Ero sivun ”LohhariExalted:Paju Expankäyttö” versioiden välillä

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Siirry navigaatioonSiirry hakuun
Rivi 23: Rivi 23:
 
Excellencies:  
 
Excellencies:  
 
* Free: Archery (Unobstructed Hunter’s Aim), Brawl/MA (Become the Hammer), Medicine (Master Healer Meditation), Performance (Audience-Enthusing Display), Socialize (Loquacious Courtier Technique)  
 
* Free: Archery (Unobstructed Hunter’s Aim), Brawl/MA (Become the Hammer), Medicine (Master Healer Meditation), Performance (Audience-Enthusing Display), Socialize (Loquacious Courtier Technique)  
* Awareness, Investigation,
+
* Awareness, Investigation, Integrity
* (Athletics, Bureaucracy, Integrity, Linguistics, Occult; Lore, Survival?)
+
* (Athletics, Bureaucracy, Linguistics, Occult; Lore, Survival?)
  
 
Charms:  150 xp (14+3 / 15+3)
 
Charms:  150 xp (14+3 / 15+3)
Rivi 32: Rivi 32:
 
* Socialize, 16 xp: Friend-to-All-Nations Attitude, Sweeten-the-Tap Method  
 
* Socialize, 16 xp: Friend-to-All-Nations Attitude, Sweeten-the-Tap Method  
 
* Lore, 16 xp: Elemental Concentration Trance, Elemental Bolt Attack  
 
* Lore, 16 xp: Elemental Concentration Trance, Elemental Bolt Attack  
* Survival, 8 xp: x1
+
* Survival, 8 xp: Beast-Taming Aspect
* Awareness, 8 xp: Precision Observation Method  
+
* Awareness, 8 xp: Precision Observation Method (Exc)
 +
* Integrity, 8 xp: Granite Curtain of Serenity (Exc)
 
* Resistance, 10 xp: Ox-Body Technique  
 
* Resistance, 10 xp: Ox-Body Technique  
 
* Occult, 10 xp: Seed and Salt Warding  
 
* Occult, 10 xp: Seed and Salt Warding  
* Investigation, 10 xp: Indisputable Physical Analysis Technique  
+
* Investigation, 10 xp: Indisputable Physical Analysis Technique (Exc)
  
Bonus exp: 8+30/80
+
Bonus exp: 8+33/80
 
*  5, Perf 3->4 (Talented Improvisation)
 
*  5, Perf 3->4 (Talented Improvisation)
 
*  5, Socialize 3->4
 
*  5, Socialize 3->4
4, Lore 1->3
+
8, Lore, Survival 1->3
4, Archery, Awareness, Integrity, Survival 1->2
+
3, Archery, Awareness, Integrity 1->2
 
*  4, Occult, Resistance 1->2
 
*  4, Occult, Resistance 1->2
 
*  3, Sail 0->1
 
*  3, Sail 0->1
Rivi 55: Rivi 56:
  
 
=== Beginning charms ===
 
=== Beginning charms ===
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ToDo: 1 vielä...
Medicine
 
 
 
Master Healer Meditation
 
Cost: 1m(+1m/action); Mins: Medicine 1, Essence 1
 
Type: Supplemental
 
Keywords: Balanced, Excellency, Wood
 
Duration: Instant
 
Prerequisite Charms: None
 
Excellency. Pay one additional mote to add one die and one automatic success to a Medicine roll.
 
 
 
Wound-Closing Technique
 
Cost: 1m; Mins: Medicine 2, Essence 1
 
Type: Simple
 
Keywords: Wood
 
Duration: Instant
 
Prerequisite Charms: None
 
The Dragon-Blood spends fifteen minutes tending  to a patient’s wounds, at the end of which she rolls  (Intelligence + Medicine). Each success converts a single  level of lethal damage to bashing, speeding the rate  at which it heals (Exalted, p. 173). Alternatively, if she  rolls successes equal to (her patient’s wound penalty +  1), she may heal a single level of bashing damage. Once  a character has been treated with Wound-Closing  Technique, he must receive at least a day of bedrest  or fully heal all damage before he can benefit from it  again.
 
