FrivYeti/Kotoy

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The Island of Kotoy

Lying in the Western sea, Kotoy is currently an occupied land. With a population approaching a half a million, half in the principal city, and the rest scattered about the large island in small towns and villages, Kotoy is a prosperous nation, with numerous shipyards and foundries, living off of its legacy from the First Age. There are profitable jade mines in the caverns at the centre of the island, and it is these that keep the nation in the Realm; were it to try to secede, it would mean certain war.

However, Kotoy is also sitting on a dark secret, one which could destroy it or save it. This secret springs from the 'dragon' that they worship, the great Wood Dragon that they believe sleeps in the mountains. That secret is one of the greatest Wyld behemoths in Creation; Jagiro.

The First Age

In the First Age, there was no island of Kotoy. A Twilight Caste by the name of Jurichar, who was interested in the ways that the Wyld interacted with the world, used powerful Charms to unweave the very fabric of Creation, and rewove it in the shape of a great island. He added the jade veins to the island as an easy source for the elemental artifacts that he was testing, wondering how their natures would interact with that of the Wyld, but soon grew bored. Instead, he began experimenting with the power of human imagination upon the Wyld. Jurichar laid sigils throughout the island, designed to focus and charge human faith, and he bound a group of Fair Folk to help him construct a creature to defend the island out of the dreams of power that were gathered. At first, the creature was small and not particularly dangerous, but as Jurichar moved more and more people to the island, it grew in size and might.

Ultimately, however, Jurichar's experiment was, in his eyes, a failure. While the monster would rise to fight any apparant threats to the island, it had no focus. It was a force of destruction, the Kukla writ small upon the nation, and whenever he let it unleash itself, it wound up destroying most of the island in its battles. Finally, disgusted, he left the island to its own devices, resolving to pursue his experiments another way. Soon afterwards, the Usurpation occured, and with no Solar present, the island found itself spared devastation.

The Shogunate

It did not take long for the stories of Jagiro to warp and distort. As the nation grew in power, it became acclaimed as one of peace; the 'guardian' of the island would destroy anyone who threatened that peace, said the stories. Kotoy became a land of peace and prosperity, a vast island with fertile fields and a rich jade reserve. Shogunate officers went there to rest, and everyone was content. As the beast was a creature of the Wyld, the Sidereals had no hint of its existance, and dismissed the legends of the place as unimportant.

All that changed in the Contagion. As the people died, their fear awakened the slumbering Jagiro. Feeling its power fading as its people died, it went into a berserk fury, stampeding across the island as it tried to burn away the plague with tainted fire. The attempt was doomed. Instead of saving its island, Jagiro killed thousands of survivors of the plague before weakness forced him into retreat. When the Fair Folk came to the island, their dark powers swamped the sigils that kept Jagiro active, and he fell comatose. The island was almost entirely wiped out by the invaders, unable to mount a defense.

The Realm

After the Empress re-established the Defense Grid, there were only a few hundred half-mad people living on Kotoy. However, there were always new people seeking lives, and settlers landed on the island fifty years later. Told half-crazed stories of the Dragon Jagiro who guarded the island, most dismissed them as stories, but towns grew up regardless.

When a Fair Folk incursion occured in 328 YR, however, Jagiro awoke. Fire belched from the mountains as the great behemoth charged down the island, destroying the fae as they met him. The city-folk were stunned and impressed - especially as the battles took place away from towns, and they had no way of realizing how uncontrolled the beast was. Within a few hundred years, drawn by stories of wealth, prosperity, and safety, over a hundred thousand people populated the shores. When serious danger threatened, Jagiro awoke and destroyed it, and although people were killed and areas devastated, the damage was less than what would have happened had the threats not been destroyed.

When the Realm came asking for allegiance, the leaders of the nation considered. While they felt their god was mighty, they had no wish to test him against the Realm, and the added protection of the legions would help ensure that Jagiro did not become wroth with the city for waking him unnecessarily. As such, the nation became a tributary of the Realm, and a Satrap moved in.

In the present day, however, danger is brewing. With the darkness of the Second Age, it is only a matter of time before Jagiro awakens again, as it has not in almost three hundred years. It has grown much since then, and it will not focus on the enemy alone if it awakens. Worse, the satrap, Peleps Suhkat, does not believe that the beast is so mighty, and has begun taxing the population heavily. A riot or serious revolt will almost certainly awaken Jagiro, with disasterous results.

Jagiro

Jagiro is a devastatingly powerful behemoth, but his power dwindles and grows based on the power of the island that he sleeps within.

To all appearances, Jagiro is a vicious-looking river dragon, capable of standing on his hind legs and taking large swipes at his targets. He is greenish-blue in colour, his scales rippling in the sunlight or shadows. His eyes are deep black, and sharp spines run along his back and arms. Jagiro cannot be killed without exceptional effort; when he reaches Dying, he does not pass through health levels normally, and gains double his Essence in soak and hardness.

All of Jagiro's statistics are calculated based on his Essence score. Jagiro's Essence is equal to the number of digits worth of people on the island. For example, if there were only 800 people on the island, he would be Essence 3. With a population of 500,000, however, his Essence is 6.

Jagiro's base Attributes are calculated based on his Essence, as follows:
Strength, Stamina: Equal to Essence x2.
Dexterity, Wits: Equal to Essence.
Perception, Charisma, Appearance: Equal to half Essence, rounded up.
Intelligence: Equal to one-third Essence, rounding 1/3 down and 2/3 up.
Manipulation: 1.

Jagiro's Abilities are calculated in the same manner, as follows:
Athletics, Dodge, Integrity, Martial Arts, Resistance, Thrown: Equal to Essence
Awareness, Investigation, Presence, Intimitdation Specialty*, Strength Feats Specialty*, Survival: Equal to half Essence, rounded up

  • The Intimidation specialty for Presence and the Strength Feats specialty for Athletics cannot exceed +3, regardless of Jagiro's Essence score.

