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manseexalted:haikara_alkustatit

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Nimi: Hymyilevä Haikara Hahmokonsepti: Ihmisiä onnelliseksi tekevä samoaja
Kasti: Eclipse Anima: Mahtipontisesti siipiään levittelevä haikara

Attributes


Strength Charisma Perception
Dexterity Manipulation Intelligence
Stamina Appearance Wits
<BIG>Abilities</BIG>
Archery
Athletics
Awareness
Brawl
Bureaucracy
Dodge
Integrity
Investigation
Larceny
Linguistics
Lore
Medicine
Melee
Occult
Performance
Presence
Resistance
Ride
Sail
Socialize
Stealth
Survival
Thrown
War

 <!-- All can be taken at character creation, type determines how they can be gained during play.  -->

! style=“width:75%; text-align:left” | Merit Dots <small>Type</small>
Martial Artist P
Artifact: Silken Armor S
Boundless Endurance P
Direction Sense I
Language: Forest-tongue (N), Riverspeak, Low Realm, High Realm P
Other abilities
Martial Arts: Crane Style
Specialties <small>Abil</small>
Wiki Editing Bur
Flowing language Lin
<big>Experience</big>
Current: 180
Total: 180
Solar experience
Current: 80
Total: 80
{| style=“width:100%”
Resolve: 3 Guile: 4
Intimacy <small>Intensity</small>
“I will be the best character sheet I can be!” Major
Mediawiki formatting (Dislike) Minor
Limit Trigger
A short description of the character's Limit Trigger.
Limit Break
Willpower
<big>Essence</big>
Personal: 16 <small>(Max)</small> 16 <small>(Curr.)</small>
Peripheral: 40 <small>(Max)</small> 40 <small>(Curr.)</small>
Committed:
Other pools:

Combat


Combat values
Join battle: 6 (+3 succ)
Evasion: 5
Soak, natural: 3
Combat actions, p. 197-199:
Dex + Dodge pool: 9 &nbsp; <small>(Disengage; Rise From Prone vs. close opponent (diff 2); Take Cover)</small>
Dex + Athletics pool: 5 &nbsp; <small>(Rush; against Disengage; Withdraw (goal number 10))</small>
{| style=“width:100%”
Health Levels
&nbsp; 0
-1
-2
-4
Incapacitated

style=“vertical-align: top”

{| style=“width:100%” ! colspan=10 | Weapons & Attacks

Unarmed (Crane Style) 13 10 5 +4 +7 0 1
Hooked Walking Staff 10 12 5 +2 +9 +1 1
War Fan 13 10 5 +4 +7 0 1
&nbsp;

{| style=“width:100%”

