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koexalted:wyld_hunt [2016/03/03 10:13] – Ak: Uusi sivu: [[KoExalted:PJn sivuhahmot|PJn sivuhahmot]]<BR/> [[KoExalted:PJn jutut|PJn jutut]] [[Luokka:Exalted|PJn sivuhahmot]] amoebakoexalted:wyld_hunt [2016/03/23 11:38] (current) – + move from mediawiki to dokuwiki amoeba
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 +~~NOTOC~~
 +
 +===== Sesus Chenow Ontar =====
 +
 +//Tuli//, mies, keski-ikäinen, Ess 3
 +
 +Häikäilemätön ja julma, Wyld Huntin jäsen. Rohkea ja kokenut, tappanut itse ainakin yhden anateeman, ja ajanut pakosalle pari.  Hyvin vahvasti uskossaan.
 +
 +
 +===== Sesus Kajak Poreg =====
 +
 +//Tuli//, nainen, lähestyy keski-ikää, Ess 2 
 +
 +Laskelmoiva kauppias, kerää tietoja sodista, palkkasoturijoukkioista ja etsii värvättäviä.  Leipä-uskovainen.  Mieltä vainoaa kipu ja tuska, jota jokin lapsi koki palaessaan areenalla ja jonka paha anateema (Aurora) hänen päähänsä tartutti. 
 +
 +
 +===== Sesus Denerid Jesun =====
 +
 +//Puu//, mies, nuori aikuinen, Ess 1 
 +
 +Keveämielinen aatelismies, kiinnostuneempi pitämään hauskaa kuin vaarantamaan henkeään, mutta kyllähän jahdit mukavia on.  Ei vahvasti uskova.
 +
 +
 +===== Ragara Calel Tapes =====
 +
 +//Maa//, nainen, aikuinen, Ess 2
 +
 +Kohtelias ja sanoissaan varovainen, mutta hyvä puhumaan.  Seuraa muita ja yrittää saada kaikki toimimaan keskenään.  Vahva uskossaan, mutta ymmärtää muita näkemyksiä.
 +
 +
 +===== Kuolevaiset =====
 +
 +
 +Munkit
 +  *  Pajulilja 
 +  *  Muita, riittävä määrä häiritsemään useimmissa tappeluissa
 +
 +Apurit
 +  *  Lammas & Hukkanen 
 +  *  Ainakin tusina palvelijoita yms. muita jotka pakenee vaarallisista tilanteista
 +
 +
 +====== Historia ======
 +
 +
 +  *  Pajulilja, Lammas ja Hukkanen tavattu Salumbrassa.
 +    *  Jolene teki hyvän vaikutuksen "pelastaessaan" sirkuksesta pois. 
 +  *  Kamtshassa konfliktia
 +    *  Ohimennen sympaattista kontaktia areenalla alkuillasta.
 +    *  Pajulila saapuu, tappelu, Poregia ja Tapesia rusikoitu areenalla, Jesun selvinnyt ilman haittoja. 
 +    *  Tapes lähtee takaisin saarelle, muut pakenee Salumbraan.  Lammas ja Hukkanen jää kaupunkiin, laittavat tyyppejä vakoilemaan ja keräävät tietoa ennen kuin palaavat muitten seuraan.
 +
 +
 +====== Statit ======
 +
 +
 +Anima Flux at iconic: \\  
 +Each turn, roll one die of withering damage on all non-Dragon-Blooded within close range; enemies in Initiative Crash and trivial opponents get lethal damage instead.  Hardness 1+ ignores anima flux.
 +
 +Sesus Chenow Ontar
 +
 +//Tuli//, Ess 3
 +
 +  *  Ringing Anvil Onslaught
 +
 +**Sesus Kajak Poreg**
 +  
 +  Essence: 2; Willpower: 5
 +  Join Battle: 7 dice (+4 for 4m)
 +  Personal Motes: 13; Peripheral Motes: 31
 +  Health Levels: -0/-1x2/-2x3/-4/Incap.
