Knives(20) 10(+0) 8L(+2L)* 3 15 O O O O O O O O (O O)
O O O O O O O O (O O)
Throwing Darts 13(+0) 7L(+1L)* 3 20
(Unpoisoned) (10) O O O O O O O O O O
(Silverthorn) (6) O O O O O O
(Sleeping Poison) (6) O O O O O O
(Darkbarb Poison) (6) O O O O O O
Chakrams (Dawn & Dusk) 12(+2) 12L(+6L)* 3 120 N/A
Dawn and Dusk can proform the following combat actions:
- For one mote each they can split in two
and hit an enemy twice (1 weapon 2 blows)
- They can be used together with no off hand penalties,
or penalties for splitting actions
- They will return to the solar's hands at the end of the turn,
if they are somehow detained
the solar may reflexivly spend 1 mote for each chakram
and it will appear in his hands
- Instead of splitting before the chakram hits,
the solar may instead pay a cost of 3 motes after the chakram has hit,
and after soak has been subtracted, to split the chakram and
cause 2x the dammage
Dodge 8/15 (+4 essence)(+3 bracers)(+1 double jointed(depending))
* Added +2 to all damage due to the hearthstone bracers
----------------------------------------------------------------------------------------
POISONS
----------------------------------------------------------------------------------------
TYPE DIFFICULTY SUCCCESS FAILURE DURRATION
Silverthorn 5 Nothing Death N/A
Sleeping 2 2B(-1 penalty) 4B(Incapacitated) Extra Successes/Hours
Darkbarb 3 2L 6L (-4 Penalty) 6 Hours
----------------------------------------------------------------------------------------
CHARM DESCRIPTIONS
----------------------------------------------------------------------------------------
CHARM COST DURRATION TYPE EFFECT
Ox Body Technique (x2) None Permanent Special -1 x 2, -2 x 4, health levels
Precision of the 1 mote Instant Supplemental Adds dice equal to motes
Striking Raptor /die spent to single Thrown attack
Joint-Wounding Attack 3 motes Instant Supplemental Grants -1 penalties equal to
damage dealt for a scene
Triple Distance Attack 3 motes Instant Supplemental Tripple distance of a weapon
for range penalty purposes
Cascade of Cutting 5 motes Instant Supplemental Doubles attack pool against a
Terror single opponant
Fiery Solar Chakram 6 motes Instant Simple Ranged attack with no weapon
Deals 6L+ extra successes
Accuracy = permanent Essence
Agg to demons/undead
Ricochet Weapon 1 mote/ Instant Supplemental Ranged attack that can bounce
technique ricochet off of objects
Reaping The Bloody Wheat 6 motes instant Extra Actions throw a weapon and it attacks
as many targets as your thrown
score
Poison-Resisting 4 motes One Scene Reflexive Adds automatic successes
equal Meditation to Stamina
to resist poison
Illness Resisting 6 motes One Day Reflexive Adds automatic successes
equal Meditation to Stamina
to resist disease
Ten Magistrate's Eyes 3 motes One Scene Supplemental Essence added as automatic
successes on investigation
Judges Ear Technique 6 motes One Scene Reflexive Allows charecter to tell if
someone is lying. Doesn't
work if target is unaware
of truth, or if they are
purposely vague.
Graceful Crane Stance 3 motes One Scene Reflexive No need for balance rolls
Monkey Leap Technique 1 mote One Turn Reflexive Leap Str X 10 yards
Vertically, Str X 20
yards horrizontally
Thunderbolt Attack Prana 5 motes Instant Supplemental 2X damage after rolling
1 Will can be comboed with charms
of other trees
Sensory Acuity Prana 5 motes One Scene Simple Adds Permanent Essence to
awareness rolls
Surprise Anticipation 1 mote Perminant Special Warns of danger and allows
Method character to act
Image of Death 2 motes 24 hours Simple Allows the user to appear
Technique dead
Wall-Climbing 1 mote 1 turn Reflexive Normal movement rate when
Technique Climbing
Distracting Finger 2 motes Instant Reflexive Prevents one opponent from
Gesture splitting their dice pools
Ebon Shadow Form 5 motes One scene Simple +MA to initiative + Essence
to stelth and difficulty to
be hit, can do L or B
Lightning Speed 2+ motes One turn Reflexive Increases running speed
multiplier by one per 2
Spider-Foot Style 3 motes One Scene Reflexive Walk on walls and ceilings
Feather Foot Style 3 motes One Scene Reflexive Walk across liquids
Eagle Wing Style 4 motes One Scene Simple allows charecter to fly
1 will
Flawless Pickpocketing 3 motes Instant Simple Pickpocket flawlessly, no
Technique chance of being noticed
Easily Overlooked 3 motes One Scene Simple Overlooked by those who are
Presence Method not actively looking for you
Reed in the Wind 1 Mote Instant Reflexive Adds 2 dice per mote to one
/2 Dice dodge action. Must be aware
Shadow Over Water 2 motes Instant Reflexive Dodge with full pool.
Seven Shadow Evasion 6 motes Instant Reflexive Perfect Dodge
Salty Dog Method 3 motes One Day Reflexive cannot fall off of a ship
either on water or in the air
also adds essence in dice to
all sailing rolls
Scythe Among the Corn 9 motes Instant Simple thrown weapons continue to
1 will attack anyone within the
thrown weapon's range until
successfully blocked
Spirit-Detecting Glance 3 Motes One Scene Simple Character can see
dematerialized spirits.
--
COMBOS
NAME COST CHARMS INCLUDED
Rain of Holy Light 12-21 Motes/ (Precision of the Striking Raptor, Cascade
1 Will of Cutting Terror, Firey Solar Chakram)
----------------------------------------------------------------------------------------
GEAR
----------------------------------------------------------------------------------------
ITEM QUANTITY NOTES
Throwing Knives 60 20 equipped, 40 spare
Iron Throwing Knives 4 4 equipped
Darts 50 38 equipped, 12 spare
Bolas 2 Carried
Sai 2 Equipped
Silk Armor 1 Worn
open toed sandals 1 pair Worn
Rope 50 feet Carried
Climbing Gear 1 set -1 difficulty on climbing
Hammok 1 Carried
A Strange Letter 1 A Strange Letter (currently
being studied by alaethis)
----------------------------------------------------------------------------------------
ARTIFACTS/HEARTHSTONES
----------------------------------------------------------------------------------------
NAME COMMITMENT EFFECT
Chakrams, Dawn and Dusk 8 motes ACC:+2, DAM:+4L, RATE: 3
RANGE: 120
Orichalcum Hearthstone Bracers 4 motes Damage icreased by 2
1 Hearhtstone Setting
Belt of Shadow Walking 6 motes Detection rolls are diff +2
5 motes, turn into a shadow
diff 3 to notice ouside of
a larger shadow
Stone of Opening Level 3 Unlocks and opens any
passage(windows, doors, etc)
Silk Armor 6 Motes Armor that's not armor
a small shadowsteel mirror 1 mote allows user to see ghosts
The Iron Puzzle Box 4 motes allows user to open the
(50/50) box to anywhere
----------------------------------------------------------------------------------------
FAMILIAR
----------------------------------------------------------------------------------------
Familiar: Hawk Spd/Atk/Dmg: Claws 8/6/2L
Str/Dex/Sta: 2/4/2 Dodge/Soak: 8/1L/2B Will: 4
Per/Int/Wit: 3/2/4 Abilities: Ath: 3, Awr: 3 Brawl: 2, Dodge 4,
Presence: 3, Stealth: 4