Difference between revisions of "Nemo of Utopia:Characters/Mirelu"

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ne<b>Name:</b> Merela/Mirela/Mirelu <br>
 
ne<b>Name:</b> Merela/Mirela/Mirelu <br>
 +
 +
=== <b><i>Concepts</i></b> ===
 
<b>Caste:</b> Eclipse <br>
 
<b>Caste:</b> Eclipse <br>
 
<b>Motivation:</b> Merela: To reclaim her staus as High-Queen of Creation. Mirela: To see to it that the reborn Solar Deliberative does not repeat the mistakes of its predecessor, by whatever means necessary. Mirelu: To restore the status of the Peoples of creation to the heights they enjoyed during the first age. <br>
 
<b>Motivation:</b> Merela: To reclaim her staus as High-Queen of Creation. Mirela: To see to it that the reborn Solar Deliberative does not repeat the mistakes of its predecessor, by whatever means necessary. Mirelu: To restore the status of the Peoples of creation to the heights they enjoyed during the first age. <br>
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<b>Concept:</b> The Once-and-Future Queen of All Creation. <br>
 
<b>Concept:</b> The Once-and-Future Queen of All Creation. <br>
  
<b><i>Attributes</i></b><br>
+
=== <b><i>Attributes</i></b> ===
 
<b>PHYSICAL</b><br>
 
<b>PHYSICAL</b><br>
 
Strength: &bull; &bull;, Dexterity: &bull; &bull; &bull; &bull; &bull;, Stamina: &bull; &bull;.<br>
 
Strength: &bull; &bull;, Dexterity: &bull; &bull; &bull; &bull; &bull;, Stamina: &bull; &bull;.<br>
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Perception: &bull; &bull;, Intelligence: &bull; &bull; Wits: &bull; &bull; &bull; &bull; &bull;.<br>
 
Perception: &bull; &bull;, Intelligence: &bull; &bull; Wits: &bull; &bull; &bull; &bull; &bull;.<br>
  
<b><i>Abilities</i></b><br>
+
=== <b><i>Abilities</i></b> ===
  
 
<b>Dawn:</b>Archery 0, *Martial Arts 5, Melee 0, *Thrown 3, *War 5.<br>
 
<b>Dawn:</b>Archery 0, *Martial Arts 5, Melee 0, *Thrown 3, *War 5.<br>
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<b>Crafts:</b> 'Elemental' 3, Air 0, Earth 0, Fire 0, Water 0, Wood 0. <br>
 
<b>Crafts:</b> 'Elemental' 3, Air 0, Earth 0, Fire 0, Water 0, Wood 0. <br>
  
<b><i>Backgrounds</i></b><br>
+
=== <b><i>Backgrounds</i></b> ===
  
 
Ally 1: &bull;&bull;&bull; Nellens Buniraku Suraku: Water Aspected Dragonblooded Bodyguard/Lover. (Currently sorcerously bound by Thazda, can't be fully trusted till that can be fixed.)
 
Ally 1: &bull;&bull;&bull; Nellens Buniraku Suraku: Water Aspected Dragonblooded Bodyguard/Lover. (Currently sorcerously bound by Thazda, can't be fully trusted till that can be fixed.)
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Manse 1: &bull;&bull;&bull; The Spire of Buena Aires: The hearthstone of this manse was embedded in the Discreet Essence Armor's Hearthstone Socket, Using the Hearthstone Compass Mirela was able to find it, not too far from the island she claimed for her nation of Grecinder, and attune to the manse. It is a late first age design, showing distinct Dragon-Blooded influences but clearly built by a solar craftswoman, not one of the Dragon-Blooded, and is a potent example of a three-dot manse. Its hearthstone is a Stone of Easy Breath, with a slight oddity of color and shape. Mirela found the manse inhabited by the descendants of the original cleaning and maintenance crews. She easily cowed them into obedience and many of them are now part of the population of Gracinder as experts on geomancy and thaumaturges of various other kinds.   
 
Manse 1: &bull;&bull;&bull; The Spire of Buena Aires: The hearthstone of this manse was embedded in the Discreet Essence Armor's Hearthstone Socket, Using the Hearthstone Compass Mirela was able to find it, not too far from the island she claimed for her nation of Grecinder, and attune to the manse. It is a late first age design, showing distinct Dragon-Blooded influences but clearly built by a solar craftswoman, not one of the Dragon-Blooded, and is a potent example of a three-dot manse. Its hearthstone is a Stone of Easy Breath, with a slight oddity of color and shape. Mirela found the manse inhabited by the descendants of the original cleaning and maintenance crews. She easily cowed them into obedience and many of them are now part of the population of Gracinder as experts on geomancy and thaumaturges of various other kinds.   
  
<b><i>Virtues</i></b><br>
+
=== <b><i>Virtues</i></b> ===
 
<b>Compassion</b> &bull;&bull;&bull;&bull;, <b>Conviction</b> &bull;&bull;&bull;&bull;, <b>Temperance</b> &bull;, <b>Valor</b> &bull;&bull;&bull; <br>
 
<b>Compassion</b> &bull;&bull;&bull;&bull;, <b>Conviction</b> &bull;&bull;&bull;&bull;, <b>Temperance</b> &bull;, <b>Valor</b> &bull;&bull;&bull; <br>
 
<b>Limit</b> <br>
 
<b>Limit</b> <br>
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<b><i>Health Levels</i></b> 0*2, -1*4, -2*4, -4*2, I*2, D*
 
<b><i>Health Levels</i></b> 0*2, -1*4, -2*4, -4*2, I*2, D*
  
<b><i>Charms</i></b><br>
+
=== <b><i>Charms</i></b> ===
 +
 
 +
==== Dodge ====
 +
 
 +
====== Reflex Sidestep Technique =======
 +
 
 +
(1 motes; Instant; Reflexive; 3 Dodge; 1 Essence; Normal XP Cost)
 +
Night - Dodge
 +
  The heroes of the dawn are in tune with the Essence of the world. The Exalt invokes this Charm in response to an unexpected attack. The attack is no longer unexpected (but if an appropriate Charm, it remains unblockable). This allows the character to use his Dodge DV and Charms such as Seven Shadow Evasion against the attack.
 +
 
 +
Reflexive (Step 2)
 +
 
 +
Pre-Req Charms: None
 +
Keywords: Combo-OK, Dawn
 +
Found in "Exalted (2e)" page 227
 +
 
