Koilliskamppis:Kishak Expankäyttö

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Versio hetkellä 23. tammikuuta 2023 kello 22.06 – tehnyt Amoeba (keskustelu | muokkaukset) (→‎Tilanne)
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Tilanne

Exp:

  • Hahmonluonti: 125
  • Pelissä: 75
    • 3+3+4 = 10
    • +3+3+3+3+3+3+3+3+3 = 27
    • +3+3+3+4+3+3+4 = 23
    • +3+3+4+5+3+4 = 22
  • Käytetty: 106+76 = 182
  • Jäljellä: 125+82-182 = 25

Solar exp:

  • Hahmonluonti: 100
  • Pelissä: 54
    • 2+2+3 = 7
    • +2+2+2+2+2+2+2+2+2 = 18
    • +2+2+2+3+2+2+3 = 16
    • +2+2+3+4+2+3 = 16
  • Käytetty: 69+46+16+3
  • Jäljellä: 100+57-69-65 = 23

Nostettu

Abilities

Ability Nosto Exp Opettelu
Socialize 0->1 3 xp Ihmistuntemuksen opettelua Kiedossa.
Athletics 3->4 5 xp Reippailua Kiedossa.
Performance 4->5 7 xp Maxin kanssa Karakissa rukoilupohdintaa.
Occult 1->2 2 xp Karakissa opittu hengistä, aaveista yms.
Integrity 3->4 6 xp Karakissa vahvistetaan tahtoa korttipeli-intoilua vastaan
Stealth 4->5 7 xp Aedanin kanssa Karakissa suunnitellaan Varjon väijytystä.
Athletics 4->5 7 xp Kuntoilua palatessa Karakista Kietoon
Investigation 0->1 3 xp Mansessa kavereiden tutkimuksien seurantaa.
Occult 2->3 4 xp Mansessa oli vaikka mitä jännää.
Socialize 1->2 2 xp Kiedossa sotajohdon yhteydessä yhteiskunnallisen ymmärryksen kasvamista.
-> xp
Yhteensä 46 xp

Attributes

Attribute Nosto Exp Milloin / Miten
Intelligence 2->3 8 xp Jään ja muiden harkintaa seuraten
Manipulation 2->3 8 xp Aedanilta ja Jäältä opetellaan Karakissa välttelyä ja huijausta
0 xp
Yhteensä 16 xp


Evocations

Evocation Esine Hinta Muuta
Yhteensä 0 xp


Merits

Merit Nosto Hinta Muuta
Old Realm 0->1 3 xp Jäältä ja Maxilta opeteltua (että osaa puhua lohikäärmenhengille)
->
Yhteensä 3 xp

Charms

Nimi Abil Exp Opettelu
Rising Sun Slash Mel 8 xp Inspiraationa sumutiikereitä vastaan
Keen Hearing and Touch Technique Aw 8 xp Kuuloaistin tarkennusta Kiedossa
Racing Hare Method Athl 8 xp Kiedon itäpuolelta väijyjen etsintää
Trackless Region Navigation Surv 8 xp Kiedon itäpuolelta väijyjen etsintää
Foe-Scenting Method Aw 8 xp Karakissa asioiden haistelua Jään inspiroimana
Stubborn Boar Defense Int 10 xp Mielen kovettaminen peilin takaista mestaria vastaan
Bulwark Stance Mel 8 xp Puolustusharjoittelua Kiedossa
Hungry Tiger Technique Mel 8 xp Inspiroitumista mansessa taistelemisesta
Temptation-Resisting Stance Int 10 xp Valmistautumista keijuja vastaan mennessä
? xp
Yhteensä 9 kpl 76 xp (7 * 8 xp + 2 * 10 xp)

Suunnitelmat

Athletics

  •  ?

Awareness

  • Dedicated Unerring Ear (x2)
  • Blink, Keen Sight Technique (Repurchase)
    • Eye of the Unconquered Sun

Integrity

  •  ?

Melee

  • Fire & Stones Strike: Repurchase
  • Bulwark Stance: Repurchase
  • Heavenly Guardian Defence

Performance:

  • Stillness-Drawing Meditation (Permanent; Whenever the Solar successfully influences a large group with a Performance-based social influence action, she gains 1m to her personal mote pool.)
    • Penultimate Unity of Form (Odottaa korjausta)
      • Soul-Bracing Momentous Power (Need to resist for Ess days)
  • Respect-Commanding Attitude (Need to stay and listen quietly)

Socialize

  • Shadow Over Day (Guile, Mins: Socialize 3)

Stealth

  •  ?

