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Masters of Creation and Beyond: NPC's.

Posted by The NotebookFor group 0
The Notebook
GM, 2 posts
Notes, notes, notes
Wed 20 Jun 2018
at 16:42
  • msg #1

NPC's

Blank Character Sheet

Name:
Concept:
Caste:
Anima:
Limit Trigger:


Strength Charisma Perception 
Dexterity Manipulation Intelligence 
Stamina Appearance Wits 
 
[ ] Archery [ ] Lore (Politics) [ ] Stealth 
[ ] Athletics [ ] Medicine [ ] Survival 
[ ] Awareness [ ] Melee [ ] Thrown 
[ ] Brawl [ ] Occult [ ] War 
[ ] Bureaucracy [ ] Performance [ ] 
[ ] Dodge [ ] Presence   
[ ] Integrity [ ] Resistance   
[ ] Investigation [ ] Ride   
[ ] Larceny [ ] Sail   
[ ] Linguistics [ ] Socialize   
 
Specialties 
  

Essence Limit[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Personal Willpower 
Peripheral Temp. Willpower 
Join Battle Hardness 
Nat. Soak Total Soak 
Parry Evasion 
Resolve Guile 



PenHealth Levels
-0[ ]
-1[ ] [ ]
-2[ ] [ ]
-4[ ]
Inc[ ]

WeaponAccDmgDef.OverAttuneTags
       

ArmorSoakHardMob. PenAttuneTags
      

MeritRankDetails
   

IntensityTypeDetails
   


Favored/Caste Charms
Archery

Athletics

Awareness

Brawl

Bureaucracy

Craft

Dodge

Integrity

Investigation

Larceny

Linguistics

Lore

Medicine

Melee

Occult

Performance

Presence

Resistance

Ride

Sail

Socialize

Stealth

Survival

Thrown

War

Martial Arts

Non-Favored/Caste Charms

Sorcery


The Notebook
GM, 3 posts
Notes, notes, notes
Wed 20 Jun 2018
at 19:04
  • msg #2

Ophris Sahai

Sahai is a Wood Aspect and a practitioner of the Wood Dragon style. She is... For lack of a better term, a eugenicist. She is a gardener of men, and her heresy is that she is trying to lift all men up to the enlightenment of the Pure Way. Not through teachings and morality, but by causing the blossoming of every seeker's essence directly. (For if one is a DB/God/Elemental/etc. by default one is more Pure)

Part of Wood Dragon Style is consuming all the drugs ever for 'enlightenment'. Frustrated by her lack of progress she has turned to ever more intense vision quests in search of answers. Which led her mind inadvertently into one of the cracks in the world through which demons occasionally slip through. Not far, not far enough to be taken, or to bring something back with her... Juuust far enough to attract the attention of one of the souls of Munaxes, the Ravine of Whispers and progeny of She Who Lives in Her Name. Just far enough that the messenger could whisper into her mind, encourage the mad quest. Convince her that she could found a new, better, Purer hierarchy. One little twist to her path, a seed planted that led her to the first taste of Buabeles...

The surge of 'enlightenment' (read power) convinced this fool that she was on the right path, and so the flesh of the demon became part of her vision quests. Making it easier to hear the whispers of the Messenger, to succumb to the idea that a garden of those Buabeles fed lovingly to the true believers could awaken their essence.

But they need fertile soil to grow in Creation, far more fertile than anyplace not blessed by the Wood Dragon could be. (The demon's goal is to acquire Verwüstung in the process so it cannot fall back into the hands of the Yozi's oldest foe.)

Reference: http://exalted.xi.co.nz/wiki/Lucy4Luvzu/Buabele

UPDATE:
Following the events in the Bones of Orotayga, Sahai has joined her fortunes to those of the Children of the Mists. Currently, she functionally serves as both a contrarian advisor to the Silent King and chief healer. Despite her prowess as both a sorcerer and a martial artist, the Silent King has yet to ask her to fight for him- though she may well decide to take up arms herself with the Hundred Kingdoms in the state it is.


Name: Ophris Sahai
Concept: Gardener of Men/Radical Pure Way Adherent
Aspect: Wood
Anima: Multi-hued Vines bearing small glittering fruit sprout around her.
Limit Trigger:



Strength2Charisma2Perception3
Dexterity3Manipulation3Intelligence4
Stamina4Appearance2Wits4
 
[A] Archery4[ ] Lore (Pure way)3[ ] Stealth 
[ ] Athletics [A] Medicine5[A] Survival2
[ ] Awareness3[ ] Melee [ ] Thrown 
[F] Brawl2[F] Occult4[ ] War4
[ ] Bureaucracy3[A] Performance3[F] MA: Wood Dragon5
[ ] Dodge4[ ] Presence1  
[F] Integrity4[F] Resistance2  
[ ] Investigation [A] Ride2  
[ ] Larceny [ ] Sail   
[ ] Linguistics1[ ] Socialize3  
 
Specialties 
 Martial Arts: Wood Dragon
 Resistance: Drugs
 Integrity: While Inebriated
 Performance: Preaching/Oratory
 Medicine: Diagnosis
 Archery: Spring's Eternal Flowering

Essence3Limit[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Personal14Willpower7
Peripheral35Temp. Willpower7
Join Battle7 (9)Hardness0
Nat. Soak4Total Soak7
Parry5 (8)Evasion4 (6)
Resolve4Guile3

Anima Effects
5m: The Wood Aspect becomes immune to mundane plant-based poisons, and doubles 9s on rolls to resist other poisons and diseases for a scene. At bonfire, this power is free.
3m: Ignore 1 point of penalty to Evasion or (Essence) points of penalty on a movement action for an instant.
A Wood Aspect's Anima Flux is laced with toxic power. A character that takes damage from it is exposed to a poison with a damage of 2i/round, Duration (Essence+Stamina) rounds, and a -1 penalty.