 +
==== Integrity ====
 +
 
 +
====== Righteous Lion Defense ======
 +
 
 +
(0 motes; Permanent; Permanent; 3 Integrity; 1 Essence; Normal XP Cost)
 +
Zenith - Integrity
 +
  To the Solar Exalted, 'death' and 'surrender' are almost the same things. This Charm helps a character hold fast to her fundamental Intimacies in the face of temptation. The player picks one of the character's Intimacies when purchasing this Charm. For the purposes of this Solar Charm, this loyalty must be to an ideal---not to a person or a love, but sometimes to a relationship; not to a tribe or city, but sometimes to the nation she might build of them; not to a battle or war, but to the extinction of one foe or the conquest of a great region. (Other Exalted have versions of this Charm that support different commitments.)
 +
  This Charm allows the character to treat mental influence to betray or forsake that Intimacy as an unacceptable order (see page 180). If the character voluntarily abandons that Intimacy or it becomes obsolete, this Charm ceases to function until, first, a new story begins and, second, the Character chooses a new Intimacy to which the Charm applies. Players can also shift this Charm to a new Intimacy at any time by spending one experience point.
 +
  Players can purchase this Charm a second time to reinforce one additional Intimacy. Any further loyalties require more specialized magic.
 +
 
 +
Pre-Req Charms: None
 +
Keywords: None
 +
Found in "Exalted (2e)" page 199
 +
 
 +
(Mirela's RLD is to Providing "Shust-Und-Shur"\* to Gracinder & it's people.)
 +
\*(A complicated concept that can most closely be translated into English without a long dissertation on it's many nuances as 'Defense-and-Protection' though I do feel I have to clarify that this includes protection from things like starvation and natural disaster.)
 +
 
 +
==== Lore ====
 +
 
 +
Chaos Repelling Pattern: (8 motes; One Hour; Simple; 3 Lore; 3 Essence; Normal XP Cost)
 +
Twilight - Lore
 +
  The presence of the Lawgivers wards away chaos. This Charm surrounds the character with a mystic pattern of Essence---what the Fair Folk call an 'island of Creation' or a 'dead waypoint.'  The character's immediate vicinity---out to (her Essence) in yards---functions according to the laws of Creation, even if the character is in the Wyld, Malfeas, or some stranger location.
 +
 
 +
Pre-Req Charms: None
 +
Keywords: Combo-OK, Obvious
 +
Found in "Exalted (2e)" page 216
 +
 
 +
==== Presence ====
 +
 
 +
====== Irresistible Salesman Spirit ======
 +
 
 +
(3 motes; Instant; Supplemental; 4 Presence; 2 Essence; Normal XP Cost)
 +
Zenith - Presence
 +
  The glamour of the Lawgivers inspires others to dream of glorious things. This makes the Solars the ultimate salesman and recruiters. Irresistible Salesman Spirit enhances a Presence-based roll to exert mental influence and make a favorable bargain or encourage a specific action. This Charm doubles the Solar's successes on the roll before comparing them to the target's MDV.
 +
 
 +
Pre-Req Charms: Any Presence Excellency°
 +
Keywords: Combo-Basic, Social
 +
Found in "Exalted (2e)" page 204
 +
 
 +
==== War ====
 +
 
 +
====== Heroism Encouraging Presence ======
 +
 
 +
(5 motes  or 5m, 1wp;; One Scene; Simple; 4 War; 2 Essence; Normal XP Cost)
 +
Dawn - War
 +
  The Chosen radiate the confidence and surety of the Unconquered Sun. This Charm affects any unit or social group that the Solar commands and every ally within (Essence x 5) yards. This Charm's targets no longer need to make Valor checks. In war, this Charm prevents rout and reduces the chance of fatigue (see page 374).
 +
 
 +
This Charm costs five motes when used in combat or social combat, or five motes, one Willpower when used in mass combat.  It renders allies fearless within a range of (Essence x 20) yards, not (Essence x 5).
 +
 
 +
At Essence 3+, in addition to the listed effects, whenever the Solar or an ally under the effects of Heroism-Encouraging Presence channels Valor to enhance an action, they add successes rather than dice to the action at a rate of one success for every die that would have been added. If the action succeeds, the character is automatically refunded the Willpower spent to channel Valor.
 +
 
 +
Simple (Speed 6 in long ticks)
 +
 
 +
Pre-Req Charms: None
 +
Keywords: Combo-OK, Obvious, War
 +
Found in "Exalted (2e)" page 197
 +
 
 +
====== Tiger Warrior Training Technique ======
 +
 
 +
(10 motes 2wp; One Week; Simple; 4 War; 3 Essence; Normal XP Cost)
 +
Dawn - War
 +
  Under the banner of the Solar Exalted, even bandits and peasants become deadly warriors. This Charm involves training a military unit. This Charm requires five or more hours of effort in any given week to bear fruit. This Charm increases the Drill of a unit by one for each week of training, to a maximum of Drill 5. In each week of training, the trainer picks one trait to train: Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts or Melee. This Charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the unit or as a solo unit, increasing her own traits. She cannot increase others' traits past her own.
 +
 
 +
Simple (Dramatic Action)
 +
 
 +
Pre-Req Charms: Heroism Encouraging Presence
 +
Keywords: Obvious, Touch, Training
 +
Found in "Exalted (2e)" page 198
 +
 
 +
====== Legendary Warrior Curriculum ======
 +
 
 +
(0 motes; One Turn per Essence; Permanent; 5 War; 4 Essence; Normal XP Cost)
 +
Dawn - War
 +
  Solar Exalted imbue their warriors with something of their own nature. This Charm enhances the Exalt's ability to train warriors. This Charm allows him to use Tiger Warrior Training Technique to train others in any of the following:
 +
  -Military Abilities he possesses at 4 or more. In addition to the Abilities already available through Tiger Warrior Training Technique, military Abilities include Thrown, War, Integrity, Resistance, Survival, relevant Craft, Medicine, Athletics, Awareness, Stealth, Ride, and Sail.
 +
  -Willpower. The Exalt can train Willpower to a maximum of 7.
 +
  -Bonus dice. The Solar can devote one week's training to rare and special techniques. This gives trained characters two bonus dice or one bonus success for a specific activity defined by the Solar during training. This benefit must have military relevance, it does not apply to Exalted targets, and it is not cumulative. Characters must abandon their previous training and lose the previous bonus to benefit from this Charm again. This bonus can apply to rolls for any Ability and is considered an artificial two-die specialty that stacks with (at most) one die of other specialties. Examples include a one-success bonus in silent communication, a two-die bonus in fighting when outnumbered, and a two-die bonus for nocturnal fighting. Non-extras must pay four bonus points or eight experience points for this benefit, and they go into experience debt as usual if they cannot pay.  The Storyteller is the final authority on whether a special technique has military relevance.
 +
 
