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Zadja

Subtle Thunder character sheet

Dec 21st, 2014
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  1. Subtle Thunder
  2.  
  3. Attributes:
  4. Dex-5 Intelligence-3 Charisma-2
  5. Strength-4 Wits-4 Manipulation-2
  6. Stamina-4 Perception- 2 Appearance-3
  7.  
  8. Defense: 6 Withering pool: 15
  9. Parry: 5 Decisive pool: 10
  10. Evasion: 5
  11. Health Levels: -0, -1, -1, -1, -2, -2, -2, -2, -4, and Incapacitated
  12. Resolve: 6
  13. Guile: 2
  14.  
  15. Essence: 1
  16. Personal: 13/13
  17. Peripheral: 33/33
  18.  
  19. Abilities:Caste: Awareness-3(4), Dodge-3(5), Martial Arts-3, Melee-3(5)(her family's sword style), Resistance-1
  20. Favored: Athletics-3(5)(Acrobatics), Lore-3(Sorcery), Occult-3, Ride-2(Hawks), Investigation-2
  21. Integrity-2
  22. Presence-2
  23. Linguistics-1
  24. Stealth-2
  25.  
  26. Charms:
  27. Excellent Strike
  28. Cost:1m; Mins:Melee 2, Essence 1; Type:Supplemental
  29. Keywords:Uniform
  30. Duration:Instant
  31. Prerequisite Charms:None
  32. The Exalt channels Essence through skill, honing her accuracy in order to strike true.
  33. Her attack gains one automatic success. Additionally, all 1s that appear are rerolled
  34. until no 1s appear in the result, and any successes they garner are added to the
  35. initial result.
  36.  
  37. Hungry Tiger Technique
  38. Cost:1m; Mins:Melee 3, Essence 1; Type:Supplemental
  39. Keywords:Dual
  40. Duration:Instant
  41. Prerequisite Charms:Excellent Strike
  42. The Solar charges her body and weapon with Essence, unifying the two to unleash a
  43. brutal strike that rends her opponent. On a witheringattack, extra successes are
  44. doubled after the attack roll for the purpose of determining raw damage. On a
  45. decisiveattack, 10s count as two successes on the damage roll.
  46.  
  47. Fire and Stones Strike
  48. Cost:1m per die or success; Mins:Melee 3, Essence 1; Type:Supplemental
  49. Keywords:Dual
  50. Duration:Instant
  51. Prerequisite Charms:Hungry Tiger Technique
  52. The Solar strikes with telling force, burning Essence surging into the body of her
  53. target and shattering it from within. On a witheringattack, the Exalt spends up to
  54. her (Strength) score in motes before making the attack. If the attack hits, each mote
  55. spent adds a single die to the post-soak damage of the attack. This strike has the
  56. potential to increase minimum damage (see p. XX).
  57. On a decisiveattack, the Exalt may spend up to (Essence) motes before making
  58. the attack to transfer an equal number of extra successes from her attack roll into the raw
  59. damage of the blow.
  60.  
  61. One Weapon, Two Blows
  62. Cost: 3m; Mins:Melee 2, Essence 1; Type:Reflexive
  63. Keywords:None
  64. Duration:Instant
  65. Prerequisite Charms:Excellent Strike
  66. Sensing an opening, the Solar strikes with surpassing speed. Immediately after
  67. making a witheringattack which lowers an opponent’s current Initiative from a value
  68. greater to a value less than the Solar’s own, she may use this Charm to unleash a
  69. second attack against that opponent. This second attack may be witheringor
  70. decisive.
  71.  
  72. Dipping Swallow Defense
  73. Cost: 2m; Mins:Melee 1, Essence 1; Type:Reflexive
  74. Keywords:None
  75. Duration:Instant
  76. Prerequisite Charms:None
  77. With speed and grace, the Exalt flashes to her own defense. Even when she is
  78. beleaguered she strikes away blows with preternatural accuracy. The Solar can
  79. ignore all penalties to parry an attack with her full Defense. In addition, any attack
  80. she successfully parries with Dipping Swallow Defense grants her one point of
  81. Initiative. This Charm cannot by itself remove the penalties from a surprise attack.
  82.  
