Difference between revisions of "Seiraryu/PalmShriekers"

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== Character Sheet ==
 
== Character Sheet ==
  
<B>Attributes[[Seiraryu/PalmShriekers/B]]>: Strength 4, Dexterity 3, Stamina 5, Charisma 0, Manipulation 0, Appearance 0, Perception 6, Intelligence 1, Wits 3<BR>
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<B>Attributes</B>: Strength 4, Dexterity 3, Stamina 5, Charisma 0, Manipulation 0, Appearance 0, Perception 6, Intelligence 1, Wits 3<BR>
<B>Abilities[[Seiraryu/PalmShriekers/B]]>: Athletics 2, Awareness 5, Brawl 3, Dodge 4, Endurance 4, Resistance 1, Stealth 2 (Underground +3), Survival 3<BR>
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<B>Abilities</B>: Athletics 2, Awareness 5, Brawl 3, Dodge 4, Endurance 4, Resistance 1, Stealth 2 (Underground +3), Survival 3<BR>
<B>Virtues[[Seiraryu/PalmShriekers/B]]>: Compassion 1, Conviction 2, Temperance 1, Valor 4<BR>
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<B>Virtues</B>: Compassion 1, Conviction 2, Temperance 1, Valor 4<BR>
<B>Essence[[Seiraryu/PalmShriekers/B]]>: 2<BR>
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<B>Essence</B>: 2<BR>
<B>Base Initiative[[Seiraryu/PalmShriekers/B]]>: 6
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<B>Base Initiative</B>: 6
  
<B>Attacks[[Seiraryu/PalmShriekers/B]]>:<BR>
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<B>Attacks</B>:<BR>
<I>Kick[[Seiraryu/PalmShriekers/I]]>: Speed 3 Accuracy 5 Damage 6B Defense 5<BR>
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<I>Kick</I>: Speed 3 Accuracy 5 Damage 6B Defense 5<BR>
<I>Palm Bite[[Seiraryu/PalmShriekers/I]]>: Speed 7 Accuracy 7 Damage 7L Defense 6 *<BR>
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<I>Palm Bite</I>: Speed 7 Accuracy 7 Damage 7L Defense 6 *<BR>
<I>Punch[[Seiraryu/PalmShriekers/I]]>: Speed 6 Accuracy 7 Damage 4B Defense 6<BR>
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<I>Punch</I>: Speed 6 Accuracy 7 Damage 4B Defense 6<BR>
<I>Dodge Pool[[Seiraryu/PalmShriekers/I]]>: 9<BR>
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<I>Dodge Pool</I>: 9<BR>
 
<I>Soak</i>: 5L/8B (Hide, 3L/3B)<BR>
 
<I>Soak</i>: 5L/8B (Hide, 3L/3B)<BR>
 
<I>Willpower</i>: 6<BR>
 
<I>Willpower</i>: 6<BR>
<I>Health Levels[[Seiraryu/PalmShriekers/I]]>: -0, -0, -1, -1, -1, -2, -2, -2, -2, -4, Inc.
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<I>Health Levels</I>: -0, -0, -1, -1, -1, -2, -2, -2, -2, -4, Inc.
  
<I>*Note[[Seiraryu/PalmShriekers/I]]>: The Palm Bite acts as a Clinch for the purpose of continuing to do damage, except that the creature may disengage whenever it wants without a need to roll (as long as it isn't gripped by its opponent).
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<I>*Note</I>: The Palm Bite acts as a Clinch for the purpose of continuing to do damage, except that the creature may disengage whenever it wants without a need to roll (as long as it isn't gripped by its opponent).
  
