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lohhariexalted:paju_lomake [2024/03/04 16:00] amoebalohhariexalted:paju_lomake [2026/02/22 14:48] (current) – Osittain korjattu hahmis paakayttaja
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 {| style="width:100%;"  {| style="width:100%;" 
 |- |-
-| style="width:25%" | Nimi: Paju Vakava || style="width:75%"Motivaatio:+| style="width:25%" | Nimi: Paju Vakava || style="width:75%;vertical-align: top" rowspan="2" | AnimaKukkaisköynnöksiä, kasvavat & kiemurtelevat innokkaasti ympärillä,\\  päästäen erilaisia pöllähdyksiä.
 |- |-
-| Aspekti: Puu || Anima: Kukkaisköynnöksiä+| Aspekti: Puu ||
 |} |}
  
-****Attributes****+**Attributes**
 ---- ----
 {| style="width:100%"  {| style="width:100%" 
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 | style="width:23%" | Perception || style="width:10%" | {{:file:wwdots4_noalpha.png?nolink|}}  | style="width:23%" | Perception || style="width:10%" | {{:file:wwdots4_noalpha.png?nolink|}} 
 |- |-
-| Dexterity || {{:file:wwdots5_noalpha.png?nolink|}} || Manipulation || {{:file:wwdots3_noalpha.png?nolink|}} || Intelligence || {{:file:wwdots3_noalpha.png?nolink|}} +| Dexterity || {{:file:wwdots5_noalpha.png?nolink|}} || Manipulation || {{:file:wwdots4_noalpha.png?nolink|}} || Intelligence || {{:file:wwdots3_noalpha.png?nolink|}} 
 |- |-
-| Stamina || {{:file:wwdots3_noalpha.png?nolink|}} || Appearance || {{:file:wwdots3_noalpha.png?nolink|}} || Wits || {{:file:wwdots5_noalpha.png?nolink|}} +| Stamina || {{:file:wwdots3_noalpha.png?nolink|}} || Appearance || {{:file:wwdots4_noalpha.png?nolink|}} || Wits || {{:file:wwdots5_noalpha.png?nolink|}} 
 |} |}
  
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 ! style="width:33%" | <!-- <BIG>Intimacies, Limit</BIG> --> ! style="width:33%" | <!-- <BIG>Intimacies, Limit</BIG> -->
 |-   |-  
-| <!-- Column 1, Abilities:  Caste + Favored **bolded**, if others have excellency then __underlined__. -->+| <!-- Column 1, Abilities:  Caste + Favored //slanted//, if has excellency then __underlined__, specialties get <sup>#</sup>. -->
 {|  {| 
-! style="color:aqua" align="center" colspan=2 | Air +! style="color:cyan" align="center" colspan="2| Air 
 |- |-
 | style="width:80%" | Linguistics || style="width:20%" | {{:file:wwdots3_noalpha.png?nolink|}}  | style="width:80%" | Linguistics || style="width:20%" | {{:file:wwdots3_noalpha.png?nolink|}} 
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 | //Lore//  || {{:file:wwdots3_noalpha.png?nolink|}}   <!-- Note source (p.153) --> | //Lore//  || {{:file:wwdots3_noalpha.png?nolink|}}   <!-- Note source (p.153) -->
 |- |-
-| //__Occult__//   || {{:file:wwdots3_noalpha.png?nolink|}}+| //__Occult__//<sup>1</sup>  || {{:file:wwdots4_noalpha.png?nolink|}}
 |- |-
 | Stealth   || {{:file:wwdots0_noalpha.png?nolink|}}  | Stealth   || {{:file:wwdots0_noalpha.png?nolink|}} 
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 | Thrown    || {{:file:wwdots0_noalpha.png?nolink|}}  | Thrown    || {{:file:wwdots0_noalpha.png?nolink|}} 
 |-  |- 
-! style="color:silver" align="center" colspan=2 | Earth+! style="color:silver" align="center" colspan="2| Earth
 |- |-
-| __Awareness__       || {{:file:wwdots2_noalpha.png?nolink|}}+| __Awareness__<sup>1</sup>      || {{:file:wwdots4_noalpha.png?nolink|}}
 |- |-
 | Craft       || {{:file:wwdots0_noalpha.png?nolink|}}  | Craft       || {{:file:wwdots0_noalpha.png?nolink|}} 
 |- |-
-| //__Integrity__// || {{:file:wwdots2_noalpha.png?nolink|}} +| //__Integrity__//<sup>1</sup>  || {{:file:wwdots2_noalpha.png?nolink|}} 
 |- |-
-| Resistance  || {{:file:wwdots2_noalpha.png?nolink|}}+| Resistance  || {{:file:wwdots3_noalpha.png?nolink|}}
 |- |-
-| War         || {{:file:wwdots0_noalpha.png?nolink|}}+| War         || {{:file:wwdots1_noalpha.png?nolink|}}
 |-  |- 
