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- ==========
- CYNIS DRYAS
- ==========
- * Dragon-Blooded
- - House Cynis
- - Wood Aspect
- - Spiral Academy
- ==========
- ATTRIBUTES
- ==========
- MENTAL PHYSICAL SOCIAL
- ------ -------- ------
- Intelligence 2 Strength 3 Charisma 2
- Wits 3 Dexterity 5 Manipulation 2
- Perception 4 Stamina 3 Appearance 5
- =========
- ABILITIES
- =========
- [A] Archery 5 [ ] Linguistics 1 [F] Socialize 5
- [ ] Athletics 4 [ ] Lore 1 [ ] Stealth -
- [ ] Awareness 5 [A] Medicine - [A] Survival 1
- [F] Bureaucracy 4 [F] Melee 2 [ ] Thrown -
- [ ] Brawl - [ ] Occult - [ ] War 2
- [ ] Craft - [A] Performance 5
- [F] Dodge 5 [F] Presence 3 [ ] Martial Arts -
- [ ] Integrity 3 [ ] Resistance 3
- [ ] Investigation 3 [A] Ride 5
- [ ] Larceny 4 [ ] Sail 3
- SPECIALTIES
- -----------
- * Performance: Dancing
- * Dodge: Light Armor
- * Archery: Bows
- * Bureaucracy: Shopping
- * Ride: Horse
- ======
- MERITS
- ======
- Backing (House Cynis) ***
- Command (Bodyguard) *
- Contacts (Merchants) ***
- Familiar (Horse) **
- Followers (Personal staff) **
- Influence (Newly Hatched) **
- Resources (Allowance) ***
- Retainer (Pale Moke) **
- ======
- TRAITS
- ======
- * Essence: 2
- Personal Pool: 13/13 [11 + Essence]
- Peripheral Pool: 31/31 [23 + (Essence x 4)]
- * Health: [ ] -0
- [ ] [ ] [ ] -1
- [ ] [ ] [ ] -2
- [ ] -4
- [ ] Incapacitated
- * Willpower: 5/5
- * Base Initiative: 3
- * Natural Soak: 3 (Stamina)
- DERIVED VALUES
- --------------
- Join Battle: 8a3 (Wits + Awareness) + 3 successes
- Melee (Heavy Mortal Lance):
- Withering Attack: 7 (Dexterity + Melee + Weapon Accuracy + Spec)
- Withering Damage: 13 (Strength + Base Damage)
- Min. With. Damage: 1 (Overwhelming)
- Decisive Attack: 7 (Dexterity + Melee + Spec)
- Archery (Light mortal bow):
- Withering Attack: 10 (Dexterity + Archery + Spec) REMEMBER RANGE DUMMY
- Withering Damage: 9 (Strength + Base Damage)
- Min. With. Damage: 1 (Overwhelming)
- Decisive Attack: 11 (Dexterity + Archery + Spec)
- Control Roll: 2 (Strength + Brawl + Spec)
- ON FOOT:
- Combat Movement: 8 (Dexterity + Athletics)
- Disengage: 10 (Dexterity + Dodge)
- ON HORSEBACK:
- Combat Movement: 14 (Dexterity + Ride + Speed Bonus)
- Disengage: 14 (Dexterity + Ride + Speed
- Unless a smaller/foot opponent has Reaching weapons:
- +1 on Withering
- +2 on Withering
- +1 Defense
- Parry: 4 [(Dexterity + Melee)/2 + Spec]
- Evasion: 6 [(Dexterity + Dodge)/2 - Armor Mobility Penalty]
- Total Soak: 6 (Stamina + Armor Soak)
- Total Hardness: 0
- Resolve: 3 [(Wits + Integrity)/2]
- Guile: 3 [(Manipulation + Socialize)/2]
- Read Intentions: 9 (Perception + Socialize)
- Instill/Persuade: 7 (Manipulation + Socialize)
- Intimidate: 5 (Charisma + Presence)
- ==========
- INTIMACIES
- ==========
- * Defining Principle: The thrill is always in the chase, never the capture.
- * Defining Tie: Cynis Umora (Need to please)
- * Major Principle: Keep one step ahead of the competition.
- * Major Principle: In love and war, all is fair.
- * Major Principle: Take pride in your House.
- * Major Principle: To be rich is glorious.
- * Major Principle: Difference between you and me? I make this look gooooood.