PenHealth Levels
-0[ ]
-1[ ] [ ] [ ]
-2[ ] [ ] [ ]
-4[ ]
Inc[ ]

WeaponAccDmgDef.OverAttuneTags
Fists+4+7+00-Bashing, Brawl, Grappling, Natural
Spring's Eternal Flowering (Staff)+3+12+145Bashing, Melee, Reaching

Ranged WeaponAcc C/S/M/L/EDmgDef.OverAttuneTags
Spring's Eternal Flowering (Bow)-1/+5/+3/+1/*-1+12n/a45Lethal, Archery (Long); *=Extreme Range Attacks only possible w charms/evoc./etc.

ArmorSoakHardMob. PenAttuneTags
Buff Jacket3000 

MeritRankDetails
Command3Demon-blooded Adherents of the Pure Way
Followers2Additional Faithful adherents
Artifact3Jade Powerbow (Spring's Eternal Flowering)
Resources2 
Influence3(Prasad) Sahai is a merciful healer and champion of the common man
Language4Flametongue (Native), Dragon-Tongue, Forest-Tongue, Old Realm, Riverspeak
Martial Artist4 

IntensityTypeDetails
DefiningPrinciple"The Pure Way can bloom in any being with the proper blessing"
MajorPrinciple"Only through exploring can one find Truth"
MajorPrinciple"The Pure Way is the path to spiritual enlightenment"
MajorTieThe 'official' Pure Way faith ('Enlightened' Antipathy)
MajorTieThe Immaculate Dragons (Pious Adoration)
MinorPrinciple"It is every enlightened beings duty to protect and guide their lessers"
MinorTieThe Silent King (Grateful Respect)



Favored/Caste Charms
Archery
  • Unobstructed Hunter's Aim (1m/dice; Supplemental; Balanced, Excellency, Uniform, Wood; Instant) As long as the Dragon-Blood is attacking a living or undead target, each dice added also negates one point of penalty from visual obstruction.
  • Harvest of the Hunter (1m; Supplemental; Wood: Instant) Double 8s on an ammunition check anywhere there is plant life.
  • Arrow Thorn Technique (3m; Supplemental; Balanced, Dual, Wood; Instant) See EX DB 164 for rules.

Awareness
  • Precision Observation Method (1m die/2m Success; Supplemental; Balanced, Earth, Excellency; instant)

Brawl
  • Become the Hammer (1m/dice or 2m per +1 Parry; Supplemental or Reflexive; Balanced, Excellency, Uniform, Water; Instant) Deal Lethal Damage Unarmed, and reroll 6's on the damage roll until they fail to appear. Alternately block lethal damage while unarmed.

Dodge
  • Threshold Warding Stance (2m/Evasion or success; Supplemental or Reflexive; Balanced, Excellency, Fire, Uniform; Instant) Ignore environmental penalties to the Dodge Roll.
  • Flickering Candle Meditation (1m,1i; Reflexive; Fire, Perilous, Uniform; Instant) Ignore (Essence) 1s on the enemy's attack roll of penalty to Evasion.

Lore
  • Elemental Concentration Trance (3m; Simple; Balanced; Instant) Meditate on an Elemental expression to introduce a fact with a single bonus success as if you had a Lore background related to the Elements Aspect.

Medicine
  • Master Healer Meditation (1m/dice; Supplemental; Balanced, Excellency, Wood; Instant) Add bonus dice to an Medicine roll. If enough are added to reach the dice limit add 1 non-Charm Success on the roll.
  • Disease-Banishing Technique (3m, 1wp; Supplemental; Balanced, Wood; Instant) Douple 9s on a roll to treat disease, if threshold successes exceed (higher of virulence or morbidity) grant the patient a temporary Resistance specialty in the disease.
  • Ailment-Sensing Meditation (4m; Simple; Balanced, Wood; Instant) Complete a diagnosis in seconds, and successfully diagnosing grants a temporary Medicine specialty in the ailment.
  • Nature's Healing Bounty (1m; Supplemental; Wood; Instant) Access to medicinal herbs counts as tools, if used with tools treat them as exceptional, if used with exceptional tools, convert the bonus to a non-Charm Success.
  • Death-Defying Endeavor (4m; Reflexive; Balanced, Wood; Instant) Reroll (Essence) non-1 failed dice.

Occult
  • Hidden Secrets Whisper (1m/dice; Supplemental; Air, Balanced, Excellency; Instant) Add bonus dice to an Occult roll. Each 10 rerolls a non-1 failed die.
  • Spirit-Detecting Mirror Technique (4m; Reflexive; Air, Balanced; One Scene) Perceive the reflections of dematerialized beings
  • Spirit-Grounding Shout (3m; Supplemental; Air, Balanced, Uniform; Instant) Strike dematerialized beings with any Ability, consecutive attacks reduce the cost of this charm by 1m per attack minimum 0. Cost resets if a round of attacks is skipped or another target is attacked.
  • Secret Wind Revelation (3m; Reflexive; Air, Balanced; Instant) Reflexively attempt to detect dematerialized beings. See pg 231 EX DB for details
  • Seed and Salt Warding (1m, 1wp; Simple; Earth or Wood; One Day) Lay down a line of salt or germinated grain to repel undead. See pg 230 EX DB for details.
  • Terrestrial Circle Sorcery (--; Permanent; None; Permanent) May cast terrestrial circle spells.

