EKOSS:Next:Zap
Sisällysluettelo
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
- Predator Invisibility
- Flawlessly Impenetrable Disguise
- Perfect Mirror
- Observer-Deceiving Attack
- Falling Icicle Strike
- Shadow Over Water
- Seven Shadow Evasion
- Reflex Sidestep Technique
- Leaping Dodge Method
- Triple-Distance Attack Method
- Cascade of Cutting Terror
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"
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: 58
Tappelustatit
HP: ...jotain 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.
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.
Shadow Over Water Cost:1m; Mins: Dodge 3, Essence 1; Type:Reflexive (Step 2) Keywords:Combo-OK Duration:Instant Prerequisite Charms: None The Chosen move like shadows over water—with perfect grace and speed. The maneuver named Shadow Over Water restores defensive advantage to a beleaguered or overextended fighter. This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Dodge DV when resolving that attack. Her Dodge DV is still 0 against an undodgeable attack, but she takes no further penalties.
Seven Shadow Evasion Cost: 8m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Shadow Over Water The Solar hero is too quick for his enemies to land a blow. The Exalt invokes this Charm in response to an attack. The attack must not be unexpected. This Charm is a dodge that perfectly defends against the attack—even if the attack is undodgeable. This Charm has one of the Four Flaws of Invulnerability (see p. 194).
Reflex Sidestep Technique Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: Instant Prerequisite Charms: None The heroes of the dawn are in tune with the Essence of the world. The Exalt invokes this Charm in response to an unexpected attack. The attack is no longer unexpected (but if an appropriate Charm, it remains unblockable). This allows the character to use his Dodge DV and Charms such as Seven Shadow Evasion against the attack.
Leaping Dodge Method Cost: 3m; Mins: Dodge 3, Essence 2; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Shadow Over Water The Solar is as elusive as a dream. The Exalt invokes this Charm after using her Dodge DV to defend against an attack. This Charm allows her to leap away from her opponent, jumping up to (10 + [Strength x Dodge]) yards vertically or (10 + [Strength x Dodge] x 2) yards horizontally. The Exalt chooses the exact direction and distance of this leap, so long as it is away from her attacker. This Charm is treated as a counterattack, even though the jump is not hostile. It reduces the character’s DV by one, it cannot be used with a counterattack, and it is resolved in Step 9 of attack resolution. Characters may not enhance the distance this Charm carries them through the use of hearthstones, arti-facts, sorcery, or other Charms.
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.