- * Major Tie: The Threshold (Beautiful wilderness!)
- * Major Tie: Lunar Anathema (Deplorable!)
- * Major Tie: Cynis Dryas the Elder (I'll live up to her example!)
- * Major Tie: Luxury (so good)
- * Major Tie: Pale Moke (Someone to lean on)
- * Major Tie: Sadoko (Protectiveness)
- * Minor Principle: Boys...
- * Minor Principle: Generosity can be ostentatious.
- * Minor Tie: Barbarians (Gross)
- * Minor Tie: The Help (benevolence)
- * Minor Tie: The Realm (patriotism)
- * Minor Principle: Death may come from any quarter at any time. And I am not safe
- * Minor Tie: Sadoko (fear)
- ======
- CHARMS
- ======
- ARCHERY
- ---------
- Unobstructed Hunter’s Aim
- Cost: 1m per die; Mins: Archery 1, Essence 1
- Type: Supplemental
- Keywords: Balanced, Excellency, Uniform, Wood
- Duration: Instant
- Prerequisite Charms: None
- Sighting along the flow of living Essence, the Dragon-Blood
- unleashes a flawless shot. She may add bonus dice to an
- Archery roll for one mote each. As long as she attacks a living
- target — or an undead one, which stands out as a void in the
- Essence of the world — each added die negates one point of
- penalty from visual obstruction such as poor lighting or smoke.
- Sky-Calming Draw
- Cost: 3m; Mins: Archery 2, Essence 1
- Type: Supplemental
- Keywords: Air, Uniform
- Duration: Instant
- Prerequisite Charms: None
- The Dragon-Blood’s focus quells the wind that would
- divert her arrow, ensuring her shot flies true. She extends
- the range of a withering or decisive attack by one range
- band, maximum long (including those made with Flame
- weapons), and ignores penalties from wind or inclement
- weather. If her weapon already has long range, she instead adds an automatic success on the attack roll.
- Death From Nowhere
- Cost: 4m; Mins: Archery 3, Essence 1
- Type: Supplemental
- Keywords: Air/Water, Balanced, Withering-only
- Duration: Instant
- Prerequisite Charms: Sky-Calming Draw
- As the Dragon-Blood draws back her arrow against her
- bowstring, she withdraws and disperses its weightiness, sending it flying like an ephemeral phantom to
- pierce her foe’s heart. Her withering attack ignores
- (lower of Essence or Perception) points of soak from
- armor. If her attack benefits from aiming, she ignores
- (higher of Essence or Perception) soak instead.
- Harvest of the Hunter
- Cost: 1m; Mins: Archery 2, Essence 1
- Type: Supplemental
- Keywords: Wood
- Duration: Instant
- Prerequisite Charms: None
- The Dragon-Blood may go to hunt with an empty quiver
- yet never lack for arrows. Anything that grows will yield
- up arrows to the archer’s gathering hands. She can create
- useable ammunition for a bow or crossbow from any kind
- of plant, whether it’s a marsh reed or a stalk of corn. In
- combat, she doubles 8s on an ammunition check for an
- Archery weapon (Exalted, p. 202). As long as she rolls a
- single success, she’s guaranteed to scavenge a single arrow.
- Outside of combat, she may use this Charm to gather
- enough arrows to fill her quiver as long as there’s sufficient
- plant life to draw her harvest from, although the Storyteller
- may require a special ammunition check to create arrows
- in barren deserts or other areas devoid of plant life.
- Life-Swelling Sap Strike
- Cost: 3m (+1wp); Mins: Archery 3, Essence 2
- Type: Simple
- Keywords: Decisive-only, Wood
- Duration: Instant
- Prerequisite Charms: Harvest of the Hunter
- The Dragon-Blood’s arrow bursts into a crush of ever-growing roots or vines in midflight, entangling her
- enemy in thick plants. She makes a distract gambit
- (Exalted, p. 200). On a success, her projectile bursts
- into growing vines, inflicting a −1 mobility penalty on
- the distracted character — which stacks with penalties
- from armor — for the rest of the scene. He or one of his
- allies can cut away the vines with a difficulty 3 gambit
- using an edged weapon, or the Storyteller might deem
- other actions or conditions sufficient. At the end of
- each round in which he remains entangled, he loses
- a point of Initiative (which the Dragon-Blood doesn’t
- gain). Battle groups lose one Magnitude instead.
