Ero sivun ”EKOSS:Next:Zap” versioiden välillä

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Siirry navigaatioonSiirry hakuun
 
(25 välissä olevaa versiota samalta käyttäjältä ei näytetä)
Rivi 120: Rivi 120:
 
*Str 3, Dex 5, Sta 3
 
*Str 3, Dex 5, Sta 3
 
*Cha 1, Man 4, App 2
 
*Cha 1, Man 4, App 2
*Perception 3, Int 3, Wits 3
+
*Perception 5, Int 2, Wits 2
  
 
'''Abilityt:'''
 
'''Abilityt:'''
*Archery 0, Martial Arts 2, Melee 0, Thrown 5, War 0
+
*Archery 0, Martial Arts 0, Melee 0, '''Thrown''' 5, War 0
*Integrity 2, Performance 0, Presence 3, Resistance 0, Survival 1
+
*Integrity 2, Performance 0, Presence 3, '''Resistance''' 0, Survival 0
*Craft 0, Investigation 5, Lore 2, Medicine 2, Occult 0
+
*Craft 0, '''Investigation''' 5, Lore 0, Medicine 2, Occult 0
*Athletics 5, Awareness 3, Dodge 0, Larceny 5, Stealth 5
+
*Athletics 5, Awareness 5, Dodge 5, Larceny 5, Stealth 5
*Bureaucracy 2, Linguistics 0, Ride 0, Sail 0, Socialize 2
+
*'''Bureaucracy''' 0, Linguistics 0, Ride 0, Sail 0, Socialize 2
  
 
'''Specit:'''
 
'''Specit:'''
*Lore - The South 3
 
 
*Thrown - Jokin 3
 
*Thrown - Jokin 3
 
*Dodge - Ranged 3
 
*Dodge - Ranged 3
*Stealth - Nonvisual 1
+
*Stealth - Nonvisual 3
  
 
'''Charmit:'''
 
'''Charmit:'''
*Exit: Thrown (1st, infinite), 2nd: Investigation, Athletics, Larceny, Stealth, Bureaucracy
+
*Exit: Thrown (1st, infinite), 2nd: Investigation, Athletics, Larceny, Stealth
 
*Courtier's Eye Technique
 
*Courtier's Eye Technique
 
*Judge's Ear Technique
 
*Judge's Ear Technique
 
*Know the Soul's Price
 
*Know the Soul's Price
*Irresisitble Questioning Technique
 
 
*Lightning Speed
 
*Lightning Speed
 
*Racing Hare Method
 
*Racing Hare Method
Rivi 151: Rivi 149:
 
*Observer-Deceiving Attack
 
*Observer-Deceiving Attack
 
*Falling Icicle Strike
 
*Falling Icicle Strike
 +
*Triple-Distance Attack Method
 +
*Cascade of Cutting Terror
 +
*Shadow Over Water
 +
*Seven Shadow Evasion
 +
*Reflex Sidestep Technique
  
 
'''Virtues:'''
 
'''Virtues:'''
*Compassion 3, Conviction 3, Temperance 2, Valor 3
+
*Compassion 4, Conviction 4, Temperance 2, Valor 2
 
*WP 10
 
*WP 10
 
*Essence 5
 
*Essence 5
Rivi 161: Rivi 164:
 
Motivation: "To Protect and Serve."
 
Motivation: "To Protect and Serve."
  
Intimacies: "+Leo", "+Firma", "-Firman tappaja", "+Valtio 1", "+Valtio 2", "+Valtio 3", "-Valtio 4", "-Justice", "+Goodness", "+Pomo"
+
Intimacies: "+Leo", "+Firma", "-Firman tappaja", "+Valtio 1", "+Valtio 2", "+Valtio 3", "-Valtio 4", "-Justice", "+Rightness", "+Pomo", +"Making a point/showing off", -"Realm", "-Fighting Fair" "-Malar"
  
 
'''Backroundit:'''
 
'''Backroundit:'''
*Resources 5
+
*Backing 5
 
*Artefact 5 (Amulet of Shadow Walking)
 
*Artefact 5 (Amulet of Shadow Walking)
 
*Contacts 5 (Firman kontakteja etelässä)
 
*Contacts 5 (Firman kontakteja etelässä)
 
*Followers 2 (Firma or whats left of it)
 
*Followers 2 (Firma or whats left of it)
 
*Allies 2 (x and y)
 
*Allies 2 (x and y)
 +
*Profession (spy) 3 (jos hahmo kaiken järjen mukaan osais jonkun asian taustansa pohjalta, se saa heittää enimmillään 3 noppaa taitonaan)
  