 
=== Powers ===
 
=== Powers ===
http://www.geocities.com/seiraryu/tab.gif <B>Palm-Mouth Wail[[Seiraryu/PalmShriekers/B]]>: By spreading their fingers, pointing their palms towards their targets and spending 1 Willpower point, the Shrieking Palms emit a fearsome and high-pitched wail from the mouths that gruesomely spread from their hands. This shrieking sound impacts the targets and stuns them. The stunning effects get weaker with every ten yards, but they also expand to encompass a larger area every ten yards. At ten yards or less, the high pitched wail does a raw damage of 5B, and can only be dodged if the storyteller deems that the character is two or more yards near the border of the Wail's range at difficulty 2; (the character may soak as normal). Not only does the Wail do bashing damage, but it also stuns the target(s) for 6 turns minus the number of successes on the target(s) reflexive Stamina + Resistance roll, with a minimum of one turn. For every ten yards extra, the damage is lowered by one and the number of turns of stunning is also reduced by one.<BR>
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http://www.geocities.com/seiraryu/tab.gif <B>Palm-Mouth Wail</B>: By spreading their fingers, pointing their palms towards their targets and spending 1 Willpower point, the Shrieking Palms emit a fearsome and high-pitched wail from the mouths that gruesomely spread from their hands. This shrieking sound impacts the targets and stuns them. The stunning effects get weaker with every ten yards, but they also expand to encompass a larger area every ten yards. At ten yards or less, the high pitched wail does a raw damage of 5B, and can only be dodged if the storyteller deems that the character is two or more yards near the border of the Wail's range at difficulty 2; (the character may soak as normal). Not only does the Wail do bashing damage, but it also stuns the target(s) for 6 turns minus the number of successes on the target(s) reflexive Stamina + Resistance roll, with a minimum of one turn. For every ten yards extra, the damage is lowered by one and the number of turns of stunning is also reduced by one.<BR>
http://www.geocities.com/seiraryu/tab.gif <B>Hyper Awareness[[Seiraryu/PalmShriekers/B]]>: These monsters have no eyes, ears (making them immune to their own Wail), noses or mouths. However, they are more aware than any other being on the face of creation (except for maybe Gods and Demons and such). Their bodies give out an extremely high pitched vibration and, working like a radar, they are incredibly perceptive. Not only that, but their "radar" extends to half a mile of reach, making them totally aware of their surroundings. As a side effect of this, not only can Palm Shriekers can never be ambushed and can always dodge any attack as long as they haven't spent their actions.<BR>
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http://www.geocities.com/seiraryu/tab.gif <B>Hyper Awareness</B>: These monsters have no eyes, ears (making them immune to their own Wail), noses or mouths. However, they are more aware than any other being on the face of creation (except for maybe Gods and Demons and such). Their bodies give out an extremely high pitched vibration and, working like a radar, they are incredibly perceptive. Not only that, but their "radar" extends to half a mile of reach, making them totally aware of their surroundings. As a side effect of this, not only can Palm Shriekers can never be ambushed and can always dodge any attack as long as they haven't spent their actions.<BR>
http://www.geocities.com/seiraryu/tab.gif <B>Animal Repulsion[[Seiraryu/PalmShriekers/B]]>: Due to the above mentioned high pitched sounds, canines and other animals/creatures with extremely acute hearing cannot come closer than twenty yards of the Palm Shriekers. Being within half a mile of the creatures is uncomfortable, and within twenty yards they begin to experience horrible pain.<BR>
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http://www.geocities.com/seiraryu/tab.gif <B>Animal Repulsion</B>: Due to the above mentioned high pitched sounds, canines and other animals/creatures with extremely acute hearing cannot come closer than twenty yards of the Palm Shriekers. Being within half a mile of the creatures is uncomfortable, and within twenty yards they begin to experience horrible pain.<BR>
http://www.geocities.com/seiraryu/tab.gif <B>Underground Traveling[[Seiraryu/PalmShriekers/B]]>: These creatures actually -live- underground, and thus have a special connection to the earth. They can travel underground at whim, and their speed and stealth under the earth is uncanny. These creatures can effectively move below ground at max speed (10 yards per turn). They can otherwise hide under ground by spending 1 Willpower point and are un-attackable unless the characters know some form of underground attack.
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http://www.geocities.com/seiraryu/tab.gif <B>Underground Traveling</B>: These creatures actually -live- underground, and thus have a special connection to the earth. They can travel underground at whim, and their speed and stealth under the earth is uncanny. These creatures can effectively move below ground at max speed (10 yards per turn). They can otherwise hide under ground by spending 1 Willpower point and are un-attackable unless the characters know some form of underground attack.
  