 +
Pre-Req Charms: Tiger Warrior Training Technique
 +
Keywords: Obvious
 +
Found in "Exalted (2e)" page 198
 +
 
 +
====== Mob Dispersing Rebuke ======
 +
 
 +
(7 motes 1wp; Instant; Simple; 3 War; 2 Essence; Normal XP Cost)
 +
Dawn - War
 +
  The Lawgiver chastises the unworthy rabble. This Charm forces the player of an enemy unit most of whose members are within (Essence x 100) yards to make an immediate check for rout. The difficulty of this roll is 1 if the unit has Magnitude greater than the Exalt's Essence, and 2 other otherwise. This Charm can be used socially rather than in war, in which case the Exalt can treat any mob gathering or social group he can reasonably chastise as the target military unit.
 +
 
 +
Simple (Speed 3 in long ticks)
 +
 
 +
Pre-Req Charms: None
 +
Keywords: Combo-OK, Social, War
 +
Found in "Exalted (2e)" page 197
 +
 
 +
 
 +
==== Martial Arts Styles ====
 +
 
 +
===== Solar Hero Style =====
 +
 
 +
====== Fists of Iron Technique ======
 +
 
 +
(1 mote; One Action; Reflexive; 2 Martial Arts; 1 Essence; Normal XP Cost)
 +
Solar Celestial Martial Arts 2e: Solar Hero Style
 +
The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered son.  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
 +
 
 +
Enhancement: This Charm adds the magical material benefits of orichalcum to the Solar's natural attacks while Solar Hero Form is active.
 +
 
 +
Pre-Req Charms: None
 +
Keywords: Combo-OK, Enhanced
 +
Found in "Scroll of Errata (2e)" page 4 (core 242)
 +
 
 +
====== Dragon Coil Technique ======
 +
 
 +
(3 motes; Until Next Action; Reflexive; 3 Martial Arts; 2 Essence; Normal XP Cost)
 +
Solar Celestial Martial Arts 2e: Solar Hero Style
 +
The clinch of the Lawgivers does not fail.  The Solar's grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent.  This charm makes clinch crush damage lethal.  This charm also adds the Solar's Essence in dice to the dice pool to inflict, maintain and control a clinch.  It also adds the character's Essence to the damage of clinch crush attacks.
 +
 
 +
This Charm cannot be placed in a Combo with extra-action Charms.
 +
 
 +
Enhancement: The dice added by this Charm do not count toward the Solar’s dice caps.
 +
 
 +
Reflexive (Step 1)
 +
 
 +
Pre-Req Charms: Fists of Iron Technique
 +
Keywords: Combo-OK, Enhanced
 +
Found in "Scroll of Errata (2e)" page 0 (October 2010 edition)
 +
 
 +
====== Sledgehammer Fist Punch ======
 +
 
 +
(3 motes; Instant; Supplemental; 3 Martial Arts; 2 Essence; Normal XP Cost)
 +
Solar Celestial Martial Arts 2e: Solar Hero Style
 +
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.
 +
 
 +
Enhancement: When used by a Solar, this Charm costs one mote and also ignores the object's soak.
 +
 
 +
Martial-ready: Melee.
 +
 
 +
Pre-Req Charms: Fists of Iron Technique
 +
Keywords: Combo-OK, Obvious, Enhanced, Martial-ready
 +
Found in "Scroll of Errata (2e)" page 4 (core 242)
 +
 
 +
====== Solar Hero Form ======
 +
 
 +
(6 motes; One Scene; Simple; 4 Martial Arts; 2 Essence; Normal XP Cost)
 +
Solar Celestial Martial Arts 2e: Solar Hero Style
 +
The Solare suffuses his body with the Essence of the Sun.  He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned.  There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it.  This is an honest battle art, for champions, gladiators, and heroes.  It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them.
 +
 
 +
Like Snake Form, this Charm cannot be activated at the same time as another Form Charm without first deactivating the other Form.  This is the usual restriction placed on all Form-type Charms.
 +
 
 +
This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage.  She must spend one mote reflexively in Step 7 of attack resolution each time she takes advantage of this effect.  This charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt.
 +
 
 +
Enhancement: While this Charm is active, the Solar adds his Martial Arts rating to his natural bashing and lethal soak.
 +
 
 +
Pre-Req Charms: Dragon Coil Technique, Sledgehammer Fist Punch
 +
Keywords: Combo-Basic, Form-type, Obvious, Enhanced
 +
Found in "Scroll of Errata (2e)" page 0 (October 2010 edition)
 +
 
 +
====== Knockout Blow ======
 +
 
 +
(4 motes; Instant; Supplemental; 4 Martial Arts; 2 Essence; Normal XP Cost)
 +
Solar Celestial Martial Arts 2e: Solar Hero Style
 +
Solar exalted with this Charm can topple even behemoths with a single punch.  This Charm supplements an unarmed Martial Arts attack.  This charm takes effect if the attack hits and inflicts even one health level of damage.  If [damage successes x Exalt's Esssence] is greater than the target's remaining health levels, this Charm knocks the target unconscious, and the target remains so for a scene.
 +
 
 +
Pre-Req Charms: Solar Hero Form
 +
Keywords: Combo-OK, Crippling, Obvious
 +
Found in "Exalted (2e)" page 190
 +
 
 +
===== Seafareing Hero Style =====
 +
 
 +
Doldrums-Induced Tempo: (3 motes; Instant; Supplemental; 3 Martial Arts; 1 Essence; Normal XP Cost)
 +
Terrestrial Martial Arts 2e: Seafaring Hero Style
 +
All sailors know the danger of getting caught in the doldrums. Experienced sailors fear pirates less than sitting on the sea with no wind, or brief puffs from random directions because it mixes boredom with bad company and dwindling supplies. Eventually, men go mad from entrapment on the becalmed sea. The martial artist using this Charm has meditated upon that experience, and she knows how to use its madness as a weapon. Her steps are unexpected, and her blows come from surprising quarters, making it more difficult to defend against the character’s attack. Her target suffers a -2 penalty to his DV against this attack (-1 if he has three or more dots in Sail). Should the attack connect, it throws the target off balance and degrades his ability to move in his own defense. He then suffers the same penalty against all attacks in that tick. The attacker may not take a Move action in the same tick she uses this Charm.
 +
 