 
 
Ailment-Sensing Meditation
 
Cost: 1m; Mins: Medicine 3, Essence 1
 
Type: Simple
 
Keywords: Balanced, Wood
 
Duration: Instant
 
Prerequisite Charms: None
 
The Dragon-Blood observes the natural rhythms of  her patient’s body, intuiting any ailments that afflict  him. 
 
Complete a roll to diagnose a patient  (Exalted, p. 237) in a handful of seconds. Successfully  diagnosing a disease, poison, or similar ailment grants  a temporary Medicine specialty in it. She retains  the specialty indefinitely, but may only have one specialty  granted by this Charm at a time.
 
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Wood Dragon Style
 
 
 
Wood Dragon Vitality
 
Cost: 1m; Mins: Martial Arts 2, Essence 1
 
Type: Reflexive
 
Keywords: Dual, Wood
 
Duration: Instant
 
Prerequisite Charms: None
 
At one with the font of all life in Creation, the Immaculate  suffuses her body with unyielding vitality. She adds  (Martial Arts) natural soak against a withering attack, or  subtracts one die from the damage of a decisive attack.  In Wood Aura, the Immaculate adds (Essence + Martial  Arts) soak, or subtracts (Essence/2, rounded up) dice  of decisive damage. 
 
 
 
Eyes of the Wood Dragon
 
Cost: 1m; Mins: Martial Arts 3, Essence 1
 
Type: Supplemental
 
Keywords: Withering-only, Wood
 
Duration: Instant
 
Prerequisite Charms: None
 
Perceiving the path of living Essence through chakras  and meridians, the Immaculate lands a precise strike to  disrupt her foe’s vital energies. She adds (Perception)  raw withering damage and can make piercing attacks  (Exalted, p. 586) with Wood Dragon attacks.  In Wood Aura, the Immaculate doesn’t suffer a Defense  penalty for making a piercing attack. 
 
 
 
Mind-Over-Body Meditation
 
Cost: 1m, 1wp; Mins: Martial Arts 3, Essence 2
 
Type: Simple
 
Keywords: Perilous, Wood
 
Duration: Instant
 
Prerequisite Charms: Wood Dragon Vitality
 
The Immaculate is keenly aware of the rhythm and  circulation of her body’s vital forces, sensing bruises  and cuts as disturbances in its course. Closing her eyes  in a moment of intense focus, she rights the flow of her  living Essence and seals her wounds. She rolls (higher  of Essence or 3) dice, unmodified by other effects, and  heals a level of non-aggravated damage for each success,  minimum one.  This Charm can only be used once per scene, and only  while in combat. 
 
 
 
 
 
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Performance
 
 
 
Audience-Enthusing Display
 
Cost: 1m(+1m/action); Mins: Performance 2, Essence 1
 
Type: Supplemental
 
Keywords: Balanced, Excellency, Wood
 
Duration: Instant
 
Prerequisite Charms: None
 
Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up) and ignore the penalty for targeting multiple characters with a social influence roll (Exalted p. 221).
 
 
 
Hidden Petal Aria
 
Cost: 1m; Mins: Performance 3, Essence 1
 
Type: Supplemental
 
Keywords: Wood
 
Duration: Instant
 
Prerequisite Charms: None
 
The Dragon-Blood expresses multiple layers of meaning via an artistic performance, conveying a secret message through nuances of speech and movement. She may embed a message one sentence long into a performance, conveying it only to select members of her audience. This can incorporate social influence. Magical attempts to detect the message must succeed on a roll at difficulty (higher of her Manipulation or Performance). 
 
 
 
Talented Improvisation
 
Cost: 1m; Mins: Performance 4, Essence 2
 
Type: Reflexive
 
Keywords: Balanced, Wood
 
Duration: Instant
 
Prerequisite Charms: None
 
The Dragon-Blood is moved by an innate genius for  performance, intuiting the entire composition of a  song after hearing only a few notes or turning a clumsy  misstep into the beginning of a provocative dance.  After making a Performance roll, she rerolls (Essence)  failed dice.
 