-! style="color:red" align="center" colspan=2 | Fire+! style="color:red" align="center" colspan="2| Fire
 |- |-
 | Athletics  || {{:file:wwdots2_noalpha.png?nolink|}} | Athletics  || {{:file:wwdots2_noalpha.png?nolink|}}
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 | Presence   || {{:file:wwdots2_noalpha.png?nolink|}} | Presence   || {{:file:wwdots2_noalpha.png?nolink|}}
 |- |-
-| //__Socialize__//|| {{:file:wwdots5_noalpha.png?nolink|}}+| //__Socialize__//<sup>1</sup> || {{:file:wwdots5_noalpha.png?nolink|}} 
 +|-  
 +! style="color:#1f3f7f" align="center" colspan="2" | Water
 |-  |- 
-! style="color:#00003f" align="center" colspan=2 | Water 
-|- 
 | Bureaucracy   || {{:file:wwdots1_noalpha.png?nolink|}} | Bureaucracy   || {{:file:wwdots1_noalpha.png?nolink|}}
 |- |-
-| __Investigation__  || {{:file:wwdots2_noalpha.png?nolink|}}+| __Investigation__<sup>1</sup>   || {{:file:wwdots2_noalpha.png?nolink|}}
 |- |-
 | //__Brawl__//       || {{:file:wwdots0_noalpha.png?nolink|}} | //__Brawl__//       || {{:file:wwdots0_noalpha.png?nolink|}}
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 | Sail          || {{:file:wwdots1_noalpha.png?nolink|}}  | Sail          || {{:file:wwdots1_noalpha.png?nolink|}} 
 |-  |- 
-! style="color:green" align="center" colspan=2 | Wood+! style="color:green" align="center" colspan="2| Wood
 |- |-
-| //__Archery__//    || {{:file:wwdots5_noalpha.png?nolink|}}+| //__Archery__//<sup>1</sup>     || {{:file:wwdots5_noalpha.png?nolink|}}
 |- |-
-| //__Medicine__//     || {{:file:wwdots5_noalpha.png?nolink|}}+| //__Medicine__//<sup>1</sup>    || {{:file:wwdots5_noalpha.png?nolink|}}
 |- |-
-| //__Performance__//|| {{:file:wwdots5_noalpha.png?nolink|}}+| //__Performance__//<sup>1</sup> || {{:file:wwdots5_noalpha.png?nolink|}}
 |- |-
-| //Ride//      || {{:file:wwdots0_noalpha.png?nolink|}}+| //Ride//             || {{:file:wwdots0_noalpha.png?nolink|}}
 |- |-
-| //Survival//  || {{:file:wwdots3_noalpha.png?nolink|}}+| //__Survival__//  || {{:file:wwdots3_noalpha.png?nolink|}}
 |} |}
 | style="vertical-align: top" |  <!-- Column 2; Merits, other abilities, Specialties, Experience.   Add lines as necessary --> | style="vertical-align: top" |  <!-- Column 2; Merits, other abilities, Specialties, Experience.   Add lines as necessary -->
 {| {|
-|- <!-- Merit types are _I_nnate (only through magic), _P_urchased (new rate x 3 exp), and _S_tory (with character actions).   --> +|- <!-- Merit types are _I_nnate (only through magic), _P_urchased (new rate x 3 exp), and _S_tory (with character actions).  All can be taken at character creation, type determines how they can be gained during play.  -->
-   <!-- All can be taken at character creation, type determines how they can be gained during play.  -->+
 ! style="width:75%; text-align:left" | Merit || style="width:20%" | Dots || style="width:5%" |<small>Type</small> ! style="width:75%; text-align:left" | Merit || style="width:20%" | Dots || style="width:5%" |<small>Type</small>
 |-  |- 
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 | Martial Artist || //!Free!// || P  <!-- Don't need Brawl 1, p. 163 --> | Martial Artist || //!Free!// || P  <!-- Don't need Brawl 1, p. 163 -->
 |- |-
-! style="text-align:left" colspan=| Other abilities  +! style="text-align:left" colspan="3" | Other abilities  
 |- |-
-| //__Martial Arts__//(Wood Dragon Style) || {{:file:wwdots4_noalpha.png?nolink|}}+| //__Martial Arts__//<sup>1</sup> (Wood Dragon Style) || colspan="2" | {{:file:wwdots4_noalpha.png?nolink|}}
 |- |-
-| Craft: type || colspan=2 | {{:file:wwdots0_noalpha.png?nolink|}} +| Craft: type || colspan="2| {{:file:wwdots0_noalpha.png?nolink|}} 
 |-  |- 
-! style="text-align:left" colspan=2 | Specialties || style="text-align:left" |<small>Abil</small> <!-- Ability specialty is attached to -->+! style="text-align:left" colspan="2| Specialties || style="text-align:left" |<small>Abil</small> <!-- Ability specialty is attached to -->
