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  1. ADV E R S A R I E S O F T H E R I G H T E O U S
  2. Peremuz,
  3. Rogue Homunculus
  4. Background: After her retirement from the legions, the
  5. outcaste sorcerer Lofty Raiton retired to the countryside
  6. to pursue her researches. One of her creations was
  7. a tiny homunculus hatched from a geode filled with her
  8. own blood. She named the creature Peremuz, after the
  9. diminutive hero of a century-old romance novel.
  10. Quick-witted and clever, with a sharp tongue, Peremuz
  11. served his creator for several years as a laboratory assistant,
  12. conversationalist, messenger, and spy. But when
  13. Lofty Raiton died, her progeny bickered over ownership
  14. of Peremuz as though he were a pet or a tool rather than
  15. a person. Shouldering a pouch full of coin, he departed
  16. to make his own destiny.
  17. After moving from one city to the next every few years,
  18. Peremuz currently earns his keep in Pangu’s
  19. underworld, where he freelances
  20. for myriad employers. Most
  21. simply know him as a peculiar
  22. local figure, riding about
  23. on his terrier or drinking
  24. wine from thimbles. In fact,
  25. his minuscule size makes
  26. him an ideal spy, thief, or
  27. even assassin.
  28. Image: A grotesque
  29. manikin with
  30. huge batlike ears,
  31. Peremuz stands
  32. just one handspan
  33. tall. He dresses
  34. in clothing custom-
  35. made for the
  36. occasion, whether
  37. that’s peacock finery,
  38. rugged traveling
  39. leathers, or mottled
  40. grays for camouflage.
  41. He seems ageless,
  42. though his gray hair is
  43. receding. The chip on
  44. his shoulder is apparent
  45. in his stance and lofty grimace
  46. when dealing with
  47. larger folk. He usually travels
  48. mounted on his terrier,
  49. Black Wolf. For long trips, his husky Storm carries a pack
  50. or sled.
  51. Intimacies: Defining: “I will take advantage of a world
  52. that overlooks me.”; Major: “Big folk can’t be trusted.”;
  53. “Scruples are for those without the will to survive.”;
  54. Lofty Raiton’s memory (Filial Respect); His handler
  55. in the All-Seeing Eye (Loyalty); Minor: Lofty Raiton’s
  56. children (Bitterness); Mortals (Scorn); the Exalted
  57. (Wariness)
  58. Peremuz
  59. Secrets: Peremuz is a repository of secrets; he’s spied
  60. on crime lords, visiting Guild merchant princes, patrician
  61. matriarchs, and Dynastic grandees. In addition, he’s
  62. secretly an agent of the All-Seeing Eye. Everything he
  63. reports to his other patrons, he also reports to his Eye
  64. handler.
  65. Equipment: Tiny garments, toothpick-sized sword, fishhook-
  66. grapnel on six feet of silken line, backpack full of
  67. lockpicks, doll-sized journal covered in handwriting too
  68. tiny to read
  69. Roleplaying Hints: Peremuz is sarcastic and snarky,
  70. channeling his bitterness toward a world that doesn’t
  71. accommodate his scale. He’s wary of kindness, as many
  72. attempt to manipulate him under the guise of concern
  73. and understanding, but characters can woo him with
  74. equitable treatment. Though loyal to his All-Seeing Eye
  75. handler, he values his skin above the needs of any particular
  76. assignment; he’d rather flee than fight, and freely
  77. sells out most employers if necessary to survive.
  78. If Peremuz dies, the All-Seeing Eye loses its best source
  79. of information on Pangu’s underworld, and the various
  80. bosses resort to less subtle and efficacious methods of
  81. observing and interfering with their rivals’ activities, resulting
  82. in increased bloodshed.
  83. Attributes: Strength 1, Dexterity 4, Stamina 3; Charisma
  84. 2, Manipulation 3, Appearance 1; Perception
  85. 4, Intelligence 3, Wits 4
  86. Essence: 1
  87. Willpower: 6
  88. Join Battle: 8 dice (9 vs. tiny creatures)
  89. Health Levels: −0/−1/−2/−4/Incap.
  90. Abilities: Athletics (Climbing) 2, Awareness (Tiny
  91. Creatures) 4, Brawl 2, Bureaucracy (Evaluating
  92. Goods) 1, Craft (Alchemy) 1, Dodge (Guard Dogs,
  93. Humans) 4, Integrity 2, Investigation 3, Larceny 2,
  94. Linguistics 2, Lore 2, Melee 3, Occult (Sorcery) 1,
  95. Presence 1, Resistance 3, Socialize (Guile, Spying) 1,
  96. Stealth 4, Survival (Animal Training) 2
  97. Merits: Backing (All-Seeing Eye) 2, Contacts (Pangu
  98. Underworld) 1, Enhanced Sense (Hearing), Familiar
  99. (Black Wolf) 1, Familiar (Storm) 1, Hideous, Influence
  100. 1, Language (Native: High Realm; Low Realm,
  101. Old Realm, Riverspeak, Guild Cant) 4, Tiny Creature
  102. (below)
  103. Attack (Tiny sword): 9 dice (Damage 4, or 10
  104. against enemies his size or smaller); Tags: Lethal,
  105. Melee
  106. Attack (Unarmed): 6 dice (Damage 4, or 8 against
  107. enemies his size or smaller; can’t inflict decisive
  108. damage against human-sized or larger opponents);
  109. Tags: Bashing, Brawling, Grappling, Natural
  110. Attack (Grapple): 6 dice (3 to control; can only
  111. grapple enemies his size or smaller)
  112. Combat: Soak 5, Hardness 0 (tiny feathersteel chain
  113. shirt: +2); Parry 4 (Melee); Evasion 4 (6 against
  114. larger foes, or 7 against guard dogs/humans); Rush
  115. 6 dice; Disengage 8 dice
  116. Social: Guile 3, Resolve 3
  117. Familiars: For dog traits, see Exalted, p. 562. Both
  118. dogs know the Hold at Bay and Snarling Guardian
  119. Attack special attacks, and have the Loyal Guardian
  120. Merit. Black Wolf also has the Discerning Scent
  121. (human scents) and Wary Watchdog Vigilance
  122. Merits.
  123. Merit: Tiny Creature
  124. Gain +2 Evasion against larger foes, and subtract two
  125. successes from Awareness-based rolls to notice him.
  126.  
  127. *****
  128.  
  129. H U N D R E D D E V I L S N I G H T PARADE
  130. Black Hollow
  131. Most people never see a black hollow — only the effects of its passage. Concealed within a featureless, blacker-thanblack
  132. sphere, it drains color from whatever it touches, stripping it from surfaces and tearing into anything thicker
  133. than paper to get at the hue hidden within. It’s fond of the brilliant carmine red of human blood, and leaves victims a
  134. twisted fractal of gray pulp and fluid after it shreds them alive. No evidence of the black hollow’s true shape remains
  135. when it perishes, only an explosion of color that stains anything nearby with the colors it most recently consumed.
