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==========
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CYNIS DRYAS
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==========
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* Dragon-Blooded
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  - House Cynis
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  - Wood Aspect
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  - Spiral Academy
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9
==========
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ATTRIBUTES
11
==========
12
 
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MENTAL                   PHYSICAL                 SOCIAL
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------                   --------                 ------
15
Intelligence       2     Strength           3     Charisma           2
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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
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[F] Bureaucracy    4     [F] Melee          2     [ ] Thrown         -
27
[ ] Brawl          -     [ ] Occult         -     [ ] War            2
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[ ] Craft          -     [A] Performance    5
29
[F] Dodge          5     [F] Presence       3     [ ] Martial Arts   -
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[ ] Integrity      3     [ ] Resistance     3         
31
[ ] Investigation  3     [A] Ride           5     
32
[ ] Larceny        4     [ ] Sail           3     
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34
SPECIALTIES
35
-----------
36
* Performance: Dancing
37
* Dodge: Light Armor
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* Archery: Bows
39
* Bureaucracy: Shopping
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* Ride: Horse
41
42
======
43
MERITS
44
======
45
Backing (House Cynis) ***
46
Command (Bodyguard) *
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Contacts (Merchants) ***
48
Familiar (Horse) **
49
Followers (Personal staff) **
50
Influence (Newly Hatched) **
51
Resources (Allowance) ***
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Retainer (Pale Moke) ** 
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54
======
55
TRAITS
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======
57
 
58
* Essence:         2
59
  Personal Pool:   13/13 [11 + Essence]
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  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
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Melee (Heavy Mortal Lance): 
77
Withering Attack:  7    (Dexterity + Melee + Weapon Accuracy + Spec)
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Withering Damage:  13    (Strength + Base Damage)
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Min. With. Damage: 1     (Overwhelming)
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Decisive Attack:   7    (Dexterity + Melee + Spec)
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Archery (Light mortal bow):
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Withering Attack:  10    (Dexterity + Archery + Spec) REMEMBER RANGE DUMMY
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Withering Damage:  9    (Strength + Base Damage)
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Min. With. Damage: 1     (Overwhelming)
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Decisive Attack:   11    (Dexterity + Archery + Spec)
87
88
Control Roll:      2    (Strength + Brawl + Spec)
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90
ON FOOT: 
91
Combat Movement:   8     (Dexterity + Athletics)
92
Disengage:         10     (Dexterity + Dodge)
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ON HORSEBACK:
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Combat Movement:   14     (Dexterity + Ride + Speed Bonus)
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Disengage:         14     (Dexterity + Ride + Speed 
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Unless a smaller/foot opponent has Reaching weapons:
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+1 on Withering
99
+2 on Withering
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+1 Defense
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Parry:             4     [(Dexterity + Melee)/2 + Spec]
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Evasion:           6     [(Dexterity + Dodge)/2 - Armor Mobility Penalty]
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Total Soak:        6     (Stamina + Armor Soak)
105
Total Hardness:    0
106
 
107
Resolve:           3     [(Wits + Integrity)/2]
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Guile:             3     [(Manipulation + Socialize)/2]
109
 
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Read Intentions:   9     (Perception + Socialize)
111
Instill/Persuade:  7     (Manipulation + Socialize)
112
Intimidate:        5     (Charisma + Presence)
113
114
==========
115
INTIMACIES
116
==========
117
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* Defining Principle: The thrill is always in the chase, never the capture.
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* Defining Tie: Cynis Umora (Need to please)
120
121
* Major Principle: Keep one step ahead of the competition.
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* Major Principle: In love and war, all is fair.
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* Major Principle: Take pride in your House.
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* Major Principle: To be rich is glorious.
125
* Major Principle: Difference between you and me? I make this look gooooood.
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* Major Tie: The Threshold (Beautiful wilderness!)
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* Major Tie: Lunar Anathema (Deplorable!)
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* Major Tie: Cynis Dryas the Elder (I'll live up to her example!)
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* Major Tie: Luxury (so good)
130
* Major Tie: Pale Moke (Someone to lean on)
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* Major Tie: Sadoko (Protectiveness)
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* Minor Principle: Boys...
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* Minor Principle: Generosity can be ostentatious.
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* Minor Tie: Barbarians (Gross)
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* 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
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======
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CHARMS
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======
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ARCHERY
148
---------
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Unobstructed Hunter’s Aim
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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
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Sighting along the flow of living Essence, the Dragon-Blood
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unleashes a flawless shot. She may add bonus dice to an
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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
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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
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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
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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
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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
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the distracted character — which stacks with penalties
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from armor — for the rest of the scene. He or one of his
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allies can cut away the vines with a difficulty 3 gambit
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using an edged weapon, or the Storyteller might deem
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other actions or conditions sufficient. At the end of
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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
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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
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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
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---------
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
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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
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Benevolent Master’s Blessing
254
Cost: 1m; Mins: Bureaucracy 3, Essence 2
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Type: Simple
256
Keywords: Water
257
Duration: Indefinite
258
Prerequisite Charms: None
259
The Dragon-Blood marks a subordinate with a sign of
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her authority, often handing out a badge or token, or
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leaving a swirling black tattoo of Water Essence on his
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hand. If the subordinate presents the token or mark,
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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
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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.
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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
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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
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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
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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
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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
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---------
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)