 |- |-
-| colspan=2 | Staves (Wood Dragon Style) || MA+| colspan="2| Staves (Wood Dragon Style) || MA
 |- |-
-| colspan=2 | Creatures of Death || Arch+| colspan="2| Creatures of Death || Arch
 |- |-
-| colspan=2 | Dragonblooded || Int +| colspan="2| Dragonblooded || Int 
 |- |-
-| colspan=2 | Speeches || Perf +| colspan="2| Speeches || Perf 
 |- |-
-| colspan=2 | High Society || Soc +| colspan="2| High Society || Soc 
 |- |-
-| colspan=2 | Plots || Inv+| colspan="2| Plots || Inv 
 +|- 
 +| colspan="2" | Battle wounds || Med 
 +|- 
 +| colspan="2" | Join Battle || Aw 
 +|- 
 +| colspan="2" | Creatures of Death || Occ
 |- |-
 |} |}
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 {| {|
 |- |-
- +| {| style="width:100%"
-{| style="width:100%"+
 |-  |- 
 | style="width:50%" | Resolve: 4  <!-- [Wits + Integrity] / 2  (p. 214) -->  | style="width:50%" | Resolve: 4  <!-- [Wits + Integrity] / 2  (p. 214) --> 
-| style="width:50%" | Guile:   <!-- [Manipulation + Socialize] / 2 (p. 214) -->+| style="width:50%" | Guile:   <!-- [Manipulation + Socialize] / 2 (p. 214) -->
 |} |}
 {| {|
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 | "Parannan muiden vammoja & sairauksia, joten olen hyvä ihminen."  || Minor | "Parannan muiden vammoja & sairauksia, joten olen hyvä ihminen."  || Minor
 |- style="vertical-align: top" |- style="vertical-align: top"
-| Ashira: Turhautuneisuus & Ylenkatse || Minor+| Ashira: Turhautuneisuus & ylenkatse || Minor
 |- style="vertical-align: top" |- style="vertical-align: top"
 | Perhe (aviomies & muut lapset): Huolehtiminen || Minor | Perhe (aviomies & muut lapset): Huolehtiminen || Minor
 |- style="vertical-align: top" |- style="vertical-align: top"
 | Darin: Suojelteva lapsi-johtaja || Minor | Darin: Suojelteva lapsi-johtaja || Minor
 +|- style="vertical-align: top"
 +| Inara: Luotettava Pelepsien etujen ajaja || Minor
 +|- style="vertical-align: top"
 +| Kuoleman otukset: tuhottavia (ainakin enimmäkseen) || Minor
 |} |}
 |- |-
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 |} |}
  
-****Combat****+**Combat**
 ---- ----
 {| style="width:100%"  {| style="width:100%" 
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 ! Combat values ! Combat values
 |-  |- 
-| Join battle: (+3 succ, excl)  <!-- Wits + Awareness -->+| Join battle: (+3 succ, excl)  <!-- Wits + Awareness -->
 |-  |- 
 | Evasion: 3  <!-- [(Dexterity + Dodge (+ possible +1 from specialty)) / 2] - Armor Mobility Penalty --> | Evasion: 3  <!-- [(Dexterity + Dodge (+ possible +1 from specialty)) / 2] - Armor Mobility Penalty -->
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 |- |-
 | Dex + Athletics pool: 7 &nbsp; <small>(Rush; against Disengage; Withdraw (goal number 10))</small>  | Dex + Athletics pool: 7 &nbsp; <small>(Rush; against Disengage; Withdraw (goal number 10))</small> 
-|}  +|} 
 +|
 {| style="width:100%"  {| style="width:100%" 
-! colspan=3 | Health Levels  <!--  As with Willpower, change Full boxes to Empty ones for extra health levels. -->+! colspan="3| Health Levels  <!--  As with Willpower, change Full boxes to Empty ones for extra health levels. -->
 |-  |- 
 | style="width:18%" | &nbsp; 0  | style="width:18%" | &nbsp; 0 
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 |- |-
 | -4  | -4 
-| style="text-align:right" colspan=2 | {{:file:wwsquaree_noalpha.png?nolink|}}+| style="text-align:right" colspan="2| {{:file:wwsquaree_noalpha.png?nolink|}}
 |- |-
-| colspan=2 | Incapacitated +| colspan="2| Incapacitated 
 | style="text-align:right" | {{:file:wwsquaree_noalpha.png?nolink|}}  | style="text-align:right" | {{:file:wwsquaree_noalpha.png?nolink|}} 
 |- |-
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 | style="vertical-align: top" |  | style="vertical-align: top" | 
 {| style="width:100%"   {| style="width:100%"  