 
 
 
 
Socialize
 
 
 
Loquacious Courtier Technique
 
Cost: 1m(+1m/action); Mins: Socialize 1, Essence 1
 
Type: Supplemental or Reflexive
 
Keywords: Balanced, Excellency, Fire, Mute
 
Duration: Instant
 
Prerequisite Charms: None
 
Excellency.  Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up) or to add one point to Guile.
 
 
 
Friend-to-All-Nations Attitude
 
Cost: —; Mins: Socialize 3, Essence 1
 
Type: Permanent
 
Keywords: Wood
 
Duration: Permanent
 
Prerequisite Charms: None
 
The Dragon-Blood ingratiates herself into insular cliques, foreign courts, and barbarian tribes with skillful understanding of their customs and mores. 
 
After spending at  least an hour being exposed to any culture or social group,  she may gain a temporary Socialize specialty in it. She may  have up to (Essence) specialties granted by this Charm at a  time. If she wishes to gain a new temporary specialty while  at the maximum, she must abandon an old one.
 
 
 
Sweeten-the-Tap Method
 
Cost: 1m, 1wp; Mins: Socialize 3, Essence 2
 
Type: Simple
 
Keywords: Fire/Wood
 
Duration: One scene
 
Prerequisite Charms: Friend-to-All-Nations Attitude
 
Whether it’s freely flowing libations at a Dynastic salon  or a ration of rum at a military encampment, alcohol improves moods and eases social friction. 
 
When the Dragon-Blood supplies drinks, she may use this Charm to heighten  their potency and quality. Each character who partakes is  treated as having a positive Minor Tie for his fellow partygoers  — whose context, such as affection or camaraderie, is  chosen by his player — and suffers −1 Guile.  However, sweetening the tap also increases the risk of  fraying tempers or violent overreactions. If a character  botches a social action, the positive Tie towards him  created by this Charm inverts into a negative Tie for all  inebriated partygoers who witnessed the offense.
 
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Lore
 
 
 
Elemental Concentration Trance
 
Cost: 1m; Mins: Lore 3, Essence 1
 
Type: Simple
 
Keywords: Balanced
 
Duration: Instant
 
Prerequisite Charms: None
 
To use this Charm, the Dragon-Blood must spend a few  minutes contemplating an expression of an elements:  observing the movement of clouds, meditating beneath  a waterfall, staring unblinking into a flame, or so on;  this determines the Charm’s elemental aspect. At the  end, she makes a ([Mental Attribute] + [Bureaucracy, Investigation, Lore, Medicine, Survival, or War]) roll with a single bonus success. She may roll to introduce a fact as though she has a Lore background in facts  that relate to the Charm’s elemental aspect. An Air-aspected  use could introduce facts about weather or  music theory; an Earth-aspected use could relate to  geology, masonry, or architecture; and so on.  If the Dragon-Blood knows Dragon-Kin Empowerment,  she may provide the benefits of this Charm to one of  her Sworn Kin, guiding him through meditation.
 
 
 
Elemental Bolt Attack
 
Cost: 1m (+1a); Mins: Lore 3, Essence 1
 
Type: Simple
 
Keywords: Dual
 
Duration: Instant
 
Prerequisite Charms: Elemental Concentration Trance
 
The Dragon-Blood channels elemental Essence into a  deadly blast. Air manifests as crackling lightning; Earth as  flying stones; Wood as poisoned thorns; and so on. This is  a withering or decisive attack with (Dexterity + [Archery  or Thrown]) against an enemy within 30m, which  can be enhanced with Charms of the appropriate combat  Ability. The Exalt may spend a level of anima to extend  this to 100m.
 
This Charm’s elemental aspect is the same as the Exalt’s,  and it gains additional benefits based on its element. 
 
Air: The elemental bolt deals lethal damage and ignores  (higher of Essence or 3) soak or (Essence) hardness from  metal armor, including the five magical materials. 
 
Earth: The elemental bolt deals bashing damage and has  the Smashing tag (Exalted, p. 586). 
 
Fire: The elemental bolt deals lethal damage. Decisive  attacks double 10s on damage. 
 
