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  1. ==========
  2. CYNIS DRYAS
  3. ==========
  4. * Dragon-Blooded
  5. - House Cynis
  6. - Wood Aspect
  7. - Spiral Academy
  8.  
  9. ==========
  10. ATTRIBUTES
  11. ==========
  12.  
  13. MENTAL PHYSICAL SOCIAL
  14. ------ -------- ------
  15. Intelligence 2 Strength 3 Charisma 2
  16. Wits 3 Dexterity 5 Manipulation 2
  17. Perception 4 Stamina 3 Appearance 5
  18.  
  19. =========
  20. ABILITIES
  21. =========
  22.  
  23. [A] Archery 5 [ ] Linguistics 1 [F] Socialize 5
  24. [ ] Athletics 4 [ ] Lore 1 [ ] Stealth -
  25. [ ] Awareness 5 [A] Medicine - [A] Survival 1
  26. [F] Bureaucracy 4 [F] Melee 2 [ ] Thrown -
  27. [ ] Brawl - [ ] Occult - [ ] War 2
  28. [ ] Craft - [A] Performance 5
  29. [F] Dodge 5 [F] Presence 3 [ ] Martial Arts -
  30. [ ] Integrity 3 [ ] Resistance 3
  31. [ ] Investigation 3 [A] Ride 5
  32. [ ] Larceny 4 [ ] Sail 3
  33.  
  34. SPECIALTIES
  35. -----------
  36. * Performance: Dancing
  37. * Dodge: Light Armor
  38. * Archery: Bows
  39. * Bureaucracy: Shopping
  40. * Ride: Horse
  41.  
  42. ======
  43. MERITS
  44. ======
  45. Backing (House Cynis) ***
  46. Command (Bodyguard) *
  47. Contacts (Merchants) ***
  48. Familiar (Horse) **
  49. Followers (Personal staff) **
  50. Influence (Newly Hatched) **
  51. Resources (Allowance) ***
  52. Retainer (Pale Moke) **
  53.  
  54. ======
  55. TRAITS
  56. ======
  57.  
  58. * Essence: 2
  59. Personal Pool: 13/13 [11 + Essence]
  60. Peripheral Pool: 31/31 [23 + (Essence x 4)]
  61.  
  62. * Health: [ ] -0
  63. [ ] [ ] [ ] -1
  64. [ ] [ ] [ ] -2
  65. [ ] -4
  66. [ ] Incapacitated
  67.  
  68. * Willpower: 5/5
  69. * Base Initiative: 3
  70. * Natural Soak: 3 (Stamina)
  71.  
  72. DERIVED VALUES
  73. --------------
  74.  
  75. Join Battle: 8a3 (Wits + Awareness) + 3 successes
  76. Melee (Heavy Mortal Lance):
  77. Withering Attack: 7 (Dexterity + Melee + Weapon Accuracy + Spec)
  78. Withering Damage: 13 (Strength + Base Damage)
  79. Min. With. Damage: 1 (Overwhelming)
  80. Decisive Attack: 7 (Dexterity + Melee + Spec)
  81.  
  82. Archery (Light mortal bow):
  83. Withering Attack: 10 (Dexterity + Archery + Spec) REMEMBER RANGE DUMMY
  84. Withering Damage: 9 (Strength + Base Damage)
  85. Min. With. Damage: 1 (Overwhelming)
  86. Decisive Attack: 11 (Dexterity + Archery + Spec)
  87.  
  88. Control Roll: 2 (Strength + Brawl + Spec)
  89.  
  90. ON FOOT:
  91. Combat Movement: 8 (Dexterity + Athletics)
  92. Disengage: 10 (Dexterity + Dodge)
  93.  
  94. ON HORSEBACK:
  95. Combat Movement: 14 (Dexterity + Ride + Speed Bonus)
  96. Disengage: 14 (Dexterity + Ride + Speed
  97. Unless a smaller/foot opponent has Reaching weapons:
  98. +1 on Withering
  99. +2 on Withering
  100. +1 Defense
  101.  