 +
'''EXP käyttöä:'''
 +
käytetty: 56
 +
Koko: 82
 +
 +
===Tappelustatit===
 +
HP: ...jotain
 +
Motet: Personal 25, Periferaali 57
 +
DDV: 8(vs ranged 9)
 +
PDV: ... no one cares..
 +
Höökejä: Puukko (speed 5, acc 10(vs jotain 13), damage 5, rate 3, range 15)
 +
Rangen triplaus 2m
 +
Yleensä acc 20/23
 +
Rollatun lämägen onnistumisten tuplaus yllätyshöökissä: 1m
 +
Osumisontsimisten tuplaus (ennen puolustajan statteihin vertaamista) ja DDV:n negatointi: 5m.
 +
Yllätyksenesto: 1m
 +
Perfect Dodge: 8m (err.. +1wp?)
 +
Leaping dodge (10+(str*dodge) yaardia vertikaalisti/puolet pystyyn): 3m
 +
 +
===In treenaus (expoja ei vielä lisätty käytettyyn)===
 +
Resistance 1 (3)
 +
 +
'''Seuraavana:'''
 +
Leaping Dodge Method
 +
Dawn King's Dodge (as Dawn King's Strife, mutta toimii vain dodgeen)
 +
 +
Resistance 3
 +
 +
Invincible Essence Reinforcement (resistance 3)
 +
Soulfire Resurgence (resistance 2)
 +
 +
Durability of Oak Meditation
 +
Iron Skin Consentration (resistance 3)
 +
 +
==Charmit==
 +
Courtier's Eye Technique
 +
Cost: 3m; Mins: Investigation 3, Essence 1; Type: Simple
 +
Keywords: Combo-OK
 +
Duration: Instant
 +
Prerequisite Charms: None
 +
The Lawgivers understand the harmonies of the world. This
 +
Charm allows the character to detect others’ importance or wealth
 +
with a glance. This Charm targets one individual the character can
 +
sense. The Exalt’s player rolls (Perception + Investigation), adding
 +
the Solar’s Essence in automatic successes. If the target is concealing
 +
his identity or Resources in any way, subtract an external penalty of
 +
([the target’s Manipulation + Socialize] ÷ 2) from the successes on
 +
the Investigation roll. If the Exalt succeeds, she learns the target’s
 +
Resources and Influence ratings. In addition, she can make a rough
 +
but solid estimate of how many allies the target considers himself to
 +
have in the immediate circumstances and how much wealth and
 +
power the target wields through organization-specific Backgrounds
 +
such as Backing and Followers. The Solar may not attempt to use
 +
this Charm on a given target more than once per scene.
 +
 +
Judge's Ear Technique
 +
Cost: 3m; Mins: Investi-gation 2, Essence 1; Type: Reflexive (Step 1)
 +
Keywords: Combo-OK
 +
Duration: One scene
 +
Prerequisite Charms: Any Investigation Ex-cellency
 +
The Lawgivers are the guardians of truth.
 +
This Charm allows the character to recognize as lies all delib-
 +
erate lies presented to her. The character can also recognize
 +
the deliberate use of half-truths, though doing so does not
 +
tell her which part of the statement is true. If another Charm
 +
contests these effects (see p. 179), add the character’s Essence
 +
in automatic successes to the (Perception + Investigation) roll
 +
to oppose the other Charm.
 +
 +
Know the Soul's Price
 +
Cost: 5m, 1wp; Mins: Investigation 4, Essence 2; Type: Reflexive
 +
Keywords: Combo-OK, Servitude
 +
Duration: Instant
 +
Prerequisite Charms: Courtier’s Eye Technique, Judge’s Ear Technique
 +
In the savage world that is Creation, everyone has a price.
 +
Even those whom jade coin cannot buy will sell themselves for
 +
something—sex, fame, the reclaimed honor of an ancestor or the
 +
salvation of the world. The Exalt uses this Charm immediately
 +
after interacting with a target. The Solar’s player rolls (Perception
 +
+ Investigation). The difficulty for this roll is 1, but subtract an
 +
external penalty of ([the target’s Manipulation + Socialize] ÷ 2)
 +
from the successes on the Investigation roll. On a success, this
 +
Charm forces the target’s player to declare the target’s price. If
 +
the Exalt meets that price, this Charm invokes an unnatural
 +
Servitude effect—the target becomes loyal to the Exalt and
 +
must spend one Willpower per scene to act in a knowingly
 +
 +
Lightning Speed
 +
Cost:3m; Mins: Athletics 2, Essence 1; Type: Reflexive
 +
Keywords: Combo-OK
 +
Duration: One scene
 +
Prerequisite Charms: Any Athletics Excellency
 +
The Exalt becomes a blur of motion. This Charm increases
 +
the distance she can cover with a Move or Dash action by her
 +
Athletics score in yards. She can increase this further with
 +
Athletics Excellencies, spending motes to increase the static
 +
rating of her (Dexterity + Athletics).
 +
 +
Racing Hare Method
 +
Cost:5m, 1wp; Mins: Athletics 5, Essence 2; Type: Simple
 +
(Dramatic Action, DV -6)
 +
Keywords: Combo-OK, Obvious
 +
Duration: Instant
 +
Prerequisite Charms: Lightning Speed
 +
To the Lawgiver, the great distances between Creation’s
 +
territories are not so much an obstacle as a place to keep their
 +
dominions. This Charm allows the character to travel ([her
 +
Stamina + Essence] x 10) miles per hour, for up to one hour. This
 +
is a single dramatic action. If the character invokes this Charm
 +
again as her next action, she may ignore the Willpower cost.
 +
 +
Easily Overlooked Presence Method
 +
Cost:3m; Mins: Stealth 3, Essence 1; Type:Simple
 +
Keywords:Combo-OK
 +
Duration:One scene
 +
Prerequisite Charms: None
 +
The Lawgivers must sometimes mask their glory, moving
 +
anonymously among the common folk. This Charm makes the
 +