-! colspan=9 | Weapons & Attacks +! colspan="9| Weapons & Attacks 
 |-  |- 
 | Name  | Name 
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 |  ||  ||  ||  ||  ||  ||  ||  ||  |  ||  ||  ||  ||  ||  ||  ||  || 
 |- style="vertical-align: top" |- style="vertical-align: top"
-| Elemental Bolt || 9+ || 12 || – || <small>Below</small> || 12L || – || || Archery+| Elemental Bolt || 9+ || 12 || – || <small>Below</small> || 12L || – || || Archery
 |- style="vertical-align: top" |- style="vertical-align: top"
-| colspan=9 | Accuracy bonus at range: Close: +5, Short: +4, Medium: +3, Long: 0, Extreme: -2+| colspan="9| Accuracy bonus at range: Close: +5, Short: +4, Medium: +3, Long: 0, Extreme: -2
 |- style="vertical-align: top" |- style="vertical-align: top"
 | Powerbow || 9+ || 14 || – || <small>Below</small> || 12L || – || 4 || Lethal, Archery (Long) | Powerbow || 9+ || 14 || – || <small>Below</small> || 12L || – || 4 || Lethal, Archery (Long)
 |- style="vertical-align: top" |- style="vertical-align: top"
-| colspan=9 | Accuracy bonus at range: Close: -1, Short: +5, Medium: +3, Long: +1, Extreme: -1+| colspan="9| Accuracy bonus at range: Close: -1, Short: +5, Medium: +3, Long: +1, Extreme: -1
 <!-- <!--
 |- style="vertical-align: top" |- style="vertical-align: top"
 |  ||  ||  ||  ||  ||  ||  ||  ||  |  ||  ||  ||  ||  ||  ||  ||  || 
 |- style="vertical-align: top" |- style="vertical-align: top"
-| colspan=9 | Accuracy bonus at range: Close: _, Short: _, Medium: _, Long: _, Extreme: _+| colspan="9| Accuracy bonus at range: Close: _, Short: _, Medium: _, Long: _, Extreme: _
 --> -->
 |- <!-- Name, WithA, WithD, Par,  WAcc, WDam, WDef, OW, Tags --> style="vertical-align: top"  |- <!-- Name, WithA, WithD, Par,  WAcc, WDam, WDef, OW, Tags --> style="vertical-align: top" 
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 {| style="width:100%"  {| style="width:100%" 
 |- |-
-! colspan=6 | Armor +! colspan="6| Armor 
 |-  |- 
 | Name  | Name 
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 |}  |} 
  
-****Charms****+**Charms**
 ---- ----
 {| style="width:100%"   {| style="width:100%"  
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 | Excellency || All below || 1m || Scene || Refl || Bal (Elem) || Gain dice (max Ability + Speciality) as follows: +1 always, +1 for relevant speciality, +1/+2 if applicable intimacy (life-threatening situation counts as +2 to surviving), +0-+2 from anima. | Excellency || All below || 1m || Scene || Refl || Bal (Elem) || Gain dice (max Ability + Speciality) as follows: +1 always, +1 for relevant speciality, +1/+2 if applicable intimacy (life-threatening situation counts as +2 to surviving), +0-+2 from anima.
 |- style="vertical-align: top" |- style="vertical-align: top"
-| Excellency+ || AwInv || 1m || Inst || Suppl || Bal (Elem) || Gain +1 succ and convert all dice from this charm to succ (2 dice -> 1 succ, round up).+| Excellency+ || Aw/Inv || 1m || Inst || Suppl || Bal, <SPAN style="color:#8f8f8f">Earth</SPAN>/<SPAN style="color:#0f1f4f">Water</SPAN> || Gain +1 succ and convert all dice from this charm to succ (2 dice -> 1 succ, round up).
 |- style="vertical-align: top" |- style="vertical-align: top"
-| Loquacious Courtier Technique || Soc || colspan=3 | As Excellency+ || Fire, Mute || As Excellency+, or add 1 point to Guile.+| Loquacious Courtier Technique || Soc || colspan="3| As Excellency+ || Bal, <SPAN style="color:darkred">Fire</SPAN>, Mute || As Excellency+, or add 1 point to Guile.
 |- style="vertical-align: top" |- style="vertical-align: top"
-| Audience-Enthusing Display || Perf || colspan=3 | As Excellency+ || Wood || As Excellency+, and and ignore penalty for targeting multiple characters.+| Audience-Enthusing Display || Perf || colspan="3| As Excellency+ || Bal, <SPAN style="color:#003f00">Wood</SPAN> || As Excellency+, and and ignore penalty for targeting multiple characters.