 +
Pre-Req Charms: None
 +
Keywords: Combo-OK
 +
Found in "Scroll of the Monk (2e)" page 59
 +
 
 +
====== Sea Spider Plunge ====== (2 motes; Instant; Simple; 3 Martial Arts; 1 Essence; Normal XP Cost)
 +
Terrestrial Martial Arts 2e: Seafaring Hero Style
 +
Skipping above the black depths, nothing can drown the sea spiders of the Coral Archipelago. They dance on the waves and pierce that blue veil only to kill their prey. After a shipwreck, clever islanders watch the spiders, waiting for their strong mandibles to catch and drag up the dead. Having learned the first mysteries of the style, a student can drag foes from the ship that carries him with the same mastery. Activating this Charm, the character “dips” into a battle on decks from above. As a single action, the character sweeps downward on a rope and makes a clinch attack against one target. He completes the motion by swinging back up into the rigging, generally with his victim. This action has a -2 DV penalty and allows the character to exceed the normal movement limits of the Move action.
 +
 
 +
Pre-Req Charms: None
 +
Keywords: Combo-OK
 +
Found in "Scroll of the Monk (2e)" page 59
 +
 
 +
====== Stuck Rudder Infliction ======
 +
 
 +
(2 motes; Essence in actions; Supplemental; 3 Martial Arts; 1 Essence; Normal XP Cost)
 +
Terrestrial Martial Arts 2e: Seafaring Hero Style
 +
The rudder is half a ship’s will, and it must be kept in good repair. Should it become warped or damaged, the crew loses control over how the ship moves. With some practice, students of this style learn how to inflict this same problem on others. The character supplements a clinch attack or an opposed grappling check with this Charm. If the attack succeeds, he must immediately release his opponent. For the duration of the Charm, the target can move in one only direction dictated by the martial artist. This direction must be absolute to the environment (“toward the aft, toward that door, that way”), not relative to the character (“away from me”). Targets may choose instead not to move at all.
 +
 
 +
Pre-Req Charms: None
 +
Keywords: Combo-OK
 +
Found in "Scroll of the Monk (2e)" page 59
 +
 
 +
====== Seafaring Hero Form ======
 +
 
 +
(5 motes; One Scene; Simple; 3 Martial Arts; 2 Essence; Normal XP Cost)
 +
Terrestrial Martial Arts 2e: Seafaring Hero Style
 +
True Seafaring Heroes are greater than any mere storm or rolling deck. While on a ship, the martial artist ignores up to (Martial Arts) dice worth of penalty due to environmental factors. She also knows how to roll with attacks, much as a well-tended ship rolls over the waves of lesser storms. By voluntarily reducing her DV by one against a single attack, she can reduce the raw damage she suffers by three dice. She may not reduce her DV by an amount greater than her Essence.
 +
 
 +
Pre-Req Charms: Doldrums-Induced Tempo, Sea Spider Plunge, Stuck Rudder Infliction
 +
Keywords: Combo-Basic, Form-type
 +
Found in "Scroll of the Monk (2e)" page 59
 +
 
 +
====== Full-Stroked Ramming Kick ======
 +
 
 +
(4 motes; Instant; Simple; 4 Martial Arts; 2 Essence; Normal XP Cost)
 +
Terrestrial Martial Arts 2e: Seafaring Hero Style
 +
Just as the ship that uses the most slaves for its ramming scuttles the most enemy ships, the warrior who strikes with the greatest speed lays his enemies low. The character moves up to (Dexterity + 6) yards before this attack, at least half of which he spends flying through the air with his foot extended. When he connects, he adds a number of dice equal to his Martial Arts to his raw damage, and one die to his minimum damage. If his opponent successfully dodges, the hero must spend his next tick moving the same distance past his target. Attacking in this manner by swinging from the rigging adds another die to damage and increases the difficulty to resist knockdown to 4.
 +
 
 +
Pre-Req Charms: Seafaring Hero Form
 +
Keywords: Combo-OK
 +
Found in "Scroll of the Monk (2e)" page 60
 +
 
 +
====== Terrible Sail-Rending Assault ======
 +
 
 +
(4 motes; MA in actions; Supplemental; 4 Martial Arts; 2 Essence; Normal XP Cost)
 +
Terrestrial Martial Arts 2e: Seafaring Hero Style
 +
In ship-to-ship combat, one of the most effective tactics is to target an opponent’s sails, rendering her ship dead in the water until her crew can repair the damage. While inflicting damage on an enemy with a Martial Arts attack, the Exalt makes sure that he retains the maneuverability advantage. Each health level of damage inflicted with this Charm reduces a target’s Move and Dash actions by two yards, to a minimum of zero. Characters with a Move action of zero yards suffer a -2 internal penalty to their Dodge DVs.
 +
 
 +
Pre-Req Charms: Seafaring Hero Form
 +
Keywords: Combo-OK, Crippling
 +
Found in "Scroll of the Monk (2e)" page 60
 +
 
 +
====== Wave-Riding Navy-Breaker ======
 +
 
 +
(3 motes; Until Next Action; Simple; 4 Martial Arts; 2 Essence; Normal XP Cost)
 +
Terrestrial Martial Arts 2e: Seafaring Hero Style
 +
Waves grow strong over time as the winds build them up. Over hundreds of leagues, they change from mere ripples to behemoths ready to tear ships to shreds. The most brilliant captains learn how to ride such waves, traveling incredibly quickly and getting the drop on their waterborne foes. The character emulates both the wave and the ship by building up her strength to unleash a massive blow on her target.
 +
 
 +
When the character invokes this Charm, her player rolls (Strength + Martial Arts). Each success adds one to the raw damage of the attack the martial artist makes on her next action. Perceptive opponents might notice her marshaling her inner strength and collecting herself for a blow. Instead of attacking, a martial artist may use this Charm again and accumulate even more raw damage. Each subsequent use of this Charm subtracts two dice from the (Strength + Martial Arts) pool, and the character may not use this Charm when it provides zero dice. If her next action is not an attack or invoking this Charm, the Seafaring Hero loses its benefit.
 +
 
 +
Simple (Speed 3)
 +
 
 +
Pre-Req Charms: Seafaring Hero Form
 +
Keywords: Combo-Basic, Stackable
 +
Found in "Scroll of the Monk (2e)" page 60
 +
 