character difficult to notice unless circumstances or battle readi-ness make him obvious. It causes Awareness and Investigation
 +
rolls made to notice the Solar to fail automatically unless the
 +
Solar is currently joined in battle (see p. 141) or the observer
 +
has a minimum two-die bonus from circumstances. Examples of
 +
relevant circumstances include the +1 bonus guards receive from
 +
alertness, the +1 bonus to notice a Northerner in a Southern
 +
city and the +3 bonus to notice a blood-drenched orichalcum-armored Solar at a formal dress party.
 +
 +
Invisible Statue Spirit
 +
Cost:5m; Mins: Stealth 3, Essence 2; Type:Simple
 +
Keywords:Combo-OK
 +
Duration:Indefinite
 +
Prerequisite Charms: Easily Overlooked Presence Method
 +
The Solar vanishes from others’ sight. This Charm makes
 +
it impossible to detect the character with any sense save
 +
touch—unless they bump into him, observers simply cannot spot
 +
the character. This Charm fades instantly if the character joins
 +
battle or moves (with the Move action, the Dash action or their
 +
narrative and dramatic equivalents.) It fades automatically five
 +
ticks after someone notices the character by touch.
 +
 +
Flawlessly Impenetrable Disguise
 +
Cost: 7m; Mins: Larceny 4, Essence 2; Type: Simple (Speed 6 in long ticks)
 +
Keywords: Combo-OK
 +
Duration: Until the character sleeps
 +
Prerequisite Charms: Any Larceny Excellency
 +
After the Usurpation, the last of the Iron Wolves used
 +
this Charm to move in secret among the armies of the Dragon-Blooded. This Charm involves creating a disguise, and the
 +
player rolls ([Wits or Manipulation] + Larceny) to determine
 +
the disguise’s quality.
 +
This Charm allows the character to change his coloration,
 +
skin texture, hair color, and eye color. It also lets the character
 +
seem anywhere between half and twice his actual age, change
 +
his apparent ethnicity, change his apparent gender and adjust his
 +
height by as much as 10% in either direction. The character can
 +
adjust his voice, accent, speaking style and scent to match. These
 +
aspects of the disguise are impenetrable—the flaws are too subtle
 +
for the eye to see or the ear to hear, so that ordinary Awareness
 +
and Investigation cannot detect them. Characters with inhuman
 +
sensory acuity, such as Lawgivers using Keen Sight Technique or
 +
a dog scenting its master, can see through the character’s disguise,
 +
but the opposed roll incurs a +4 difficulty penalty.
 +
This Charm does not help the character imitate others’
 +
appearance. The disguise is impenetrable, not exact. If some-one sees through an imitation, they will see the character as
 +
an imposter who happens to naturally look almost exactly like
 +
the target the character is impersonating.
 +
This Charm becomes a mundane disguise effect when the
 +
magic ends. Changes worked with makeup, posture, attitude
 +
and costume rather than Essence remain.
 +
 +
Perfect Mirror
 +
Cost:—(+3m, 1wp); Type:Permanent
 +
Keywords:None
 +
Duration:Permanent
 +
Prerequisite Charms: Flawlessly Impenetrable Disguise
 +
This Charm acts as a permanent upgrade to Flawlessly Im-penetrable Disguise, allowing it to be activated with a three
 +
mote, one Willpower surcharge to enjoy the benefits detailed
 +
under Perfect Mirror. It also changes the duration of Flawlessly
 +
Impenetrable Disguise to Indefinite, even when activated for 7m.
 +
 +
The Solar Exalted know the secrets of others’ hearts. This Charm
 +
involves creating a disguise, and the Solar’s player rolls ([Wits or
 +
Manipulation] + Larceny) to determine the disguise’s quality. This
 +
Charm functions as Flawlessly Impenetrable Disguise, save that it
 +
has a shorter duration, a higher cost and two additional abilities.
 +
First, the character can halve or double his apparent Essence—
 +
as seen by creatures capable of perceiving such things—and can
 +
appear to possess a mystical trait to the extent that he can emulate
 +
its mechanical effects. For example, an Essence 4 character could
 +
disguise himself as an Essence 8 god. If that god’s hair writhes and
 +
the god floats an inch above the ground, the character convincingly
 +
models these traits. He does not actually float, however.
 +
Second, if the character has sufficient familiarity to dis-
 +
guise himself as someone else and that person’s appearance is
 +
within the limits of this Charm, the character can perfectly
 +
imitate that person. Characters with ordinary senses cannot
 +
use Awareness or Investigation to see through this disguise,
 +
and even characters with inhuman sensory acuity—such as
 +
Lawgivers using All-Encompassing Sorcerer’s Sight to spot the
 +
disguise Charm or demons recognizing the master to whom they
 +
are bound—have a +4 difficulty penalty on the opposed roll to
 +
penetrate the disguise.
 +
Note that, because ordinary Investigation cannot see
 +
through this disguise, the character has all the important
 +
distinguishing features of the imitated target—mannerisms,
 +
scent, accent and all. He does not know things that only the
 +
target can know, however, so he cannot give passwords or issue
 +
countersigns. He is flawless at covering up his ignorance when
 +
someone attempts to ferret him out, though.
  