  102. Parry: 4 [(Dexterity + Melee)/2 + Spec]
  103. Evasion: 6 [(Dexterity + Dodge)/2 - Armor Mobility Penalty]
  104. Total Soak: 6 (Stamina + Armor Soak)
  105. Total Hardness: 0
  106.  
  107. Resolve: 3 [(Wits + Integrity)/2]
  108. Guile: 3 [(Manipulation + Socialize)/2]
  109.  
  110. Read Intentions: 9 (Perception + Socialize)
  111. Instill/Persuade: 7 (Manipulation + Socialize)
  112. Intimidate: 5 (Charisma + Presence)
  113.  
  114. ==========
  115. INTIMACIES
  116. ==========
  117.  
  118. * Defining Principle: The thrill is always in the chase, never the capture.
  119. * Defining Tie: Cynis Umora (Need to please)
  120.  
  121. * Major Principle: Keep one step ahead of the competition.
  122. * Major Principle: In love and war, all is fair.
  123. * Major Principle: Take pride in your House.
  124. * Major Principle: To be rich is glorious.
  125. * Major Principle: Difference between you and me? I make this look gooooood.
  126. * Major Tie: The Threshold (Beautiful wilderness!)
  127. * Major Tie: Lunar Anathema (Deplorable!)
  128. * Major Tie: Cynis Dryas the Elder (I'll live up to her example!)
  129. * Major Tie: Luxury (so good)
  130. * Major Tie: Pale Moke (Someone to lean on)
  131. * Major Tie: Sadoko (Protectiveness)
  132.  
  133.  
  134. * Minor Principle: Boys...
  135. * Minor Principle: Generosity can be ostentatious.
  136. * Minor Tie: Barbarians (Gross)
  137. * Minor Tie: The Help (benevolence)
  138. * Minor Tie: The Realm (patriotism)
  139. * Minor Principle: Death may come from any quarter at any time. And I am not safe
  140. * Minor Tie: Sadoko (fear)
  141.  
  142.  
  143. ======
  144. CHARMS
  145. ======
  146.  
  147. ARCHERY
  148. ---------
  149. Unobstructed Hunter’s Aim
  150. Cost: 1m per die; Mins: Archery 1, Essence 1
  151. Type: Supplemental
  152. Keywords: Balanced, Excellency, Uniform, Wood
  153. Duration: Instant
  154. Prerequisite Charms: None
  155. Sighting along the flow of living Essence, the Dragon-Blood
  156. unleashes a flawless shot. She may add bonus dice to an
  157. Archery roll for one mote each. As long as she attacks a living
  158. target — or an undead one, which stands out as a void in the
  159. Essence of the world — each added die negates one point of
  160. penalty from visual obstruction such as poor lighting or smoke.
  161.  
  162. Sky-Calming Draw
  163. Cost: 3m; Mins: Archery 2, Essence 1
  164. Type: Supplemental
  165. Keywords: Air, Uniform
  166. Duration: Instant
  167. Prerequisite Charms: None
  168. The Dragon-Blood’s focus quells the wind that would
  169. divert her arrow, ensuring her shot flies true. She extends
  170. the range of a withering or decisive attack by one range
  171. band, maximum long (including those made with Flame
  172. weapons), and ignores penalties from wind or inclement
  173. weather. If her weapon already has long range, she instead adds an automatic success on the attack roll.
  174.  
  175. Death From Nowhere
  176. Cost: 4m; Mins: Archery 3, Essence 1
  177. Type: Supplemental
  178. Keywords: Air/Water, Balanced, Withering-only
  179. Duration: Instant
  180. Prerequisite Charms: Sky-Calming Draw
  181. As the Dragon-Blood draws back her arrow against her
  182. bowstring, she withdraws and disperses its weightiness, sending it flying like an ephemeral phantom to
  183. pierce her foe’s heart. Her withering attack ignores
  184. (lower of Essence or Perception) points of soak from
  185. armor. If her attack benefits from aiming, she ignores
  186. (higher of Essence or Perception) soak instead.
  187.  
