ManseExalted:Haikara Lomake

Kohteesta ExcaliburWiki
Siirry navigaatioonSiirry hakuun
Nimi: Hymyilevä Haikara Hahmokonsepti: Ihmisiä onnelliseksi tekevä samoaja
Kasti: Eclipse Anima: Mahtipontisesti siipiään levittelevä haikara

Attributes


Strength WWDots3 NoAlpha.png Charisma WWDots4 NoAlpha.png Perception WWDots4 NoAlpha.png
Dexterity WWDots4 NoAlpha.png Manipulation WWDots2 NoAlpha.png Intelligence WWDots3 NoAlpha.png
Stamina WWDots3 NoAlpha.png Appearance WWDots3 NoAlpha.png Wits WWDots4 NoAlpha.png
Abilities
Archery WWDots0 NoAlpha.png
Athletics WWDots1 NoAlpha.png
Awareness WWDots2 NoAlpha.png
Brawl WWDots1 NoAlpha.png
Bureaucracy WWDots0 NoAlpha.png
Dodge WWDots5 NoAlpha.png
Integrity WWDots4 NoAlpha.png
Investigation WWDots1 NoAlpha.png
Larceny WWDots0 NoAlpha.png
Linguistics WWDots3 NoAlpha.png
Lore WWDots0 NoAlpha.png
Medicine WWDots0 NoAlpha.png
Melee WWDots4 NoAlpha.png
Occult WWDots3 NoAlpha.png
Performance WWDots0 NoAlpha.png
Presence WWDots3 NoAlpha.png
Resistance WWDots0 NoAlpha.png
Ride WWDots0 NoAlpha.png
Sail WWDots0 NoAlpha.png
Socialize WWDots5 NoAlpha.png
Stealth WWDots0 NoAlpha.png
Survival WWDots2 NoAlpha.png
Thrown WWDots0 NoAlpha.png
War WWDots0 NoAlpha.png
Merit Dots Type
Martial Artist WWDots4 NoAlpha.png P
Artifact: Silken Armor WWDots4 NoAlpha.png S
Boundless Endurance WWDots2 NoAlpha.png P
Direction Sense WWDots1 NoAlpha.png I
Language: Forest-tongue (N), Riverspeak, Low Realm, High Realm WWDots3 NoAlpha.png P
Other abilities
Martial Arts: Crane Style WWDots5 NoAlpha.png
Specialties Abil
Näkeminen Awa
Suostuttelu Per
Aikomuksien ennustus Soc
Ravinnon löytäminen Sur
Experience
Current: 33
Total: 180
Solar experience
Current: 40
Total: 80
Resolve: 4 Guile: 4
Intimacy Intensity
Painajaiset (Hämmennys) Minor
Muut exaltoidut (Uteliaisuus) Minor
Hyvästit (Välttely) Minor
Limit Trigger and Break
1) Jos Haikara on kuinka yrittänyt saada toista henkilöä hymyilemään/onnelliseksi ja vastapuoli ei viimeistenkään kokeilujen jälkeen tahdo muuttaa mieltään, vaan mieluummin vaikka kuolee kuin yrittää olla onnellinen.

2) Haikara jättää auttamatta henkilöitä, jotka tarvitsevat apua.

Limit Breakissa muuttuu itsensä vastakohdaksi: synkäksi, itsekkääksi ja epäsosiaaliseksi, kunnes aikaa kuluu tai jos joku pystyy osoittamaan hänelle, että maailmssa on vielä paljon hyvää ja syitä saada ihmiset hymyilemään.

Limit Break
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Willpower
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Essence
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Personal: 16 (Max) 16 (Curr.)
Peripheral: 40 (Max) 40 (Curr.)
Committed:
Other pools:

Combat


Combat values
Join battle: 6 (+3 succ)
Evasion: 5
Soak, natural: 3
Combat actions, p. 197-199:
Dex + Dodge pool: 9   (Disengage; Rise From Prone vs. close opponent (diff 2); Take Cover)
Dex + Athletics pool: 5   (Rush; against Disengage; Withdraw (goal number 10))
Health Levels
  0 WWSquareE NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png
-1 WWSquareE NoAlpha.png WWSquareE NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png
-2 WWSquareE NoAlpha.png WWSquareE NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png WWSquareF NoAlpha.png
-4 WWSquareE NoAlpha.png
Incapacitated WWSquareE NoAlpha.png
Weapons & Attacks
Name WithAtt WithDam Parry WeapAcc WeapDam WeapDef OvWh Tags
Unarmed (Crane Style) 13 10 5 +4 +7 0 1 Bashing, Brawl, Grappling, Natural
Hooked Walking Staff 10 12 5 +2 +9 +1 1 Bashing, Melee, Disarming
War Fan 13 10 5 +4 +7 0 1 Lethal, Martial Arts, Disarming
 