'''EXP käyttöä:'''
+
Observer-Deceiving Attack
käytetty: 32
+
Cost: 1m; Mins: Thrown 3, Essence 2; Type: Supplemental
Koko: 57
+
Keywords: Combo-OK
 +
Duration: Instant
 +
Prerequisite Charms: None
 +
The Solars’ opponents are often arrogant and attempt to
 +
predict how and when the Lawgivers will strike. Such is their
 +
folly that they cannot see the vengeance of the Unconquered
 +
Sun even when it comes upon them. This Charm conceals a
 +
Thrown-based attack. Characters watching the Solar need (the
 +
Solar’s Essence) successes on a reflexive (Wits + Awareness)
 +
roll to notice him making the attack. This success requirement
 +
decreases by one each additional time the Solar uses this Charm
 +
in a scene. For characters not watching the Solar, all evidence
 +
indicates that the attack comes from a direction and distance
 +
named by the Solar when making the attack. For example, a
 +
Solar attacking from behind might wound an enemy in the side
 +
or chest by having his missile curve at the last moment.
 +
 
 +
Falling Icicle Strike
 +
Cost: 1m; Mins: Thrown 4, Essence 3
 +
Type: Reflexive (Step 7)
 +
Keywords: Combo-OK
 +
Duration: Instant
 +
Prerequisite Charms: Observer-Deceiving Attack
 +
Surprise is at the foundation of all military undertakings.
 +
The Sun’s Chosen strike with  secrecy and rapidity, confusing and
 +
confounding their enemies. Falling  Icicle Strike enhances an unexpect-
 +
ed attack (see pp. 155-156). Count  damage successes for this attack twice.
 +
If the player rolls five damage dice and gets two successes, it
 +
will strip away four of the target’s health levels.
 +
 
 +
Triple-Distance Attack Method
 +
Cost: 2m; Mins: Thrown 2, Essence 2; Type: Supplemental
 +
Keywords: Combo-OK
 +
Duration: Instant
 +
Prerequisite Charms: None
 +
The Solar imbues his weapon with Essence, so that it
 +
flies true. This Charm enhances a Thrown-based attack.
 +
The Exalt spends three motes and triples the Range of
 +
the weapon.
 +
If the Solar has Essence 4 or higher, this Charm also negates
 +
external penalties from environmental conditions.
 +
 
 +
Cascade of Cutting Terror
 +
Cost: 5m; Mins: Thrown 3, Essence 3; Type: Supplemental
 +
Keywords: Combo-OK, Obvious
 +
Duration: Instant
 +
Prerequisite Charms: Triple-Distance Attack Technique
 +
In the First Age, not even the most elusive demons could
 +
escape the Solars’ judgment. This Charm supplements a
 +
Thrown-based attack, filling the air with dozens or hundreds of
 +
duplicates of the Lawgiver’s thrown weapon. This Charm renders
 +
the target’s Dodge DV inapplicable against this attack.
 +
It also doubles the Solar’s successes on the attack
 +
roll before comparing it to defense, in Step 3 of attack resolution.

Nykyinen versio 12. tammikuuta 2014 kello 16.52

Tausta

Ensimmäiset Zapin muistot ovat siitä kun hän otti uljaasti turpiinsa korttelijengin isommilta pojilta. Hän oli silloin ehkä 9 ja jo silloin hän muistaa ollensa vuosia kadulla ja että tilanteessa oli vain yksi uusi juttu: Hän oli tehnyt sen tarkoituksella. Isommat pojat olivat potkineet yhtä uudempaa poikaa sen verran innokkaasti että hän pelkäsi sen jättävän pysyviä jälkiä ja oli päättänyt mennä väliin.

Parannuttuaan hän alkoi aktiivisesti koota lapsia yhteen ja 14-vuotiaana hän olikin saanut yhdistettyä katulapset ja jopa osan muita kodittomia jengiksi joka piti huolen omistaan varastelemalla ja tekemällä pientä keikkaa kaikennäkösille hämärähemmoille.

Hiljalleen jengi rupesi tekemään enemmän ja enemmän hommia Firmalle ja muutaman vuoden päästä Zap siirtyi suoraan Firman palvelukseen. Firmassa hän sai kunnon koulutuksen ja lukuisien menestyksellisten operaatioiden jälkeen vähän yli kymmenessä vuodessa hän nousi yhdeksi kenttäjohtajista.

Sitten hän exaltoitui. Tiedä sitten mikä nimenomaan siinä operaatiossa oli sen arvoista - ihan yhtä pahasti kusessa oltiin oltu monta kertaa aiemminkin, vähintään yhtä vaikeita yritettiin lähes aina ja eipä siinäkään mitään poikkeuksellista ollut että vastassa oli lohikäärmeverisiä.

Joka tapauksessa uudet kyvyt nostivat Zapin välittömästi a Field Commanderista The Field Commanderiksi.

Valitettavasti hän ei kerennyt nauttia ylennyksestään pitkään. Vain noin puolen vuoden jälkeen hänen tiiminsä käveli väijytykseen. Tai istui väijytykseen - miten vain. Heillä oli menossa suunnittelupalaveri kun yllättäen huoneeseen materialisoitui kaksi demonia jotka tappoivat koko tiimin. Zap pääsi juuri ja juuri karkuun.