  136. Some savants believe the black hollow doesn’t have a true shape, nothing more than its endless hunger. The light of
  137. the Exalted soul spilling out into the world gives off pure, sublime colors a black hollow cannot resist.
  138. Essence: 2; Willpower: 5; Join Battle: 7 dice
  139. Personal Motes: 20m
  140. Health Levels: −0x5/−4x2/Incap.
  141. Actions: Feats of Destruction: 6 dice
  142. (may attempt Strength 3 feats); Senses:
  143. 7 dice (see Color Scent); Stealth: 4
  144. dice (see Pitch Black); Tracking: 10
  145. dice
  146. Resolve 1, Guile 5
  147. COMBAT
  148. Attack (Flense): 9 dice
  149. (Damage 9/3); Tags: Melee
  150. (see Anima-Devouring
  151. Maw)
  152. Attack (Grapple): 8
  153. dice (10 to control) (see
  154. Oubliette)
  155. Combat Movement:
  156. 7 dice
  157. Evasion 4, Parry 1
  158. Soak/Hardness:
  159. 12/6
  160. SPECIAL ABILITIES
  161. Starved for Hue: With
  162. a successful flense attack
  163. on an Exalt whose anima
  164. banner is visible, the black
  165. hollow steals the character’s
  166. Essence for itself: two motes if the
  167. banner is at the glowing level, four
  168. at burning, or six at bonfire/iconic.
  169. This can increase the black hollow’s pool
  170. beyond its usual maximum, up to
  171. 30 total motes; however, unused
  172. motes in excess of 20 vanish at the
  173. end of the scene.
  174. MERITS
  175. Color Scent: Black hollows are
  176. blind, but they can sniff color out,
  177. B l ac k H o l l ow
  178. even beneath skin or behind a wall, and then destroy
  179. those barriers to get at it. They can’t detect things that
  180. are completely black or white, transparent objects like
  181. glass, or each other.
  182. Oubliette: A successful grapple gambit pulls the foe
  183. into the sphere, where the black hollow devours all
  184. light. The victim is blinded until they escape, suffering
  185. a −3 modifier on actions that rely on sight.
  186. Pitch Black: Characters who can’t see in total darkness
  187. increase penalties to find or notice the black
  188. hollow in dim light or darkness by two.
  189. OFFENSIVE CHARMS
  190. Fractal Strike (1-5m; Supplemental; Instant; Dual;
  191. Essence 2): The black hollow’s attacks twist around
  192. obstacles in impossible ways. A supplemented withering
  193. attack ignores soak from armor equal to motes
  194. spent, up to five; a decisive attack ignores Hardness
  195. from armor equal to motes spent, up to five.
  196. DEFENSIVE CHARMS
  197. Chaotic Veil (2m, 2i per +1; Reflexive; One scene;
  198. Essence 1): A thin, almost invisible ribbon of warped
  199. prism always surrounds the sphere. This Charm
  200. expands that ribbon to fill more space; all characters
  201. within short range, including the black hollow
  202. itself, gain +1 Evasion per two motes plus two Initiative
  203. spent against any attackers that rely on sight, to
  204. a maximum of +3. The black hollow cannot end this
  205. Charm prematurely.
  206. MISCELLANEOUS CHARMS
  207. Anima-Devouring Maw (6m per anima level;
  208. Simple; Instant; Essence 2): The black hollow
  209. consumes one level of an Exalt’s visible anima banner
  210. per six motes spent, absorbing the divine light into
  211. itself and diminishing the target’s anima display accordingly.
  212. This Charm can target anyone within range
  213. of a flense attack. The sphere can hold up to three total
  214. anima levels, whether from the same target or different
  215. ones. For each anima level it has absorbed, its flense
  216. attacks increase their reach by one range band as the
  217. sphere grows in size; thus, with one anima level its
  218. attacks can reach to short range, with two to medium,
  219. and so on. All consumed anima levels vanish at the
  220. end of the scene.
  221. Storyteller Tactics
  222. Black hollows only care about eating color, the brighter
  223. the better, and blood red is their favorite. Though they’re
  224. silent and their matte-black spheres are easy to miss in
  225. darkness, they’re too single-minded to deliberately employ
  226. stealth. A difficulty 3 gambit to distract a black hollow
  227. with a brighter color can pull it away from its current
  228. combat target.
  229. Whenever a black hollow deals damage to an enemy or
  230. breaks an object, it consumes some of the target’s pigment,
  231. turning its colors paler and less saturated. The effect
  232. reverses at the end of the scene unless the target is
  233. destroyed.
  234. A black hollow flees combat when it has taken damage in
  235. its first −4 health level.
  236.  
  237. *****
  238.  
  239. H U N D R E D D E V I L S N I G H T PARADE
  240. Cockatrice
  241. Betimes, a hen lays an egg without a yolk. These “cock’s
  242. eggs,” so named because many believe a cock laid them
  243. rather than a hen, never hatch under normal circumstances
  244. — but sometimes, in places where Creation’s
  245. fabric wears thin and the Wyld seeps through, a cock’s
  246. egg hatches. It’s not a chick that crawls out of the broken
  247. shell, but a winged lizard with a rooster’s head and
  248. a long, serpentine tail. Blessed with deadly sight, its first
  249. victim is usually its mother, followed by the remainder
  250. of her flock. Hunting is never difficult for the cockatrice,
  251. and it has little to fear from predators; even if they slip
  252. by its gaze, they perish at its touch. A cockatrice never
  253. learns fear, not even of humans, who die just as easily
  254. under even a juvenile cockatrice’s gaze. A single cockatrice
  255. can wipe out entire villages, so mortals in the
  256. Threshold smash cock’s eggs when they find them just
  257. in case, to keep disaster at bay.
  258. Essence: 2; Willpower: 5; Join Battle: 6 dice
  259. Health Levels: –0/–1x2/–2x2/–4/Incap.
  260. Actions: Fly: 6 dice; Senses: 8 dice; Stealth: 7 dice
  261. Resolve 2, Guile 1
  262. COMBAT
  263. Attack (Bite): 6 dice (Damage 9)
  264. Attack (Tail lash): 9 dice (Damage 11)
  265. Attack (Toxic breath): 8 dice (Damage 7); short
  266. range (see Vile Fumes)
  267. Attack (Tail grapple): 8 dice (7 to control)
  268. Attack (Paralysis grapple): 10 dice (12 to control)
  269. (see Eyes of Flame)
  270. Combat Movement: 9 dice
  271. Evasion 5, Parry 1
  272. Soak/Hardness: 6/0
  273. C o ckat r i c e
  274. SPECIAL ABILITIES
  275. Eyes of Flame: The cockatrice’s gaze has a hypnotic
  276. effect. It performs a difficulty 3 ranged grapple gambit
  277. at up to medium range. (Wits + Integrity) opposes the
  278. control roll. Success indicates the cockatrice locks eyes
  279. with the victim, paralyzing them; blind characters are
  280. immune. It doesn’t suffer Defense penalties while using
  281. this ability. It may only savage or release a grappled
  282. target; savage attacks burn the victim from the inside
  283. out. Another character can intervene, but the cockatrice
  284. reflexively makes a new control roll as though it
  285. had succeeded on the grapple gambit against the interloper.