Performance
  • Audience-Enthusing Display (2m/Success; Supplemental; Balanced, Excellency, Wood; Instant) Ignore the penalty for targeting multiple characters with social influence.

Resistance
  • Ox-Body Technique (--; Permanent; None; Permanent) Additional Health levels.
  • Purifying Blood Ascendancy (2m/Succ; Balanced, Earth, Excellency; Instant) Reroll 6s on a resistance roll.

War
  • Tactics Mean Everything (1m/dice; Supplemental; Balanced, Earth, Excellency; Instant) Add to War roll and reroll 6s until they cease to appear
  • Excellence of the Dutiful General (5m; Supplemental; Earth; Instant) Convert (Essence) situational bonus dice on a Strategic Maneuver roll to non-Charm Successes.

Martial Arts
  • Wood Dragon Vitality (5m; Reflexive; Dual, Wood; Instant) Add (Martial Arts) natural soak against withering or -1 die from damage of decisive. In Wood Aura add (Essence+MA) soak or subtract (Essence/2) dice from Decisive Damage.
  • Eyes of the Wood dragon (4m; Supplemental; Withering-Only, Wood; Instant) Add (Perception) raw Withering Damage and can make Piercing attacks with Wood Dragon attacks. In Wood Aura, the Immaculate doesn't suffer a Defense penalty for making Piercing attacks.
  • Mind-Over-Body Meditation (5m, 1wp; Simple; Perilous, Wood; Instant) Roll higher of (Essence or 3) dice, and heal a level of non-aggravated damage for each success, minimum 1.
  • Soul-Marking Strike (3m,2i; Supplemental; Decisive-Only, Wood; Instant) Gain the benefits of aiming on all successive strikes against a target damaged by a Decisive attack. Spirits also suffer a -1 crippling penalty on all actions.
  • Wood Dragon Form (10m; Simple; Form, Wood; One Scene) Add (Essence) temporary -1 health levels until the end of the scene. Landing a Decisive attack from 12+ initiative resets Mind-Over-Body Meditation

Non-Favored/Caste Charms

Sorcery
    Shaping Ritual: Student of the Sixfold Insights- Clarity Through Discovery.
  • Virtuous Guardian of Flame (15sm,2wp; One Day; Control) Summon a protector with Parry 5 that defends her. Initiative is the same as Sahai's See EX DB 313 for more.
  • Demon of the First Circle (Ritual, 2wp; Instant) Summon a 1st circle demon with a ritual.
  • Death of Obsidian Butterflies (15sm, 1wp; Decisive-Only, Perilous; Instant) See EX 472 for rules.
  • Spoke the Wooden Face (5sm, 1wp; One Scene) See EX DB 312 for rules.

This message was last edited by the GM at 17:57, Thu 21 May 2020.
The Notebook
GM, 15 posts
Notes, notes, notes
Thu 9 Aug 2018
at 09:06
  • msg #4

Blackbird

Taking into account your above build but skewing it a bit more towards
her street rat heritage and less mastermind-ey. If anything, she's a genius
compared to Lyana. But not really anything even approaching Valeria's level
in that department.

I'm still looking for a way to fully integrate what you gave me via Discord
with what Lyana already established as cannon. What I'm thinking right now
is exiled-Iselsi family goes to the Hundred Kingdoms to forge their luck and
instead die. Blackbird rises from the ashes.

Blackbird:
The Truth (Can't/won't talk about this)
-She's Realm-born, Iselsi, and Dragonblooded. She
... She's AT BEST has grown up as a Patrician, more likely significantly
lower social strata.
-Excellent confidence woman, no skill with weapons whatsoever, not so great
on the self-control. Her fellow Iselsi probably regard her as a sign of how
far they've fallen.
Long story short, she's more of an outsider in her own culture than most
outcastes.
She's gotten tastes of the privilege other dragons get as a matter of course,
but never had it for herself.
She's probably really bitter- a trait the other Iselsi share. :P

The Cover
-Satrapy born (Cherak)
-Part of a merchant family, Exalted late, ended up in an arranged marriage
she didn't want. Ran away rather than follow through.
-Got in with some less than savory types in Nexus, managed to parlay that
into a career as a gladiatorial promoter.
-Has been wandering the East with Lyana for a while, getting into shenanigans.
(The truth of course can be dug out, but she's not going to volunteer it.)






"Stop me if you've heard this one."
The girl Lyana picked up (literally) is called Blackbird. A street rat with
little to no prospects, she Exalted when her house was burned down with her
family in it, and it called down a pouring rain. Using her newfound talents,
she decided to make use of her gift of the gab... but unfortunately she ran
afoul of several really nasty people, who were fully prepared to take a
literal pound of flesh from her to avenge the embarrassments she did them.
A group of their henchmen cornered her, whereupon a wiry young female warrior
ran up to grab her... and then she turned out to be a Solar Anathema.

Lyana needed a manager, and she needed a protector. It was win-win! That said,
she did not count on Lyana's frowns being so powerful when she considered
harmless little scams, so maybe it's more trouble than it's worth.
Blackbird poses as a haughty Dynast with her loyal slave. Lyana is content
to entertain that fiction (she recognizes the value of showmanship) but in
private they bicker about a lot of things; for instance, how they could live
better by being more morally flexible. Still, much as she hates to admit it...
Lyana's being a good influence on her, even as she further pragmatizes Lyana.