- If the Dragon-Blood pays a one-Willpower surcharge,
- an undead crashed by this attack is incapacitated,
- crumbling into soil. This surcharge is waived against
- trivial foes. This doesn’t apply to stronger undead,
- such as nephwracks, Deathlords, or undead Exalted.
- The body of any living mortal slain while covered in
- vines won’t harbor a hungry ghost. Outside of combat,
- the Dragon-Blood may use this Charm on dying mortals to ensure they leave no hungry ghosts, waiving the
- Willpower cost for willing targets.
- In Wood Aura, the Dragon-Blood may use this Charm
- to make a standard decisive attack instead of a distract
- gambit.
- BUREAUCRACY
- ---------
- Geese-Flying-South Administration
- Cost: 2m per success; Mins: Bureaucracy 1, Essence 1
- Type: Supplemental
- Keywords: Balanced, Excellency, Water
- Duration: Instant
- Prerequisite Charms: None
- The Essence of a bureaucracy is flow — the flow of a
- leader’s orders to her subordinates, the flow of wealth
- in and out, the flow of information, the flow of progress
- and delay. The Dragon-Blood may add automatic successes to a Bureaucracy roll for two motes each, and
- rerolls 6s until they cease to appear.
- Benevolent Master’s Blessing
- Cost: 1m; Mins: Bureaucracy 3, Essence 2
- Type: Simple
- Keywords: Water
- Duration: Indefinite
- Prerequisite Charms: None
- The Dragon-Blood marks a subordinate with a sign of
- her authority, often handing out a badge or token, or
- leaving a swirling black tattoo of Water Essence on his
- hand. If the subordinate presents the token or mark,
- all who see it know instinctively that he’s the DragonBlood’s servant (or, if they don’t know of her, the servant
- of a Prince of the Earth), and that he carries authority to
- negotiate on her behalf. In addition, that character gains
- a temporary Bureaucracy specialty that applies on rolls
- to follow the Dragon-Blood’s orders or pursue her best
- interests.
- Dashing Brook Method
- Cost: 2m, 1wp; Mins: Bureaucracy 4, Essence 2
- Type: Supplemental
- Keywords: Water
- Duration: One task
- Prerequisite Charms: Benevolent Master’s Blessing
- The Dragon-Blood clears the obstacles that impede the
- flow of her bureaucracy, channeling its labor into efficacious speed. This Charm enhances a project (Exalted, p.
- 226) or other bureaucratic task, multiplying the speed
- at which the organization makes progress by (highest of
- Charisma, Manipulation, or Intelligence). The Attribute
- she uses must match her leadership style. This Charm
- cannot speed a bureaucratic task that would normally
- take more than (Essence) years.
- DODGE
- ---------
- Threshold Warding Stance
- Cost: 2m per +1 Evasion or success; Mins: Dodge 1,
- Essence 1
- Type: Supplemental or Reflexive
- Keywords: Balanced, Excellency, Fire, Uniform
- Duration: Instant
- Prerequisite Charms: None
- The Dragon-Blood’s body is as light as flames, skimming over the ground as she moves to evade. She may
- raise her Evasion for two motes per point, or add automatic successes on a Dodge roll for two motes each.
- She ignores environmental penalties to her Evasion or
- to the Dodge roll.
- Flickering Candle Meditation
- Cost: 1m, 1i; Mins: Dodge 3, Essence 1
- Type: Reflexive
- Keywords: Fire, Perilous, Uniform
- Duration: Instant
- Prerequisite Charms: None
- The Dragon-Blood dances like a flame around the flaws in
- her enemy’s attack. (Essence) 1s on her enemy’s attack roll allow her to ignore that many points of penalty to her Evasion
- Hopping Firecracker Evasion
- Cost: 3m, 2i; Mins: Dodge 3, Essence 2
- Type: Reflexive
- Keywords: Fire, Perilous, Uniform
- Duration: Instant
- Prerequisite Charms: Flickering Candle Meditation
- The Dragon-Blood’s feet strike sparks from the ground,
- finally igniting in an explosive leap When she dodges
- an attack that misses her Evasion by at least two successes, she may move one range band in any direction.