  286. Failure transfers the paralysis to that character,
  287. resetting the cockatrice’s rounds of control based on the
  288. new result. The original target is then free to move, as
  289. the cockatrice can only stare a single target to death at
  290. a time. However, it can maintain Eyes of Flame and a
  291. tail grapple simultaneously.
  292. MERITS
  293. Cold Iron Bane: Weapons of iron deal aggravated
  294. damage to cockatrices.
  295. Vile Fumes: The cockatrice’s breath and bite are
  296. toxic, exposing victims to its venom when it succeeds
  297. on these attacks. Its touch is also a vector. The poison
  298. deals 4i/round (lethal in Crash), lasts for three rounds,
  299. and imposes a −3 penalty (see Exalted, p. 232).
  300. Storyteller Tactics
  301. A cockatrice is deadly, and it knows it. This makes it foolhardy,
  302. brazenly confronting humans face-to-face. It likes to
  303. stare down at foes from a high, haughty perch, and engages
  304. those who sneak up behind it by grabbing or lashing them
  305. with its tail while it paralyzes those who face it head-on.
  306. Clever gambits, such as distractions or traps, are the best
  307. way to deal with a cockatrice without falling prey to its
  308. lethal stare and toxic touch. Indirect attacks, such as fire
  309. or volleys of arrows, can work, but don’t always guarantee
  310. a quick death — and a cockatrice can fly away from
  311. threats. Fighting blind protects against its stare but not
  312. its poison, and few can boast the training needed to survive
  313. against such a foe without sight.
  314. The most reliable way to kill a cockatrice is with a mirror:
  315. It locks eyes with itself and thinks its reflection is
  316. an enemy, performing its Eyes of Flame gambit against
  317. its own defenses. Trapping a cockatrice with a mirror is
  318. a difficulty 4 gambit and requires finding a mirror with
  319. sufficient polish and of a size that the cockatrice paralyzes
  320. itself before whoever holds it. Such treasures are rare
  321. in the Threshold.
  322. “I CLOSE MY EYES!”
  323. A character guessing when it’s safe to open her
  324. eyes and attack, and when to close them because
  325. she thinks the cockatrice is about to look at her,
  326. leaves herself vulnerable to Eyes of Flame; no one
  327. can perfectly anticipate those moments. The cockatrice’s
  328. gambit roll represents the constant interplay
  329. of these guessing games and the creature’s own
  330. ability to catch victims off-guard.
  331. From a systems perspective, players must choose
  332. at the beginning of each round between fighting
  333. blind for the entire round or risking the cockatrice’s
  334. success on the staredown gambit. Even
  335. those choosing to fight blind must peek to interpose
  336. themselves effectively between the cockatrice and
  337. a paralyzed ally; doing so always risks the gambit.
  338. See Exalted, p. 188, for blindness penalties.
  339.  
  340. *****
  341. ADV E R S A R I E S O F T H E R I G H T E O U S
  342. Afondha,
  343. the Lady of the Well
  344. Background: The well’s aquifer runs for miles underground, spanning
  345. rivers and cisterns to bring life to the land. Generations of
  346. farmers coaxed the water above ground, and rice and grains that
  347. grow nowhere else in the East paid for gilded thrones. Three principalities
  348. once waged war over Afondha’s Well, dark blood seeping
  349. through earth to mingle with the water. Now they have reached an
  350. equilibrium through treaties and marriage, so each may prosper.
  351. Afondha is a regional fertility goddess. She has scores of
  352. god-blooded children, begotten with men and women from
  353. all three princedoms, whom she views as extensions of herself.
  354. They fill her retinue as guards, servants, spies, and — for
  355. those born of prestigious mortal lineages — ambassadors.
  356. She has no patience for rebellion or laziness, and swiftly
  357. disowns any children who refuse to play their parts. Any
  358. who actively betray her, or even speak badly about her in
  359. public, can look forward to unfriendly visits from hireling
  360. slavers, assassins, or in some cases their own siblings.
  361. The temple-manse at the heart of Afondha’s Well
  362. draws supplicants bringing offerings. They beg for
  363. fertile lands and wombs, or the more nebulous blessing
  364. of fruitful endeavors. Others worship Afondha at
  365. more distant cisterns, and her coffers fill with riches
  366. and bounties. No gold or cornucopia compares to
  367. the value of life, however, and she resents the three
  368. principalities for reaching a peaceful arrangement.
  369. She would prefer just enough bloodshed to salt the
  370. waters a touch.
  371. Image: Afondha is all luscious curves and dark bronze
  372. skin. She never wears her raven hair the same way
  373. twice. Her cheeks appear flushed, and her eyes are
  374. the blue-grey of deep water. Often pregnant, her belly
  375. shows from the first month. Her clothes and jewelry
  376. are resplendent and ever-changing, taken from the
  377. riches sacrificed to her wells.
  378. Intimacies: Defining: “Life flows from me alone.”;
  379. Major: “Protect my well at all costs.”, My Cult
  380. (Ownership), “Blood sacrifice means more than riches.”;
  381. Minor: Agu Zhano-a Tatosu, daughter by Prince
  382. Agu Zhan (Expectant Pride)
  383. Secrets: Afondha hears everything supplicants whisper
  384. to any well that taps into the aquifer stretching out
  385. from her temple-manse, from spouses and heirs wishing
  386. for rulers’ deaths to farmers asking her to poison
  387. a f h o n d h a , t h e l a dy o f t h e w e l l
  388. their neighbors’ land, and she’s not above holding it over
  389. their heads for leverage. She harbors plans to destabilize
  390. the principalities, acting through discreet saboteurs lest
  391. she offend local war gods. She offers potential agents a
  392. myriad of rewards, including talismans and the hand of
  393. her favorite (and unaware) daughter, Tatosu.
  394. Equipment: Collar of Dawn’s Cleansing Light (Exalted,
  395. p. 601); flowing robes (Silken Armor, Exalted, p. 600);
  396. white jade headdress (Hearthstone Amulet, Exalted, p.