! colspan=6 | Armor

Silken Armor 8 +5 4 -0

Charms


Name <small>Ability</small> <small>Cost</small> <small>Duration</small> <small>Type</small> <small>Keywords</small> <small>Effect</small> <small>Page</small>
Graceful Crane Stance Ath 3m Scene Refl - Attain perfect balance, which lets you walk on ledges too small or weak to normally support you, with no chance of falling or breaking through. <small>261</small>
Sensory Acuity Prana Awa 5m Scene Refl - Enhance all senses. Gain double 9s on all Awareness rolls. If any Unsurpassed (Sense) Discipline is active, reroll all 6s until they cease to appear. <small>267</small>
Reed in the Wind Dod 2i/Evasion Inst Refl Peril Raise Evasion rating by spending Essence and also raises the limit on how far it can be raised. At higher Essence (3 + Dodge 5) a successful dodge with this Charm generates one mote once per round. <small>299</small>
Searing Quicksilver Flight Dod - Perm Perm - When successfully dodging an attack, the Solar forces her opponent to loose one point of Initiative in addition to any other loss already occurring due to failing the attack. <small>300</small>
Empowering Justice Redirection MA(Cr) 3m Inst Suppl Mastery, Withering-only Supplement attack against an enemy who has attacked Solar or a character she is protecting during current or previous round. Adds 1 success to attack roll and 1 die (Mastery: automatic successes) to post-soak damage. If provoking attack successfully landed, both increases by 1. <small>443</small>
Fluttering Cry of Warning MA(Cr) 3m Turn Refl Mastery, Uniform Adds +2 Parry whenever Solar parries an attack directed at a protected ally (defend other action). Also if enemy overcomes Solar's Parry and still wants to attack original target, he needs to pay a point of Initiative. Mastery: Take defend other action reflexively, even out of turn. <small>444</small>
Dipping Swallow Defense Mel 2m Inst Refl - Ignore all penalties to Parry Defense. Every attack successfully defended against grants one point of Initiative. <small>346</small>
Bulwark Stance Mel 5m Turn Refl - Until her next turn, the Solar ignores penalties to her Parry Defense. Damage rolls made against the Solar take a -1 penalty for each 1 rolled on the attack roll (max. Solar's Essence). <small>346</small>
Hail-Shattering Practice Mel 1m/success Inst Refl - After opponent attack roll, pay 1m per 1s or 2s in attack roll to remove success from attack (max. Solar's Essence) <small>349</small>
Listener-Swaying Argument Pre 3m Inst Suppl - Supplement an Instill or Persuade action, granting 1 automatic success and additionally non-Charm bonus dice for every 2 points target's Resolve is boosted by any means (max 3 bonus dice) <small>369</small>
Harmonious Presence Meditation Pre 5m or 7m Scene Refl - The Lawgiver embodies virility, magnetism and grace, empowering her forces of persuasion. For 5m, this Charm grants three bonus dice to all forms of social influence from all Abilities except Stealth. In addition, the cost of all social influence Charms are reduced by 1m, to a minimum of 1. The 7m version of this Charm extends the duration to indefinite. <small>369</small>
Mastery of Small Manners Soc 5m Scene Refl - This Charm eliminates all penalties incurred by unfamiliarity with cultural expectations and group dynamics, and prevents a character from committing any major faux pas. In addition, those who hold positive Intimacies for the culture the Solar has attuned herself to gain a temporary positive Minor Tie of respect or admiration for the Solar, while those who hold negative Intimacies for foreigners or outsiders have that Intimacy temporarily lowered by one level of intensity. <small>393</small>
Unimpeachable Discourse Technique Soc 3m Inst Suppl - In a situation where Mastery of Small Manners would apply, Solar may use this Charm to supplement a Persuade or Instill action that speaks to group policy, changing cultural attitudes or steering future courses. This Charm ensures that her arguments are logical and extremely well thought out: reroll all 1s until 1s fail to appear, and deny the benefits of the Solar’s 1s to the magic of her enemies. <small>395</small>
Motive-Discerning Technique Soc 3m Inst Suppl Mute Supplements a Read Intentions action, granting double 9s. May also substitute Wits for Perception on the roll. <small>393</small>
Humble Servant Approach Soc 1m Inst Refl - When taking Read Intentions action to discover what target wants from Solar, she can reduce Guile by 2. Must have already succeeded on a Read Intentions action while target was engaged with someone other than Solar. <small>394</small>
Wise-Eyed Courtier Method Soc 6m Inst Simple - Apply a single Read Intentions roll against the Guile of all targets, revealing surface attitudes, emotions and ties. Doesn't read minds, failing this Charm doesn't mean failure on read intentions action for the purpose of a reset. Once per scene, but can be used again if scene changes significantly. <small>395</small>
Shadow Over Day Soc 1m or 2m Inst Refl Mute Reflexively raise Guile by one. At Essence 2+ the Solar can raise his Guile by two. <small>394</small>
Intent-Tracing Stare Soc 1m Inst Refl Mute Each time the Solar or a character within five feet is the target of a read intentions action, the Exalt feels a tingle. Upon doing so she can discern who is the target and who is watching them. Must be aware of the initiate. <small>394</small>
Easily-Discarded Presence Method Soc 3m, 1wp Inst Refl Mute When defending against Read Intentions, activate this Charm to make the Initiate believe he saw through her Guile. Instead of seeing the Exalt‘s true motives, he sees cluelessness, failure or pursuit of vice and disregards the Solar. <small>396</small>
Food-Gathering Exercise Sur 3m 1h Simple - Gather food with no tools required. Even on a failure there is enough food to feed one person. <small>409</small>

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