Jagiro's Willpower is equal to his Essence +2, to a maximum of 10. His Valor and Conviction are equal to his Essence, to a maximum of 5. His Compassion and Temperance are equal to 1.

Finally, Jagiro has a number of Mutations, depending on his Essence score.

SIZE

Jagiro has a Size mutation, depending on his Essence score.

At Essence 1, he has the Large mutation.

At Essence 2, he has the Huge mutation.

At Essence 3, he has the Giant mutation.

At Essence 4, he has the special Massive mutation, which increases his difficulty to hit single human-sized targets by a further +1over Giant, decreases difficulty to hit him by the same, increases his Strength by +8 and his Stamina by +6, and grants him one OK, two -1, two -2, and one -4 health level, and makes him about twenty yards all. Massive applies a +3 difficulty to all Stealth checks when moving.

At Essence 5, he has the special Colossal mutation, which increases his difficulty to hit single human-sized targets by a further +1over Massive, decreases difficulty to hit him by the same, increases his Strength by +10 and his Stamina by +8, and grants him two OK, four -1, four -2, and two -4 health level, and makes him about forty yards tall. Colossal applies a +5 difficulty to all Stealth checks when moving.

At Essence 6, he has the special Immense mutation, which increases his difficulty to hit single human-sized targets by a further +1over Colossal, decreases difficulty to hit him by the same, increases his Strength by +13 and his Stamina by +10, and grants him three OK, five -1, five -2, and three -4 health level, and makes him about sixty yards tall. Immense applies a +7 difficulty to all Stealth checks when moving.

At Essence 7, he has the special Titanic mutation, which increases his difficulty to hit single human-sized targets by a further +1over Immense, decreases difficulty to hit him by the same, increases his Strength by +16 and his Stamina by +13, and grants him four OK, six -1, six -2, and four -4 health level, and makes him about ninety yards tall. Titanic applies a +9 difficulty to all Stealth checks when moving.

At Essence 8 or above, he has the special Atlasian mutation, which increases his difficulty to hit single human-sized targets by a further +1over Titanic, decreases difficulty to hit him by the same, increases his Strength by +20 and his Stamina by +16, and grants him five OK, seven -1, seven -2, and five -4 health level, and makes him about a hundred and twenty yards tall. Titanic applies a +9 difficulty to all Stealth checks when moving.

OTHER MUTATIONS

Jagiro has the following mutations, which he stacks as he gains Essence.

Essence 1: Tough (+1 Strength, +2 Stamina, can soak lethal damage with full Stamina), Essence Armor (Increase soak by Essence x3, develop Hardness of Essence x3), Claw (Speed 5, Accuracy +2, Damage +Essence L, Def +2, Rate 2).

Essence 2: Bastion of the Self (Sword) (Immune to damage except from stunts/Charms; +2 difficulty to hit with those), Power Blast (Speed 6, Accuracy +0, Damage +Essence x2L, Defense n/a, Rate 1, Range 50xEssence, Area 2 yards (xincreased area))

Essence 3: Racing Dragon Speed (Double Dexterity for speed), Fast Healing (Heals one lethal per hour, one bashing per ten minutes)

Essence 4: Surpassing Excellence (Fighting Wyld Mutants), Area Effect (1 yard; hopping dodge, stunt, or Charm parry only)

Essence 5: Racing Dragon Speed (Triple Dexterity for speed), Area Effect (3 yards), Incredible Healing (Heals one lethal per minute, one bashing per three ticks).

Essence 6: Racing Dragon Speed (Quadruple Dexterity for speed), Area Effect (5 yards)

Essence 7: Imposition of Law (Resistance), Area Effect (8 yards), Amazing Healing (Heals one lethal per three ticks, three bashing per tick).

Essence 8: Racing Dragon Speed (Quintuple Dexterity for speed), Area Effect (12 yards)

JAGIRO, Essence 6

Strength 25, Dexterity 6, Stamina 22, Charisma 3, Manipulation 1, Appearance 3, Perception 3, Intelligence 2, Wits 6

Awareness 3, Athletics 6 (Strength Feats +3), Dodge 6, Integrity 6, Investigation 3, Martial Arts 6 (Vs. Wyld Creatures +2), Presence 3 (Intimidation +3), Resistance 6, Survival 3, Thrown 6 (Vs. Wyld Creatures +2)

Willpower 8, Essence 6, Compassion 1, Conviction 5, Temperance 1, Valor 5

Mutations: Bastion of the Self (Sword), Racing Dragon Speed (Dexterity x4), Area Effect (5 yards), Incredible Healing (One lethal per minute, one bashing per round.)

Attacks: Claw: Speed 5, Accuracy 14 (-4 successes vs. single humans), Damage 31L, Def 14, Rate 2, 5 yard radius strike.
Power Breath: Speed 6, Accuracy 12, Damage 37L, Def -, Rate 1, Range 300 yards, Rate 1, 10 yard radius

DDV: 9 (4 vs. humans)(+2 diff for stunts and Charms only; auto-fail otherwise)
DPV: 7 (2 vs. humans)(+2 diff for stunts and Charms only; auto-fail otherwise)
MDV: 10
MPV: 3
Soak: 40B/40L (18 hardness).
Dying Soak: 52B/52L (30 hardness).
Health Levels: OK, OK, OK, OK, -1, -1, -1, -1, -1, -2, -2, -2, -2, -2, -4, -4, -4, Inc, Inc, Inc, Dying x22


WOOOOH!!! Godzilla! and not the American 'zilla ^_^ ~ haku