  83. Reed in the Wind
  84. Cost:2i per 1 Evasion; Mins:Dodge 3, Essence 1; Type:Reflexive
  85. Keywords:Perilous
  86. Duration:Instant
  87. Prerequisite Charms:None
  88. The Exalt draws upon her own momentum to bend and flow with opposing forces.
  89. For every two Initiative spent in response to an attack, the player may raise the
  90. Exalt’s Evasion by one. Reed in the Wind raises the cap on how much the Solar can
  91. enhance her Evasion by her Essence. At Dodge 5+, Essence 3+, a successful
  92. dodge with Reed in the Wind restores one mote. This bonus may only occur once
  93. per round
  94.  
  95. Searing Quicksilver Flight
  96. Cost:--; Mins:Dodge 4, Essence 1; Type:Permanent
  97. Keywords:None
  98. Duration:Permanent
  99. Prerequisite Charms:Reed in the Wind
  100. The Solar’s skill at evasion is such that her dodges wither away at her opponent’s
  101. momentum. Upon successfully dodging an attack, her opponent loses one point of
  102. Initiative in addition to any other Initiative they may have lost for failing the attack.
  103.  
  104. Dust Motes Whirling
  105. Cost:2m; Mins:Dodge 4, Essence 1; Type:Supplemental
  106. Keywords:None
  107. Duration:Instant
  108. Prerequisite Charms:Reed in the Wind
  109. The Solar is as elusive as a dust mote whirling through a ray of light. This Charm
  110. supplements a disengage attempt, granting double 9s.
  111.  
  112. Shadow Dancer Method
  113. Cost:--(1m); Mins:Dodge 5, Essence 1; Type:Permanent
  114. Keywords:None
  115. Duration:Permanent
  116. Prerequisite Charms:Dust Motes Whirling
  117. The Lawgiver dances in and out of the whirling blades of her enemies like one
  118. consigned to death. For one mote, she retains the two Initiative that are lost with
  119. each disengage attempt. In addition, upon using a disengage action to move away
  120. on her opponent’s turn, if she then chooses to close with her opponent, she gains
  121. two Initiative automatically, regardless of whether she spent a mote on this Charm’s
  122. cost.
  123.  
  124. Sensory Acuity Prana
  125. Cost:5m; Mins:Awareness 2, Essence 1; Type:Reflexive
  126. Keywords:None
  127. Duration:One scene
  128. Prerequisite Charms:None
  129. A breath of Essence seals the five senses into a more perfect form. The Solar’s
  130. senses are heightened and attuned to minute motions and sounds, dim and noisy
  131. conditions. She can differentiate between subtle tastes and textures with only the
  132. slightest variation. Thus sharpened, it is more difficult for characters to escape her
  133. notice, or to deceive her hunting senses. For the rest of the scene, the Exalt’s
  134. Awareness rolls benefit from double 9s. In addition, reroll any 5s or 6s the Solar rolls
  135. a single time. If the effect of any Unsurpassed (Sense) Discipline applies, reroll 5s
  136. and 6s until they cease to appear. Use of Sensory Acuity Prana comes without the
  137. danger of sensory overload; the Charm helps the Solar manage her senses more
  138. effectively.
  139.  
  140. Graceful Crane Stance
  141. Cost:3m; Mins:Athletics 1, Essence 1; Type:Reflexive
  142. Keywords:None
  143. Duration:One scene
  144. Prerequisite Charms:None
  145. The Solar draws Essence through her pores and into her bones, suffusing and
  146. lightening her form and steadying her step. For the rest of the scene, she has perfect
  147. balance, and can stand or run on things too narrow or weak to support her normally,
  148. with no chance of falling or breaking through. She can run on a guy wire, stand on a
  149. crumbling parapet, and balance on the tip of a pine tree, and many other similar
  150. feats, without needing to roll Dexterity + Athletics.
