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Rivi 31: Rivi 31:
 
* Lammas & Hukkanen  
 
* Lammas & Hukkanen  
 
* Ainakin tusina palvelijoita yms. muita jotka pakenee vaarallisista tilanteista
 
* Ainakin tusina palvelijoita yms. muita jotka pakenee vaarallisista tilanteista
 +
 +
== Historia ==
 +
 +
* Pajulilja, Lammas ja Hukkanen tavattu Salumbrassa.
 +
** Jolene teki hyvän vaikutuksen "pelastaessaan" sirkuksesta pois.
 +
* Kamtshassa konfliktia
 +
** Ohimennen sympaattista kontaktia areenalla alkuillasta.
 +
** Pajulila saapuu, tappelu, Poregia ja Tapesia rusikoitu areenalla, Jesun selvinnyt ilman haittoja.
 +
** Tapes lähtee takaisin saarelle, muut pakenee Salumbraan.  Lammas ja Hukkanen jää kaupunkiin, laittavat tyyppejä vakoilemaan ja keräävät tietoa ennen kuin palaavat muitten seuraan.
  
  

Nykyinen versio 23. maaliskuuta 2016 kello 13.38


Sesus Chenow Ontar

Tuli, mies, keski-ikäinen, Ess 3

Häikäilemätön ja julma, Wyld Huntin jäsen. Rohkea ja kokenut, tappanut itse ainakin yhden anateeman, ja ajanut pakosalle pari. Hyvin vahvasti uskossaan.

Sesus Kajak Poreg

Tuli, nainen, lähestyy keski-ikää, Ess 2

Laskelmoiva kauppias, kerää tietoja sodista, palkkasoturijoukkioista ja etsii värvättäviä. Leipä-uskovainen. Mieltä vainoaa kipu ja tuska, jota jokin lapsi koki palaessaan areenalla ja jonka paha anateema (Aurora) hänen päähänsä tartutti.

Sesus Denerid Jesun

Puu, mies, nuori aikuinen, Ess 1

Keveämielinen aatelismies, kiinnostuneempi pitämään hauskaa kuin vaarantamaan henkeään, mutta kyllähän jahdit mukavia on. Ei vahvasti uskova.

Ragara Calel Tapes

Maa, nainen, aikuinen, Ess 2

Kohtelias ja sanoissaan varovainen, mutta hyvä puhumaan. Seuraa muita ja yrittää saada kaikki toimimaan keskenään. Vahva uskossaan, mutta ymmärtää muita näkemyksiä.


Kuolevaiset

Munkit

  • Pajulilja
  • Muita, riittävä määrä häiritsemään useimmissa tappeluissa

Apurit

  • Lammas & Hukkanen
  • Ainakin tusina palvelijoita yms. muita jotka pakenee vaarallisista tilanteista

Historia

  • Pajulilja, Lammas ja Hukkanen tavattu Salumbrassa.
    • Jolene teki hyvän vaikutuksen "pelastaessaan" sirkuksesta pois.
  • Kamtshassa konfliktia
    • Ohimennen sympaattista kontaktia areenalla alkuillasta.
    • Pajulila saapuu, tappelu, Poregia ja Tapesia rusikoitu areenalla, Jesun selvinnyt ilman haittoja.
    • Tapes lähtee takaisin saarelle, muut pakenee Salumbraan. Lammas ja Hukkanen jää kaupunkiin, laittavat tyyppejä vakoilemaan ja keräävät tietoa ennen kuin palaavat muitten seuraan.


Statit

Anima Flux at iconic:
Each turn, roll one die of withering damage on all non-Dragon-Blooded within close range; enemies in Initiative Crash and trivial opponents get lethal damage instead. Hardness 1+ ignores anima flux.


Sesus Chenow Ontar

Tuli, Ess 3

  • Ringing Anvil Onslaught


Sesus Kajak Poreg

Essence: 2; Willpower: 5
Join Battle: 7 dice (+4 for 4m)
Personal Motes: 13; Peripheral Motes: 31
Health Levels: -0/-1x2/-2x3/-4/Incap.
Actions: 
Feats of Strength: 8 dice (+4 for 4m, may attempt Strength 3 feats); 
Command: 10 dice (+4 for 4m);  Intimidation: 8 dice (+4 for 4m); 
Social Influence: 6 dice (+3 for 3m);  Trading: 8 dice (+4 for 4m);
Senses: 4 dice (+2 for 2m)
Appearance 2, Resolve 3 (+1 for 2m), Guile 2 

Combat
Attack (Unarmed): 14 dice (+6 for 6m; damage 11)
Attack (Short daiklaves): 14 dice (+6 for 6m; damage 14, minimum 3)
Attack (Grapple): 10 dice (+4 for 4m; 9 dice to control, +4 for 4m)
Combat Movement: 9 dice (+4 for 4m)
Evasion 3 (+1 for 2m), Parry 6 (+3 for 6m)
Soak/Hardness: 10/7 (Jade reinforced buff jacket)
  • Raging Firestorm Blade (6m, 3a; Supplemental; Instant; Dual):
    While anima is at bonfire, discharge it to convert all post-soak damage dice of a withering attack to successes, or one die on a decisive damage roll to a success. Resets anima to dim.
  • Stoking Bonfire Style (2m; Supplemental; Instant; Dual):
    A burst of flames add four dice to the raw damage of a withering attack, or one die to a decisive attack. At Initiative 11+, add two dice to decisive damage instead.
  • Thousand-Ton Hammer Smash (3m; Supplemental; Instant; Dual):
    Double 10s on decisive damage, or double 9s on all damage against a prone enemy. Can make smashing attacks with no Defense or Initiative penalty.
  • Overwhelming Presence Approach (2m; Supplemental; Instant):
    Add one to the Resolve penalty from a social influence target’s Ties to the Dragon-Blood, or Intimacies that relate to a strong passion against an influence roll.