Survival

  • Unshakeable Bloodhound Technique
    • Traceless Passage
      • Eye-Deceiving Camouflage

Thrown

  • Triple Distance Attack Technique


Hahmonluonti

  • Attribuutit, aluksi 1 jokaiseen (yht. +16)
    1. 84 exp: Physical (+8 bonus)
    2. 52 exp: Mental (+4 bonus)
    3. 36 exp: Social (+4)
  • Abilityt:
    • 70 exp (+27 bonus)
  • Charmit:
    • 130 exp (+30 bonus)
  • Meritit: 10 (+6 bonusexp)
    • 10 palloa vapaasti
    • Artifact: 3, Keihäs
    • Artifact: 3, Panssari
    • Resources: 2
    • Language: Riverspeak: 1
    • Manse: 1 Merit + 6 exp
  • Willpower: 5
  • Bonus exp: 79/80

Hahmonluonnin jälkeen

ToDo: 125 exp (106 exp)

  • 8 exp, Athl: Lightning Speed
    • Cost: 1m; Type: Reflexive; Duration: One scene; This Charm can be used to enhance a Rush actions. It doubles the distance of Rush actions after rolls have been made.
  • 8 exp, Aw, Surprise Anticipation Method
  • Cost: —; Type: Permanent; Duration: Permanent; The Solar takes no penalties to Awareness rolls to notice personal danger from being tired, asleep or unconscious. She wakes with a premonition of danger (though not its source) even if she fails such a roll. May use Awareness charms when asleep or unconscious.
  • 8 exp, Mel, Fire and Stones Strike
    • Cost: 1m; Type: Supplemental; Keywords: Dual; Duration: Instant
    • On withering attack, if it hits, add (Strength) dice to post-soak damage. This increases minimum damage.
    • On decisive attack, add up to (Strength) extra successes from attack roll to raw damage.
    • (A Melee 5, Essence 3 repurchase allows the Solar to activate this charm reflexively after attack has hit with a surcharge of 1m to add all extra successes of attack to damage dice.)
  • 8 exp, Mel, Hail-Shattering Practice
    • Cost: 1m; Type: Reflexive; Duration: Instant; If the solar fails to Parry an attack, this charm can be activated to gain +1 Parry defence after the attack rolls is made. This can cause the attack to miss.
  • 8 exp, Mel, Call the Blade
    • Cost: -; Type: Reflexive; Duration: Instant; Extending her hand, the Solar may summon her weapon with but a thought.
      • This charm readies the Solar's weapon if it is within 20m. If it's out of the Solar's immediate reach, it flies to the Solar's hand, if a clear path is available. This charm only works on weapons the Solar owns.
      • On Essence 3+ the weapon teleports to the Solar's hand.
  • 8 exp, Mel, Summoning the Loyal Steel
    • Cost: -; Type: Simple / Reflexive; Duration: Indefinite; As a simple action, the Solar may banish her weapon to Elsewhere. She may reflexively summon the weapon to her hand ready for battle in a flash of Essence.
  • 8 exp, Perf, Soul-Firing Performance
    • Cost: 1m; Type: Simple; Duration: Instant; Select an emotion or a feeling and roll (Charisma + Performance) with (Essence) automatic successes against a group's (Resolve). On success, each member of the group is forced into a Decision Point to reconsider a past social influence related to the emotion or feeling and they must use willpower to resist the past social influence if they can.
    • (In clearer terms, this charm is meant to overturn past social influences)
  • 8 exp, Surv, Hardship-Surviving Mendicant Spirit
    • Cost: -; Type: Permanent; Duration: Permanent;
    • This charm enables the Solar to survive even in the most hostile conditions without any special preparation. This negates any penalties to Survival rolls from environmental effects related to exposure to extreme climates.
    • This does not protect against environmental damage.
    • This charm also lowers difficulty of foraging food and find food by 2 to a minimum of 1.
    • At Essence 3+ the Exalt reduces damage from elemental based environmental effects by her (Essence).
  • 8 exp, Stealth, Perfect Shadow Stillness
    • Cost: 1m; Type: Supplemental; Duration: Instant; This supplements any Stealth roll, granting it +2 automatic successes.
  • 24 exp, Athletics, Performance & Survival, Excellency
  • 10 exp, Bur, Deft Official's Way
    • Cost: 1m; Type: Simple; Duration: One scene
    • The Lawgiver can sense who to talk to in order to produce results, who expects or is amenable to bribes, which functionaries are actually useful or friendly and which are officious tyrants. Whenever she encounters a rule, law or regulation, she immediately understands both the full text and the spirit in which it is actually enforced (or not). She adds (Essence) automatic successes to all Read Intentions actions related to understanding bureaucratic obstacles or untangling them.

100 Solar/Lunar exp (69 exp)

  • Abilities:
    • 3 exp: Athl 2->3
    • 2 exp: Bur 1->2
    • 5 exp: Perf 3->4
    • 5 exp: Stealth 3->4
    • 5 exp: Surv 3->4
    • 9 exp: Integrity 0->3
  • Attributes:
    • 16 exp: Cha 4->5
    • 16 exp: Per 4->5
  • Other
    • 8 exp: WP 5->6