  151.  
  152. Monkey Leap Technique
  153. Cost:2m; Mins:Athletics 2, Essence 1; Type:Supplemental
  154. Keywords:None
  155. Duration:Instant
  156. Prerequisite Charms:None
  157. The Exalt leaps with the speed and grace of a striking hawk. Using this technique, a
  158. Solar may automatically leap forward or straight up one range band. A Solar using
  159. this Charm can easily leap to the top of a twenty foot wall or cross a Nexus street
  160. over rooftops, without having to roll. This Charm counts as the Solar’s movement for
  161. the turn. If the Solar continues to leap to a different range band each turn, the cost is
  162. reduced to one mote after the first activation.
  163.  
  164. Foe-Vaulting Method
  165. Cost:3i; Mins:Athletics 2, Essence 1; Type:Reflexive
  166. Keywords:None
  167. Duration:Instant
  168. Prerequisite Charms:Graceful Crane Stance, Monkey Leap Technique
  169. Fearless in combat, the Solar leaps over her stunned opponent. At close range, if
  170. the Exalt has higher Initiative (before cost) than her foe, she may use this Charm on
  171. her turn, rolling Dexterity + Athletics against her opponent’s Evasion. If successful,
  172. she leaps over her target, creating an opening, and may make a surprise attack (see
  173. p. XX) overhead or at their back. This Charm may only be used once per combat,
  174. but is reset by landing a decisiveattack and building Initiative to 6+
  175.  
  176. Ox-Body Technique
  177. Cost:--; Mins:Resistance 1, Essence 1; Type:Permanent
  178. Keywords:Stackable
  179. Duration:Permanent
  180. Prerequisite Charms:None
  181. The bodies of the Exalted are much more durable than those of mere mortals. To
  182. help simulate this, an Exalt may buy extra health levels with this Charm. The
  183. purchasing choices are based on the character’s Stamina rating:
  184. At Stamina 1 and 2: One -1 and one -2 health level.
  185. 3 and 4: One -1 and two -2 health levels.
  186. 5+: One -0, one -1, and one -2 health level.
  187. The Solar may purchase Ox-Body Technique (Resistance) times. If she increases
  188. her Stamina after purchasing Ox-Body Technique, her health levels automatically
  189. change to reflect the new rating.
  190.  
  191. Harmonious Academic Methodology
  192. Cost:--; Mins:Lore 3, Essence 1; Type:Permanent
  193. Keywords:None
  194. Duration:Permanent
  195. Prerequisite Charms:None
  196. The Solar’s mind covers a spectrum of mastered topics. With this Charm, add the
  197. Solar’s Essence in non-Charm automatic successes to any Lore roll that involves a
  198. Lore specialty. In addition, the player may roll the Solar’s Intelligence + Lore once
  199. per story, converting successes into additional topics the Solar may treat as a
  200. specialty. The Storyteller may veto any particular topic, in which case the player is
  201. allowed to change the excepted specialty to one that is more acceptable. Finally, at
  202. any point in which the Solar succeeds at a moderately or extremely difficult roll to
  203. introduce or challenge a fact (see p. XX), the player may request to add a related
  204. topic to the Solar’s library of known topics. As with all other topics, this is allowable
  205. only at the Storyteller’s discretion.
  206.  
  207.  
  208.  
  209. Defining Intimacies
  210. Principal: "Freedom is the sacred right of all, and it is those who hold
  211. it that must defend it."
  212. Major Intimacies
  213. Principal: "Gods,kings, warlords, bandits, they're all the same. Man needs
  214. no ruler dictating their lives and actions, and preserving some perverted sense of "order"!
  215. "I despise those who willingly bow before evil-especially if it's to just save
  216. their own skin!"
  217. Minor Intimacies
  218. Principal: "I have to see all that the world may offer me; otherwise I am simply
  219. wasting this breath of mine."
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