 |- style="vertical-align: top" |- style="vertical-align: top"
-Master Healer Meditation || Med || 1m (+Exc) || Inst || Suppl || Bal, Exc, Wood || Exc: +1m -> +1 die & +1 succ, 1/action.+Ration-Enhancing Method || Surv || colspan="3" | As Excellency+ || Bal, <SPAN style="color:#003f00">Wood</SPAN> || As Excellency+, if foraging can feed +1 character / threshold succ. 
 |- style="vertical-align: top" |- style="vertical-align: top"
-Hidden Secrets Whisper || Occ || 1m (+Exc) || Scene || Suppl || Bal, Exc, Air || Exc: +1m -> +succ, 1/action.+Master Healer Meditation || Med || 1m (+Exc) || Inst || Suppl || Bal, Exc, <SPAN style="color:#003f00">Wood</SPAN> || Exc: +1m -> +1 die & +1 succ, 1/action.
 |- style="vertical-align: top" |- style="vertical-align: top"
-Granite Curtain of Serenity || Int || 1m (+Exc) || Scene || Suppl / Refl || Bal, Exc, Unif, Earth || Exc: +1m -> +succ OR add 1 point to Resolve, 1/action.  Also ignore penalties from wounds, deprivation, or poison.+Hidden Secrets Whisper || Occ || 1m (+Exc) || Scene || Suppl || Bal, Exc, <SPAN style="color:darkcyan">Air</SPAN> || Exc: +1m -> +succ, 1/action.
 |- style="vertical-align: top" |- style="vertical-align: top"
-Become the Hammer || MA (/Brawl) || 1m (+Exc) || Scene || Suppl / Refl || Bal, Exc, Unif, Water || May block lethal damage unarmed.  Exc: +1m -> +succ OR add 1 point to Parry, 1/action.+Granite Curtain of Serenity || Int || 1m (+Exc) || Scene || Suppl / Refl || Bal, Exc, Unif, <SPAN style="color:#8f8f8f">Earth</SPAN> || Exc: +1m -> +succ OR add 1 point to Resolve, 1/action.  Also ignore penalties from wounds, deprivation, or poison.
 |- style="vertical-align: top" |- style="vertical-align: top"
-| Unobstructed Hunter’s Aim || Arch || 1m (+Exc) || Scene || Suppl || Bal, Exc, Unif, Wood || Exc: +1m -> +1 die & remove penalties from visual obstructions up to dice from exc., 1/action.+| Become the Hammer || MA (/Brawl) || 1m (+Exc) || Scene || Suppl / Refl || Bal, Exc, Unif, <SPAN style="color:#003f00">Wood</SPAN> || May block lethal damage unarmed.  Exc: +1m -> +2 succ OR add 1 point to Parry, 1/action. 
 +|- style="vertical-align: top" 
 +| Unobstructed Hunter’s Aim || Arch || 1m (+Exc) || Scene || Suppl || Bal, Exc, Unif, <SPAN style="color:#003f00">Wood</SPAN> || Exc: +1m -> +1 die & remove penalties from visual obstructions up to dice from exc., 1/action.
 <!-- <!--
 |- style="vertical-align: top" |- style="vertical-align: top"
 | N || A ||  ||  ||  || E || As Excellency+,   | N || A ||  ||  ||  || E || As Excellency+,  
 +-->
 +<!--
 +<SPAN style="color:darkcyan">Air</SPAN>
 +<SPAN style="color:#8f8f8f">Earth</SPAN>
 +<SPAN style="color:darkred">Fire</SPAN>
 +<SPAN style="color:#0f1f4f">Water</SPAN>
 +<SPAN style="color:#003f00">Wood</SPAN>
 +\\ 
 +<SPAN style="color:cyan">Air</SPAN>
 +<SPAN style="color:silver">Earth</SPAN>
 +<SPAN style="color:red">Fire</SPAN>
 +<SPAN style="color:#1f3f7f">Water</SPAN>
 +<SPAN style="color:green">Wood</SPAN>
 --> -->
 |- style="vertical-align: top" |- style="vertical-align: top"
Line 347: Line 371:
 | Ox-Body Technique (x1) || Res || – || Perm || Perm || – || Get one −1 and one −2 Health level.  | Ox-Body Technique (x1) || Res || – || Perm || Perm || – || Get one −1 and one −2 Health level. 
 |- style="vertical-align: top" |- style="vertical-align: top"
-| Sky-Calming Draw || Arch || 1m || Scene || Suppl || Air, Uniform || Ignore weather penalties, increase weap range +100m (or +1 succ if range < 300m).+| Sky-Calming Draw || Arch || 1m || Scene || Suppl || <SPAN style="color:cyan">Air</SPAN>, Uniform || Ignore weather penalties, increase weap range +100m (or +1 succ if range < 300m).