Zap tuli välittömästi tukikohtaan raportoimaan vain huomatakseen, että Firman tukikohtana toimivan piilotetun, linnoitetun mansen paikalla oli valtava kraateri. Mitään ei ollut jäljellä. Hän rupesi käymään läpi Firman agentteja ja kontakteja ja oli lähes aina myöhässä. Kaikki suoraan firman palveluksessa olevat oltiin vain tapettu, mutta epäsuorasti yhteydessä oleviin ei oltu koskettu.

Kuukauden etsimisen jälkeen hän oli koonnut kaikki selvinneet agentit x:ään ja .. noh nykyhetki.


Firma

Firma oli monen sadan päätoimisen agentin salainen järjestö joka (ainakin kaiken Zapin näkemän mukaan) yritti parantaa maailmaa. Eli siis pääasiassa "kadunmiehen" osan parantamista. Firma omistaa (tai oikeampi sana voisi olla "hallitsee" - vain agentit tiesivät työnantajansa) monta isoa järjestöä, jotka myyvät opetusta, terveydenhuoltoa ja kaikennäköisiä perustarpeita. Järjestöt on tarkoituksella pidetty pienenä jakamalla niitä osiin ja toimimalla yhteistyöperiaatteella. Esimerkiksi melkein kaikista kaupungeista löytyy ainakin yksi parantaja joka tekee yhteistyötä jonkun firman hallitseman killan kanssa.

Zappi oli firman yhteiskunnanmuotoilemisosastolla. Firma ei varsinaisesti yrittänyt valloittaa tai ottaa kontrolliinsa alueita tai valtioita vaan yritti käyttää "pehmeää voimaa" valtioiden käytäntöjen parantamiseen tukemalla hyviä johtajia ja heikentämällä huonoja, mutta joskus moinen ei onnistu jolloin Firma yritti ensin kiristystä ja lahjontaa ja ääritilanteissa salamurhausta.


NPCt ja muut suhteet

Allyt:

  • Instructional Beef, lunari. Epävakaa, väkivaltainen, vihaa Realmia (ja erityisesti realmin DB:tä) intohimoisesti ja ei vaan ole kiinnostunut ihmisistä. Ei siis inhoa niitä tai jotain - on vain yhtä kiinnostunut kun itikoista tai kasveista. Ehkä mate, koska ainakaan Zap ei keksi muuta syytä miksi se olisi kiinnostunut tekeen yhteistyötä.
  • Cynis Kemo, water DB. Zap ei oikeastaan tiedä Kemon historiasta melkein mitään. Kemo on ainoa Firman hieman yli kymmenestä DB:stä joka elää vielä. Zap ja Kemo eivät varsinaisesti ikinä ole oikein olleet ystäviä - Kemon mielestä Exalttien oikea paikka on valtaistuimella ja Kemo uskoo omaan ylivertaisuuteensa Zapin mielestä aivan liikaa, mutta toisaalta Kemo uskoo voimakkaasti hallitsijan vastuuseen alamaistensa voinnista ja huolimatta siitä, että Zap vähän niinkun otti Kemon paikan Firmassa, he kunnioittavat toisiaan ja tekevät hyvin yhteistyötä.


Muihin pelaajiin linkit siis:

Siddet: Oletettavasti tuo sopii? Kultapuoluetta kun kuitenkin vissiin olette?
Leo: Overkill on ottanut työtarjouksia? Eli voinut hyvin olla hahmon palkkaama. Tietenkin yleensä eri naamalla, mutta..
Xal: ...ööh..
Yuela: Taas töiden kautta. Wyld Huntteja kun on hyvä ohjata oikeaan suuntaan kattos.. ;) Tietenkin riippuu tosi paljon siitä miten hahmo suhtautus moiseen. 
       Jos se on täydellinen esimerkki Pahojen Anateemojen Pahuudesta niin ehkä sillon vähän huono.. :/

Customicharmeja

Wallhack
Cost: 6m; Mins: Awareness 5, Essence 5; 
Type: Reflexive 
Keywords: Combo-OK
Duration: Scene
Prerequisite Charms: Inescapable Eye Of The Sun

Kuten prereq, mutta scenelong ja ei vaadi kosketusta.
Battlestepping
Cost: 6m; Mins: Athletics 5, Essence 5; 
Type: Reflexive 
Keywords: Combo-OK
Duration: Scene
Prerequisite Charms: Godspeed Steps

Reflexivenä saa astahtaa instantisti essence jaardia. Saa käyttää flurrybreakkerina ja yrittää piiloutua reffinä.
Predator Invisibility
Mins: Stealth 5, Essence 5
Type: Permanent
Prereq: Stepping Between Heartbeats

Patsashenki suppressoituna on näkymätön, mutta vain näkymätön. Contestoi charmit jotka antaa automaagisesti havaita hahmon.
Antaa Essence*2 suxia contestointiheittoihin.
Matter-Evading Step
Cost: 5m; Mins: Larceny 5, Essence 5; 
Type: Simple
Keywords: Combo-OK, Obvious
Duration: One Tick
Prerequisite Charms: Door-Evading Technique

Be incorp.
Capstan-Echoing Rasure Nictation
Mins&prereq: erh.. ehotuksia?
Cost: 4m?
Type: Simple
Keywords: Combo-OK

Heittohyökkäys myöhästyy max essence*6 tickiä (teen hyökkäyksen nyt, se osuu x tickiä myöhemmin). Jokainen ticki antaa ylimääräsen pojon lämägee.