Armor
Name Total Soak Armor Soak Hardness Mob. Pen. Tags
Silken Armor 8 +5 4 -0 Silent, Special (Doesn’t count as armor for the purpose of martial arts styles which cannot be practiced in armor)

Charms


Name Ability Cost Duration Type Keywords Effect Page
Graceful Crane Stance Ath 3m Scene Refl - Attain perfect balance, which lets you walk on ledges too small or weak to normally support you, with no chance of falling or breaking through. 261
Sensory Acuity Prana Awa 5m Scene Refl - Enhance all senses. Gain double 9s on all Awareness rolls. If any Unsurpassed (Sense) Discipline is active, reroll all 6s until they cease to appear. 267
Reed in the Wind Dod 2i/Evasion Inst Refl Peril Raise Evasion rating by spending Essence and also raises the limit on how far it can be raised. At higher Essence (3 + Dodge 5) a successful dodge with this Charm generates one mote once per round. 299
Searing Quicksilver Flight Dod - Perm Perm - When successfully dodging an attack, the Solar forces her opponent to loose one point of Initiative in addition to any other loss already occurring due to failing the attack. 300
*Force-Stealing Feint Dod - Perm Perm - This Charm permanently upgrades its Searing Quicksilver Flight. The point of Initiative lost by the opponent is transferred to the Solar. 300
*Seven Shadow Evasion Dod 4m, 1wp Inst Refl Uniform Once per scene dodge any attack from any source without contest. Can be reset by using Reed in the Wind successfully to dodge three decisive attacks from dangerous opponents. 300
*Undying Solar Resolve Int - Perm Perm Bridge Whenever someone tries to influence, mentally control, curse or change her nature, Exalt gains 1m for every 1s or 2s on opponent's roll. Motes can be only used on social Charms and vanish after scene. 305
*Mind-Cleansing Prana Int 5m Inst Simple Bridge, Mute Following one hour of meditation, the Solar grants two automatic successes or erases up to -2 in penalties from certain Abilities. 306
*Strange Tongue Understanding Lin 1m Inst Refl - Accurately interpret statements made in another tongue. Each activation allows understanding of three or four simple sentences or one complex one. 324
Empowering Justice Redirection MA(Cr) 3m Inst Suppl Mastery, Withering-only Supplement attack against an enemy who has attacked Solar or a character she is protecting during current or previous round. Adds 1 success to attack roll and 1 die (Mastery: automatic successes) to post-soak damage. If provoking attack successfully landed, both increases by 1. 443
Fluttering Cry of Warning MA(Cr) 3m Turn Refl Mastery, Uniform Adds +2 Parry whenever Solar parries an attack directed at a protected ally (defend other action). Also if enemy overcomes Solar's Parry and still wants to attack original target, he needs to pay a point of Initiative. Mastery: Take defend other action reflexively, even out of turn. 444
*Crane Form MA(Cr) 8m Scene Simple Form While in Crane Form, the martial artist adds +1 Parry, and if she is wearing clothing with long, flowing sleeves, her garment will never be torn or stained in combat. In addition, the Initiative cost for the martial artist to take a full defense action is reduced by one point. While taking a full defense action, the martial artist may respond to any attack against her with a withering or decisive counterattack. Likewise, taking a defend other action allows her to respond to any attack against her ward with a counterattack. Special activation rules: Whenever the martial artist successfully defends against an attack that causes her attacker’s current Initiative to fall below her own, she may reflexively activate Crane Form. If she took a full defense or defend other action on her last turn, this potentially allows her to make a counterattack, if the conditions above are met. 444
*Crossed Wings Denial MA(Cr) 6m, 4i Turn Refl Decisive-only, Terrestrial The martial artist makes a (Wits + Martial Arts) roll that cannot be enhanced by magic, and banks all successes. Until her next turn, she may spend successes to add to her Parry on a one-for-one basis. Alternatively, she may expend a success after successfully blocking an attack to respond with a decisive counterattack. 444
*Humbling Enlightenment Commentary MA(Cr) 1m, 1wp Inst Suppl Decisive-only, Mastery, Terrestrial Adds any stunt dice awarded to a decisive attack to its damage roll as well, as long as the stunt is based on verbally analyzing the enemy’s fighting style or the conflict as a whole in the style of an illustrative lesson or parable. If the damage of the attack exceeds the enemy’s Resolve, the martial artist may count it as an automatically successful instill action to build a positive Minor Tie to a group or a Principle representing a philosophical or ethical belief, based on the stunted commentary. If the enemy spends Willpower to resist or already possesses the Intimacy the martial artist is trying to create, he loses (the Crane stylist’s Charisma) Initiative (which the martial artist does not gain) as his attention is split between physical and philosophical conflict. Mastery: If the martial artist herself possesses the Intimacy she wishes to instill in her enemy with Humbling Enlightenment Commentary, she adds its rating in bonus dice to the attack roll. 445