 |- style="vertical-align: top" |- style="vertical-align: top"
-Wood Dragon Vitality || MA || 1m || Inst || Refl || DualWood || Add MA(+Ess) soak vs. With or -1 die (instead Ess/2round upto Dec.; (in Wood Aura). +Death From Nowhere || Arch || 1m || Inst || Suppl || With-onlyBal, <SPAN style="color:darkcyan">Air</SPAN>/<SPAN style="color:#0f1f4f">Water</SPAN> || Ignore 4 soak (max(Per,Ess)).
 |- style="vertical-align: top" |- style="vertical-align: top"
-Eyes of the Wood Dragon || MA || 1m || Inst || Suppl || With-only, Wood || Add Per to raw Withdamcan make Piercing att In aura, no Def Penalty for Piercing att.+| Wood Dragon Vitality || MA || 1m || Inst || Refl || Dual<SPAN style="color:green">Wood</SPAN> || Add MA(+Ess) soak vsWith or -1 die (instead Ess/2round up) to Dec.; (in Wood Aura)
 |- style="vertical-align: top" |- style="vertical-align: top"
-Mind-Over-Body Meditation || MA || 1m, 1Wp || Inst || Simple || Peril, Wood || Roll max(Ess,3) -> heal 1 non-A for each succ (min 1).  1/sceneonly in combat.+Eyes of the Wood Dragon || MA || 1m || Inst || Suppl || With-only<SPAN style="color:green">Wood</SPAN> || Add Per to raw With. damcan make Piercing att.  In aurano Def Penalty for Piercing att.
 |- style="vertical-align: top" |- style="vertical-align: top"
-Dragon’s Sacred Talon || Occ || 1m || Inst || Suppl || BalancedDual, Earth/Wood || Can supplement any attackEarth vs Fey, Wood vs. undead.  With add Ess to dam after soakDec deal Aggr and double 10s to dam.+Mind-Over-Body Meditation || MA || 1m, 1Wp || Inst || Simple || Peril<SPAN style="color:green">Wood</SPAN> || Roll max(Ess,3) -> heal 1 non-A for each succ (min 1).  1/sceneonly in combat.
 |- style="vertical-align: top" |- style="vertical-align: top"
-Kukintojen Huuma || Evoc || 1m (1i) || Scene || Suppl || With || Roll Cha+Surv vs. target Sta.  On succ, -1 to resolveif 3 over, -1 to all rolls until end of their turn.  Future uses cost 1i.+Dragon’s Sacred Talon || Occ || 1m || Inst || Suppl || Balanced, Dual, <SPAN style="color:#8f8f8f">Earth</SPAN>/<SPAN style="color:#003f00">Wood</SPAN> || Can supplement any attack, Earth vs Fey, Wood vs. undead.  With add Ess to dam after soakDec deal Aggr and double 10s to dam.
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 | Lehtien Peitto || Evoc || 1m, 2i || Scene || Refl ||  || Gain Light Cover vs. attacker, max Ess different enemies. | Lehtien Peitto || Evoc || 1m, 2i || Scene || Refl ||  || Gain Light Cover vs. attacker, max Ess different enemies.
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 | Friend-to-All-Nations Attitude || Soc || – || Perm || Perm || Wood || After 1 hr of exposure, may gain temp. Soc specialty, max. Ess at a time. | Friend-to-All-Nations Attitude || Soc || – || Perm || Perm || Wood || After 1 hr of exposure, may gain temp. Soc specialty, max. Ess at a time.
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-Sweeten-the-Tap Method || Soc || 1m, 1Wp || Scene || Simple || Fire / Wood || Increase alcohol potencycause Minor positive Tie to all partiers and suffer -1 Guile.  With Botchtie towards me is negative.+Loyalty-Reading Meditation || Soc || 1m || Inst || Suppl || <SPAN style="color:red">Fire</SPAN> || When Reading Intentions to find Intimacy based on emotionthe Intimacy penalizes the target’s Guile as with Resolve (Exaltedp. 215).
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-Loyalty-Reading Meditation || Soc || 1m || Inst || Suppl || Fire || When Reading Intentions to find Intimacy based on emotion, the Intimacy penalizes the target’s Guile as with Resolve (Exalted, p. 215).+Smoke-Wreathed Mien || Soc || 1m || Inst || Refl || <SPAN style="color:red">Fire</SPAN> || Gain +2 Guile (when aware someone is reading me).