  397. 601) bearing three identical opaque green-blue stones,
  398. one of which is a Harvest Gem (Exalted, p. 609)
  399. Roleplaying Hints: Afondha carries herself with
  400. self-aggrandizing confidence, but also with charm and
  401. beauty. She is an excellent hostess to those she deems
  402. worthy of her attention — especially young Exalted she
  403. can call upon once they’ve grown in power — and icy
  404. cold to anyone she deems beneath her. She changes her
  405. attire and manse’s interior design on a whim, to keep
  406. guests entertained and, not coincidentally, off-balance.
  407. She never strikes a deal unless she believes she’ll come
  408. out ahead.
  409. Attributes: Strength 3, Dexterity 3, Stamina 4; Charisma
  410. 4, Manipulation 5, Appearance 5; Perception
  411. 3, Intelligence 4, Wits 2
  412. Essence: 4
  413. Willpower: 7
  414. Join Battle: 6 dice
  415. Personal Motes: 84/90 (6 committed)
  416. Health Levels: −0/−1x4/−2x4/−4/Incap.
  417. Abilities: Awareness 4, Brawl 1, Bureaucracy (Offerings)
  418. 4, Dodge 4, Integrity (Persuasion) 5, Linguistics
  419. 4, Lore 4, Occult 4, Performance 4, Presence
  420. (Bargaining, Charm) 5, Resistance 2, Socialize (Read
  421. Intentions) 4
  422. Merits: Artifact (Hearthstone Amulet) 2, Artifact
  423. (Collar of Dawn’s Cleansing Light) 2, Artifact (Silken
  424. Armor) 4, Cult 4, Exalted Healing, Followers 2, Language
  425. (Native: Old Realm; High Realm, Riverspeak)
  426. 2, Manse 5, Retainers (God-Blooded Bodyguard) 4,
  427. Resources 4, Selective Conception
  428. Attack (Unarmed): 8 dice (Damage 10); Tags:
  429. Bashing, Brawl, Grappling, Natural
  430. Attack (Grapple): 4 dice (4 to control)
  431. Combat: Soak 9, Hardness 4 (Silken Armor: +5);
  432. Parry 2 (Brawl); Evasion 4; Rush 3 dice; Disengage
  433. 7 dice
  434. Social: Guile 5, Resolve 4
  435. Escort: Afondha cultivates an entourage of fawning
  436. servants, god-blooded guards, and juggling bears.
  437. The temple-manse’s guards use traits for battle-ready
  438. troops (Exalted, p. 496) and form a Size 2, Might 1
  439. battle group with average Drill. Two elite bodyguards
  440. (Exalted, p. 497) accompany Afondha everywhere,
  441. tongueless and unflinchingly loyal.
  442. OFFENSIVE CHARMS
  443. Geyser’s Distant Caress (6m, 1wp; Simple; One
  444. scene; Eclipse; Essence 2): Afondha may perform
  445. gambits against targets at up to medium range using
  446. Manipulation + Brawl with bonus dice equal to her
  447. Cult (10 total dice), as long as she’s within short range
  448. of at least a gallon of open water. Successful grapples
  449. performed with this Charm immediately pull the target
  450. to close range.
  451. DEFENSIVE CHARMS
  452. Still Waters Run Deep (5m, 2i; Reflexive; Instant;
  453. Withering-only; Essence 1): Afondha gains bonus
  454. soak equal to the number of dice that show failures in
  455. the attack roll, or double that amount if she is partially
  456. or fully submerged in her aquifer’s water. Activate this
  457. Charm before the attacker rolls.
  458. MOBILITY CHARMS
  459. Aqueous Rebirth (5m, 1i; Reflexive; Instant;
  460. Essence 1): Afondha briefly dissolves into water. She
  461. may automatically succeed on a disengage attempt.
  462. Alternatively, she may roll Dexterity + Cult (7 dice)
  463. while being grappled to reduce the opponent’s turns
  464. of control by the number of successes she rolls. If this
  465. reduces the turns of control to zero, she gains two Initiative.
  466. SOCIAL CHARMS
  467. Thirst-Quenching Goddess Regalia (8m, 1wp;
  468. Reflexive; Instant; Eclipse; Essence 3): Whenever
  469. Afondha succeeds at a bargain action or chooses not
  470. to apply her Resolve against one, she may activate
  471. this Charm to automatically instill a minor Intimacy for
  472. herself in that character with a positive context chosen
  473. by the opponent’s player, such as awe, respect, or
  474. trust. If the character already has a positive Intimacy
  475. for her, it increases in intensity by one instead. If the
  476. character already has a negative Intimacy for her, it
  477. decreases in intensity by one instead.
  478. MISCELLANEOUS CHARMS
  479. Fertile Benediction (15m; Simple; Instant; Eclipse;
  480. Essence 3): Afondha blesses the supplicant with fertility,
  481. ensuring conception with their next informed and
  482. willing partner regardless of whether they could normally
  483. conceive a child with that partner, as long as at
  484. least one of them has a womb.
  485. ADV E R S A R I E S O F T H E R I G H T E O U S
  486. Hurry Home (10m, 1wp; Simple; Instant; Essence
  487. 1): Afondha dissolves into water on her next turn, returning
  488. to her manse’s hearthroom.
  489. Materialize (45m, 1wp; Simple; Instant; Essence
  490. 1): Afondha solidifies from water.
  491. Measure the Wind (5m; Simple; Instant; Essence
  492. 1): Afondha can read anyone who willingly asks for
  493. her blessing.
  494. Vine-Ripened Labor (15m, 1wp; Simple; Instant;
  495. Essence 3): Afondha grants fruitful progress on one
  496. specific task, such as attracting a suitor’s attention or
  497. winning a negotiation with a rival. The supplicant receives
  498. four banked bonus dice, which they can add
  499. to any one roll pertaining to the task before the lunar
  500. month ends; if that roll succeeds, the supplicant tithes
  501. one Willpower to Afondha.
  502.  
  503. *****
  504.  
  505. H U N D R E D D E V I L S N I G H T PARADE
  506. Giant Constrictor
  507. Legendary terrors of the Eastern jungles and Western
  508. bogs, giant constrictors are any variety of constricting
  509. snakes, such as the anaconda or boa, that can grow to
  510. monstrous sizes in Creation, reaching extremes of fifty
  511. or sixty feet in isolated ecosystems. They use their massive
  512. coils to crush the breath out of prey such as deer,
  513. capybaras, and unfortunate humans, while swallowing
  514. smaller animals like fish or birds whole. Some make
  515. their homes among the treetops, blending in with foliage
  516. before falling onto an unsuspecting victim. Others hunt
  517. in rivers, swimming under the surface of water before
  518. lunging out to claim a hapless animal that stopped for
  519. a drink.