 +
====== Sail-Furling Invulnerability ======
 +
 
 +
(3 motes 1wp; Instant; Reflexive; 5 Martial Arts; 3 Essence; Normal XP Cost)
 +
Terrestrial Martial Arts 2e: Seafaring Hero Style
 +
Sailors know no fury worse than the wind of a storm, which can topple a ship or tear its mast straight off. The best proof against such danger is to drop all sails, reducing the wind’s grip as much as possible. Martial artists apply the same technique to their defenses. Dropping her arms to her sides and presenting as small a target as possible, blue-black winds of Essence howl past and around the character, causing attacks against her to miss. This Charm supplies a perfect defense against dodgeable ranged attacks that are not enhanced by stunts or Charms, and it adds three to the character’s Dodge DV in any case. The Charm also grants this Dodge DV bonus against Melee and Martial Arts attacks.
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Reflexive (Step 2)
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Pre-Req Charms: Full-Stroked Ramming Kick, Terrible Sail-Rending Assault, Wave-Riding Navy-Breaker
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Keywords: Combo-Basic, Obvious
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Found in "Scroll of the Monk (2e)" page 61
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==== Excellencies: ====
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The First Excellency (Essence Overwhelming): Presence
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The Second Excellency (Essence Triumphant): Martial Arts, War
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The Third Excellency (Essence Resurgent): Dodge
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Tiger-Warrior Training Technique
 
  
  
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<b>Investigation:</b> Speed 5, Accuracy 6, Parry 3, Rate 2<br>
 
<b>Investigation:</b> Speed 5, Accuracy 6, Parry 3, Rate 2<br>
  
<b><i>Intimacies</i></b><br>
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=== <b><i>Intimacies</i></b> ===
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<b><i>Description</i></b><br>
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=== <b><i>Description</i></b> ===
  
  
  
<b><i>History</i></b><br>
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=== <b><i>History</i></b> ===
  
  

Revision as of 00:13, 25 September 2020

neName: Merela/Mirela/Mirelu

Concepts

Caste: Eclipse
Motivation: Merela: To reclaim her staus as High-Queen of Creation. Mirela: To see to it that the reborn Solar Deliberative does not repeat the mistakes of its predecessor, by whatever means necessary. Mirelu: To restore the status of the Peoples of creation to the heights they enjoyed during the first age.
Anima: Herself as she was in the prime of her life during the first age, dressed in her full regalia.
Concept: The Once-and-Future Queen of All Creation.

Attributes

PHYSICAL
Strength: • •, Dexterity: • • • • •, Stamina: • •.
SOCIAL
Charisma: • • •, Manipulation: • •, Appearance: • • • • •.
MENTAL
Perception: • •, Intelligence: • • Wits: • • • • •.

Abilities

Dawn:Archery 0, *Martial Arts 5, Melee 0, *Thrown 3, *War 5.
Zenith:Integrity 3, Performance 5, Presence 3, Resistance 0, Survival 3.
Twilight: *Craft: See Sub-Section, Investigation 0, Lore 3, Medicine 0, *Occult 1.
Night:Athletics 0, Awareness 1, Dodge 5, Larceny 0, Stealth 0.
Eclipse: *Bureaucracy 0, *Linguistics 5, *Ride 0, *Sail 0, *Socialize 3.

Crafts: 'Elemental' 3, Air 0, Earth 0, Fire 0, Water 0, Wood 0.

Backgrounds

Ally 1: ••• Nellens Buniraku Suraku: Water Aspected Dragonblooded Bodyguard/Lover. (Currently sorcerously bound by Thazda, can't be fully trusted till that can be fixed.)

Artifact 1: ••• Slayer Katars: styled with the heads of elephants instead of rams, these Katars were recovered from a ruined manse sunken at the bottom of the western ocean by Nellens Buniraku Suraku shortly before Merela returned from death and bound him to her service.

Artifact 2: •• Discrete Essence Armor: This magical protective gear is also styled with elephantine imagery and was recovered from the same cache.

Artifact 3: • Hearthstone Compass: This compass was one of Nellens Buniraku Suraku's treasure hunting tools. An early-middle-Shogunate era example of the type, he gifted it to Mirela after he reunited with her following their escape from the Wyld Hunt as proof of his loyalty.

Manse 1: ••• The Spire of Buena Aires: The hearthstone of this manse was embedded in the Discreet Essence Armor's Hearthstone Socket, Using the Hearthstone Compass Mirela was able to find it, not too far from the island she claimed for her nation of Grecinder, and attune to the manse. It is a late first age design, showing distinct Dragon-Blooded influences but clearly built by a solar craftswoman, not one of the Dragon-Blooded, and is a potent example of a three-dot manse. Its hearthstone is a Stone of Easy Breath, with a slight oddity of color and shape. Mirela found the manse inhabited by the descendants of the original cleaning and maintenance crews. She easily cowed them into obedience and many of them are now part of the population of Gracinder as experts on geomancy and thaumaturges of various other kinds.

Virtues

Compassion ••••, Conviction ••••, Temperance •, Valor •••
Limit
Willpower ••••• •••••
Essence ••••
Personal
Peripheral
Comitted

Health Levels 0*2, -1*4, -2*4, -4*2, I*2, D*

Charms

Dodge

Reflex Sidestep Technique =

(1 motes; Instant; Reflexive; 3 Dodge; 1 Essence; Normal XP Cost) Night - Dodge

  The heroes of the dawn are in tune with the Essence of the world. The Exalt invokes this Charm in response to an unexpected attack. The attack is no longer unexpected (but if an appropriate Charm, it remains unblockable). This allows the character to use his Dodge DV and Charms such as Seven Shadow Evasion against the attack.

Reflexive (Step 2)

Pre-Req Charms: None Keywords: Combo-OK, Dawn Found in "Exalted (2e)" page 227

Integrity

Righteous Lion Defense

(0 motes; Permanent; Permanent; 3 Integrity; 1 Essence; Normal XP Cost) Zenith - Integrity

  To the Solar Exalted, 'death' and 'surrender' are almost the same things. This Charm helps a character hold fast to her fundamental Intimacies in the face of temptation. The player picks one of the character's Intimacies when purchasing this Charm. For the purposes of this Solar Charm, this loyalty must be to an ideal---not to a person or a love, but sometimes to a relationship; not to a tribe or city, but sometimes to the nation she might build of them; not to a battle or war, but to the extinction of one foe or the conquest of a great region. (Other Exalted have versions of this Charm that support different commitments.)
  This Charm allows the character to treat mental influence to betray or forsake that Intimacy as an unacceptable order (see page 180). If the character voluntarily abandons that Intimacy or it becomes obsolete, this Charm ceases to function until, first, a new story begins and, second, the Character chooses a new Intimacy to which the Charm applies. Players can also shift this Charm to a new Intimacy at any time by spending one experience point.
  Players can purchase this Charm a second time to reinforce one additional Intimacy. Any further loyalties require more specialized magic.