Name: Blackbird (Iselsi Enuma Kiwina)
Concept: Grifter/Lost Friend
Aspect: Water
Anima:
Great Curse:

A Water Aspect’s Great Curse makes her perseverance a liability as she goes
to unnecessary extremes to overcome obstacles or protect allies, or faces
down impossible obstacles refusing to believe she can be defeated. She might
take any underhanded shortcut or employ any plans, no matter how convoluted,
in the pursuit of her own triumph.


Strength2Charisma3Perception4
Dexterity3Manipulation4Intelligence4
Stamina3Appearance3Wits4
 
[ ] Archery [F] Lore (Black Markets)3[ ] Stealth2
[ ] Athletics2[ ] Medicine [ ] Survival1
[ ] Awareness3[ ] Melee2[F] Thrown3
[A] Brawl1[ ] Occult1[ ] War 
[A] Bureaucracy4[ ] Performance2[ ] 
[F] Dodge3[F] Presence4  
[ ] Integrity2[ ] Resistance2  
[A] Investigation4[ ] Ride2  
[A] Larceny5[A] Sail3  
[F] Linguistics2[ ] Socialize4  

Specialties Specialties 
LarcenyConfidence GamesIntegrityResolve
PresencePersuasionBureaucracyManagement
BureaucracyBargainingSocializeDragon-Bloods
SocializePromoting    
InvestigationCasing a scene    

Essence2Limit[X] [X] [X] [X] [X] [X] [ ] [ ] [ ] [ ]
Personal13Willpower6
Peripheral31Temp. Willpower6
Join Battle5Hardness-
Nat. Soak3Total Soak3
Parry3Evasion3
Resolve4Guile4

Anima Effects
5m: The Water Aspect may use her move action to cross the surface of the water
as though it were solid land, and ignores the -3 penalty for rushing or
disengaging across any difficult terrain. At bonfire, this power is free.
3m: Add a non-Charm success on a roll to disengage, withdraw, or resist being grappled.
Water aspects may breathe water as though it were air, and suffer no penalties for being submerged in water.


PenHealth Levels
-0[ ]
-1[ ] [ ] [ ]
-2[ ] [ ] [ ]
-4[ ]
Inc[ ]

WeaponAccDmgDef.OverAttuneTags
Bare Hands89+01-Bashing, Brawl, Grappling, Natural
Knife89+01-Lethal, Melee, Thrown (Short)
Elemental Bolt+5/+4/+312-3-Bashing, Flexible, Disarming, Thrown (Short)

ArmorSoakHardMob. PenAttuneTags
      

MeritRankDetails
Boundless Endurance2-2 difficulty to resist fatigue or remain awake.
Contacts3the Guild
Danger Sense3+1 bonus to detect danger
Resources1Proficient in making money, even more proficient in spending it frivolously
Language3Riverspeak (Native); High Realm; Low Realm; Forest-Tongue
Influence1House Iselsi (Blackbird has accrued minor favors)

FlawDetails
Thin-Blooded-3 penalty on Bargain rolls and -1 Resolve where lineage is a factor
Vitra's Wound-3 penalty to actions which demand two hands to perform properly.
 -1 off-hand penalty to everything else.
Paranoia (Major)Whenever subjected to intense stress, Blackbird distrust all strangers
 and negate the benefits of all her positive Ties unless she succeeds
 at a Willpower roll against 3.


IntensityTypeDetails
DefiningPrincipleI take care of Blackbird first.
MajorPrincipleIf I don't get caught, it isn't breaking the rules.
MajorPrincipleAnathema are dangerous monsters.
MinorTieHouse Iselsi (Pragmatic Loyalty)
MinorTieLyana (Friendship in Crime)
MinorTieLyana (Resentment over my maiming and abandonment)
MinorTieValeria (Wary Trust)


Favored/Caste Charms

Awareness
  • Precision Observation Method:
    (1m/die or 2m/success; Supplemental; Balanced, Earth, Excellency; Instant) Add dice/successes to an Awareness roll.
  • Cloud-Piercing Focus: (1m; Reflexive; Balanced, Earth or Fire or Water; One tick)
    The Dragon-Blood’s sight is extended to its full normal range.
    Earth: negates visual penalties from dust storms, sandstorms, or similar obstructions.
    Fire: it negates such penalties from smoke, fire, or volcanic fumes.
    Water: it negates penalties from mist, rain, or being underwater.


Brawl
  • Become the Hammer: (1m per die or 2m per +1 Parry; S/R; Balanced, Excellency, Uniform, Water; Instant)
    Add bonus dice to a Brawl or Martial Arts attack or the control roll of a clinch
    for 1m each, and deal lethal damage unarmed. She rerolls 6s on the damage roll
    until they cease to appear. Alternatively, she raise Parry for 2m per +1, and
    block lethal damage unarmed.


Bureaucracy
  • Geese-Flying-South Administration: (2m/success; Supplemental; Balanced, Excellency, Water; Instant)
    Add automatic successes to a Bureaucracy roll, and reroll 6's until they cease to appear.
  • Finding the Water's Depths: (3m; Simple; Water; Instant)
    Read Intentions with (Perception+Bureaucracy) to determine what it would take
    to entice him to perform a specific course of action with a Bargain roll.
    Success reveals a general description of the quantity and quality of payment.
    A successful roll reveals the target's Intimacies relating to the price as well.
    it.
  • Confluence of Savant Thought (2m; Simple; Water; Instant) Roll (Intelligence+Bureaucracy) to introduce
    a fact about a bureaucratic or mercantile organization she belongs to or is familiar with.
  • Water Stained Ledger (3m; Supplemental; Water; Instant) Reroll 5s and 6s until they cease to appear on a Larceny
    roll to conceal evidence of Bureaucratic misdoing.
  • Thoughtful Gift Technique (4m; Supplemental; Water; Instant) Double 9s on a bargain roll after using Finding the
    Water's Depths to determine an offer.