Mahdollisia bonusjuttuja:
-As Heaven Thunder Hammer. Eli jokainen pojo presoak lämägee knockbackaa targettia yhden jaardin. Jos targetti osuu johonkin, targetti ottaa kulkemattomien jaardien verran
bashing lämägee.
-Jokainen ticki jonka hyökkäys myöhästettiin tekee myös yhden pojon bashing damagea essence jaardia targetin ympärillä.

Esim. Heitän targettia veitsellä. Tekisin pohjalla 5L damagee. Päätän käyttäväni tätä charmia.
Mitään ei tapahdu mekaanisesti ennen kuin 30 tickin päästä jolloin targettiin osuu 35L lämäge hyökkäys alkuperäisellä osumisheitolla.
Moteregen

Tahtos ottaa 2 overdrive motea onnistuneesta yllätyshyökkäyksestä. Oli se sitten negatoitu tai ei.
Semi-Negate Surprise Negation

Tahtos puolittaa DV:n ja laskea hyökkäyksen yllätykseksi semmosten effektien puolesta jotka antaa siitä juustoa vaikka targetti käyttää yllätyksenestoa.
Klonage
Mins: Larceny
Cost: 1m
Type: Ref
Keywords: Combo-OK, Illusion

Luo illuusion casterista joka kestää yhden actionin per käytetty mote.
Klonage jatkoa
Mins: Larceny

Himottas myös tehdä "ihan aitoja" klooneja. Ensin yhdeksi actioniksi (abaut 6 motella, vertaa extra action charmit).

Mitä mieltä ihmiset on yleensäkkään näiden sopimisesta solaricharmeiksi?



Hahmis

Statit:

  • Str 3, Dex 5, Sta 3
  • Cha 1, Man 4, App 2
  • Perception 5, Int 2, Wits 2

Abilityt:

  • Archery 0, Martial Arts 0, Melee 0, Thrown 5, War 0
  • Integrity 2, Performance 0, Presence 3, Resistance 0, Survival 0
  • Craft 0, Investigation 5, Lore 0, Medicine 2, Occult 0
  • Athletics 5, Awareness 5, Dodge 5, Larceny 5, Stealth 5
  • Bureaucracy 0, Linguistics 0, Ride 0, Sail 0, Socialize 2

Specit:

  • Thrown - Jokin 3
  • Dodge - Ranged 3
  • Stealth - Nonvisual 3

Charmit:

  • Exit: Thrown (1st, infinite), 2nd: Investigation, Athletics, Larceny, Stealth
  • Courtier's Eye Technique
  • Judge's Ear Technique
  • Know the Soul's Price
  • Lightning Speed
  • Racing Hare Method
  • Easily Overlooked Presence Method
  • Invisible Statue Spirit
  • Stepping Between Heartbeats
  • Predator Invisibility
  • Flawlessly Impenetrable Disguise
  • Perfect Mirror
  • Observer-Deceiving Attack
  • Falling Icicle Strike
  • Triple-Distance Attack Method
  • Cascade of Cutting Terror
  • Shadow Over Water
  • Seven Shadow Evasion
  • Reflex Sidestep Technique

Virtues:

  • Compassion 4, Conviction 4, Temperance 2, Valor 2
  • WP 10
  • Essence 5
  • Päävirtue Compassion, Flawi Red Rage of Compassion
  • Limit: 4

Motivation: "To Protect and Serve."

Intimacies: "+Leo", "+Firma", "-Firman tappaja", "+Valtio 1", "+Valtio 2", "+Valtio 3", "-Valtio 4", "-Justice", "+Rightness", "+Pomo", +"Making a point/showing off", -"Realm", "-Fighting Fair" "-Malar"

Backroundit:

  • Backing 5
  • Artefact 5 (Amulet of Shadow Walking)
  • Contacts 5 (Firman kontakteja etelässä)
  • Followers 2 (Firma or whats left of it)
  • Allies 2 (x and y)
  • Profession (spy) 3 (jos hahmo kaiken järjen mukaan osais jonkun asian taustansa pohjalta, se saa heittää enimmillään 3 noppaa taitonaan)

EXP käyttöä: käytetty: 56 Koko: 82

Tappelustatit

HP: ...jotain
Motet: Personal 25, Periferaali 57
DDV: 8(vs ranged 9)
PDV: ... no one cares..
Höökejä: Puukko (speed 5, acc 10(vs jotain 13), damage 5, rate 3, range 15)
Rangen triplaus 2m
Yleensä acc 20/23
Rollatun lämägen onnistumisten tuplaus yllätyshöökissä: 1m
Osumisontsimisten tuplaus (ennen puolustajan statteihin vertaamista) ja DDV:n negatointi: 5m.
Yllätyksenesto: 1m
Perfect Dodge: 8m (err.. +1wp?)
Leaping dodge (10+(str*dodge) yaardia vertikaalisti/puolet pystyyn): 3m