  188. Harvest of the Hunter
  189. Cost: 1m; Mins: Archery 2, Essence 1
  190. Type: Supplemental
  191. Keywords: Wood
  192. Duration: Instant
  193. Prerequisite Charms: None
  194. The Dragon-Blood may go to hunt with an empty quiver
  195. yet never lack for arrows. Anything that grows will yield
  196. up arrows to the archer’s gathering hands. She can create
  197. useable ammunition for a bow or crossbow from any kind
  198. of plant, whether it’s a marsh reed or a stalk of corn. In
  199. combat, she doubles 8s on an ammunition check for an
  200. Archery weapon (Exalted, p. 202). As long as she rolls a
  201. single success, she’s guaranteed to scavenge a single arrow.
  202. Outside of combat, she may use this Charm to gather
  203. enough arrows to fill her quiver as long as there’s sufficient
  204. plant life to draw her harvest from, although the Storyteller
  205. may require a special ammunition check to create arrows
  206. in barren deserts or other areas devoid of plant life.
  207.  
  208. Life-Swelling Sap Strike
  209. Cost: 3m (+1wp); Mins: Archery 3, Essence 2
  210. Type: Simple
  211. Keywords: Decisive-only, Wood
  212. Duration: Instant
  213. Prerequisite Charms: Harvest of the Hunter
  214. The Dragon-Blood’s arrow bursts into a crush of ever-growing roots or vines in midflight, entangling her
  215. enemy in thick plants. She makes a distract gambit
  216. (Exalted, p. 200). On a success, her projectile bursts
  217. into growing vines, inflicting a −1 mobility penalty on
  218. the distracted character — which stacks with penalties
  219. from armor — for the rest of the scene. He or one of his
  220. allies can cut away the vines with a difficulty 3 gambit
  221. using an edged weapon, or the Storyteller might deem
  222. other actions or conditions sufficient. At the end of
  223. each round in which he remains entangled, he loses
  224. a point of Initiative (which the Dragon-Blood doesn’t
  225. gain). Battle groups lose one Magnitude instead.
  226. If the Dragon-Blood pays a one-Willpower surcharge,
  227. an undead crashed by this attack is incapacitated,
  228. crumbling into soil. This surcharge is waived against
  229. trivial foes. This doesn’t apply to stronger undead,
  230. such as nephwracks, Deathlords, or undead Exalted.
  231. The body of any living mortal slain while covered in
  232. vines won’t harbor a hungry ghost. Outside of combat,
  233. the Dragon-Blood may use this Charm on dying mortals to ensure they leave no hungry ghosts, waiving the
  234. Willpower cost for willing targets.
  235. In Wood Aura, the Dragon-Blood may use this Charm
  236. to make a standard decisive attack instead of a distract
  237. gambit.
  238.  
  239. BUREAUCRACY
  240. ---------
  241. Geese-Flying-South Administration
  242. Cost: 2m per success; Mins: Bureaucracy 1, Essence 1
  243. Type: Supplemental
  244. Keywords: Balanced, Excellency, Water
  245. Duration: Instant
  246. Prerequisite Charms: None
  247. The Essence of a bureaucracy is flow — the flow of a
  248. leader’s orders to her subordinates, the flow of wealth
  249. in and out, the flow of information, the flow of progress
  250. and delay. The Dragon-Blood may add automatic successes to a Bureaucracy roll for two motes each, and
  251. rerolls 6s until they cease to appear.
  252.  
  253. Benevolent Master’s Blessing
  254. Cost: 1m; Mins: Bureaucracy 3, Essence 2
  255. Type: Simple
  256. Keywords: Water
  257. Duration: Indefinite
  258. Prerequisite Charms: None
  259. The Dragon-Blood marks a subordinate with a sign of
  260. her authority, often handing out a badge or token, or
  261. leaving a swirling black tattoo of Water Essence on his
  262. hand. If the subordinate presents the token or mark,
  263. all who see it know instinctively that he’s the DragonBlood’s servant (or, if they don’t know of her, the servant
  264. of a Prince of the Earth), and that he carries authority to
  265. negotiate on her behalf. In addition, that character gains
  266. a temporary Bureaucracy specialty that applies on rolls
  267. to follow the Dragon-Blood’s orders or pursue her best
  268. interests.
  269.  