*Kindly Sifu’s Quill MA(Cr) 5m Inst Suppl Dual, Mastery Applies the double 10s rule to a decisive damage roll, and causes decisive attacks to always deal bashing damage. An enemy who has an Intimacy as described in Humbling Enlightenment Commentary takes a penalty to his Defense against the attack as though it were his Resolve, as long as the attack is stunted in a way that includes dialogue or actions that exploit this vulnerability. Mastery: At Essence 3+, exploiting an Intimacy improves the damage bonus of this Charm based on the Intimacy’s rating: Double 9s if it is Minor, 8s if it is Major, and 7s if it is Defining. 445
*Mournful Crane’s Cry MA(Cr) 3m Inst Suppl Decisive-only Mournful Crane’s Cry enhances a counterattack, providing a varying effect based on the weapon used to deliver it: Feather-Strewn Path (Unarmed): The martial artist’s unarmed counterattacks turn the momentum of her foe’s attacks against him, tossing him up to two range bands horizontally in any direction at the conclusion of the attack and knocking him prone (assuming it succeeds). The Feather-Strewn Path is a gentle one, and enemies flung by it suffer no further damage when they touch down. Beak Spears Frog (Hook Sword): Using a hook sword to counter with a disarm gambit, the martial artist applies double 9s to the Initiative roll, and halves the Initiative cost of the gambit. Fluttering Wing Flourish (War Fan): Catching an enemy’s weapon on the edge of her war fan, the martial artist sends it back to its master. Instead of making a counterattack, the martial artist rebounds the original attack back on the character who made it. She may still enhance the redirected attack with the Charms of this style, but not any others. This doesn’t actually protect her from the attack, it merely allows her to return its fury to her attacker. 445
Dipping Swallow Defense Mel 2m Inst Refl - Ignore all penalties to Parry Defense. Every attack successfully defended against grants one point of Initiative. 346
Bulwark Stance Mel 5m Turn Refl - Until her next turn, the Solar ignores penalties to her Parry Defense. Damage rolls made against the Solar take a -1 penalty for each 1 rolled on the attack roll (max. Solar's Essence). 346
*Fivefold Bulwark Stance Mel 5m, 1wp Scene Simple - Ignore "certain penalties" to parry defense for a full scene, and reduce cost of 49 and 50. 50 increases parry defense by one as well. 348
*Heavenly Guardian Defense Mel 1i/success +4m or 4m or 4m, 1wp Inst Refl Peril Burn damage 1 success per INI point, allow parry impossible (4m), strike away "uncoutable recurring damage" (4m, 1wp) 349
Hail-Shattering Practice Mel 1m/success Inst Refl - After opponent attack roll, pay 1m per 1s or 2s in attack roll to remove success from attack (max. Solar's Essence) 349
*Ancient Tongue Understanding Occ 6m Scene Refl - While this Charm is active, the Solar automatically speaks and understands Old Realm. Allows comprehension of other old spirit languages of which little or no record exists. 356
Listener-Swaying Argument Pre 3m Inst Suppl - Supplement an Instill or Persuade action, granting 1 automatic success and additionally non-Charm bonus dice for every 2 points target's Resolve is boosted by any means (max 3 bonus dice) 369
Harmonious Presence Meditation Pre 5m or 7m Scene Refl - The Lawgiver embodies virility, magnetism and grace, empowering her forces of persuasion. For 5m, this Charm grants three bonus dice to all forms of social influence from all Abilities except Stealth. In addition, the cost of all social influence Charms are reduced by 1m, to a minimum of 1. The 7m version of this Charm extends the duration to indefinite. 369
Mastery of Small Manners Soc 5m Scene Refl - This Charm eliminates all penalties incurred by unfamiliarity with cultural expectations and group dynamics, and prevents a character from committing any major faux pas. In addition, those who hold positive Intimacies for the culture the Solar has attuned herself to gain a temporary positive Minor Tie of respect or admiration for the Solar, while those who hold negative Intimacies for foreigners or outsiders have that Intimacy temporarily lowered by one level of intensity. 393
Unimpeachable Discourse Technique Soc 3m Inst Suppl - In a situation where Mastery of Small Manners would apply, Solar may use this Charm to supplement a Persuade or Instill action that speaks to group policy, changing cultural attitudes or steering future courses. This Charm ensures that her arguments are logical and extremely well thought out: reroll all 1s until 1s fail to appear, and deny the benefits of the Solar’s 1s to the magic of her enemies. 395
*Effective Counterargument Soc 6m, 1wp Inst Refl Counterattack Once per scene intercede in a Persuade action she is witnessing in order to change the target‘s mind. After the initiate has rolled his persuasion but before Resolve is applied, the Solar may make a (Wits + Socialize) roll to persuade the subject to reject the initiate’s influence. For every two successes she gains on this roll, the target’s Resolve is boosted by one. 397
*Aspersions Cast Aside Soc 5m Inst Refl Mute Cast aside all 1s and 2s after making a Socialize roll, forcing them onto a target within five feet. This target must then make a (Wits + Socialize) roll with a difficulty of the Solar’s Essence to keep his composure, with foisted 2s replacing the lowest successes (typically 7s) and 1s replacing the next digit up (usually 8s). The Solar gains these successes to her initial roll, while her target appears to be the one who said something ridiculous, upset his wine cup into the gravy bowl, or so on. The Solar may use his Charm in response to another Solar using Aspersions Cast Aside, but may not direct the impending botch back