Pre-Req Charms: None Keywords: None Found in "Exalted (2e)" page 199

(Mirela's RLD is to Providing "Shust-Und-Shur"\* to Gracinder & it's people.) \*(A complicated concept that can most closely be translated into English without a long dissertation on it's many nuances as 'Defense-and-Protection' though I do feel I have to clarify that this includes protection from things like starvation and natural disaster.)

Lore

Chaos Repelling Pattern: (8 motes; One Hour; Simple; 3 Lore; 3 Essence; Normal XP Cost) Twilight - Lore

  The presence of the Lawgivers wards away chaos. This Charm surrounds the character with a mystic pattern of Essence---what the Fair Folk call an 'island of Creation' or a 'dead waypoint.'   The character's immediate vicinity---out to (her Essence) in yards---functions according to the laws of Creation, even if the character is in the Wyld, Malfeas, or some stranger location.

Pre-Req Charms: None Keywords: Combo-OK, Obvious Found in "Exalted (2e)" page 216

Presence

Irresistible Salesman Spirit

(3 motes; Instant; Supplemental; 4 Presence; 2 Essence; Normal XP Cost) Zenith - Presence

  The glamour of the Lawgivers inspires others to dream of glorious things. This makes the Solars the ultimate salesman and recruiters. Irresistible Salesman Spirit enhances a Presence-based roll to exert mental influence and make a favorable bargain or encourage a specific action. This Charm doubles the Solar's successes on the roll before comparing them to the target's MDV.

Pre-Req Charms: Any Presence Excellency° Keywords: Combo-Basic, Social Found in "Exalted (2e)" page 204

War

Heroism Encouraging Presence

(5 motes or 5m, 1wp;; One Scene; Simple; 4 War; 2 Essence; Normal XP Cost) Dawn - War

  The Chosen radiate the confidence and surety of the Unconquered Sun. This Charm affects any unit or social group that the Solar commands and every ally within (Essence x 5) yards. This Charm's targets no longer need to make Valor checks. In war, this Charm prevents rout and reduces the chance of fatigue (see page 374).

This Charm costs five motes when used in combat or social combat, or five motes, one Willpower when used in mass combat. It renders allies fearless within a range of (Essence x 20) yards, not (Essence x 5).

At Essence 3+, in addition to the listed effects, whenever the Solar or an ally under the effects of Heroism-Encouraging Presence channels Valor to enhance an action, they add successes rather than dice to the action at a rate of one success for every die that would have been added. If the action succeeds, the character is automatically refunded the Willpower spent to channel Valor.

Simple (Speed 6 in long ticks)

Pre-Req Charms: None Keywords: Combo-OK, Obvious, War Found in "Exalted (2e)" page 197

Tiger Warrior Training Technique
(10 motes 2wp; One Week; Simple; 4 War; 3 Essence; Normal XP Cost) 

Dawn - War

  Under the banner of the Solar Exalted, even bandits and peasants become deadly warriors. This Charm involves training a military unit. This Charm requires five or more hours of effort in any given week to bear fruit. This Charm increases the Drill of a unit by one for each week of training, to a maximum of Drill 5. In each week of training, the trainer picks one trait to train: Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts or Melee. This Charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the unit or as a solo unit, increasing her own traits. She cannot increase others' traits past her own.

Simple (Dramatic Action)

Pre-Req Charms: Heroism Encouraging Presence Keywords: Obvious, Touch, Training Found in "Exalted (2e)" page 198

Legendary Warrior Curriculum
(0 motes; One Turn per Essence; Permanent; 5 War; 4 Essence; Normal XP Cost) 

Dawn - War

  Solar Exalted imbue their warriors with something of their own nature. This Charm enhances the Exalt's ability to train warriors. This Charm allows him to use Tiger Warrior Training Technique to train others in any of the following:
  -Military Abilities he possesses at 4 or more. In addition to the Abilities already available through Tiger Warrior Training Technique, military Abilities include Thrown, War, Integrity, Resistance, Survival, relevant Craft, Medicine, Athletics, Awareness, Stealth, Ride, and Sail.
  -Willpower. The Exalt can train Willpower to a maximum of 7.
  -Bonus dice. The Solar can devote one week's training to rare and special techniques. This gives trained characters two bonus dice or one bonus success for a specific activity defined by the Solar during training. This benefit must have military relevance, it does not apply to Exalted targets, and it is not cumulative. Characters must abandon their previous training and lose the previous bonus to benefit from this Charm again. This bonus can apply to rolls for any Ability and is considered an artificial two-die specialty that stacks with (at most) one die of other specialties. Examples include a one-success bonus in silent communication, a two-die bonus in fighting when outnumbered, and a two-die bonus for nocturnal fighting. Non-extras must pay four bonus points or eight experience points for this benefit, and they go into experience debt as usual if they cannot pay.  The Storyteller is the final authority on whether a special technique has military relevance.

Pre-Req Charms: Tiger Warrior Training Technique Keywords: Obvious Found in "Exalted (2e)" page 198

Mob Dispersing Rebuke
(7 motes 1wp; Instant; Simple; 3 War; 2 Essence; Normal XP Cost) 

Dawn - War

  The Lawgiver chastises the unworthy rabble. This Charm forces the player of an enemy unit most of whose members are within (Essence x 100) yards to make an immediate check for rout. The difficulty of this roll is 1 if the unit has Magnitude greater than the Exalt's Essence, and 2 other otherwise. This Charm can be used socially rather than in war, in which case the Exalt can treat any mob gathering or social group he can reasonably chastise as the target military unit.

Simple (Speed 3 in long ticks)

Pre-Req Charms: None Keywords: Combo-OK, Social, War Found in "Exalted (2e)" page 197


Martial Arts Styles

Solar Hero Style
Fists of Iron Technique

(1 mote; One Action; Reflexive; 2 Martial Arts; 1 Essence; Normal XP Cost) Solar Celestial Martial Arts 2e: Solar Hero Style The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered son. 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

Enhancement: This Charm adds the magical material benefits of orichalcum to the Solar's natural attacks while Solar Hero Form is active.