 
== Comments ==
 
== Comments ==

Latest revision as of 01:32, 9 June 2010

The Palm Shriekers

http://www.geocities.com/seiraryu/tab.gif These gruesome monsters are six feet tall and are almost completely missing their necks and heads. They instead have large lumps where the neck would be. They are muscled, with slightly longer than normal fingers. They are powerful, and quicker than an average man. They are utterly mindless (no Palm Shrieker can have Intelligence greater than one) and they have no eyes, noses or ears. The most shuddering characteristic are the fanged mouths they posses upon their palms. These are fanged maws, and opponents should avoid being gripped by them or suffer the consequences.
http://www.geocities.com/seiraryu/tab.gif Palm Shriekers can be found in extremely arid sections of creation, where the soil is hardened to almost stone like duress and constantly cracked. They can also be found in ruins (although they have been hunted out of Rathess) and usually defend the ruin as if it were their home. Palm Shriekers are always hostile, and they eat the flesh of any animal they've killed (through the mouths they posses on their palms).
http://www.geocities.com/seiraryu/tab.gif These creatures attack in groups of three to ten, and some savants believe they actually have a culture, though their limited intelligence holds this theory at bay and in doubt. Some believe they have their own language by altering the high-frquency hums their forms emit, but this still can't be proven (or hasn't been). There are speculations about whether or not they have deep underground lairs and cities, however, very little is actually known about the Palm Shriekers.

Character Sheet

Attributes: Strength 4, Dexterity 3, Stamina 5, Charisma 0, Manipulation 0, Appearance 0, Perception 6, Intelligence 1, Wits 3
Abilities: Athletics 2, Awareness 5, Brawl 3, Dodge 4, Endurance 4, Resistance 1, Stealth 2 (Underground +3), Survival 3
Virtues: Compassion 1, Conviction 2, Temperance 1, Valor 4
Essence: 2
Base Initiative: 6

Attacks:
Kick: Speed 3 Accuracy 5 Damage 6B Defense 5
Palm Bite: Speed 7 Accuracy 7 Damage 7L Defense 6 *
Punch: Speed 6 Accuracy 7 Damage 4B Defense 6
Dodge Pool: 9
Soak: 5L/8B (Hide, 3L/3B)
Willpower: 6
Health Levels: -0, -0, -1, -1, -1, -2, -2, -2, -2, -4, Inc.

*Note: The Palm Bite acts as a Clinch for the purpose of continuing to do damage, except that the creature may disengage whenever it wants without a need to roll (as long as it isn't gripped by its opponent).

Powers

http://www.geocities.com/seiraryu/tab.gif Palm-Mouth Wail: By spreading their fingers, pointing their palms towards their targets and spending 1 Willpower point, the Shrieking Palms emit a fearsome and high-pitched wail from the mouths that gruesomely spread from their hands. This shrieking sound impacts the targets and stuns them. The stunning effects get weaker with every ten yards, but they also expand to encompass a larger area every ten yards. At ten yards or less, the high pitched wail does a raw damage of 5B, and can only be dodged if the storyteller deems that the character is two or more yards near the border of the Wail's range at difficulty 2; (the character may soak as normal). Not only does the Wail do bashing damage, but it also stuns the target(s) for 6 turns minus the number of successes on the target(s) reflexive Stamina + Resistance roll, with a minimum of one turn. For every ten yards extra, the damage is lowered by one and the number of turns of stunning is also reduced by one.
http://www.geocities.com/seiraryu/tab.gif Hyper Awareness: These monsters have no eyes, ears (making them immune to their own Wail), noses or mouths. However, they are more aware than any other being on the face of creation (except for maybe Gods and Demons and such). Their bodies give out an extremely high pitched vibration and, working like a radar, they are incredibly perceptive. Not only that, but their "radar" extends to half a mile of reach, making them totally aware of their surroundings. As a side effect of this, not only can Palm Shriekers can never be ambushed and can always dodge any attack as long as they haven't spent their actions.
http://www.geocities.com/seiraryu/tab.gif Animal Repulsion: Due to the above mentioned high pitched sounds, canines and other animals/creatures with extremely acute hearing cannot come closer than twenty yards of the Palm Shriekers. Being within half a mile of the creatures is uncomfortable, and within twenty yards they begin to experience horrible pain.
http://www.geocities.com/seiraryu/tab.gif Underground Traveling: These creatures actually -live- underground, and thus have a special connection to the earth. They can travel underground at whim, and their speed and stealth under the earth is uncanny. These creatures can effectively move below ground at max speed (10 yards per turn). They can otherwise hide under ground by spending 1 Willpower point and are un-attackable unless the characters know some form of underground attack.

Comments