Dodge
  • Threshold Warding Stance: (2m per Evasion or success; S/R; Balanced, Excellency, Fire, Uniform; Instant)
    Add to Evasion or successes on a Dodge roll, and ignore environmental penalties to Dodge.


Integrity
  • Granite Curtain of Serenity: (2m per Resolve or success; S/R; Balanced, Earth, Excellency; Instant)
    Raise her Resolve or add automatic successes to an Integrity roll for 2m. In
    addition, she ignores a -1 penalty from wounds, deprivation, or poison.
  • Heart-Hardening Meditation: (6m; Reflexive; Earth; One scene)
    +2 Resolve against inspire rolls and influence that leverages either an
    inspired emotion or a Tie based on strong passions.
    Earth Aura: this counts as a non-Charm bonus.


Investigation
  • Indisputable Physical Analysis Technique: (2m/success; Supplemental; Balanced, Excellency, Water; Instant)
    Add Successes on an Investigation roll, and reroll 6's until they fail to appear.
  • Permeating Insight: (4m; Supplemental; Water; Instant)
    Add (Essence) non-Charm dice on a roll to profile a character. If successful,
    gain a temporary Investigation specialty in the profiled character. Retain the
    specialty indefinitely. You may only have 1 specialty from this Charm at a time.
  • Scent-of-Crime Method (4m; Supplemental; Water; Instant) Double 9s on an awareness, investigation, or survival
    roll to detect the presence of a character who has made a Larceny Roll in the last (essence) hours.


Larceny
  • Underground River's Flow: (2m/Success; Supplemental; Balanced, Excellency, Mute, Water; Instant)
    Add successes to a Larceny roll.
  • Resetting Tumblers Technique: (5m; Supplemental; Mute, Water; Instant)
    Double 9's on a roll to conceal evidence.
  • Observer Awareness Method: (1m; Reflexive; Water; Instant)
    Choose to roll (Perception+Larceny) at least one success reveals if you are being watched and
    by how many people. If the Dragon-Blood gets more successes than (Observer's Stealth or Guile
    whichever is higher) their precise location is revealed.
  • Rose-Among-Thorns Distinction: (5m; Simple; Wood; Instant)
    After spending at least an hour interacting with a specific criminal society gain a temporary
    Larceny specialty in interacting with it. The specialty also applies to any Influence rolls
    to convince others she belongs to the group or exploit that belief. Retain the specialty
    indefinitely, but only one at a time.
  • Nimble Thief’s Fingers: (1m; Supplemental; Balanced, Water; Instant)
    No one can follow the sinuous, fluid motions of the Dragon-Blood’s hands as
    she enacts her sleight. She rerolls 6s until they cease to appear on a roll
    to steal an object, pick a lock, poison a meal, cheat at cards, or any other
    use of Larceny that involves manual dexterity or sleight of hand.


Lore
  • Elemental Concentration Trance (3m; Simple; Balanced; Instant) Meditate in the presence of an elemental expression
    to introduce a fact with a single bonus success as if she had a lore background in the charms elemental aspect.
  • Elemental Bolt Attack (4m (+1a); Simple; Dual; Instant) Make an attack out to short range (medium for 1 anima)
    with (Dexterity+Thrown)


Presence
  • Glowing Coal Radiance: (2m/success; Supplemental; Balanced, Excellency, Fire; Instant)
    Add successes to Presence rolls and roll an additional non-Charm dice for every 10 on the roll.
  • Unbearable Taunt Technique: (2m; Simple; Fire; Instant)
    Roll to inspire anger, if successful, the target must respond to her with hostility.
    In combat this provokes the enemy into attacking the Dragon-Blood on his next turn.
    Even if resisted with Willpower, lose 2 Initiative if he attacks any other character.


Resistance
  • Ox-Body Technique (-; Permanent; None; Permanent) Extra Health Levels


Socialize
  • Loquacious Courtier Technique: (2m/success or +1 Guile; S/R; Balanced, Excellency, Fire, Mute; Instant)
    Add successes to Socialize rolls or Guile.
  • Friend-to-All-Nations Attitude: (-; Permanent; Wood; Permanent)
    After spending at least 1 hour being exposed to any culture or social group,
    gain a temporary Socialize specialty in it. The Dragon-Blood may have up to
    (Essence) specialties granted by this Charm at a time.
  • Auspicious First Meeting Attitude (5m; Simple; Balanced, Water; Instant) Combine a read intentions with an instill
    action to create a positive tie against the lower of Guile or Resolve


Thrown
  • Seeking Throw Technique: (1m per die; Supplemental; Air, Balanced, Excellency, Uniform; Instant)
    Add bonus dice on a Thrown roll for 1m each, and ignore the target's light cover
    Defense bonus.
    Air Aura: if you aim before attacking, ignore 1 Defense bonus from heavy cover.


Current XPCurrent sXP
70
XP spentsXP spent
6875

This message was last edited by the GM at 15:44, Wed 26 Aug 2020.
Reth Shannar
GM, 7 posts
Wed 22 Apr 2020
at 06:28
  • msg #5

NPC's

Blossoming Bueboes Utemi, Former Eastern Shogun of Disease.

Essence 3 Disease God (General god of sickness, as opposed to most disease gods.)
Special Ban: Cannot use charms to bring harm to children.
("That that does not Kill You..." and "Shogun's Dictate" can be used)

Unique Charms:

Sorrow's Harvest: 5m, creates and aura out to short range. All essence users must roll a diff 4 Stamina+Integrity (diff 6 if Sorrow is within Close range to Utemi) roll. Failure forces the essence users to commit 1m to Sorrow for each success short of making the difficulty. Both Utemi and Sorrow is immune to this charm (odd that). Sorrow grows more bloated and sickly the more motes committed to him.