at the initiate. || 398

*Asp Bites Its Tail Soc 4m Inst Refl Counterattack, Mute When the Solar witnesses another character attempting a social action intended to harm the Solar’s reputation or convince others to take action against her, she may invoke this Charm, rolling ([Charisma or Manipulation] + Socialize). If this roll gains more successes than the aggressor’s, then the aggressor’s claim is turned back against himself. 398
Motive-Discerning Technique Soc 3m Inst Suppl Mute Supplements a Read Intentions action, granting double 9s. May also substitute Wits for Perception on the roll. 393
Humble Servant Approach Soc 1m Inst Refl - When taking Read Intentions action to discover what target wants from Solar, she can reduce Guile by 2. Must have already succeeded on a Read Intentions action while target was engaged with someone other than Solar. 394
Wise-Eyed Courtier Method Soc 6m Inst Simple - Apply a single Read Intentions roll against the Guile of all targets, revealing surface attitudes, emotions and ties. Doesn't read minds, failing this Charm doesn't mean failure on read intentions action for the purpose of a reset. Once per scene, but can be used again if scene changes significantly. 395
*Fete-Watcher Stance Soc - Perm Perm - Grant pre-emptive powers to allies and subordinates. Any time the Solar uses read intentions to notice hostile intent which might result in violence, she gains 3 non-Charm bonus dice to Awareness (traps or assassination attempt) and next Join Battle roll. Can confer this bonus to allies. 398
*Dauntless Assayer Method Soc 5m Inst Refl Mute When failing a read intentions action, the Solar may use this Charm to reset the attempt, allowing to try again. A fitting stunt reduces the cost equal to the stunt level. 395
*Preeminent Gala Knife Soc - Perm Perm - Each time the Solar succeeds at a Read Intentions action, defend her Guile or succeeds at a Socialize action with a difficulty of 0 or higher, she gains 2m. May gain no more than she has used in Socialize Charms this scene. 395
Shadow Over Day Soc 1m or 2m Inst Refl Mute Reflexively raise Guile by one. At Essence 2+ the Solar can raise his Guile by two. 394
Intent-Tracing Stare Soc 1m Inst Refl Mute Each time the Solar or a character within five feet is the target of a read intentions action, the Exalt feels a tingle. Upon doing so she can discern who is the target and who is watching them. Must be aware of the initiate. 394
Easily-Discarded Presence Method Soc 3m, 1wp Inst Refl Mute When defending against Read Intentions, activate this Charm to make the Initiate believe he saw through her Guile. Instead of seeing the Exalt‘s true motives, he sees cluelessness, failure or pursuit of vice and disregards the Solar. 396
*Selfsame Master Procurer Soc 4m, 1wp Inst Refl - Similar to Easily-Discarded Presence Method, this Charm compels the Initiate to a certain belief upon failing a Read Intentions action. He now sees the Solar as the route through which he can achieve his goal for the scene. 399
*Guarded Thoughts Meditation Soc 4m Indef Simple - Indefinitely raise Guile by three points. 396
Food-Gathering Exercise Sur 3m 1h Simple - Gather food with no tools required. Even on a failure there is enough food to feed one person. 409