Ketrus/ShimmeringClaw
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Name: Shimmering Claw Concept: Wandering Martial Artist Player: Ketrus Anima: Clawstrider, not a squid, I promise Caste: Zenith XP: 0/0 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=) 9 (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=) 3 (=Virtues=) Artifact [XX...] Compassion [XXXX.] Temperance [X....] Artifact [XX...] Conviction [X....] Valor [XXX..] Artifact [X....] Virtue Flaw: Red Rage of Compassion Manse [XXXX.] Condition: Sees innocents suffering and is unable to effectively intervene Manse [X....] 2 (=Attacks=) Essence [XX........] Clinch:6 spd, 17 acc, +6B 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 14 / 14 -0: [ ] Periph Ess 33 / 39 -1: [ ] [ ] Committed 6 -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 check/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 L/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.