Water: The elemental bolt deals bashing damage and has  the Flexible and Disarming tags (Exalted, p. 586). 
 
Wood: The elemental bolt deals lethal damage. Decisive  attacks carry a poison with Damage 1i/round (B in Crash),  Duration (Essence + 5), and penalty −1. 
 
The Dragon-Blood may purchase additional elemental  variants of this Charm for three experience points each. 
 
 
 
ELEMENTAL BOLT  Accuracy: +5 Close; +4 Short; +3 Medium; −0 Long;  −2 Extreme;  Damage: 10 + Essence (doesn’t add Strength); Overwhelming:  (Essence + 1)
 
 
 
 
 
Occult
 
 
 
Seed and Salt Warding
 
Cost: 1m, 1wp; Mins: Occult 3, Essence 1  
 
Type: Simple
 
Keywords: Earth or Wood
 
Duration: One day
 
Prerequisite Charms: None
 
The Dragon-Blood lays down a line of salt or germinated  grain to keep ghosts at bay (Exalted, p. 506), spanning up  to a 30m. The aspect of this Charm depends  on which she uses — salt is Earth, while grain is Wood. Roll (Intelligence + Occult) to determine the power of the  warding. Powerful ghosts who could normally cross the  line by spending Willpower can only do so if their Resolve  exceeds the Dragon-Blood’s successes on her Occult roll.  Otherwise, they cannot cross the line. The line also repels  other forms of undead, such as zombies or hungry ghosts.
 
 
 
Survival
 
* Ration-Enhancing Method /
 
* Quarry Revelation Technique /
 
* Beast-Taming Aspect /
 
* Wild-Wandering Forester’s Charm /
 
* Invoking Nature’s Forgiveness
 
 
 
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Ration-Enhancing Method
 
Cost: 1m(+1m/action); Mins: Survival 1, Essence 1
 
Type: Supplemental
 
Keywords: Balanced, Excellency, Wood
 
Duration: Instant
 
Prerequisite Charms: None
 
Excellency.  Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up).  If enhancing a roll to forage for food, it yields enough edible plants or game to feed a single additional character besides you for one day per threshold success.
 
-->
 
 
 
Archery
 
 
 
Unobstructed Hunter’s Aim
 
Cost: 1m(+1m/action); Mins: Archery 1, Essence 1
 
Type: Supplemental
 
Keywords: Balanced, Excellency, Uniform, Wood
 
Duration: Scene
 
Prerequisite Charms: None
 
Excellency. Pay one additional mote to add +1 die and to remove one penalty from visual obstructions per die added by this charm.
 
 
 
 
 
==== Non-aspect/favored ====
 
 
 
Ox-Body Technique
 
Cost: —; Mins: Resistance 1, Essence 1
 
Type: Permanent
 
Keywords: None
 
Duration: Permanent
 
Prerequisite Charms: None
 
The blood of the dragons confers incredible resilience. Each purchase of this Charm grants extra health levels based on the character’s Stamina rating.
 
 
 
At Stamina
 
1 and 2: Two −2 health levels.
 
3 and 4: One −1 and one −2 level.
 
5: One −1 and two −2 levels.
 
This Charm may be purchased (Resistance) times. If the Dragon-Blood’s Stamina increases, her health levels change to reflect her new rating.
 
 
 
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Investigation
 
 
 
Indisputable Physical Analysis Technique
 
Cost:1m(+1m/action); Mins: Investigation 1, Essence 1
 
Type: Supplemental
 
Keywords: Balanced, Excellency, Water
 
Duration: Instant
 
Prerequisite Charms: None
 
Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up). 
 
 
 
Awareness
 
 
 
Precision Observation Method
 
Cost: 1m (+1m/action) 
 
Mins: Awareness 1, Essence 1
 
Type: Supplemental
 
Keywords: Balanced, Earth, Excellency
 
Duration: Instant
 
Prerequisite Charms: None
 
Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up).
 
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=== Potentiaalisia ===
 
=== Potentiaalisia ===
Rivi 282: Rivi 67:
 
Duration: Instant  
 
Duration: Instant  
 
Prerequisite Charms: None  
 
Prerequisite Charms: None  
Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up). Gain an additional success on rolls to Introduce facts.
+
Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up). Gain an additional success on rolls to Introduce facts.
 