- LARCENY
- ---------
- Observer Awareness Method
- Cost: 1m Mins: Larceny 2, Essence 1
- Type: Reflexive
- Keywords: Water
- Duration: Instant
- Prerequisite Charms: None
- Even the slightest ripple of attention is perceptible
- to the savvy Dragon-Blood. When her suspicions are
- roused, she may invoke this Charm to roll (Perception
- + Larceny). As long as she rolls a single success, she
- can intuitively discern whether she's being watched
- and by how many people.
- With Larceny 4, Essence 2, the Dragon-Blood may
- identify the precise location of an ubserver if she beats
- (the higher of his Stealth or Guile).
- PERFORMANCE
- ---------
- UNIVERSAL
- Audience-Enthusing Display
- Cost: 2m per success; Mins: Performance 2, Essence 1
- Type: Supplemental
- Keywords: Balanced, Excellency, Wood
- Duration: Instant
- Prerequisite Charms: None
- The Dragon-Blood drinks in her audience’s appreciative eyes and repays them with her masterful
- performance. She may add automatic successes to a
- Performance roll for two motes each and ignores the
- penalty for targeting multiple characters with a social
- influence roll (Exalted p. 221).
- Talented Improvisation
- Cost: 5m; Mins: Performance 4, Essence 2
- Type: Reflexive
- Keywords: Balanced, Wood
- Duration: Instant
- Prerequisite Charms: None
- The Dragon-Blood is moved by an innate genius for
- performance, intuiting the entire composition of a
- song after hearing only a few notes or turning a clumsy
- misstep into the beginning of a provocative dance.
- After making a Performance roll, she rerolls (Essence)
- non-1 failed dice. If she uses a stunt to explain how she
- recovers from her misstep, this Charm’s cost is reduced
- by the stunt’s level.
- MUSIC AND SINGING
- Sanxian-Charming Fingers
- Cost: 3m; Mins: Performance 3, Essence 1
- Type: Supplemental
- Keywords: Wood
- Duration: Instant
- Prerequisite Charms: None
- The Dragon-Blood draws on practice-honed perfection
- and creative virtuosity, doubling 9s on a Performance
- roll to play a musical instrument.
- DANCE
- Swaying Boughs Arabesque
- Cost: 4m; Mins: Performance 2, Essence 1
- Type: Supplemental
- Keywords: Wood
- Duration: Instant
- Prerequisite Charms: None
- Moving with sensuous rhythm and vivacious appeal,
- the Dragon-Blood embodies beauty through dance.
- This Charm supplements a Performance roll to dance,
- lowering the Resolve of all targets by 1. This both lowers the difficulty of the roll and potentially increases
- the bonus dice added by the Exalt’s Appearance
- (Exalted, p. 371).
- Petal-Strewn Pavane
- Cost: 3m, 2i; Mins: Performance 2, Essence 1
- Type: Supplemental
- Keywords: Balanced, Perilous, Wood
- Duration: Instant
- Prerequisite Charms: Swaying Boughs Arabesque
- The Dragon-Blood makes no distinction between
- dance hall and field of battle. She adds (Performance)
- bonus dice to any combat movement roll. Additionally,
- she can flurry the supplemented movement with a
- Performance-based action without flurry penalties.
- This Charm can’t be used if the Exalt is wearing medium or heavy armor.
- In Wood Aura, this Charm also adds a non-Charm bonus success on the roll, and allows the Dragon-Blood
- to ignore the normal penalties for moving through
- difficult terrain.
- PRESENCE
- ---------
- Unbearable Taunt Technique
- Cost: 2m; Mins: Presence 2, Essence 1
- Type: Simple
- Keywords: Fire
- Duration: Instant
- Prerequisite Charms: None
- Even the meekest hearts are tinderboxes for the flames
- of outrage the Dragon-Blood stirs. She rolls to inspire
- a single character with anger. If successful, her target
- must immediately respond to her with hostility. His
- player chooses the form this takes -- outrage, threats,
- or even Joining Battle.
- In combat, this influence roll instead provokes an
- enemy into prioritizing the Dragon-Blood
- instead of any of her allies on his next turn. Even if
- he does pay the Willpower cost to resist, he loses two
- Initiative if he attacks any other character that turn.
- RIDE
- ---------
- Scattered Pearl Hoof Falls
- Cost: 2m per success; Mins: Ride 1, Essence 1
- Type: Supplemental
- Keywords: Balanced, Excellency, Wood
- Duration: Instant
- Prerequisite Charms: None
- The hoofbeats of the Dragon-Blood’s mount strike the
- ground as swiftly and lightly as pearls falling from a
- broken necklace, speeding her onwards to her goal.
