Difference between revisions of "Midday Snow"
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** ''Thunderclap Rush Attack:'' Makes any above attack Speed 3 (Charm) | ** ''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) | ** ''Fist of Iron:'' Adds +1 Accuracy, +2 Damage and turns Damage Lethal on any above attack. (Charm) | ||
− | * '''Possessions:''' Good traveling leathers, a couple of nice outfits (purchased for him by Luminous Star) | + | * '''Possessions:''' Good traveling leathers, a couple of nice outfits (purchased for him by Luminous Star), the ''Healing Boots of Ardent Lily'' (Wood-Imbued Leather Boots), length of cold iron chain (fist-load for attacking Fair Folk) |
* '''Intimacies:''' Master Wind 8, Luminous Star 2 | * '''Intimacies:''' Master Wind 8, Luminous Star 2 | ||
* '''Athletic Measurements''' | * '''Athletic Measurements''' |
Revision as of 21:40, 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
- Leaping Mantis Technique: 3m; Instant; Reflexive; Add Martial Arts to Join Battle rolls, and to Jump/Move totals.
- Iron Arm Block: 3m; Instant; Reflexive; May parry Lethal attacks, add Martial Arts to Parry DV.
- Mantis Form: 6m; Scene; Simple (Spd 3); Form-Type Charm; Add Martial Arts to Join Battle rolls, to Bashing and Lethal soaks; inflict Lethal damage barehanded; ignore onslaught penalties while active
- Martial Arts: Tiger Style
- Crimson Leaping Cat Technique: 3m; Instant; Supplemental; Add Martial Arts to Dexterity for determining Move, Dash and Jump distances.
- 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)
- Possessions: Good traveling leathers, a couple of nice outfits (purchased for him by Luminous Star), the Healing Boots of Ardent Lily (Wood-Imbued Leather Boots), length of cold iron chain (fist-load for attacking Fair Folk)
- Intimacies: Master Wind 8, Luminous Star 2
- Athletic Measurements
- Horizontal Jump: 12 yds
- Vertical Jump: 6 yds
- Move: 4 yds
- Dash: 10 yds
- Lift: 550 lbs.