In treenaus (expoja ei vielä lisätty käytettyyn)

Resistance 1 (3)

Seuraavana: Leaping Dodge Method Dawn King's Dodge (as Dawn King's Strife, mutta toimii vain dodgeen)

Resistance 3

Invincible Essence Reinforcement (resistance 3) Soulfire Resurgence (resistance 2)

Durability of Oak Meditation Iron Skin Consentration (resistance 3)

Charmit

Courtier's Eye Technique
Cost: 3m; Mins: Investigation 3, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Lawgivers understand the harmonies of the world. This 
Charm allows the character to detect others’ importance or wealth 
with a glance. This Charm targets one individual the character can 
sense. The Exalt’s player rolls (Perception + Investigation), adding 
the Solar’s Essence in automatic successes. If the target is concealing 
his identity or Resources in any way, subtract an external penalty of 
([the target’s Manipulation + Socialize] ÷ 2) from the successes on 
the Investigation roll. If the Exalt succeeds, she learns the target’s 
Resources and Influence ratings. In addition, she can make a rough 
but solid estimate of how many allies the target considers himself to 
have in the immediate circumstances and how much wealth and 
power the target wields through organization-specific Backgrounds 
such as Backing and Followers. The Solar may not attempt to use 
this Charm on a given target more than once per scene.
Judge's Ear Technique
Cost: 3m; Mins: Investi-gation 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Investigation Ex-cellency
The Lawgivers are the guardians of truth. 
This Charm allows the character to recognize as lies all delib-
erate lies presented to her. The character can also recognize 
the deliberate use of half-truths, though doing so does not 
tell her which part of the statement is true. If another Charm 
contests these effects (see p. 179), add the character’s Essence 
in automatic successes to the (Perception + Investigation) roll 
to oppose the other Charm.
Know the Soul's Price
Cost: 5m, 1wp; Mins: Investigation 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Servitude
Duration: Instant
Prerequisite Charms: Courtier’s Eye Technique, Judge’s Ear Technique
In the savage world that is Creation, everyone has a price. 
Even those whom jade coin cannot buy will sell themselves for 
something—sex, fame, the reclaimed honor of an ancestor or the 
salvation of the world. The Exalt uses this Charm immediately 
after interacting with a target. The Solar’s player rolls (Perception 
+ Investigation). The difficulty for this roll is 1, but subtract an 
external penalty of ([the target’s Manipulation + Socialize] ÷ 2) 
from the successes on the Investigation roll. On a success, this 
Charm forces the target’s player to declare the target’s price. If 
the Exalt meets that price, this Charm invokes an unnatural 
Servitude effect—the target becomes loyal to the Exalt and 
must spend one Willpower per scene to act in a knowingly 
Lightning Speed
Cost:3m; Mins: Athletics 2, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Athletics Excellency
The Exalt becomes a blur of motion. This Charm increases 
the distance she can cover with a Move or Dash action by her 
Athletics score in yards. She can increase this further with 
Athletics Excellencies, spending motes to increase the static 
rating of her (Dexterity + Athletics).
Racing Hare Method
Cost:5m, 1wp; Mins: Athletics 5, Essence 2; Type: Simple 
(Dramatic Action, DV -6)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Lightning Speed
To the Lawgiver, the great distances between Creation’s 
territories are not so much an obstacle as a place to keep their 
dominions. This Charm allows the character to travel ([her 
Stamina + Essence] x 10) miles per hour, for up to one hour. This 
is a single dramatic action. If the character invokes this Charm 
again as her next action, she may ignore the Willpower cost.
Easily Overlooked Presence Method
Cost:3m; Mins: Stealth 3, Essence 1; Type:Simple
Keywords:Combo-OK
Duration:One scene
Prerequisite Charms: None
The Lawgivers must sometimes mask their glory, moving 
anonymously among the common folk. This Charm makes the 
character difficult to notice unless circumstances or battle readi-ness make him obvious. It causes Awareness and Investigation 
rolls made to notice the Solar to fail automatically unless the 
Solar is currently joined in battle (see p. 141) or the observer 
has a minimum two-die bonus from circumstances. Examples of 
relevant circumstances include the +1 bonus guards receive from 
alertness, the +1 bonus to notice a Northerner in a Southern 
city and the +3 bonus to notice a blood-drenched orichalcum-armored Solar at a formal dress party.
Invisible Statue Spirit
Cost:5m; Mins: Stealth 3, Essence 2; Type:Simple
Keywords:Combo-OK
Duration:Indefinite
Prerequisite Charms: Easily Overlooked Presence Method
The Solar vanishes from others’ sight. This Charm makes 
it impossible to detect the character with any sense save 
touch—unless they bump into him, observers simply cannot spot 
the character. This Charm fades instantly if the character joins 
battle or moves (with the Move action, the Dash action or their 
narrative and dramatic equivalents.) It fades automatically five 
ticks after someone notices the character by touch.
Flawlessly Impenetrable Disguise
Cost: 7m; Mins: Larceny 4, Essence 2; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK
Duration: Until the character sleeps
Prerequisite Charms: Any Larceny Excellency
After the Usurpation, the last of the Iron Wolves used 
this Charm to move in secret among the armies of the Dragon-Blooded. This Charm involves creating a disguise, and the 
player rolls ([Wits or Manipulation] + Larceny) to determine 
the disguise’s quality.
This Charm allows the character to change his coloration, 
skin texture, hair color, and eye color. It also lets the character
seem anywhere between half and twice his actual age, change 
his apparent ethnicity, change his apparent gender and adjust his 
height by as much as 10% in either direction. The character can 
adjust his voice, accent, speaking style and scent to match. These 
aspects of the disguise are impenetrable—the flaws are too subtle 
for the eye to see or the ear to hear, so that ordinary Awareness 
and Investigation cannot detect them. Characters with inhuman 
sensory acuity, such as Lawgivers using Keen Sight Technique or 
a dog scenting its master, can see through the character’s disguise, 
but the opposed roll incurs a +4 difficulty penalty.
This Charm does not help the character imitate others’ 
appearance. The disguise is impenetrable, not exact. If some-one sees through an imitation, they will see the character as 
an imposter who happens to naturally look almost exactly like 
the target the character is impersonating.
This Charm becomes a mundane disguise effect when the 
magic ends. Changes worked with makeup, posture, attitude 
and costume rather than Essence remain.
Perfect Mirror
Cost:—(+3m, 1wp); Type:Permanent
Keywords:None
Duration:Permanent
Prerequisite Charms: Flawlessly Impenetrable Disguise
This Charm acts as a permanent upgrade to Flawlessly Im-penetrable Disguise, allowing it to be activated with a three 
mote, one Willpower surcharge to enjoy the benefits detailed 
under Perfect Mirror. It also changes the duration of Flawlessly 
Impenetrable Disguise to Indefinite, even when activated for 7m.