  520. Essence: 1; Willpower: 4; Join Battle: 4 dice
  521. Health Levels: −0/−1x2/−2x3/−4x3/Incap.
  522. Actions: Climb: 6 dice; Feats of Strength: 7 dice
  523. (may attempt Strength 3 feats); Resist Disease/
  524. Poison: 7 dice; Senses: 5 dice (see Thermal Sense);
  525. Stealth: 5 dice
  526. Resolve 2, Guile 2
  527. COMBAT
  528. Attack (Bite): 8 dice (Damage 15)
  529. Attack (Grapple): 10 dice (14 to control)
  530. Combat Movement: 6 dice
  531. Evasion 3, Parry 1
  532. Soak/Hardness: 8/0
  533. SPECIAL ABILITIES
  534. Crushing Coils: A giant constrictor takes no Defense
  535. penalties from grappling, and can drag an enemy on
  536. the same turn it makes a savaging attack against them.
  537. G i a n t C o n s t r i c tor
  538. Uncoiling Serpent Rush: Every turn the constrictor
  539. does not take a movement action, it stocks a single
  540. success, to a maximum of three. Each stocked successes
  541. adds +1 Evasion. It adds all stocked successes
  542. to a rush roll, and to any grapple gambit it initiates on
  543. the same turn in a flurry, resetting stocked successes
  544. to zero. With three stocked successes, it may also reflexively
  545. move one range band closer to the enemy
  546. without counting as its movement action for the turn.
  547. Any other movement actions waste all stocked successes.
  548. MERITS
  549. Camouflage: Double 9s on Stealth rolls while
  550. hidden amid treetops or dense foliage. Aquatic variants
  551. gain camouflage while swimming or slithering
  552. through mud.
  553. Thermal Sense: Giant constrictors sense their
  554. prey’s body heat, doubling 9s on any roll to notice a
  555. warm-blooded character and ignoring penalties for
  556. visual obstacles such as darkness or mist.
  557. Storyteller Tactics
  558. Giant constrictors depend on the element of surprise
  559. when they hunt. Though they’re capable of moving
  560. swiftly to catch their prey, they prefer to wait, hidden,
  561. until a tasty and unsuspecting morsel happens by. The
  562. snakes are also nocturnal creatures, doing the majority
  563. of their hunting at night. Legion soldiers on latenight
  564. watches in the East keep an eye out for constrictors,
  565. lest their sleeping comrades-in-arms end up with
  566. bone-crushing blankets.
  567. Giant constrictors flee when they take damage to their
  568. last −3 health level, unless they are in the middle of
  569. crushing their prey to death; then they flee after the
  570. grapple ends instead.
  571.  
  572. *****
  573.  
  574. H U N D R E D D E V I L S N I G H T PARADE
  575. The Forlorn Manor
  576. On a hill overlooking a city sits a house. The road below
  577. bustles with caravans and wandering monks. Legions
  578. marching to a nearby outpost stir up the dust. On the
  579. horizon, ships fly the flags of Peleps, or Lookshy, or
  580. Cherak. The sprawling house is three grand stories tall.
  581. Large windows reflect the sunset; terraces catch the
  582. cool breeze. But paint has faded and chipped, and the
  583. house sags in the middle. Peering through the windows
  584. reveals once-opulent furniture blanketed in dust, and
  585. once-majestic stairways with missing railings and broken
  586. treads.
  587. Five hundred years ago, this enormous estate was the
  588. multigenerational dwelling of the wealthy Dutan family.
  589. Then, disaster struck. Everyone who entered the
  590. house succumbed to sudden, inexplicable death. Even
  591. the few members of the household away on business
  592. fell to the same doom once they returned. The house
  593. itself declined rapidly, within days appearing decades
  594. abandoned. Now, Dutan Manor is a ghost, still in
  595. mourning for the family that loved it. But in the lonely
  596. years since their deaths, the manor has gone from melancholy
  597. to malevolent.
  598. It traps trespassers within, the rooms ever-shifting,
  599. whether they come seeking lost riches or a simple night’s
  600. shelter. It spurs them to anger and fear, makes the weakwilled
  601. turn against companions, and leads even the most
  602. clear-headed down tortured hallways into impossible
  603. rooms, until they collapse from exhaustion or starvation,
  604. or kill each other.
  605. Essence: 4; Willpower: 8; Join Battle: 11 dice
  606. (heart only)
  607. Personal Motes: 90
  608. Health Levels: −0x10/−1x15/−2x15/−4x10/
  609. Incap. (heart only)
  610. Intimacies: Defining: The Dutan Family (Mourning);
  611. “Everything within these walls is mine, including you.”;
  612. Major: “I will show you what it means to despair.”
  613. F o r l o r n M a n o r
  614. Actions: Bargain: 8 dice; Lore: 5 dice; Persuade:
  615. 7 dice; Read Intentions: 7 dice; Senses: 7 dice (see
  616. Something’s Watching); Threaten: 12 dice
  617. Appearance 3, Resolve 5, Guile 3
  618. COMBAT
  619. Soak/Hardness: 10/10 (heart only)
  620. SPECIAL ABILITIES
  621. Endless Hallway, Shifting Staircase: Dead
  622. ends replace intersections. Nonsensical stairways
  623. appear and disappear. Doors open onto different
  624. places from one moment to the next. Navigating to
  625. any specific destination inside the house requires
  626. a (Wits + Survival) extended action (or Strength +
  627. Athletics, to smash directly through walls), difficulty
  628. 4, with goal number 10 and interval five minutes. If
  629. the manor wins, the character still gets there but the
  630. house anticipates them, gaining double 8s on all
  631. rolls to oppose or influence them when they arrive.
  632. If the character botches a roll, the house traps them
  633. in a room without exits, a never-ending stairwell, or
  634. another impossible area, requiring creative solutions
  635. to escape. Each character must roll individually, as
  636. failure leads the house to separate them.
  637. Something’s Watching: Double 9s on sight- and
  638. hearing-based Perception rolls.
  639. MERITS
  640. Unforgiving Terror House: Any part of the manor
  641. or object that was present when the house became a
  642. ghost rebuilds itself again completely one round after it’s
  643. destroyed, except its heart. The manor itself has no health
  644. levels and can’t engage in combat. In its deepest bowels
  645. pulses its dead heart, within a pitch-dark chamber, protected
  646. by a half-digested mass of rotted sinew and dry
  647. bone. The heart may produce any number of zombies
  648. (Exalted, p. 502) from the mass at a time, as a combat
  649. action, for either five motes or three health levels per
  650. zombie. A character can destroy the heart by attacking
  651. it directly, which also destroys the ghost itself, but it
  652. can’t take decisive damage and doesn’t suffer Initiative
  653. Crash until it has no zombie guardians left; withering
  654. attacks still award the attacker their full Initiative.