Pre-Req Charms: None Keywords: Combo-OK, Enhanced Found in "Scroll of Errata (2e)" page 4 (core 242)

Dragon Coil Technique
(3 motes; Until Next Action; Reflexive; 3 Martial Arts; 2 Essence; Normal XP Cost) 

Solar Celestial Martial Arts 2e: Solar Hero Style The clinch of the Lawgivers does not fail. The Solar's grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent. This charm makes clinch crush damage lethal. This charm also adds the Solar's Essence in dice to the dice pool to inflict, maintain and control a clinch. It also adds the character's Essence to the damage of clinch crush attacks.

This Charm cannot be placed in a Combo with extra-action Charms.

Enhancement: The dice added by this Charm do not count toward the Solar’s dice caps.

Reflexive (Step 1)

Pre-Req Charms: Fists of Iron Technique Keywords: Combo-OK, Enhanced Found in "Scroll of Errata (2e)" page 0 (October 2010 edition)

Sledgehammer Fist Punch
(3 motes; Instant; Supplemental; 3 Martial Arts; 2 Essence; Normal XP Cost) 

Solar Celestial Martial Arts 2e: Solar Hero Style 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.

Enhancement: When used by a Solar, this Charm costs one mote and also ignores the object's soak.

Martial-ready: Melee.

Pre-Req Charms: Fists of Iron Technique Keywords: Combo-OK, Obvious, Enhanced, Martial-ready Found in "Scroll of Errata (2e)" page 4 (core 242)

Solar Hero Form
(6 motes; One Scene; Simple; 4 Martial Arts; 2 Essence; Normal XP Cost) 

Solar Celestial Martial Arts 2e: Solar Hero Style The Solare suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it. This is an honest battle art, for champions, gladiators, and heroes. It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them.

Like Snake Form, this Charm cannot be activated at the same time as another Form Charm without first deactivating the other Form. This is the usual restriction placed on all Form-type Charms.

This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes of determining damage. She must spend one mote reflexively in Step 7 of attack resolution each time she takes advantage of this effect. This charm also allows the character to make an unarmed Martial Arts block against ranged and lethal attacks without a stunt.

Enhancement: While this Charm is active, the Solar adds his Martial Arts rating to his natural bashing and lethal soak.

Pre-Req Charms: Dragon Coil Technique, Sledgehammer Fist Punch Keywords: Combo-Basic, Form-type, Obvious, Enhanced Found in "Scroll of Errata (2e)" page 0 (October 2010 edition)

Knockout Blow

(4 motes; Instant; Supplemental; 4 Martial Arts; 2 Essence; Normal XP Cost) Solar Celestial Martial Arts 2e: Solar Hero Style Solar exalted with this Charm can topple even behemoths with a single punch. This Charm supplements an unarmed Martial Arts attack. This charm takes effect if the attack hits and inflicts even one health level of damage. If [damage successes x Exalt's Esssence] is greater than the target's remaining health levels, this Charm knocks the target unconscious, and the target remains so for a scene.

Pre-Req Charms: Solar Hero Form Keywords: Combo-OK, Crippling, Obvious Found in "Exalted (2e)" page 190

Seafareing Hero Style

Doldrums-Induced Tempo: (3 motes; Instant; Supplemental; 3 Martial Arts; 1 Essence; Normal XP Cost) Terrestrial Martial Arts 2e: Seafaring Hero Style All sailors know the danger of getting caught in the doldrums. Experienced sailors fear pirates less than sitting on the sea with no wind, or brief puffs from random directions because it mixes boredom with bad company and dwindling supplies. Eventually, men go mad from entrapment on the becalmed sea. The martial artist using this Charm has meditated upon that experience, and she knows how to use its madness as a weapon. Her steps are unexpected, and her blows come from surprising quarters, making it more difficult to defend against the character’s attack. Her target suffers a -2 penalty to his DV against this attack (-1 if he has three or more dots in Sail). Should the attack connect, it throws the target off balance and degrades his ability to move in his own defense. He then suffers the same penalty against all attacks in that tick. The attacker may not take a Move action in the same tick she uses this Charm.

Pre-Req Charms: None Keywords: Combo-OK Found in "Scroll of the Monk (2e)" page 59

====== Sea Spider Plunge ====== (2 motes; Instant; Simple; 3 Martial Arts; 1 Essence; Normal XP Cost) Terrestrial Martial Arts 2e: Seafaring Hero Style Skipping above the black depths, nothing can drown the sea spiders of the Coral Archipelago. They dance on the waves and pierce that blue veil only to kill their prey. After a shipwreck, clever islanders watch the spiders, waiting for their strong mandibles to catch and drag up the dead. Having learned the first mysteries of the style, a student can drag foes from the ship that carries him with the same mastery. Activating this Charm, the character “dips” into a battle on decks from above. As a single action, the character sweeps downward on a rope and makes a clinch attack against one target. He completes the motion by swinging back up into the rigging, generally with his victim. This action has a -2 DV penalty and allows the character to exceed the normal movement limits of the Move action.

Pre-Req Charms: None Keywords: Combo-OK Found in "Scroll of the Monk (2e)" page 59

Stuck Rudder Infliction

(2 motes; Essence in actions; Supplemental; 3 Martial Arts; 1 Essence; Normal XP Cost) Terrestrial Martial Arts 2e: Seafaring Hero Style The rudder is half a ship’s will, and it must be kept in good repair. Should it become warped or damaged, the crew loses control over how the ship moves. With some practice, students of this style learn how to inflict this same problem on others. The character supplements a clinch attack or an opposed grappling check with this Charm. If the attack succeeds, he must immediately release his opponent. For the duration of the Charm, the target can move in one only direction dictated by the martial artist. This direction must be absolute to the environment (“toward the aft, toward that door, that way”), not relative to the character (“away from me”). Targets may choose instead not to move at all.

Pre-Req Charms: None Keywords: Combo-OK Found in "Scroll of the Monk (2e)" page 59

Seafaring Hero Form

(5 motes; One Scene; Simple; 3 Martial Arts; 2 Essence; Normal XP Cost) Terrestrial Martial Arts 2e: Seafaring Hero Style True Seafaring Heroes are greater than any mere storm or rolling deck. While on a ship, the martial artist ignores up to (Martial Arts) dice worth of penalty due to environmental factors. She also knows how to roll with attacks, much as a well-tended ship rolls over the waves of lesser storms. By voluntarily reducing her DV by one against a single attack, she can reduce the raw damage she suffers by three dice. She may not reduce her DV by an amount greater than her Essence.