 +  Actions: 
 +  Feats of Strength: 8 dice (+4 for 4m, may attempt Strength 3 feats); 
 +  Command: 10 dice (+4 for 4m);  Intimidation: 8 dice (+4 for 4m); 
 +  Social Influence: 6 dice (+3 for 3m);  Trading: 8 dice (+4 for 4m);
 +  Senses: 4 dice (+2 for 2m)
 +  Appearance 2, Resolve 3 (+1 for 2m), Guile 2 
 +  
 +  Combat
 +  Attack (Unarmed): 14 dice (+6 for 6m; damage 11)
 +  Attack (Short daiklaves): 14 dice (+6 for 6m; damage 14, minimum 3)
 +  Attack (Grapple): 10 dice (+4 for 4m; 9 dice to control, +4 for 4m)
 +  Combat Movement: 9 dice (+4 for 4m)
 +  Evasion 3 (+1 for 2m), Parry 6 (+3 for 6m)
 +  Soak/Hardness: 10/7 (Jade reinforced buff jacket)
 +
 +
 +  *  **Raging Firestorm Blade** (6m, 3a; Supplemental; Instant; Dual): \\   While anima is at bonfire, discharge it to convert all post-soak damage dice of a withering attack to successes, or one die on a decisive damage roll to a success.  Resets anima to dim.
 +  *  **Stoking Bonfire Style** (2m; Supplemental; Instant; Dual): \\   A burst of flames add four dice to the raw damage of a withering attack, or one die to a decisive attack. At Initiative 11+, add two dice to decisive damage instead.
 +  *  **Thousand-Ton Hammer Smash** (3m; Supplemental; Instant; Dual): \\   Double 10s on decisive damage, or double 9s on all damage against a prone enemy. Can make smashing attacks with no Defense or Initiative penalty.
 +  *  **Overwhelming Presence Approach** (2m; Supplemental; Instant): \\   Add one to the Resolve penalty from a social influence target’s Ties to the Dragon-Blood, or Intimacies that relate to a strong passion against an influence roll.
 +
 +**Sesus Denerid Jesun**
 +  
 +  Essence: 1; Willpower: 5; Join Battle: 6 dice (+2 for 2m)
 +  Personal Motes: 12; Peripheral Motes: 27
 +  Health Levels: -0/-1x2/-2x2/-4/Incap.
 +  Actions: 
 +  Social Influence: 8 dice (+4 for 4m);
 +  Read Intentions: 6 dice (+2 for 2m);
 +  Commanding Soldiers: 8 dice (+4 for 4m);
 +  Feats of Strength: 7 dice;  Senses: 4 dice (+2 for 2m); 
 +  Appearance 4, Resolve 3 (+1 for 2m), Guile 3 (+1 for 2m)
 +  
 +  Combat
 +  Attack (Jade powerbow): 10 dice (+4 for 4m; damage 12, minimum 3)
 +  Attack (Short sword): 6 dice (Damage 10)
 +  Combat Movement: 5 dice (+2 for 2m)
 +  Evasion 4 (+2 for 4m), Parry 2 
 +  Soak/Hardness: 11/7 (Jade lamellar)
 +
 +
 +  *  **Loyalty-Reading Meditation** (3m; Supplemental; Instant): \\   When reading a character’s intentions to determine where her loyalties lie, any applicable Intimacies modify her Guile as though it were her Resolve.
 +  *  **Overwhelming Presence Approach** (2m; Supplemental; Instant)  (see above)
 +  *  **Bursting Vines Constiction** (5m; Supplemental; Instant; Stackable, Withering-only): \\   A withering attack that deals more damage than its target’s Stamina inflicts a cumulative -1 penalty on physical actions for the rest of the scene.  If the penalty rises over a character’s Stamina, they begin to suffocate (p. 232), but only pass out for the rest of the scene, rather than dying, if they run out of air. Each time the target gains 5+ Initiative from a withering attack, this penalty decreases by one.