  655. OFFENSIVE CHARMS
  656. Crushing Despair (8m; Simple; One scene;
  657. Essence 2): The room hides the exit and shrinks the
  658. distance between its walls. This is an environmental
  659. hazard (Exalted, p. 230) with difficulty 5, dealing
  660. two bashing damage per round and granting the
  661. manor Initiative per round equal to the number of characters
  662. who took damage that round, to a maximum of
  663. five Initiative. Characters may resist the hazard with
  664. (Strength + Athletics) to hold the walls at bay; (Perception
  665. + Awareness) to find the exit; and either a feat of
  666. strength or (Dexterity + Larceny) to open it.
  667. DEFENSIVE CHARMS
  668. Hundred Chambers Maze (8m; Reflexive; One
  669. scene; Eclipse; Essence 3): Change any portal’s destination,
  670. including external windows and doors, to
  671. any other portal’s destination on the manor’s grounds.
  672. Eclipses may use this Charm in any building, but both
  673. target and destination portals must be within medium
  674. range of the Eclipse.
  675. Foundation of Bones (5m; Simple; Instant; Decisive-
  676. only; Essence 3): The manor instantly consumes
  677. one corpse (inanimate or otherwise) anywhere on the
  678. grounds to heal three health levels or regain five Initiative.
  679. SOCIAL CHARMS
  680. Ember-Stoking Delusion (8m, 1wp; Simple;
  681. One scene; Psyche; Essence 4): On a successful
  682. threaten action, the manor convinces a character
  683. within its walls that one of her companions secretly
  684. plots against her and unearths long-buried conflicts.
  685. The target temporarily develops a negative Major Tie
  686. toward her companion and temporarily loses the benefits
  687. of any positive Tie toward him. Interactions with
  688. him prompt her to physically attack unless she spends
  689. one Willpower to hold back for one round, or one
  690. minute outside combat. Exalts end the effect early by
  691. spending four Willpower this way; mortals have no
  692. such recourse.
  693. MISCELLANEOUS CHARMS
  694. Materialize (45m, 1wp; Simple; Instant; Essence
  695. 1): The forlorn manor can materialize whenever it
  696. senses someone approaching its territory or looking
  697. up at its hill from below. See Exalted, p. 510, for full
  698. materialization rules.
  699. Storyteller Tactics
  700. Because the forlorn manor only occasionally materializes,
  701. locals don’t agree on whether it really exists. No specific
  702. location is given here for the manor, so the Storyteller can
  703. place it wherever she needs to for her game.
  704. The manor lets trespassers get comfortable at first, until
  705. they think the stories were just that, passed down by
  706. the family’s heirs to scare off scavengers. Then it shifts
  707. rooms and increases paranoia until the intruders become
  708. hopelessly lost and turn on each other. It reserves
  709. Crushing Despair for when characters come too close
  710. to finding its heart. It uses items its owners and sundry
  711. trespassers left behind as tools for social influence. A
  712. book falls from a shelf, opening to the exact page that
  713. conveys the manor’s message. Quills scratch out names
  714. and broken sentences on old parchment. Faded dolls
  715. with smiling faces turn up unexpectedly, suggesting approval
  716. or smug triumph.
  717. H U N D R E D D E V I L S N I G H T PARADE
  718. Characters can bargain with the manor if they take the
  719. time to unlock its secrets and earn its trust. The truth
  720. of why its family met its grisly end and what caused it
  721. is buried deep in the past; solving that mystery would
  722. let the manor rest at last. Although it’s hostile and takes
  723. pleasure in watching victims murder each other, it also
  724. wants to rest, so it subconsciously leaves clues lying
  725. around for savvy investigators to pick up — a charcoal
  726. scribble on a wall reading Where’s Samandra??, or a
  727. drawer that opens at an opportune time containing specific
  728. documents, for instance. Characters can find some
  729. clues inside the house itself, but must investigate in the
  730. city as well or find another way to learn the full story.
  731. The house’s victims may also find hints to how to destroy
  732. it by investigating evidence left behind by previous
  733. unfortunate visitors — messages left half-written,
  734. recent corpses not yet consumed, and so on. Once they
  735. learn about the heart and find it, the house spawns as
  736. many zombies as it can afford to protect itself, balancing
  737. motes, zombies, and health levels to survive as long as
  738. possible. It uses Ember-Stoking Delusion liberally if it
  739. starts to lose, or makes Bargain or Persuade actions to
  740. convince its assailants to help it solve the family’s mystery
  741. instead.
  742.  
  743. *****
  744.  
  745. ADV E R S A R I E S O F T H E R I G H T E O U S
  746. Ninegala,
  747. Forge-Goddess of Makelo
  748. Background: Ninegala once labored at the forge of one
  749. of the world’s makers. When the Exalted cast those
  750. ancients down, she exiled herself to Creation, raising
  751. a sanctum on the Western isle of Sinti. Eventually, an
  752. enterprising mortal hero persuaded her to forge him a
  753. weapon in exchange for a year of service; others trickled
  754. in over the centuries. During the Contagion, she opened
  755. her doors to a tribe of survivors. In gratitude, when they
  756. founded the city Makelo (Exalted, p. 105), they took her
  757. as their sovereign god.
  758. Image: Ninegala has charcoal-black skin, ash-gray hair,
  759. and fiery eyes that blaze when her passions are aroused.
  760. She wears little in the forge’s heat, but when traveling
  761. abroad, she arrays herself in arms and armor of her own
  762. devising as she takes up her flying bronze chariot’s reins.
  763. Intimacies: Defining: “I wish only to craft wonders
  764. in peace.”; Major: “I enjoy testing my art’s limits.”;
  765. Makeloans (Affection); Minor: The Fair Folk (Loathing)
  766. Secrets: An ancient goddess, Ninegala holds faded
  767. memories of the Time Before — specifically, the divinity
  768. she served and his workshop in Heaven — though she’s
  769. forgotten more than most living gods recall. She retains
  770. a few relics from that era in her vaults, hidden in plain
  771. sight where none but she might recognize them.
  772. Equipment: forge-mother’s hammer, ur-golem armor,
  773. quiver of boundless javelins, aerial chariot
  774. Roleplaying Hints: Those seeking Ninegala’s impossible
  775. marvels must perform long, weird, and perilous
  776. quests — both to obtain rare crafting materials, and to
  777. discourage future petitioners. Characters might persuade
  778. her to lend her services without such quests if the
  779. desired artifact is sufficiently exotic and intriguing, or to
  780. ward off a potential threat to her or Makelo’s people.
  781. Should the characters destroy her — to loot her armory,
  782. perhaps, or claim Makelo and its forges for themselves —
  783. powerful beings across the West descend on her vaults.