Pre-Req Charms: Doldrums-Induced Tempo, Sea Spider Plunge, Stuck Rudder Infliction Keywords: Combo-Basic, Form-type Found in "Scroll of the Monk (2e)" page 59

Full-Stroked Ramming Kick
(4 motes; Instant; Simple; 4 Martial Arts; 2 Essence; Normal XP Cost) 

Terrestrial Martial Arts 2e: Seafaring Hero Style Just as the ship that uses the most slaves for its ramming scuttles the most enemy ships, the warrior who strikes with the greatest speed lays his enemies low. The character moves up to (Dexterity + 6) yards before this attack, at least half of which he spends flying through the air with his foot extended. When he connects, he adds a number of dice equal to his Martial Arts to his raw damage, and one die to his minimum damage. If his opponent successfully dodges, the hero must spend his next tick moving the same distance past his target. Attacking in this manner by swinging from the rigging adds another die to damage and increases the difficulty to resist knockdown to 4.

Pre-Req Charms: Seafaring Hero Form Keywords: Combo-OK Found in "Scroll of the Monk (2e)" page 60

Terrible Sail-Rending Assault

(4 motes; MA in actions; Supplemental; 4 Martial Arts; 2 Essence; Normal XP Cost) Terrestrial Martial Arts 2e: Seafaring Hero Style In ship-to-ship combat, one of the most effective tactics is to target an opponent’s sails, rendering her ship dead in the water until her crew can repair the damage. While inflicting damage on an enemy with a Martial Arts attack, the Exalt makes sure that he retains the maneuverability advantage. Each health level of damage inflicted with this Charm reduces a target’s Move and Dash actions by two yards, to a minimum of zero. Characters with a Move action of zero yards suffer a -2 internal penalty to their Dodge DVs.

Pre-Req Charms: Seafaring Hero Form Keywords: Combo-OK, Crippling Found in "Scroll of the Monk (2e)" page 60

Wave-Riding Navy-Breaker
(3 motes; Until Next Action; Simple; 4 Martial Arts; 2 Essence; Normal XP Cost) 

Terrestrial Martial Arts 2e: Seafaring Hero Style Waves grow strong over time as the winds build them up. Over hundreds of leagues, they change from mere ripples to behemoths ready to tear ships to shreds. The most brilliant captains learn how to ride such waves, traveling incredibly quickly and getting the drop on their waterborne foes. The character emulates both the wave and the ship by building up her strength to unleash a massive blow on her target.

When the character invokes this Charm, her player rolls (Strength + Martial Arts). Each success adds one to the raw damage of the attack the martial artist makes on her next action. Perceptive opponents might notice her marshaling her inner strength and collecting herself for a blow. Instead of attacking, a martial artist may use this Charm again and accumulate even more raw damage. Each subsequent use of this Charm subtracts two dice from the (Strength + Martial Arts) pool, and the character may not use this Charm when it provides zero dice. If her next action is not an attack or invoking this Charm, the Seafaring Hero loses its benefit.

Simple (Speed 3)

Pre-Req Charms: Seafaring Hero Form Keywords: Combo-Basic, Stackable Found in "Scroll of the Monk (2e)" page 60

Sail-Furling Invulnerability
(3 motes 1wp; Instant; Reflexive; 5 Martial Arts; 3 Essence; Normal XP Cost) 

Terrestrial Martial Arts 2e: Seafaring Hero Style Sailors know no fury worse than the wind of a storm, which can topple a ship or tear its mast straight off. The best proof against such danger is to drop all sails, reducing the wind’s grip as much as possible. Martial artists apply the same technique to their defenses. Dropping her arms to her sides and presenting as small a target as possible, blue-black winds of Essence howl past and around the character, causing attacks against her to miss. This Charm supplies a perfect defense against dodgeable ranged attacks that are not enhanced by stunts or Charms, and it adds three to the character’s Dodge DV in any case. The Charm also grants this Dodge DV bonus against Melee and Martial Arts attacks.

Reflexive (Step 2)

Pre-Req Charms: Full-Stroked Ramming Kick, Terrible Sail-Rending Assault, Wave-Riding Navy-Breaker Keywords: Combo-Basic, Obvious Found in "Scroll of the Monk (2e)" page 61

Excellencies:

The First Excellency (Essence Overwhelming): Presence The Second Excellency (Essence Triumphant): Martial Arts, War The Third Excellency (Essence Resurgent): Dodge



Combos

Sorcery

Combat
Join Battle 8, Soak 6B/6L, Hardness 1B/1L, Dodge DV 6, Mobility Penalty , Fatigue
Punch: Speed 5, Accuracy 9, Damage 2, Parry DV 5, Rate 3, Tags N
Kick: Speed 5, Accuracy 8, Damage 5, Parry DV 3, Rate 2, Tags N
Clinch: Speed 6, Accuracy 8, Damage 2, Parry DV -, Rate 1, Tags C, N, P

Social Combat
Join Debate 8, Mental Dodge DV 8
Presence: Speed 4, Accuracy 7, Parry 4, Rate 2
Performance: Speed 6, Accuracy 10, Parry 5, Rate 1
Investigation: Speed 5, Accuracy 6, Parry 3, Rate 2

Intimacies

Description

History

Plot Hooks: To use ON Merela/Mirela/Mirelu

  1. 1: Consult "The Gracinder Guidebook" for a surfeit of ideas.
  1. 2: Freeing Nelens Bunraku Suraku from Thazda's control.
  1. 3: Read the "Heralds of Valdemar" series by Mercedes Lacky, adapt as needed.
  1. 4: "[Blank] is going to destroy [Something Merela would remember from The First Age]; we have to stop them!"
  1. 5: "Mirelu, do you care NOTHING for Verangia? [Harborhead or The Dhelzhen or some other traditional enemy] means to destroy us, and the prognostication says that our only hope of stopping them this time lies in securing your aid..."

Plot Hooks: To use WITH Merela/Mirela/Mirelu

  1. 1: "Your Afrontery can no longer be borne, in the name of heaven; the skies above, the sea below, and the land & ships between; The Glorious Sea Nation of Grecinder hereby declares WAR upon your ingrateful and ungracious hunk of rock! Prepare what defenses you will, within one year's time, naught shall remain of them save memories and ruins..."

XP:
Spent:
Unspent:
Total: 231

Spent For/On Date: