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Ex3 - Mouse of the Sun

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Jul 28th, 2017
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  1. Mouse of the Sun
  2. The Mice of the Sun appear similar to ordinary mice—they have stark white fur and bright
  3. golden eyes. Though they live and breed like normal animals, they bear the blessing of the
  4. Unconquered Sun, and have an affinity for the returned Solar Exalted. A Lawgiver who bonds
  5. with one of the mice will have a companion for life. These tiny creatures are clever,
  6. inconspicuous, and loyal to a fault—more than capable of slipping into a prison cell with a
  7. lockpick, or spotting an assassin that their master has missed. The mice also serve as a vector for
  8. the Unconquered Sun’s divine judgment: the Plague of the Sun, a disease that falls upon those
  9. who have displeased him.
  10. Essence: 1; Willpower: 8; Join Battle: 7 dice
  11. Health Levels: -0/-1/-2/-4/Incap. Mice of the sun are fearless in battle, no matter how badly
  12. injured they are.
  13. Actions: Complex Thought: 4 dice; Gnaw Through Things: 4 dice; Scurry Through Tight
  14. Spaces: 7 dice; Senses: 6 dice (see Keen Nose); Stealth: 9 dice (see Slink Away and Tiny
  15. Creature)
  16. Resolve: 4, Guile: 1
  17. Combat
  18. Attack (Gnaw): 5 dice (Damage 2). Damage increases to 5 against any enemy housecat-sized or
  19. smaller.
  20. Combat Movement: 7 dice
  21. Evasion 3; Parry 1 (see Tiny Creature)
  22. Soak/Hardness: 1/0
  23. Special Attacks
  24. Distracting Scurry: The mouse of the sun can attempt a distract gambit (p. XX), adding two
  25. automatic successes to the attack roll against an enemy who is larger than a housecat. An enemy
  26. who is successfully distracted by the gambit also suffers the penalties of being blinded until their
  27. onslaught penalty has refreshed, as his attentions are so thoroughly focused on the small pest
  28. assailing him that he cannot notice anything else in his immediate surroundings.
  29. Plague of the Sun: An enemy damaged by a decisive gnaw attack must also roll for exposure to
  30. the Plague of the Sun if they have offended the Unconquered Sun with prayers unworthy of the
  31. Most High or wicked deeds committed in his name. This is generally an issue of Storyteller
  32. discretion, rather than something the mouse’s master can decide.
  33. The Plague of the Sun
  34. The Plague of the Sun is a supernatural disease with virulence 4, morbidity 4, and
  35. an interval of one week. In addition to the usual traits of a disease, it has the
  36. following effects:
  37. • Minor Symptom: The victim is haunted by a sense of judgment as the sun rises
  38. into the sky, causing him to lose a point of Willpower every day when the sun
  39. reaches its noonday zenith unless he is totally cut off from all natural light at the
  40. time. In addition, once a character has contracted the Plague of the Sun, even the
  41. most powerful healing magic cannot reduce it below the level of a minor
  42. symptom. A sincere prayer made to the Unconquered Sun asking for forgiveness
  43. can lower the intensity of the disease by one step or cure it entirely for those who
  44. have it at a minor symptom, but only for those who have committed sufficient
  45. atonement for whatever sin originally drew down the Sun’s wrath. Such prayers
  46. can be made no more than once per interval of the sickness.
  47. • Major Symptom: In addition to the above effects, the victim takes a -2 penalty
  48. on all actions when exposed to daylight. This penalty is decreased to -1 if he
  49. wears thick, concealing clothing or uses other similar means to keep the sun off
  50. the flesh.
  51. • Defining Symptom: In addition to the above effects, the victim is considered a
  52. creature of darkness for the purposes of Charms that have additional effects
  53. against them, such as Edge of Morning Sunlight or Fiery Solar Chakram.
  54. Scampering Misdirection: Scampering across the enemy’s body, the mouse of the sun frustrates
  55. him into striking at himself. After successfully executing a distract gambit against an enemy, the
  56. mouse of the sun may redirect any attack made by that enemy that it successfully evades back at
  57. its attacker until its next turn. The mouse must remain within close range of the distracted enemy
  58. to use this special attack.