That that does not Kill You...: For 10m 1WP, Utemi can Decree that an individual will contract a specific disease, but will fully recover from it. Functionally, this means that the target ignores any roll that would kill them, and can recover fully even if they couldn't usually.

Shogun's Dictate (Evocation of the Shogun's staff): Spend 10m to improve a condition by one step, or 3m to worsen a condition by one step when touched with the staff (Including being clobbered with it). Can be used to dim or flare an exalt's anima.

DESIGNERS NOTE: A master of the Rat Style martial art. If it's ever relevant.

Intimacies:
Heaven and its King betrayed us all. (Defining Negative Tie, Devastated Betrayal)
The Cycle and Order of Disease must be upheld, both in the waxing and waning. (Defining Principle)
Children (Positive Major tie, Paternal care)
People are annoying. Corrupt bureaucrats are intolerable. (Major Principle)
Sorrow (Positive Major tie, gratitude)
Stone Square (Possessiveness, Minor positive tie)
Other Gods (Antipathy, Minor negative tie)

Sorrow is a standard disease god who takes the form of an ox. He is the incarnation of a forgotten and extinct Essence-plague, and has a Defining Unbreakable tie of loyalty to Utemi.
This message was last edited by the GM at 06:30, Wed 22 Apr 2020.
Reth Shannar
GM, 9 posts
Tue 18 Aug 2020
at 01:22
  • msg #6

Re: NPC's

 Càraid Lannan, Chosen of Terror

Name: Càraid Lannan (originally Stone Wolf)
Concept: Champion of Defiance Tor
Caste: Chosen of Terror, Exigent
Anima:
Limit Trigger:


Strength4Charisma3Perception2
Dexterity3Manipulation2Intelligence2
Stamina4Appearance3Wits3
 
[ ] Archery [ ] Lore (Farmer)1[T] Stealth2
[T] Athletics [ ] Medicine1[ ] Survival1
[F] Awareness5[ ] Melee1[F] Thrown3
[T] Brawl1[ ] Occult [ ] War 
[ ] Bureaucracy [ ] Performance [T] Martial arts (Steel Devil)5
[F] Dodge4[T] Presence4  
[F] Integrity2[T] Resistance5  
[ ] Investigation [ ] Ride   
[ ] Larceny [ ] Sail   
[ ] Linguistics [ ] Socialize2  
 
Specialties 
  

Essence2Limit[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Personal Willpower 
Peripheral Temp. Willpower 
Join Battle Hardness 
Nat. Soak Total Soak 
Parry Evasion 
Resolve Guile 



PenHealth Levels
-0[ ]
-1[ ] [ ] [ ] [ ] [ ] [ ] [ ]
-2[ ] [ ] [ ] [ ] [ ] [ ] [ ]
-4[ ]
Inc[ ]

WeaponAccDmgDef.OverAttuneTags
       

ArmorSoakHardMob. PenAttuneTags
      

MeritRankDetails
Hideous*0Only when Anima is active.
Martial Artist4 
Fast Reflexes3+1 die to join battle
Pain Tolerance4Wound penalties reduced by 1.
Quick Draw4 
Contacts (Hundred Kingdoms champions)3 

IntensityTypeDetails
   


Caraid's excellencies function as Dragonblooded Excellencies- he shares the DB dice caps.

Charms
Archery

Athletics

Awareness
  • Darkness is Home (Excellency)-
  • Creeping Chill of Warning

Brawl
  • Become the Terror (excellency)- As per Become the Hammer. Additionally, grants Mastery effects on MA charms when opponent is frightened.

Bureaucracy

Craft

Dodge
  • I Swear I Hit It... (Excellency) Additional effect: may buy extra Dodge after attack is rolled if opponent is afraid.

Integrity

Investigation

Larceny

Linguistics

Lore

Medicine

Melee

Occult

Performance

Presence
  • Indescribable Terror Mien (Excellency)
  • Insidious Word of Warning
  • Dread in the Darkness

Resistance
  • Blood-covered Beast (Excellency)- Additional effect, can buy off wound penalties if opponent is afraid.
  • Ox-Body x5, as per DB. Additional effect- Gain one phantom -0 box per Ox-body if opponent has an intimacy of fear towards Carâid or has Fear/terror/Etc inspired in them. (Behaves as per Iron Skin Concentration.)
  • Fear Does Not Stop.
  • It's Not Dead.

Ride

Sail

Socialize
  • Sweet Scent of Fear (Excellency)- Additional effect: +2 non-charm dice to oppose guile when reading for Intimacies of Fear.

Stealth

Survival

Thrown

War

Martial Arts
  • Naked Fang Draw*
  • Double Attack Technique*
  • Triple Attack Technique*
  • Steel Devil Strike*
  • Steel Devil Form*
    *= Gains mastery effect if opponent is either has an Intimacy of Fear towards Caraid, or has fear Inspired in them at the time.


