KoExalted:Wyld Hunt

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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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