  270. Dashing Brook Method
  271. Cost: 2m, 1wp; Mins: Bureaucracy 4, Essence 2
  272. Type: Supplemental
  273. Keywords: Water
  274. Duration: One task
  275. Prerequisite Charms: Benevolent Master’s Blessing
  276. The Dragon-Blood clears the obstacles that impede the
  277. flow of her bureaucracy, channeling its labor into efficacious speed. This Charm enhances a project (Exalted, p.
  278. 226) or other bureaucratic task, multiplying the speed
  279. at which the organization makes progress by (highest of
  280. Charisma, Manipulation, or Intelligence). The Attribute
  281. she uses must match her leadership style. This Charm
  282. cannot speed a bureaucratic task that would normally
  283. take more than (Essence) years.
  284.  
  285.  
  286. DODGE
  287. ---------
  288. Threshold Warding Stance
  289. Cost: 2m per +1 Evasion or success; Mins: Dodge 1,
  290. Essence 1
  291. Type: Supplemental or Reflexive
  292. Keywords: Balanced, Excellency, Fire, Uniform
  293. Duration: Instant
  294. Prerequisite Charms: None
  295. The Dragon-Blood’s body is as light as flames, skimming over the ground as she moves to evade. She may
  296. raise her Evasion for two motes per point, or add automatic successes on a Dodge roll for two motes each.
  297. She ignores environmental penalties to her Evasion or
  298. to the Dodge roll.
  299.  
  300. Flickering Candle Meditation
  301. Cost: 1m, 1i; Mins: Dodge 3, Essence 1
  302. Type: Reflexive
  303. Keywords: Fire, Perilous, Uniform
  304. Duration: Instant
  305. Prerequisite Charms: None
  306. The Dragon-Blood dances like a flame around the flaws in
  307. her enemy’s attack. (Essence) 1s on her enemy’s attack roll allow her to ignore that many points of penalty to her Evasion
  308.  
  309. Hopping Firecracker Evasion
  310. Cost: 3m, 2i; Mins: Dodge 3, Essence 2
  311. Type: Reflexive
  312. Keywords: Fire, Perilous, Uniform
  313. Duration: Instant
  314. Prerequisite Charms: Flickering Candle Meditation
  315. The Dragon-Blood’s feet strike sparks from the ground,
  316. finally igniting in an explosive leap When she dodges
  317. an attack that misses her Evasion by at least two successes, she may move one range band in any direction.
  318.  
  319. LARCENY
  320. ---------
  321. Observer Awareness Method
  322. Cost: 1m Mins: Larceny 2, Essence 1
  323. Type: Reflexive
  324. Keywords: Water
  325. Duration: Instant
  326. Prerequisite Charms: None
  327. Even the slightest ripple of attention is perceptible
  328. to the savvy Dragon-Blood. When her suspicions are
  329. roused, she may invoke this Charm to roll (Perception
  330. + Larceny). As long as she rolls a single success, she
  331. can intuitively discern whether she's being watched
  332. and by how many people.
  333.  
  334. With Larceny 4, Essence 2, the Dragon-Blood may
  335. identify the precise location of an ubserver if she beats
  336. (the higher of his Stealth or Guile).
  337.  
  338. PERFORMANCE
  339. ---------
  340. UNIVERSAL
  341. Audience-Enthusing Display
  342. Cost: 2m per success; Mins: Performance 2, Essence 1
  343. Type: Supplemental
  344. Keywords: Balanced, Excellency, Wood
  345. Duration: Instant
  346. Prerequisite Charms: None
  347. The Dragon-Blood drinks in her audience’s appreciative eyes and repays them with her masterful
  348. performance. She may add automatic successes to a
  349. Performance roll for two motes each and ignores the
  350. penalty for targeting multiple characters with a social
  351. influence roll (Exalted p. 221).
  352.  
  353. Talented Improvisation
  354. Cost: 5m; Mins: Performance 4, Essence 2
  355. Type: Reflexive
  356. Keywords: Balanced, Wood
  357. Duration: Instant
  358. Prerequisite Charms: None
  359. The Dragon-Blood is moved by an innate genius for
  360. performance, intuiting the entire composition of a
  361. song after hearing only a few notes or turning a clumsy
  362. misstep into the beginning of a provocative dance.