Sorcery


This message was last edited by the GM at 02:25, Tue 18 Aug 2020.
Bessa, Queen of Horn
GM, 1 post
Thu 4 Mar 2021
at 02:40
  • msg #7

NPC's

Kelani Firehair, Godblooded Champion
Concept: Fiery Champion
Caste: God-blooded Heroic Mortal
Anima: Hair on fire


Strength3Charisma3Perception2
Dexterity5Manipulation2Intelligence3
Stamina3Appearance3Wits5
 
[ ] Archery [ ] Lore (Stories)1[ ] Stealth1
[ ] Athletics5[ ] Medicine [ ] Survival3
[ ] Awareness3[ ] Melee3[ ] Thrown 
[ ] Brawl2[ ] Occult1[ ] War3
[ ] Bureaucracy3[ ] Performance3[ ] Craft 
[ ] Dodge5[ ] Presence [ ] Hungry Brushfire 
[ ] Integrity3[ ] Resistance3  
[ ] Investigation [f] Ride   
[ ] Larceny [ ] Sail   
[ ] Linguistics1[f] Socialize3  
 
PerformanceDance
DodgeDisengage
AthleticsRushes
SocializeSeduction

Essence2Limit[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Personal13/13/0Willpower5
Peripheral31/31/0Temp. Willpower5
Join Battle3 + 8dHardness0
Nat. Soak3Total Soak6
Parry6*Evasion5
Resolve4Guile3

*5 when not wielding a light weapon

PenHealth Levels
-0[ ]
-1[ ] [ ]
-2[ ] [ ]
-4[ ]
Inc[ ]


WeaponAccDmgDef.OverAttuneTags
Unarmed+4+701Bashing, Brawl, Grappling, Natural
Exceptional Short Sword - 
— Light  Melee+4+7+01-Lethal, Melee, Balanced
Chiaroscuro Glass Straight Sword - 
— Medium Melee+2+9+12-Lethal, Melee, Balanced

ArmorSoakHardMob. PenAttuneTags
Breastplate+3-0 None

MeritRankDetails
Martial Artist4Trained Hungry Brushfire Stylist
Divine Heritage4Borrowed heritage
Ambidextrous1 
Quick Draw1Melee
Exalted Healing5The grace of imposed divinity
Language2Riverspeak, Flametongue (Mist-Speak Native)


IntensityTypeDetails
DefiningPrincipleFreedom is people you care about
MajorTieBessa (loyal friendship)
MajorPrinciplePretty women need to know who I am
MajorTieGraceful Swan (protectiveness)
MajorTieSilent King (curious love)
MinorTieMagda (vengeance)
MinorTieMagda (fear)
MinorTieGharune (terrified fury)
MinorTieBessa (unrequited love)


Favored/Caste Charms

Fire Spirit Charms
  • CHARM ONE—As Dragon-Graced Weapon (DB p. 226, fire only, may also apply +1 overwhelming to unarmed martial arts attacks)
  • CHARM TWO

Hungry Brushfire Style
  •   False Spark Feint
  •   Leaping Ember Meditation
  •   Hungry Brushfire Form
  •   Fire’s False Retreat




Date(s)XP Gains(s)XP SpendsReason
1.2022125 XP-Starting and campaign exp: retainer
1.2022-4Intelligence 1 to 2
1.2022-4Perception 1 to 2
1.2022-4Manipulation 1 to 2
1.2022-8Perception 2 to 3
1.2022-8Charisma 2 to 3
1.2022-20Dodge 1 to 5
1.2022-14Athletics 3 to 5
1.2022-9Resistance 0 to 3
1.2022-3Stealth 1
1.2022-404 charms of Hungry Brushfire Style
1.2022-10Second spirit Charm
Totals (Spent/Gained): 124/125

NEW MERIT:
DIVINE HERITAGE (•••••) — INNATE
This Merit depicts Exalted descended from gods, demons, ghosts, fae, or other strange creatures who manifest supernatural power from that bloodline. The character’s player should work with the Storyteller to define the nature and thematics of the Exalt’s divine ancestor. The character receives one Eclipse Charm that fits their divine parent’s thematics, and can purchase additional Eclipse Charms at character creation with bonus points, or subsequently with experience points. A character’s divine lineage may have other manifestations, which can be represented with Flaws or other Merits.
This message was last edited by the GM at 16:19, Sun 02 Oct 2022.
The Notebook
GM, 51 posts
Notes, notes, notes
Wed 4 Aug 2021
at 04:28
  • msg #8

NPC's

Kopria Morning-Shroud, Goddess of the Children of the Mists.

Ephemeral. Untouchable. Ever-changing. These are some of the words the devoted amongst the Children of the Mists use to describe their principle goddess. It is her mists that concealed the first of the Children from the wrath of the Dragon-Blooded who nearly exterminated them. It was her cunning that lead the self-same butcher into a soul-eater's lair. She is due all praise and worship, with even the cult of the Silent King being secondary to hers.

Those who've had personal dealings with her usually deal with her veiled aspect, prone to riddling and giving nothing away. This is what her worshipers see, the unknowable goddess who shields them from harm with misdirection.

Those Children who favor giving prayer to the Silent King see more of her failings, noting how the Mist-goddess can offer no hard resistance when faced with a foe who cannot be fooled or misdirected. Indeed, during the long decades since the Silent King's disappearance, she not only grew her own cult, but his as well.

Few are acquainted with her other aspects- When she takes on the form of a woman of middle years whose form shifts constantly, or when she takes an aspect of a gaunt figure of whom glimpses hints at darker and more terrifying things. The Silent King, for his part, more tolerates than embraces her presence. His suspicions about the Morning-Shroud have proven just a little too justified for him to simply put them aside. So, while publicly he welcomes her presence, privately he waits for the mists to be swept away and to see the true face of the deceptive goddess.

Essence: 3; Willpower: 8; Join Battle: 7 dice
Personal Motes: 80
Health Levels: -0/-1x3/-2x3/-4/Incap.

