Difference between revisions of "Ketrus/ShimmeringClaw"

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  (Martial Arts)
 
  (Martial Arts)
 
  First Martial Arts Excellency                (1m/d, inst, ref) 1
 
  First Martial Arts Excellency                (1m/d, inst, ref) 1
   +1 die/mote to Martial Arts check[[/DV]]
+
   +1 die/mote to Martial Arts checkKetrus/[[ShimmeringClaw/DV]]
 
  (Medicine)
 
  (Medicine)
 
  Second Medicine Excellency                    (2m/s, inst, ref) 1
 
  Second Medicine Excellency                    (2m/s, inst, ref) 1
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  Orihalcum Chain Shirt(Artifact 1), 2 motes
 
  Orihalcum Chain Shirt(Artifact 1), 2 motes
  +7/5 L[[/B]], 3/3 Hardness, 0 mobility, 0 fatigue
+
  +7/5 LKetrus/[[ShimmeringClaw/B]], 3/3 Hardness, 0 mobility, 0 fatigue
 
  Comfort is just that, a far more modern wonder in comparison to the other treasures
 
  Comfort is just that, a far more modern wonder in comparison to the other treasures
 
  reclaimed in Shimmering Claw's ancient Manse.  Created for more courtly atmospheres
 
  reclaimed in Shimmering Claw's ancient Manse.  Created for more courtly atmospheres

Latest revision as of 08:07, 5 April 2010

Name:   Shimmering Claw      Concept:  Wandering Martial Artist
Player: Ketrus               Anima:  Clawstrider, not a squid, I promise
Caste:  Zenith               XP:  2/5
Motivation:  To spread her self-taught martial arts to all corners of the world!
Intimacies:  Martial Arts, Her Home Culture, Her Companions, Medicine
                            (=Attributes=)
(Physical)              (Social)                (Mental)
Strength      [XXXX.]   Charisma      [XXX..]   Perception    [XXX..]
Dexterity     [XXXXX]   Manipulation  [X....]   Intelligence  [XXX..]
Stamina       [XX...]   Appearance    [XXX..]   Wits          [XXX..]
                            (=Abilities=)  
(Dawn)                  (Zenith)                (Twilight)
Archery       [.....]   .Integrity    [X....]   Craft         [.....]
.Martial Arts [XXXXX]   .Performance  [XXXXX]   Investigation [.....]
Melee         [.....]   .Presence     [.....]   .Lore         [X....]
Thrown        [.....]   .Resistance   [X....]   .Medicine     [XXX..]
.War          [X....]   .Survival     [XXX..]   Occult        [X....]
(Night)                 (Eclipse)               (Specialties)
Athletics     [XXX..]   Bureaucracy   [.....]   MA: Fighting Unarmed +3
Awareness     [X....]   Linguistics   [X....]   Dodge: When Unarmed +3
.Dodge        [XXXXX]   Ride          [.....]   
Larceny       [.....]   Sail          [.....]
Stealth       [.....]   Socialize     [XXX..]   
Languages: Flametongue, Riverspeak
   (=Backgrounds=)                         (=Virtues=) 
Artifact       [XX...]        Compassion [XXXX.]    Temperance  [X....]
Artifact       [XX...]        Conviction [XX...]    Valor       [XXX..]
Artifact       [X....]        Virtue Flaw:  Red Rage of Compassion
Manse          [XXXX.]        Condition:  Sees innocents suffering and is unable to effectively intervene
Manse          [X....]
                                           (=Attacks=)
Essence        [XX........]   Clinch:6 spd, 17 acc,  +6Bp dam, 1 rate                     
Willpower      [XXXXXXXX..]   Fist:  5 spd, 18 acc,  +6B dam, 3 rate, 8 PV
Limit          [>........!]   Kick:  5 spd, 17 acc,  +9B dam, 2 rate, 6 PV
                              DV: 9, Soak: 8/7 3/3, Join: 4, MDV: 6
Health Levels:                Personal Ess   5 / 14
-0:  [ ]                      Periph Ess    34 / 40
-1:  [ ] [ ]                  Committed     12
-2:  [ ] [ ]
-4:  [ ]
Incap[ ]
                             (=Charms=)
(Athletics)
Graceful Crane Stance                         (3m, scene, ref) 1
  Diceless balance
Monkey Leap Technique                         (3m, scene, ref) 1
  Jump as a move action, x2 jumping distance
(Dodge)
Reflexive Sidestep Technique                  (1m, inst, ref) 3
  Expect Unexpected Attack
Shadow Over Water                             (1m, inst, ref) 3
  Ignore all penalties to Dodge DV
Seven Shadow Evasion[Compassion]              (3m, inst, ref) 4
  Perfect dodge when near someone/something she cares about
(Martial Arts)
First Martial Arts Excellency                 (1m/d, inst, ref) 1
  +1 die/mote to Martial Arts checkKetrus/ShimmeringClaw/DV
(Medicine)
Second Medicine Excellency                    (2m/s, inst, ref) 1
  +1 succ/2 motes to Medicine checks
Contagion-Curing Touch                        (2m, inst, supp) 3
  Use ability freely without tools, without circum. penalties
Flawless Diagnosis Technique                  (1m, inst, ref) 1
  Error-free diagnosis, usually speed 5 longtick
(Performance)
Second Performance Excellency                 (2m/s, inst, ref) 1
  +1 succ/2 motes to Performance checks