  363. After making a Performance roll, she rerolls (Essence)
  364. non-1 failed dice. If she uses a stunt to explain how she
  365. recovers from her misstep, this Charm’s cost is reduced
  366. by the stunt’s level.
  367.  
  368. MUSIC AND SINGING
  369. Sanxian-Charming Fingers
  370. Cost: 3m; Mins: Performance 3, Essence 1
  371. Type: Supplemental
  372. Keywords: Wood
  373. Duration: Instant
  374. Prerequisite Charms: None
  375. The Dragon-Blood draws on practice-honed perfection
  376. and creative virtuosity, doubling 9s on a Performance
  377. roll to play a musical instrument.
  378.  
  379. DANCE
  380. Swaying Boughs Arabesque
  381. Cost: 4m; Mins: Performance 2, Essence 1
  382. Type: Supplemental
  383. Keywords: Wood
  384. Duration: Instant
  385. Prerequisite Charms: None
  386. Moving with sensuous rhythm and vivacious appeal,
  387. the Dragon-Blood embodies beauty through dance.
  388. This Charm supplements a Performance roll to dance,
  389. lowering the Resolve of all targets by 1. This both lowers the difficulty of the roll and potentially increases
  390. the bonus dice added by the Exalt’s Appearance
  391. (Exalted, p. 371).
  392.  
  393. Petal-Strewn Pavane
  394. Cost: 3m, 2i; Mins: Performance 2, Essence 1
  395. Type: Supplemental
  396. Keywords: Balanced, Perilous, Wood
  397. Duration: Instant
  398. Prerequisite Charms: Swaying Boughs Arabesque
  399. The Dragon-Blood makes no distinction between
  400. dance hall and field of battle. She adds (Performance)
  401. bonus dice to any combat movement roll. Additionally,
  402. she can flurry the supplemented movement with a
  403. Performance-based action without flurry penalties.
  404. This Charm can’t be used if the Exalt is wearing medium or heavy armor.
  405. In Wood Aura, this Charm also adds a non-Charm bonus success on the roll, and allows the Dragon-Blood
  406. to ignore the normal penalties for moving through
  407. difficult terrain.
  408.  
  409. PRESENCE
  410. ---------
  411. Unbearable Taunt Technique
  412. Cost: 2m; Mins: Presence 2, Essence 1
  413. Type: Simple
  414. Keywords: Fire
  415. Duration: Instant
  416. Prerequisite Charms: None
  417. Even the meekest hearts are tinderboxes for the flames
  418. of outrage the Dragon-Blood stirs. She rolls to inspire
  419. a single character with anger. If successful, her target
  420. must immediately respond to her with hostility. His
  421. player chooses the form this takes -- outrage, threats,
  422. or even Joining Battle.
  423. In combat, this influence roll instead provokes an
  424. enemy into prioritizing the Dragon-Blood
  425. instead of any of her allies on his next turn. Even if
  426. he does pay the Willpower cost to resist, he loses two
  427. Initiative if he attacks any other character that turn.
  428.  
  429. RIDE
  430. ---------
  431. Scattered Pearl Hoof Falls
  432. Cost: 2m per success; Mins: Ride 1, Essence 1
  433. Type: Supplemental
  434. Keywords: Balanced, Excellency, Wood
  435. Duration: Instant
  436. Prerequisite Charms: None
  437. The hoofbeats of the Dragon-Blood’s mount strike the
  438. ground as swiftly and lightly as pearls falling from a
  439. broken necklace, speeding her onwards to her goal.
  440. She may add automatic successes to a Ride roll for
  441. two motes each, and she ignores one point of mobility
  442. penalty from her mount’s barding.
  443.  
  444. Tread Rooted in Life
  445. Cost: 4m; Mins: Ride 3, Essence 1
  446. Type: Reflexive
  447. Keywords: Balanced, Wood
  448. Duration: One scene
  449. Prerequisite Charms: None
  450. At one with the wilderness that surrounds them, horse
  451. and rider move with matchless grace. They may gallop
  452. through undergrowth, weave between trees in a dense
  453. forest, or trample over brambles. The Dragon-Blood
  454. ignores plant-based environmental penalties to her
  455. mounted movement actions.