Actions: Disguise: 8 dice; Knowledge of Hidden Things: 6 dice; Read Intentions: 8 dice; Senses: 7 dice; Social Influence: 6 dice; Strategy: 8 dice; Stealth: 10 dice; Tracking: 6 dice
Appearance 4, Resolve 3, Guile 4

Combat
Attack (Heat-Stealing Touch): 8 dice (Damage 12)
Attack (Grapple): 8 dice
Combat Movement: 6 dice
Evasion 5, Parry 3
Soak/Hardness: 8/2

Merits

Cult 2: Kopria is only worshiped among the Children of the Mists, a nomadic horde, but nearly all of them pay her some kind of prayer.

Offensive Charms

Heat Stealing Nimbus: (10m, 4i; Simple ; One scene ; Essence 1): With a breath, the goddess unleashes a cloud of sapping cold upon an enemy. This creates a cold environmental hazard, with damage 1L/round and difficulty 3 to avoid, with sense penalties applying to the roll. Successfully avoiding all damage ends the effect. Once per fight, unless an ally takes damage from a decisive attack.

Defensive Charms

Everywhere and Nowhere (3m, 2i; Reflexive; Instant; Perilous; Essence 2): Fighting the goddess is much like fighting the fog itself, a difficult endeavor to even attempt. When the goddess successfully dodges an attack with her Evasion, she may move a range band in any direction.

Wind Carried Warning (5m; Supplemental; Instant; Essence 3): As enemies chase the goddess, they lose sight of her allies. When the goddess makes a Stealth roll, she may grant an ally the ability to spend one Willpower to reflexively roll (Dexterity + Stealth) to establish concealment, assuming they already meet the requirements to do so.

Miscellaneous Charms

Hurry Home (10m, 1wp; Simple; Instant; Essence 1): The spirit fades away and vanishes on its next turn, drawn instantly back to its sanctum.

Materialize (35m, 1wp; Simple; Instant; Essence 1): The spirit may take on flesh, solidifying out of flowing mist.

Measure the Wind (5m; Simple; Instant; Essence 1): The god can take the measure of anyone intruding upon her mists.

Words of Hidden Warning (10m; Simple; Until activated; Essence 1): The goddess speaks in riddles that cannot be truly understood until the time is right. This Charm allows the goddess to speak with another creature, sewing a seed of hidden knowledge into them about a specific situation. Only when that situation comes to pass do her words become fully understood and the creature gains a non-Charm success to all rolls pertaining to it for the scene.

This description should be general for the sake of expedience. She might speak of the doors of an ancient manse the target is going to and the bonus might apply to bashing in, deciphering, or picking the locks. Alternatively, she might warn of ambushes along the path the target is taking, granting the bonus to detect and Join Battle against an ambush there.

Faces in the Fog (15m; Simple; One scene; Essence 2): Every shifting, the goddess may take on many forms. The goddess can shift her form to take on a disguise in an instant and convert (Essence) bonus dice on the roll fog, darkness or other environmental obscurement to non-Charm successes as long as she remains within that obscurement.

Mist Concealed Ploy (10m, 1wp; Simple; Until strategem is complete; Essence 3): Those who trespass on the domain of Kopria are greeted with creeping mists that slowly take away their senses and obfuscated her charges. This Charm creates a unique magical strategem with a threshold of 3 to slowly sink the opposing army into a soupy fog. Once the goddess Joins Battle against an opposing army, they are already too deep to escape. Enemies receive a -3 evironmental penalty to all their senses. This fog does not impede the goddess or her allies.

This strategem also provides the benefits of the Strategic Placement strategem, relocating the battle to a more advantageous location for the goddess, though with the added benefit opposing generals do not realize the change in venue until after battle has begun.

This charm may only be used once per story.
The Notebook
GM, 52 posts
Notes, notes, notes
Wed 22 Sep 2021
at 23:52
  • msg #9

NPC's

Beauteous Shimizu, The Carmine Waif in Ivory

Name: Beauteous Shimizu
Concept: Valeria's Mother
Caste: Moonshadow
Anima: Curling black tendrils snake out to ensnare
Limit Trigger:


Strength Charisma Perception 
Dexterity Manipulation Intelligence 
Stamina Appearance Wits 
 
[ ] Archery [ ] Lore (Politics) [ ] Stealth 
[ ] Athletics [ ] Medicine [ ] Survival 
[ ] Awareness [ ] Melee [ ] Thrown 
[ ] Brawl [ ] Occult [ ] War 
[ ] Bureaucracy [ ] Performance [ ] 
[ ] Dodge [ ] Presence   
[ ] Integrity [ ] Resistance   
[ ] Investigation [ ] Ride   
[ ] Larceny [ ] Sail   
[ ] Linguistics [ ] Socialize   
 
Specialties 
  

Essence Limit[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Personal Willpower 
Peripheral Temp. Willpower 
Join Battle Hardness 
Nat. Soak Total Soak 
Parry Evasion 
Resolve Guile 



PenHealth Levels
-0[ ]
-1[ ] [ ]
-2[ ] [ ]
-4[ ]
Inc[ ]

WeaponAccDmgDef.OverAttuneTags
       

ArmorSoakHardMob. PenAttuneTags
      

MeritRankDetails
   

IntensityTypeDetails
   


Favored/Caste Charms
Archery

Athletics

Awareness

Brawl

Bureaucracy

Craft

Dodge

Integrity

Investigation

Larceny

Linguistics

Lore

Medicine

Melee

Occult

Performance

Presence

Resistance

Ride

Sail

Socialize

Stealth

Survival

Thrown

War

Martial Arts

Non-Favored/Caste Charms

Sorcery


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