Equipment:
Orihalcum Hearthstone Bracers(Artifact 2), 4 motes
Dodge +3, Damage +2
set with:  Healer's Stone(Manse 1)
+3 Medicine
Prayer and Intercession are old, even by the standards of the Solar Exalted.  These two
hearthstone bracers were created at the dawn of the First Age, one example of thousands
of minor wonders hammered out by first generation of Solar craftsmen trained by the
Mountain Folk.  Created more for function than style, they are relatively unadorned,
each completely bare of insignia and decoration except for a single sunburst pattern on
the right bracer's hearthstone setting, one that is covered by the Healer's Stone set
within.
Orihalcum Skin-Mount Hearthstone Amulet(Artifact 2)
+8 peripheral motes
set with:  Seven Leaping Dragon Stone (Manse 4)
+4 MA attack dice
Inspiration is a relatively simple name for such a complicated piece of jewelry, which
was created not long after Prayer and Intercession.  Based upon Dragon King designs, it
was made to boost the staying power of young Solar Exalted and serves this very purpose
an Age later.
Orihalcum Chain Shirt(Artifact 1), 2 motes
+7/5 LKetrus/ShimmeringClaw/B, 3/3 Hardness, 0 mobility, 0 fatigue
Comfort is just that, a far more modern wonder in comparison to the other treasures
reclaimed in Shimmering Claw's ancient Manse.  Created for more courtly atmospheres
than the savage battlefields of the Primeordial War, it was made to be unbelievably thin 
and nearly weightless.  While not as excellently made as some other, similar garments 
from the first age, it serves fairly well in its purpose of discreet protection for when
stronger armor is not appropiate or, in this case, available.
Hallways of the Sun's Insight, Manse 4/1
In the western expanses of the South's mighty desert is a manse seemingly shaped from an
oasis.  The tall, eternal palm trees that form its walls have been grown with amazing
geomantic precision to create wooden hallways that enjoy bright and clear lighting even
in the lowest, most shaded levels.  Built around a small pool of perfectly clear water,
which serves as the hearthstone chamber, the Manse provides both an ample supply of tree
fruit and an amazing reference to the workings of the human body.  Etched within the
bark of nearly all the trees are diagrams and Old Realm scripts describing the motion
and function of human bodies, and many of the more common variants thereof, including
beastmen, Exalted, and those twisted by the Wyld.  It produces a pair of hearthstones,
one of which is a fairly minor wonder that imparts an instinctive knack for mending the
wounds of others, and another that enhances the use of the same knowledge in battle, for
delivering precise, measured blows against the Solar's foes.
XP Record:
  5         Earned
  3         Conviction 1->2
  2         Remaining