KoExalted:Wyld Hunt
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