Difference between revisions of "Midday Snow"

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** ''Increasing Strength Exercise:'' 3m/+1 Strength; Scene; Simple; Increase Strength for scene; Maximum bonus = Essence.
 
** ''Increasing Strength Exercise:'' 3m/+1 Strength; Scene; Simple; Increase Strength for scene; Maximum bonus = Essence.
 
** ''Monkey Leap Technique:'' 3m; Scene; Reflexive; Double jump distances, may take a Jump action as a Move action.
 
** ''Monkey Leap Technique:'' 3m; Scene; Reflexive; Double jump distances, may take a Jump action as a Move action.
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* '''Martial Arts: Solar Hero Style'''
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** ''Fists of Iron Technique:'' 1m; Instant; Supplemental; Gain +1 Accuracy, +2L Damage on a single Martial Arts attack.
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** ''Thunderclap Rush Attack:'' 1m; Instant; Simple; Make a single Speed 3, DV -0 Martial Arts attack
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** ''Inevitable Victory Meditation:'' 3m, 1W; Indefinite; Simple (-2 DV); Meditate for five minutes, and roll Wits + Martial Arts, gaining [Essence] automatic successes (may not add any other Charms to augment or alter roll); gain successes as a pool of successes that may replace a given Martial Arts roll at any point in the future; may only "store up" one such meditation at a time.
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** ''Sledgehammer Fist:'' 3m; Instant; Supplemental; Double pre-soak damage against inanimate object.
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** ''Dragon Coil Technique:'' 3m; One Action; Reflexive; Gain +[Essence] to all clinch rolls; Clinches gain +[Essence] Lethal damage.
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* '''Martial Arts: Mantis Style'''
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* '''Martial Arts: Tiger Style'''
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* '''Resistance Charms'''
 
* '''Resistance Charms'''
 
** ''Durability of Oak Meditation:'' 3m; Instant; Reflexive; Gain Hardness 8 vs. single attack.
 
** ''Durability of Oak Meditation:'' 3m; Instant; Reflexive; Gain Hardness 8 vs. single attack.

Revision as of 21:28, 2 July 2007

Caste: Zenith; Concept: Wandering Martial Artist; Anima: Terrible Snow Bear; Motivation: To become the best martial artist in the North.

  • Attributes: Strength 3, Dexterity 4, Stamina 4; Charisma 3, Manipulation 2, Appearance 4; Perception 2, Intelligence 2, Wits 3
  • Abilities: Martial Arts 5 (Other Martial Artists +2, Punches +2); Performance 2, Presence 2, Resistance 3, Survival 3 (The North +2); Lore 2, Medicine 3; Athletics 3, Awareness 3; Linguistics 2 (Skytongue; Northern Barbarian Languages, Old Realm)
  • Backgrounds: Contacts 1 (Icewalkers), Cult 1, Face 3, Mentor 3
  • Excellencies
    • Essence Overwhelming: 1m/die; Instant; Reflexive; adds +1 die to Ability dice pool, to a max. of Attribute + Ability; Applies to: Awareness, Martial Arts, Survival, Medicine
    • Infinite Skill Mastery: 2+m; Scene; Simple; Reduces cost of Ability-based Excellencies by 1m/2m invested; Applies to: Martial Arts
  • Athletics Charms
    • Graceful Crane Stance: 3m; Scene; Reflexive; Gain auto-success on balance rolls.
    • Increasing Strength Exercise: 3m/+1 Strength; Scene; Simple; Increase Strength for scene; Maximum bonus = Essence.
    • Monkey Leap Technique: 3m; Scene; Reflexive; Double jump distances, may take a Jump action as a Move action.
  • Martial Arts: Solar Hero Style
    • Fists of Iron Technique: 1m; Instant; Supplemental; Gain +1 Accuracy, +2L Damage on a single Martial Arts attack.
    • Thunderclap Rush Attack: 1m; Instant; Simple; Make a single Speed 3, DV -0 Martial Arts attack
    • Inevitable Victory Meditation: 3m, 1W; Indefinite; Simple (-2 DV); Meditate for five minutes, and roll Wits + Martial Arts, gaining [Essence] automatic successes (may not add any other Charms to augment or alter roll); gain successes as a pool of successes that may replace a given Martial Arts roll at any point in the future; may only "store up" one such meditation at a time.
    • Sledgehammer Fist: 3m; Instant; Supplemental; Double pre-soak damage against inanimate object.
    • Dragon Coil Technique: 3m; One Action; Reflexive; Gain +[Essence] to all clinch rolls; Clinches gain +[Essence] Lethal damage.
  • Martial Arts: Mantis Style


  • Martial Arts: Tiger Style


  • Resistance Charms
    • Durability of Oak Meditation: 3m; Instant; Reflexive; Gain Hardness 8 vs. single attack.
    • Iron Skin Concentration: 2m; Instant; Reflexive; Ignore damage with a successful Stamina + Resistance roll, diff. [attacker's Essence]; on failed roll, gain +8B/+8L/+4A
    • Iron Kettle Body: 4m, 1W; Scene; Simple; Gain +8B/+8L/+4A for scene
    • Body Mending Meditation: 10m; until end of day; Supplemental; Heal 10 times faster, or add successes from roll to Charms or other effects that heal damage.
    • Ox-Body Technique: Gain +1 (-1 Health Level) and +2 (-2 Health Levels) per Charm purchase; Number of Purchases: 1
  • Survival Charms
    • Hardship Surviving Mendicant Spirit: 10m; Indefinite; Reflexive; negate environmental penalties to all Survival rolls.
  • Combos
    • Terrible Iron Bear Stance: Martial Arts Overwhelming, Fists of Iron, Iron Arm Block, Iron Skin Concentration


  • Virtues: Compassion 1, Conviction 2, Temperance 3, Valor 3; Virtue Flaw: Foolhardy Contempt
  • Willpower: 6; Essence: 3; Personal Essence: 15; Anima Essence: 36; Anima Power: Add +[Essence] to Bashing/Lethal Soaks vs creatures of darkness, and +[Essence] to minimum damage vs. creatures of darkness.
  • DVs: Evade 4, Parry 6 (7 vs other martial artists), Mental 5; Soak: 4B/2L/0A, 12B/10L/4A (Iron Kettle Body), 9B/7L/0A (Mantis Form), 17B/15L/4A (Iron Kettle Body + Mantis Form); Health Levels: -0/-1/-1/-1/-2/-2/-2/-2/-4/Inc.
  • Attacks
    • Punch: Speed 5, Rate 3, Accuracy +2 (13/15 vs. martial artists), Damage 3B, Parry DV 7
    • Kick: Speed 5, Rate 2, Accuracy +0 (9/11 vs. martial artists), Damage 6B, Parry DV 4
    • Clinch: Speed 6, Rate 1, Accuracy +0 (9/11 vs. martial artists), Damage 3B + hold, Parry DV N/A
    • Thunderclap Rush Attack: Makes any above attack Speed 3 (Charm)
    • Fist of Iron: Adds +1 Accuracy, +2 Damage and turns Damage Lethal on any above attack. (Charm)