Sesus Denerid Jesun

Essence: 1; Willpower: 5; Join Battle: 6 dice (+2 for 2m)
Personal Motes: 12; Peripheral Motes: 27
Health Levels: -0/-1x2/-2x2/-4/Incap.
Actions: 
Social Influence: 8 dice (+4 for 4m);
Read Intentions: 6 dice (+2 for 2m);
Commanding Soldiers: 8 dice (+4 for 4m);
Feats of Strength: 7 dice;  Senses: 4 dice (+2 for 2m); 
Appearance 4, Resolve 3 (+1 for 2m), Guile 3 (+1 for 2m)

Combat
Attack (Jade powerbow): 10 dice (+4 for 4m; damage 12, minimum 3)
Attack (Short sword): 6 dice (Damage 10)
Combat Movement: 5 dice (+2 for 2m)
Evasion 4 (+2 for 4m), Parry 2 
Soak/Hardness: 11/7 (Jade lamellar)
  • Loyalty-Reading Meditation (3m; Supplemental; Instant):
    When reading a character’s intentions to determine where her loyalties lie, any applicable Intimacies modify her Guile as though it were her Resolve.
  • Overwhelming Presence Approach (2m; Supplemental; Instant) (see above)
  • Bursting Vines Constiction (5m; Supplemental; Instant; Stackable, Withering-only):
    A withering attack that deals more damage than its target’s Stamina inflicts a cumulative -1 penalty on physical actions for the rest of the scene. If the penalty rises over a character’s Stamina, they begin to suffocate (p. 232), but only pass out for the rest of the scene, rather than dying, if they run out of air. Each time the target gains 5+ Initiative from a withering attack, this penalty decreases by one.


Ragara Calel Tapes

Essence: 2; Willpower: 7;
Join Battle: 6 dice (+2 for 2m)
Personal Motes: 13; Peripheral Motes: 31
Health Levels: -0/-1x4/-2x4/-4/Incap.
Actions: 
Social Influence: 8 dice (+4 for 4m);  Command: 6 dice (+2 for 2m); 
Feats of Strength: 6 dice (+2 for 2m)
Resist Poison/Illness: 7 dice (+4 for 4m); 
Senses: 8 dice (+4 for 4m)
Appearance 3, Resolve 4 (+2 for 4m), Guile 3

Combat
Attack (Unarmed): 12 dice (+6 for 6m; damage 11)
Attack (Jade tetsubo): 12 dice (+6 for 6m; damage 18, minimum 5)
Attack (Grapple): 8 dice (+4 for 4m; 9 dice to control, +4 for 4m)
Combat Movement: 4 dice (+2 for 2m)
Evasion 0, Parry 6 (+3 for 6m)
Soak/Hardness: 16/10 (Jade articulated plate), (4/0)
  • Earth Dragon Form (8m; Simple; One scene):
    Add +2 dice to smashing attack rolls and attacks against prone enemies. Add +4 soak, and gain soak 2 against decisive attacks made by enemies with lower Initiative. May reflexively protect allies in close range against attacks made by lower-Initiative enemies as per a Defend Other action.
  • Earthshaker Attack (5m, 1wp; Simple; Instant; Decisive-only):
    Create a seismic tremor forcing all enemies in short range to make a (Dexterity + Athletics) roll at difficulty 4 or fall prone, losing two points of Initiative to the martial artist. Then, focus the tremor into a decisive attack against one enemy. Once per fight, unless reset by gaining 10+ Initiative in a single round.
  • Force of the Mountain (4m; Supplemental; Instant; Dual):
    Add two dice to the post-soak damage of a withering attack, or double up to two 9s or 10s on a decisive damage roll. Against prone enemies, this increases to four.
  • Stone Dragon’s Skin (5m; Reflexive; Until next turn; Perilous):
    Add +4 soak and +2 hardness until next turn. This explicitly stacks with existing hardness.
  • Unmoving Mountain Stance (3m; Reflexive; Instant; Perilous):
    Deny an attacker up to 2 points of Initiative they would normally gain from a successful withering attack. Also negates being knocked prone or back by an attack unless it dealt 5+ damage.


Taistelvat Immakulaatit

Essence: 1; Willpower: 5; Join Battle: 6 dice
Health Levels: -0/-1x2/-2x2/-4/Incap.
Actions: Medical Treatment: 5 dice; 
Senses: 6 dice; Social Influence: 6 dice
Appearance 2, Resolve 4, Guile 2

Combat
Attack (Short swords): 10 dice (Damage 10)
Attack (Spear): 8 dice (Damage 12)
Attack (Unarmed): 9 dice (Damage 9)
Attack (Grapple): 8 dice (7 dice to control)
Combat Movement: 6 dice
Evasion 4, Parry 3
Soak/Hardness: 3/0


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