  456. Any environmental penalties on her Ride rolls due to
  457. plants or vegetation-covered terrain are lowered by
  458. two points.
  459.  
  460. SOCIALIZE
  461. ---------
  462. Loquacious Courtier Technique
  463. Cost: 2m per success or +1 Guile; Mins: Socialize 1, Essence 1
  464. Type: Supplemental or Reflexive
  465. Keywords: Balanced, Excellency, Fire, Mute
  466. Duration: Instant
  467. Prerequisite Charms: None
  468. The Dragon0Blood endears herself to all company with
  469. pleasing and faultless manners. She may add automati-
  470. ic successes to SOcialize rolls or raise her Guile for two
  471. motes each.
  472.  
  473. SURVIVAL
  474. ---------
  475. Ration-Enhancing Method
  476. Cost: 2m; Mins: Survival 1, Essence 1
  477. Type: Supplemental
  478. Keywords: Balanced, Excellency, Wood
  479. Duration: Instant
  480. Prerequisite Charms: None
  481. The wilderness welcomes the Dragon-Blood’s presence,
  482. recognizing her as a Prince of the Earth. She may add automatic successes to a Survival roll for two motes each. If she
  483. enhances a roll to forage for food, it yields enough edible
  484. plants or game to feed a single additional character besides
  485. her for one day per threshold success.
  486.  
  487.  
  488. WAR
  489. ---------
  490.  
  491. Tactics Mean Everything
  492. Cost: 1m per die; Mins: War 1, Essence 1
  493. Type: Supplemental
  494. Keywords: Balanced, Earth, Excellency
  495. Duration: Instant
  496. Prerequisite Charms: None
  497. Wise strategy is the foundation upon which victories
  498. are built. The Dragon-Blood may add bonus dice to a
  499. War roll for one mote each, and rerolls 6s until they
  500. cease to appear.
  501.  
  502.  
  503. ============
  504. ANIMA POWERS
  505. ============
  506.  
  507. • For five motes, the Wood Aspect becomes immune
  508. to mundane plant-based poisons, and doubles 9s
  509. on rolls to resist other poisons and diseases for the
  510. scene. She gains these benefits for free while at
  511. bonfire.
  512.  
  513. • For three motes, the Wood Aspect becomes flexible as a sapling in the wind, ignoring one point of
  514. penalty to Evasion or (Essence) points of penalty
  515. on a movement action for an instant.
  516.  
  517. • A Wood Aspect’s anima flux is laced with toxic
  518. power. A character that takes damage from it is exposed to a poison with Damage 2i/round, Duration
  519. (Essence + Stamina) rounds, and a −1 penalty.
  520.  
  521. EXPENDITURES
  522. ------------
  523.  
  524. STARTING BP
  525.  
  526. Perception 3 -> 4 (3 BP)
  527.  
  528. Archery 3 -> 5 (2 BP)
  529. Bureaucracy 3 -> 4 (1 BP)
  530. Dodge 3 -> 5 (2 BP)
  531. Performance 3 -> 5 (2 BP)
  532. Ride 2 -> 5 (3 BP)
  533.  
  534. 30 BP
  535. Awareness 3 -> 5 (2 BP)
  536. Sail 0 -> 3 (3 BP)
  537. Athletics 0 -> 3 (3 BP)
  538. Investigation 0 -> 2 (2 BP)
  539. Larceny 0 -> 2 (2 BP)
  540. Socialize 2 -> 4 (2 BP)
  541. Resistance 0 -> 3 (3 BP)
  542. Unbearable Taunt Technique (4 BP)
  543. Ox Body Technique (4 BP)
  544.  
  545. IN-GAME DBP 12 Spent 4 Remain
  546. Integrity 0 -> 3 (3DBP)
  547. Athletics 3 -> 4 (1DBP)
  548. Socialize 4 -> 5 (1DBP)
  549. Larceny 2 -> 4 (2DBP)
  550. Investigation 2 -> 3 (1DBP)
  551. Observer Awareness Method (4DBP)
  552. Loquacious Courtier Technique (4DBP)
  553.  
  554. IN-GAME BP 4 Spent 1 Remains
  555. Wits 2 -> 3 (4BP)
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