  59. Flashing Sun Clash (Latent): By paying 1 Willpower, the mouse of the sun moves at the speed
  60. of sound to clash an attack. The mouse may move anywhere in her master’s line of sight to make
  61. this attack, even over air. This clash is decisive and adds her master’s Initiative to her own for
  62. the purposes of ignoring hardness, though only the mouse’s damage is rolled. If the mouse fails,
  63. she is struck by the attack instead of the original target.
  64. Orichalcum Fang Strike (Latent): When the mouse of the sun attacks demons, undead, or other
  65. creatures of the night with its gnaw attack, its withering attacks have a base damage of 5
  66. regardless of the enemy’s size, and its decisive attacks deal aggravated damage. If the mouse
  67. spends Willpower to enhance the attack, it may apply the double 10s rule to the damage roll.
  68. Paw of Judgment (Magical): When the mouse of the sun’s master successfully damages an
  69. enemy with a decisive attack after receiving Initiative from a distract gambit made by the mouse
  70. against that enemy, the damaged character must roll against contracting the Plague of the Sun.
  71. Merits
  72. Faithful Servant: All mice of the sun have a Defining Tie of loyalty to the Unconquered Sun,
  73. which cannot be weakened or altered by any influence rolls or magic.
  74. Fed by Virtue: The mouse of the sun does not sleep, but she does tire. She may sate hunger and
  75. thirst by normal means, eliminating any fatigue penalties, but she may also feed and quench her
  76. thirst by acting compassionately or courageously to aid another. Additionally, her hunger pains
  77. may be allayed by witnessing her master do the same. In times of trouble, an Exalted master may
  78. also feed her a single mote of Essence to restore her vigor for a single day.
  79. Keen Nose: The mouse of the sun applies the double 9s rule on Perception-based rolls made
  80. using scent.
  81. Slink Away: When the mouse of the sun attempts to go to ground in combat (p. XX), the penalty
  82. for doing so begins at -0, instead of -3.
  83. Sunlit Fur Warmth: Once per story in which he somehow upholds the principles or virtues of
  84. the Unconquered Sun, the player of the master of a mouse of the sun who spends a scene petting
  85. and playing with his familiar may roll a single die, removing one point of Limit for each success.
  86. Tiny Creature: The mouse of the sun adds +2 Evasion against any attack made by any foe larger
  87. than a housecat. In addition, characters of that size subtract two successes from any Awarenessbased
  88. roll made to notice the mouse.
  89. Dancing Mouse Fury (Latent): If her master is one of the Solar Exalted, when both she and her
  90. master roll Join Battle, she gains two Initiative for each 10 in her master’s Join Battle roll.
  91. Resplendent Solar Avatar (Magical): The Solar may grant the mouse any of the benefits of his
  92. anima banner for free when he uses them himself, or may pay separately to activate them on the
  93. mouse’s behalf. This is not compatible with anima effects that allow characters to acquire
  94. permanent traits, such as an Eclipse’s ability to learn certain spirit Charms or a Twilight’s ability
  95. to bind spirits as familiars. In addition, the mouse may reflexively surround itself with radiance
  96. emulating its master’s anima banner at the burning level.
  97. Sun’s Shadow Companion (Magical, 1wp): The mouse can learn to use effects equivalent to the
  98. Solar Charms Invisible Statue Spirit, Lock-Opening Touch, and Stealing from Plain Sight Spirit,
  99. paying a point of Willpower in lieu of the mote cost of these Charms. Each Charm the Solar
  100. wishes to teach to his familiar requires a separate use of Beast-Mastering Behavior.
  101. Vanishing Flare (Magical): The mouse of the sun has the Essence of Solar flame. It may unknit
  102. its physical substance to vanish into a curl of Solar flame until its master calls it back. In
  103. addition, if the mouse would be killed, it instead vanishes into the fires of its anima, slowly
  104. reforming over the course of the story. Once the next story has begun, the mouse emerges at an
  105. unforeseen moment to aid its Solar master.
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