- She may add automatic successes to a Ride roll for
- two motes each, and she ignores one point of mobility
- penalty from her mount’s barding.
- Tread Rooted in Life
- Cost: 4m; Mins: Ride 3, Essence 1
- Type: Reflexive
- Keywords: Balanced, Wood
- Duration: One scene
- Prerequisite Charms: None
- At one with the wilderness that surrounds them, horse
- and rider move with matchless grace. They may gallop
- through undergrowth, weave between trees in a dense
- forest, or trample over brambles. The Dragon-Blood
- ignores plant-based environmental penalties to her
- mounted movement actions.
- Any environmental penalties on her Ride rolls due to
- plants or vegetation-covered terrain are lowered by
- two points.
- SOCIALIZE
- ---------
- Loquacious Courtier Technique
- Cost: 2m per success or +1 Guile; Mins: Socialize 1, Essence 1
- Type: Supplemental or Reflexive
- Keywords: Balanced, Excellency, Fire, Mute
- Duration: Instant
- Prerequisite Charms: None
- The Dragon0Blood endears herself to all company with
- pleasing and faultless manners. She may add automati-
- ic successes to SOcialize rolls or raise her Guile for two
- motes each.
- SURVIVAL
- ---------
- Ration-Enhancing Method
- Cost: 2m; Mins: Survival 1, Essence 1
- Type: Supplemental
- Keywords: Balanced, Excellency, Wood
- Duration: Instant
- Prerequisite Charms: None
- The wilderness welcomes the Dragon-Blood’s presence,
- recognizing her as a Prince of the Earth. She may add automatic successes to a Survival roll for two motes each. If she
- enhances a roll to forage for food, it yields enough edible
- plants or game to feed a single additional character besides
- her for one day per threshold success.
- WAR
- ---------
- Tactics Mean Everything
- Cost: 1m per die; Mins: War 1, Essence 1
- Type: Supplemental
- Keywords: Balanced, Earth, Excellency
- Duration: Instant
- Prerequisite Charms: None
- Wise strategy is the foundation upon which victories
- are built. The Dragon-Blood may add bonus dice to a
- War roll for one mote each, and rerolls 6s until they
- cease to appear.
- ============
- ANIMA POWERS
- ============
- • For five motes, the Wood Aspect becomes immune
- to mundane plant-based poisons, and doubles 9s
- on rolls to resist other poisons and diseases for the
- scene. She gains these benefits for free while at
- bonfire.
- • For three motes, the Wood Aspect becomes flexible as a sapling in the wind, ignoring one point of
- penalty to Evasion or (Essence) points of penalty
- on a movement action for an instant.
- • A Wood Aspect’s anima flux is laced with toxic
- power. A character that takes damage from it is exposed to a poison with Damage 2i/round, Duration
- (Essence + Stamina) rounds, and a −1 penalty.
- EXPENDITURES
- ------------
- STARTING BP
- Perception 3 -> 4 (3 BP)
- Archery 3 -> 5 (2 BP)
- Bureaucracy 3 -> 4 (1 BP)
- Dodge 3 -> 5 (2 BP)
- Performance 3 -> 5 (2 BP)
- Ride 2 -> 5 (3 BP)
- 30 BP
- Awareness 3 -> 5 (2 BP)
- Sail 0 -> 3 (3 BP)
- Athletics 0 -> 3 (3 BP)
- Investigation 0 -> 2 (2 BP)
- Larceny 0 -> 2 (2 BP)
- Socialize 2 -> 4 (2 BP)
- Resistance 0 -> 3 (3 BP)
- Unbearable Taunt Technique (4 BP)
- Ox Body Technique (4 BP)
- IN-GAME DBP 12 Spent 4 Remain
- Integrity 0 -> 3 (3DBP)
- Athletics 3 -> 4 (1DBP)
- Socialize 4 -> 5 (1DBP)
- Larceny 2 -> 4 (2DBP)
- Investigation 2 -> 3 (1DBP)
- Observer Awareness Method (4DBP)
- Loquacious Courtier Technique (4DBP)
- IN-GAME BP 4 Spent 1 Remains
- Wits 2 -> 3 (4BP)
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