  784. Some assume the characters have already claimed the
  785. cream of Ninegala’s arsenal and track them down. In addition,
  786. Ninegala retains a few connections in the spirit
  787. courts, such as the dragon Fakharu (Exalted, pp. 521-
  788. 523); these may aid her in retrieving stolen goods, or
  789. avenge her if she’s destroyed.
  790. Attributes: Strength 7, Dexterity 5, Stamina 7; Charisma
  791. 4, Manipulation 2, Appearance 4; Perception
  792. 6, Intelligence 5, Wits 5
  793. Essence: 5
  794. Willpower: 8
  795. Join Battle: 9 dice
  796. Personal Motes: 100
  797. Health Levels: −0/−1x7/−2x7/−4/Incap.
  798. Abilities: Athletics 3, Awareness 4, Brawl 3, Bureaucracy
  799. 3, Craft (Armorsmithing) 7, Craft (Artifacts) 7,
  800. Craft (Weaponsmithing) 7, Dodge 3, Integrity 4, Linguistics
  801. (Old Realm) 3, Lore (Geology, Metallurgy)
  802. 4, Melee 5, Medicine (Treating Burns) 2, Occult (Fire
  803. Spirits) 3, Presence 3, Resistance (Heat and Flame) 6,
  804. Ride (Automata) 4, Socialize (Makeloans) 1, Thrown 5
  805. Merits: Artifact (Boundless Javelin Quiver) 3, Artifact
  806. (Flying Bronze Chariot) 4, Artifact (Forge-Mother’s
  807. Hammer) 3, Artifact (Ur-Golem Armor) 3, Cult
  808. 4, Five-Thousand-Year Panoply (below), Language
  809. (Native: Old Realm; Seatongue) 1, Legendary Artisan
  810. (below), Scripture of the Forge (below)
  811. Attack (Forge-mother’s hammer): 13 dice
  812. (Damage 19/4); Tags: Bashing. Melee, Smashing
  813. Attack (Javelin): 13 dice at short range (Damage
  814. 16); Tags: Lethal, Melee, Piercing, Thrown (Short)
  815. Combat: Soak 18, Hardness 10 (ur-golem armor:
  816. +11/10); Parry 6 (Melee); Evasion 2 (ur-golem
  817. armor −2); Rush 6 dice; Disengage 6 dice
  818. Social: Resolve 5, Guile 2
  819. Guardians: Numerous golems (Exalted, p. 500)
  820. protect Ninegala’s vaults, alongside various other automata
  821. and traps.
  822. NEW MERITS
  823. Five-Thousand-Year Panoply: Ninegala may
  824. find any simple, straightforward two- or three-dot artifact
  825. within her vaults. Once per story, if she requires
  826. an artifact with specific, esoteric powers, roll (Essence)
  827. dice against the artifact’s rating. Success reveals it in
  828. her vaults; failure reveals an artifact of similar function
  829. whose rating only equals her successes on the roll.
  830. Legendary Artisan: Ninegala doesn’t track or
  831. gain crafting experience — if she must pay a crafting
  832. experience cost, she’s always able to meet it. She has
  833. ten major project slots and five superior project slots.
  834. Scripture of the Forge: Students learning Craft
  835. from Ninegala halve training times. They gain +2 soak
  836. and Hardness against fire-based attacks and immunity
  837. to minor burns, extending afterward for a duration
  838. equal to the training time. Students who spend years
  839. training under Ninegala obtain fiery eyes and charcoal-
  840. dark skin, marking them as masters of the forge.
  841. OFFENSIVE CHARMS
  842. Smoldering Metal Offensive (10m, 1wp;
  843. Simple; One scene; Uniform; Essence 3): Superheat a
  844. weapon Ninegala wields, adding +4 to withering
  845. and decisive damage. A mundane weapon burns to
  846. ashes or melts to slag after this Charm ends.
  847. DEFENSIVE CHARMS
  848. Fire Knows the Forger (5m; Reflexive; Instant;
  849. Essence 3): Add (Essence) successes to resist a fireor
  850. heat-based environmental hazard and subtract
  851. that many dice from its damage. Against attacks from
  852. sources such as firewands or fiery dragonbreath, this
  853. Charm instead halves their damage.
  854. Steel Knows the Shaper (5m, 2i; Reflexive; Until
  855. next turn; Essence 3): Gain +1 Defense against weapon-
  856. based attacks. If a character attacks Ninegala and
  857. misses, he’s automatically disarmed — the weapon flies
  858. from his hand lest it strike the forge-goddess. Unarmed
  859. attacks and improvised weapons are unaffected.
  860. MISCELLANEOUS CHARMS
  861. Forge-Mother’s Grace (1m+; Reflexive; Instant;
  862. Essence 4): Using an item she made herself, Ninegala
  863. adds bonus dice as with a Solar Excellency
  864. (Exalted, p. 255). Her maximum is based on the
  865. level of project used to create the item — Basic: +2,
  866. Major: +4, Superior: +6, Legendary: +8.
  867. BOUNDLESS JAVELIN QUIVER
  868. (ARTIFACT •••)
  869. An oblong case of teak and darkened bronze, inlaid
  870. with the First Age word “Plenty” in orichalcum and
  871. moonsilver, contains a dozen iron javelins.
  872. EVOCATIONS OF THE
  873. BOUNDLESS JAVELIN QUIVER
  874. Passive: The attuned quiver never runs out of javelins;
  875. new ones appear to replace the old.
  876. Distant-Striking Dart (1m [+1wp]; Supplemental;
  877. Instant; Uniform; Essence 1): Attack a target at up
  878. to long range, using the same dice pool as shortranged
  879. javelin attacks. Spend one Willpower to attack
  880. at long range without an aim action.
  881. ADV E R S A R I E S O F T H E R I G H T E O U S
  882. Hammer-and-Anvil Genesis (25m, 1wp;
  883. Simple; One project; Stackable; Essence 5): Automatically
  884. succeed on the roll to complete a basic
  885. or major project. Superior and legendary projects
  886. instead double 7s, double extra successes received
  887. at each interval, and add five rolls to the terminus. This
  888. Charm can stack to benefit multiple projects.
  889. Hurry Home (10m, 1wp; Simple; Instant; Essence
  890. 1): Ninegala fades away and vanishes on her next
  891. turn, returning to her sanctum.
  892. Materialize (50m, 1wp; Simple; Instant; Essence
  893. 1): Ninegala appears in a wreath of flame.
  894. Measure the Wind (5m; Simple; Instant; Essence
  895. 1): Ninegala can discern the nature of anyone handling
  896. her workmanship.
  897. Spark of Inspiration (10m, 1wp; Simple; Instant;
  898. Eclipse; Essence 3): Target receives 10 silver craft
  899. points and 3 gold craft points. A character can only
  900. benefit from this Charm once per story.
  901.  
  902. *****
  903.  