 +
 +**Ragara Calel Tapes** 
 +  
 +  Essence: 2; Willpower: 7;
 +  Join Battle: 6 dice (+2 for 2m)
 +  Personal Motes: 13; Peripheral Motes: 31
 +  Health Levels: -0/-1x4/-2x4/-4/Incap.
 +  Actions: 
 +  Social Influence: 8 dice (+4 for 4m);  Command: 6 dice (+2 for 2m); 
 +  Feats of Strength: 6 dice (+2 for 2m)
 +  Resist Poison/Illness: 7 dice (+4 for 4m); 
 +  Senses: 8 dice (+4 for 4m)
 +  Appearance 3, Resolve 4 (+2 for 4m), Guile 3
 +  
 +  Combat
 +  Attack (Unarmed): 12 dice (+6 for 6m; damage 11)
 +  Attack (Jade tetsubo): 12 dice (+6 for 6m; damage 18, minimum 5)
 +  Attack (Grapple): 8 dice (+4 for 4m; 9 dice to control, +4 for 4m)
 +  Combat Movement: 4 dice (+2 for 2m)
 +  Evasion 0, Parry 6 (+3 for 6m)
 +  Soak/Hardness: 16/10 (Jade articulated plate), (4/0)
 +
 +
 +  *  **Earth Dragon Form** (8m; Simple; One scene): \\   Add +2 dice to smashing attack rolls and attacks against prone enemies. Add +4 soak, and gain soak 2 against decisive attacks made by enemies with lower Initiative. May reflexively protect allies in close range against attacks made by lower-Initiative enemies as per a Defend Other action.
 +  *  **Earthshaker Attack** (5m, 1wp; Simple; Instant; Decisive-only): \\   Create a seismic tremor forcing all enemies in short range to make a (Dexterity + Athletics) roll at difficulty 4 or fall prone, losing two points of Initiative to the martial artist. Then, focus the tremor into a decisive attack against one enemy. Once per fight, unless reset by gaining 10+ Initiative in a single round.
 +  *  **Force of the Mountain** (4m; Supplemental; Instant; Dual):  \\  Add two dice to the post-soak damage of a withering attack, or double up to two 9s or 10s on a decisive damage roll. Against prone enemies, this increases to four.
 +  *  **Stone Dragon’s Skin** (5m; Reflexive; Until next turn; Perilous): \\   Add +4 soak and +2 hardness until next turn. This explicitly stacks with existing hardness.
 +  *  **Unmoving Mountain Stance** (3m; Reflexive; Instant; Perilous): \\   Deny an attacker up to 2 points of Initiative they would normally gain from a successful withering attack.  Also negates being knocked prone or back by an attack unless it dealt 5+ damage.
 +
 +**Taistelvat Immakulaatit**
 +  
 +  Essence: 1; Willpower: 5; Join Battle: 6 dice
 +  Health Levels: -0/-1x2/-2x2/-4/Incap.
 +  Actions: Medical Treatment: 5 dice; 
 +  Senses: 6 dice; Social Influence: 6 dice
 +  Appearance 2, Resolve 4, Guile 2
 +  
 +  Combat
 +  Attack (Short swords): 10 dice (Damage 10)
 +  Attack (Spear): 8 dice (Damage 12)
 +  Attack (Unarmed): 9 dice (Damage 9)
 +  Attack (Grapple): 8 dice (7 dice to control)
 +  Combat Movement: 6 dice
 +  Evasion 4, Parry 3
 +  Soak/Hardness: 3/0
 +
 +
 [[koexalted:pjn_sivuhahmot|PJn sivuhahmot]]\\  [[koexalted:pjn_sivuhahmot|PJn sivuhahmot]]\\ 
 [[koexalted:pjn_jutut|PJn jutut]] [[koexalted:pjn_jutut|PJn jutut]]
koexalted/wyld_hunt.1457000030.txt.gz · Last modified: by amoeba