The Solar Exalted know the secrets of others’ hearts. This Charm 
involves creating a disguise, and the Solar’s player rolls ([Wits or 
Manipulation] + Larceny) to determine the disguise’s quality. This 
Charm functions as Flawlessly Impenetrable Disguise, save that it 
has a shorter duration, a higher cost and two additional abilities.
First, the character can halve or double his apparent Essence—
as seen by creatures capable of perceiving such things—and can 
appear to possess a mystical trait to the extent that he can emulate 
its mechanical effects. For example, an Essence 4 character could 
disguise himself as an Essence 8 god. If that god’s hair writhes and 
the god floats an inch above the ground, the character convincingly 
models these traits. He does not actually float, however.
Second, if the character has sufficient familiarity to dis-
guise himself as someone else and that person’s appearance is 
within the limits of this Charm, the character can perfectly 
imitate that person. Characters with ordinary senses cannot 
use Awareness or Investigation to see through this disguise, 
and even characters with inhuman sensory acuity—such as 
Lawgivers using All-Encompassing Sorcerer’s Sight to spot the 
disguise Charm or demons recognizing the master to whom they 
are bound—have a +4 difficulty penalty on the opposed roll to 
penetrate the disguise.
Note that, because ordinary Investigation cannot see 
through this disguise, the character has all the important 
distinguishing features of the imitated target—mannerisms, 
scent, accent and all. He does not know things that only the 
target can know, however, so he cannot give passwords or issue 
countersigns. He is flawless at covering up his ignorance when 
someone attempts to ferret him out, though.
Observer-Deceiving Attack
Cost: 1m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solars’ opponents are often arrogant and attempt to 
predict how and when the Lawgivers will strike. Such is their 
folly that they cannot see the vengeance of the Unconquered 
Sun even when it comes upon them. This Charm conceals a 
Thrown-based attack. Characters watching the Solar need (the 
Solar’s Essence) successes on a reflexive (Wits + Awareness) 
roll to notice him making the attack. This success requirement 
decreases by one each additional time the Solar uses this Charm 
in a scene. For characters not watching the Solar, all evidence 
indicates that the attack comes from a direction and distance 
named by the Solar when making the attack. For example, a 
Solar attacking from behind might wound an enemy in the side 
or chest by having his missile curve at the last moment.
Falling Icicle Strike
Cost: 1m; Mins: Thrown 4, Essence 3
Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Observer-Deceiving Attack
Surprise is at the foundation of all military undertakings. 
The Sun’s Chosen strike with  secrecy and rapidity, confusing and 
confounding their enemies. Falling  Icicle Strike enhances an unexpect-
ed attack (see pp. 155-156). Count  damage successes for this attack twice. 
If the player rolls five damage dice and gets two successes, it 
will strip away four of the target’s health levels.
Triple-Distance Attack Method
Cost: 2m; Mins: Thrown 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar imbues his weapon with Essence, so that it 
flies true. This Charm enhances a Thrown-based attack. 
The Exalt spends three motes and triples the Range of 
the weapon.
If the Solar has Essence 4 or higher, this Charm also negates 
external penalties from environmental conditions.
Cascade of Cutting Terror
Cost: 5m; Mins: Thrown 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Triple-Distance Attack Technique
In the First Age, not even the most elusive demons could 
escape the Solars’ judgment. This Charm supplements a 
Thrown-based attack, filling the air with dozens or hundreds of 
duplicates of the Lawgiver’s thrown weapon. This Charm renders 
the target’s Dodge DV inapplicable against this attack. 
It also doubles the Solar’s successes on the attack 
roll before comparing it to defense, in Step 3 of attack resolution.