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-Smoke-Wreathed Mien || Soc || 1m || Inst || Refl || Fire || Gain +2 Guile (when aware someone is reading me).+Auspicious First Meeting Attitude || Soc || 1m || Inst || Simple || Bal, <SPAN style="color:#0f1f4f">Water</SPAN> || When meeting someone for the 1st time, can create a positive Tie if successful in (Cha/App/Per Soc) vs. min(Guile, Resolve). 
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-Auspicious First Meeting Attitude || Soc || 1m || Inst || Simple || Bal, Water || When meeting someone for the 1st timecan create a positive Tie if successful in (Cha/App/Per + Soc) vsmin(GuileResolve)+Sweeten-the-Tap Method || Soc || 1m, 1Wp || Scene || Simple || <SPAN style="color:red">Fire</SPAN> / <SPAN style="color:green">Wood</SPAN> || Increase alcohol potencycause Minor positive Tie to all partiers and suffer -1 Guile With Botchtie towards me is negative.
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-Hidden Petal Aria || Perf || 1m || Inst || Suppl || Wood || Hide one-sentence message in performancecan target any part of audience.  Magical detection diff is max(Man,Perf).+Shadow-Dispersing Radiance || Soc || 1m || Inst || Suppl || Bal, <SPAN style="color:darkred">Fire</SPAN> || If my App higher than their Guileget bonus dice equal to diff.
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-Invisible Street Performer Technique || Perf || 1m || 1 Perf || Simple || Bel, Air || Others cannot notice me if my Man+Perf wins over their Resolve.  Other actions than Perf require flurry.  Join Battle or overtly noticable actions end this charm.+Eye-for-Passions Scrutiny || Soc || 1m || Inst || Suppl || <SPAN style="color:red">Fire</SPAN> || When successfully read intentions, ST reveals additional Intimacy based on related emotion.
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-| Talented Improvisation || Perf || 1m || Inst || Refl || Bal, Wood || After roll, reroll (Ess) failed dice.+| Rumor-Dredging Gaze || Soc || 2m,1Wp || Inst || Refl || Mute, <SPAN style="color:#1f3f7f">Water</SPAN> || When Read Intentions, +1 succ, and instead of my choice, I get Intimacy they most want to keep hidden from me.  If use info to bargain of threaten in same scene, get +1 succ and +1 Wp if successful. 
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 +| Hidden Petal Aria || Perf || 1m || Inst || Suppl || <SPAN style="color:green">Wood</SPAN> || Hide one-sentence message in performance, can target any part of audience.  Magical detection diff is max(Man,Perf). 
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 +| Invisible Street Performer Technique || Perf || 1m || 1 Perf || Simple || Bal, <SPAN style="color:darkcyan">Air</SPAN> || Others cannot notice me if my Man+Perf wins over their Resolve.  Other actions than Perf require flurry.  Join Battle or overtly noticable actions end this charm. 
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 +| Talented Improvisation || Perf || 1m || Inst || Refl || Bal, <SPAN style="color:#003f00">Wood</SPAN> || After roll, reroll (Ess) failed dice
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 +| Lightning Declamation Style || Perf || 1m || Inst || Suppl || Bal, <SPAN style="color:darkcyan">Air</SPAN> || Gain +1 succ to //oratory//; if upholding a Major or Defining Principle, gain +2 instead. 
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 +| Legend-Hewn Wisdom || Perf || 1m || Inst || Simple || <SPAN style="color:silver">Earth</SPAN> || Roll (Cha + Perf) when telling story to inspire emotion and instill intimacy based on it
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-| Wound-Closing Technique || Med || 1m || Inst || Simple || Wood || 15 min tending wounds, then (Int+Med), each succ converts 1 level of L to B.  Alternatively, if equal to (Wound Penalty+1), can heal 1 B.  Need full day of bedrest or heal all damage until can use again.+| Disease-Banishing Technique || Med || 1m, 1Wp || Inst || Suppl || Bal, <SPAN style="color:#003f00">Wood</SPAN> || +1 Succ to treat disease.  If threshold succ exceed max(virul / morbid), patient gets temp Res specialty in that disease (max 1 at a time). 
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 +| Venom Expulsion Method || Med || 1m || Inst || Simple || Bal, <SPAN style="color:#003f00">Wood</SPAN> || May cure poison as misc. action without inc. diff.  If full 1 hr, +1 succ. 
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 +| Wound-Closing Technique || Med || 1m || Inst || Simple || <SPAN style="color:green">Wood</SPAN> || 15 min tending wounds, then (Int+Med), each succ converts 1 level of L to B.  Alternatively, if equal to (Wound Penalty+1), can heal 1 B.  Need full day of bedrest or heal all damage until can use again.