 
Granite Curtain of Serenity
 
Cost: 1m(+1m/action); Mins: Integrity 1,
 
Essence 1
 
Type: Supplemental or Reflexive
 
Keywords: Balanced, Earth, Excellency
 
Duration: Instant
 
Prerequisite Charms: None
 
Excellency. Pay one additional mote to add one automatic success to an Integrity roll or one point to Resolve. In addition, ignore a single point of penalty from wounds, deprivation, or poison.
 

Versio 2. heinäkuuta 2023 kello 22.37

Expat:

  • Normaali: 4+4+4
  • Lohhari: 3+3+3


Attributes:

  1. Mental: Per 4, Int 3, Wits 5 = 76/84; 4 -> Str, 4 -> Man
  2. Physical: Dex 5, Sta 3, Str 1 = 52/52; 4 -> Str 2
  3. Social: Cha 4, App 3, Man 1 = 36/36; 4 -> Man 2

Abilities

  • Free dots:
    • The Cloister of Wisdom: Integrity, Lore, Martial Arts
    • Archery, Performance
  • Favored: Martial Arts, Socialize, Lore, Awareness, Integrity
  • 70 xp:
    • MA (Wood Dragon Style): 16, 1 -> 5 dots
    • Medicine: 19, 0 -> 5 dots
  • 1 dot: Athletics, Awareness, Bureaucracy, Investigation, Linguistics, Occult, Resistance, Socialize, Survival: 27
  • 1->3 dots: Performance, Socialize: 8
  • ToDo: 3 specialities + 2 background specialities

Excellencies:

  • Free: Archery (Unobstructed Hunter’s Aim), Brawl/MA (Become the Hammer), Medicine (Master Healer Meditation), Performance (Audience-Enthusing Display), Socialize (Loquacious Courtier Technique)
  • Awareness, Investigation, Integrity
  • (Athletics, Bureaucracy, Linguistics, Occult; Lore, Survival?)

Charms: 150 xp (14+3 / 15+3)

  • Wood Dragon Style, 24 xp: Wood Dragon Vitality, Eyes of the Wood Dragon, Mind-Over-Body Meditation
  • Medicine, 16 exp: Wound-Closing Technique, Ailment-Sensing Meditation
  • Performance, 16 xp: Hidden Petal Aria, Talented Improvisation
  • Socialize, 16 xp: Friend-to-All-Nations Attitude, Sweeten-the-Tap Method
  • Lore, 16 xp: Elemental Concentration Trance, Elemental Bolt Attack
  • Survival, 8 xp: Beast-Taming Aspect
  • Awareness, 8 xp: Precision Observation Method (Exc)
  • Integrity, 8 xp: Granite Curtain of Serenity (Exc)
  • Resistance, 10 xp: Ox-Body Technique
  • Occult, 10 xp: Seed and Salt Warding
  • Investigation, 10 xp: Indisputable Physical Analysis Technique (Exc)

Bonus exp: 8+33/80

  • 5, Perf 3->4 (Talented Improvisation)
  • 5, Socialize 3->4
  • 8, Lore, Survival 1->3
  • 3, Archery, Awareness, Integrity 1->2
  • 4, Occult, Resistance 1->2
  • 3, Sail 0->1
  • 5, Presence 0->2
  • 8, Manipulation 2->3

Merits:

  • 13 dots free + 5 in Backing, Command, Contacts, Followers, Influence, Language, Resources, and Retainers (for Scarlet Dynasty members and other nobility)
  • 3 exp per dot
  • Martial Artist merit is free, doesn't require Brawl 1


Beginning charms

ToDo: 1 vielä...

Potentiaalisia

Lore Careful Insight-Gathering Study Cost: 1m(+1m/action); Mins: Lore 1, Essence 1 Type: Supplemental Keywords: Air, Balanced, Excellency Duration: Instant Prerequisite Charms: None Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up). Gain an additional success on rolls to Introduce facts.