  904. H U N D R E D D E V I L S N I G H T PARADE
  905. Forest Strider
  906. Eastern forests are home to an unusually large breed of
  907. stick bugs that blend in with trees and disappear from
  908. plain sight like their smaller cousins. The abundant food
  909. and fecund Essence near the Pole of Wood allow creatures
  910. to grow to massive sizes. A forest strider’s swift
  911. ground speed, and their ability to quickly climb towering
  912. trees and fly short distances, make them popular
  913. mounts.
  914. While some forest striders look like bare tree trunks,
  915. with six branch-like limbs, others resemble giant leaves.
  916. Some varieties have iridescent wings, almost invisible,
  917. that let them glide from one branch to another.
  918. Essence: 1; Willpower: 4; Join Battle: 6 dice
  919. Health Levels: −0x2/−1x4/−2x4/−4/Incap.
  920. Speed Bonus: +3
  921. Actions: Climb: 7 dice; Glide (winged only): 6 dice;
  922. Read Intentions: 4 dice; Resist Disease/Poison: 5
  923. dice; Senses: 5 dice; Stealth: 7 dice
  924. Resolve 2, Guile 3
  925. COMBAT
  926. Attack (Grapple): 5 dice (7 to control)
  927. Attack (Leg spikes): 5 dice (Damage 7)
  928. Attack (Poison spray): 6 dice (Damage 0); Tags:
  929. Thrown (Short)
  930. Combat Movement: 5 dice
  931. Evasion 4, Parry 2
  932. Soak/Hardness: 4/0
  933. SPECIAL ABILITIES
  934. Ambush Hunter: Gain +3 on all unexpected
  935. attacks.
  936. F o r e s t S t r i d e r
  937. Poison Spray: Forest striders secrete a poison
  938. (Exalted, p. 232), with which they can make poison
  939. spray attacks that expose the enemy upon success.
  940. The poison deals 2i per round (L in Crash), with a duration
  941. of 3 rounds and a −3 penalty.
  942. Spike Swipe (Latent): The forest strider lashes out
  943. with its leg spikes to protect its rider. She does not lose
  944. Initiative when she disengages while astride.
  945. MERITS
  946. Camouflage: The forest strider appears to be part
  947. of a tree, or a stump or leaf on its own. In a forest,
  948. double 9s on Stealth rolls.
  949. Sudden Escape: The forest strider can shed a leg
  950. to get away from an enemy. It may automatically
  951. disengage without a roll, but suffers a cumulative −1
  952. penalty to combat movement rolls. This penalty lasts
  953. until the leg regenerates during molting, which it does
  954. once a week.
  955. Storyteller Tactics
  956. Forest striders’ nimble limbs and aerodynamic shapes
  957. allow them to ascend to high points quickly, giving riders
  958. the high ground and the ability to swoop down upon
  959. their foes. Riders can train forest striders to attack on
  960. command, much like war horses.
  961. In the wild, forest striders keep to the trees and avoid
  962. contact with humans. A character who is patient, moves
  963. softly, and has a good supply of succulent leaves and
  964. berries may lure one from hiding with a Charisma +
  965. Survival roll, opposed by the strider’s Read Intentions
  966. pool. Untamed forest striders are timid; they attempt to
  967. flee after taking any damage.
  968.  
  969. *****
  970.  
  971. H U N D R E D D E V I L S N I G H T PARADE
  972. Northern Ursidae
  973. Iceship crews from Tusk tell stories of sleek, white-pelted water bears that prowl
  974. Mela’s Fangs, attacking boats and stealing fishermen’s catches. Their webbed
  975. paws end in wicked claws. Gills in their necks allow them to dive for long periods
  976. to hunt fish that live in caves deep below the water’s surface, or to evade
  977. human hunters’ spears and harpoons.
  978. Down on all fours, these sea bears are four to five feet high
  979. at the shoulder, and weigh between 800 and 2,000
  980. pounds. Standing on their hind legs, they tower
  981. over humans at heights of up to 11 feet. Hunting
  982. parties brave the bears’ ferocious attacks, as
  983. their pelts fetch excellent prices, and
  984. one ursidae’s meat can feed a
  985. family for months. Icewalker
  986. tribes who take its avatar
  987. as their totem
  988. train the animals
  989. to fight
  990. and fit them
  991. with armor
  992. for riding
  993. into battle.
  994. Nort h e rn U r s i da e
  995. Essence: 1; Willpower: 3; Join Battle: 7 dice
  996. Health Levels: −0x5/−1x5/−2x5/−4x3/Incap.
  997. Speed Bonus: +3 (+4 in the water)
  998. Actions: Feats of Strength: 7 dice (may attempt
  999. Strength 5 feats); Intimidate: 7 dice; Senses: 5 dice
  1000. (see Keen Nose); Tracking: 5 dice
  1001. Resolve 3, Guile 2
  1002. COMBAT
  1003. Attack (Bite): 8 dice (Damage 15)
  1004. Attack (Claw): 12 dice (Damage 11)
  1005. Attack (Grapple): 8 dice (9 to control, or 10 in
  1006. the water)
  1007. Combat Movement: 7 dice (8 in the water)
  1008. Evasion 3, Parry 3
  1009. Soak/Hardness: 10/0
  1010. SPECIAL ABILITIES
  1011. Capsize (Latent): The bear grabs lines dangling
  1012. from a small boat or other vessel no larger than a
  1013. fast courier (Exalted, p. 246) in its powerful jaws,
  1014. or embeds its claws deep in the vessel’s underside,
  1015. and dives. Treat this as a Strength 5+ feat of strength
  1016. with required successes equal to the pilot’s (Strength
  1017. + Sail). Upon success, the boat capsizes, dumping
  1018. anyone and anything aboard into the water.
  1019. Roaring Charge (Latent): After moving at least one
  1020. range band toward a target on the ursidae’s current
  1021. turn, roll Intimidate against the target’s Resolve as a
  1022. miscellaneous action. If successful, the enemy reflexively
  1023. flees one range band in the opposite direction,
  1024. and the bear or its rider receives one automatic
  1025. success on the next attack roll against anyone who
  1026. witnessed the charge.
  1027. MERITS
  1028. Berserker: Convert wound penalties to bonus dice
  1029. on attack rolls.
  1030. Keen Nose: Double 9s on all scent-based Senses
  1031. rolls.
  1032. Storyteller Tactics
  1033. Northern ursidae make their dens away from humans, in
  1034. caves near the sea, and those who would tame them must
  1035. defeat them in combat first. In battle without riders, an
  1036. ursidae’s preferred tactics are to grapple an enemy and
  1037. drag her underwater in a bear hug until she drowns, or
  1038. the clinch crushes her bones, whichever comes first. A
  1039. water bear attempts to flee if it takes damage in its first
  1040. −2 health level, unless commanded otherwise by a rider.
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