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-| Ailment-Sensing Meditation || Med || 1m || Inst || Simple || Bal, Wood || Diagnose in seconds, if successful, gain temporary Med specialty, indefinite, max 1 at a time.+| Ailment-Sensing Meditation || Med || 1m || Inst || Simple || Bal, <SPAN style="color:#003f00">Wood</SPAN> || Diagnose in seconds, if successful, gain temporary Med specialty, indefinite, max 1 at a time.
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-Disease-Banishing Technique || Med || 1m, 1Wp || Inst || Suppl || Bal, Wood || +1 Succ to treat disease.  If threshold succ exceed max(virul / morbid)patient gets temp Res specialty in that disease (max 1 at a time).+Seed and Salt Warding || Occ || 1m, 1Wp || 1 day || Simple || <SPAN style="color:green">Wood</SPAN> || Repel ghosts & other undead: lay a line of grain, max radius 30 mthen (Int + Occ).  Powerful ghosts can pay 1Wp to cross if Resolve > result.
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-Seed and Salt Warding || Occ || 1m, 1Wp || 1 day || Simple || Wood || Repel ghosts & other undead: lay a line of grain, max radius 30 m, then (Int + Occ) Powerful ghosts can pay 1Wp to cross if Resolve > result.+Quarry Revelation Technique || Surv || 1m || Inst || Suppl || Bal, <SPAN style="color:#003f00">Wood</SPAN> || Gain 1 succon tracking and may contest perfect magical concealment.
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-| Beast-Taming Aspect || Surv || 1m || Inst || Suppl || Bal, Wood || Gain +1 succ to train an animal (p.554), or to influence with Perf or Pre.  Can claim affected animal as familiar after (it's Resolve) weeks of successful interactions.+| Beast-Taming Aspect || Surv || 1m || Inst || Suppl || Bal, <SPAN style="color:#003f00">Wood</SPAN> || Gain +1 succ to train an animal (p.554), or to influence with Perf or Pre.  Can claim affected animal as familiar after (it's Resolve) weeks of successful interactions.
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-| Wind-Carried Words Technique || Lin || 1m || Inst || Simple || Air || Send spoken message, max. few sentences, to target within (Ess*5) miles. Message cannot be overheard or intercepted by mundane means; magical attempts must overcome diff (Ess + Lin).  <!-- Lin 5 -> (Ess x10) miles; Essence 4, +1 Wp -> (Ess x100) miles. -->+| Wind-Carried Words Technique || Lin || 1m || Inst || Simple || <SPAN style="color:cyan">Air</SPAN> || Send spoken message, max. few sentences, to target within (Ess*5) miles. Message cannot be overheard or intercepted by mundane means; magical attempts must overcome diff (Ess + Lin).  <!-- Lin 5 -> (Ess x10) miles; Essence 4, +1 Wp -> (Ess x100) miles. -->
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 | Elemental Concentration Trance || Lore || 1m || Inst || Simple || Bal || Meditate on element a few minutes, then roll (Per/Int/Wits + Bur/Inv/Lor/Med/Surv) w/ +1 succ to introduce a related fact.  <!-- Can help through Dragon-Kin Empowerment. --> | Elemental Concentration Trance || Lore || 1m || Inst || Simple || Bal || Meditate on element a few minutes, then roll (Per/Int/Wits + Bur/Inv/Lor/Med/Surv) w/ +1 succ to introduce a related fact.  <!-- Can help through Dragon-Kin Empowerment. -->
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-| Elemental Bolt Attack || Lore || 1m || Inst || Simple || Dual || Ranged attack (Dex + Arch/Thrown), range 30m (+1a -> 100m), may use Abil charms.  \\ Wood, does lethal and decisive attacks add poison with Damage 1i/round (B if Crashed), duration (Ess+5), and penalty −1.   <!-- May purchase other elemental variants for 3 exp.  +| Elemental Bolt Attack || Lore || 1m || Inst || Simple || Dual || Ranged attack (Dex + Arch/Thrown), range 30m (+1a -> 100m), may use Abil charms. \\ //Wood'', does lethal and decisive attacks add poison with Damage 1i/round (B if Crashed), duration (Ess+5), and penalty −1. \\ ''Earth//, does bashing, has Smashing tag.   <!-- May purchase other elemental variants for 3 exp.  
 ELEMENTAL BOLT  Accuracy: +5 Close; +4 Short; +3 Medium; −0 Long;  −2 Extreme;  Damage: 10 + Essence (doesn’t add Strength); Overwhelming:  (Essence + 1)  ELEMENTAL BOLT  Accuracy: +5 Close; +4 Short; +3 Medium; −0 Long;  −2 Extreme;  Damage: 10 + Essence (doesn’t add Strength); Overwhelming:  (Essence + 1) 
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lohhariexalted/paju_lomake.1709568011.txt.gz · Last modified: by amoeba