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  • #16
    New day, new sheet - with considerably more handwaving than ever before!


    NEW KEYWORD: RECHARGE
    Recharge: after using an effect with this keyword, you can’t use it again until it is recharged by another effect on your sheet.

    WATER DRAGON DISCIPLE

    Essence: 2; Effort: 3
    Health Levels: 0/-1*3/-2*3/-4/Inc
    Join Battle: 9 dice, Combat Movement: 7 dice, Resistance: 6 dice

    STANCES:
    • Waves Crash to Shore (recharge): during your turn, you may use Rippling Water Strike without spending Effort.
    • Ocean Swallows Mountains (recharge): during your turn, you may use Flowing Water Defense without spending Effort.
    • The Tide Recedes: recharge one Stance of your choice.
    TRAITS:

    Child of Daana’d: you can breathe water and ignore penalties for being submerged.
    Rushing River’s Grace: ignore movement roll penalties for crossing difficult terrain.
    Blade-Deflecting Palm (Perilous): whenever you’re attacked, you may pay 1i for every 1 on your opponent’s attack roll (maximum 2) to force the attacker to reroll a successful die for every point of Initiative you spent (beginning with 7s and moving up).
    Theft-of-Essence Method (Perilous): upon crashing an enemy, you may pay 4i to steal (their wound penalty + 2) of their motes and recharge a Stance of your choice.

    ATTACK, WITHERING:

    Jade Razor Claws: 14 dice, damage 13 (min. 3).
    • Rippling Water Strike (1E, Stance-independent): 20 dice, damage 18 (min. 5). Reroll 6s on damage until they fail to appear.
    • Flowing Water Defense (1E, Perilous, Stance-independent): 17 dice, damage 13 (min. 3). Reroll 6s on damage until they fail to appear. Gain the benefits of the Full Defense action.
    ATTACK, DECISIVE:

    Jade Razor Claws: 9 dice, damage (Initiative).
    • Drowning-in-Blood Technique (1E, Stance-independent): 15 dice, damage (Initiative + target’s wound penalty). The damage roll gains double 10s and rerolls 6s until they fail to appear. If you deal 3+ levels of damage, raise the target’s wound penalty until the scene ends or they crash you.
    OTHER ACTIONS:

    Shrugging Water-Dragon Escape (1E): gain 4 automatic successes and double 9s on a roll to resist a grapple, disengage, oppose an enemy’s rush, or escape from restraints.
    Water Dragon Form (1E, One scene): gain +3 soak and add (target’s wound penalty, max. 4) dice to your attacks. This provides no additional dice to Stance-independent effects.

    DEFENSES:

    Evasion: 3, Parry (jade razor claws): 5, Soak/Hardness: 8/0 (lamellar armor)
    • Crimson Battle Flow (1E): Parry 8, and your attacker’s wound penalty subtracts successes instead of dice from the attack roll.
    Last edited by aluminiumtrioxid; 01-22-2020, 06:45 AM.


    Evocations for the demonic tattoos gained from the Pact with Mara sorcerous initiation || Pyre-Kindler (Soulsteel and Red Jade Grimscythe, Artifact 3) || Tenebrous Descent (Stormcaller's Black Jade Reaver Daiklave cousin, Artifact 5)
    Advice for running the corebook shikari antagonists

    Comment


    • #17
      And another!

      YOUNG AIR ASPECT

      Essence: 2; Effort: 3
      Health Levels: 0/-1*2/-2*4/-4/Inc
      Join Battle: 9 dice; Combat Movement: 8 dice; Resistance: 4 dice; Sorcery: 9 dice
      (Your sorcery pool covers the following actions: counterspelling, distortion, shape sorcery and attacking with a spell. Your only combat-relevant spell is Death of Obsidian Butterflies. Gather 15 sorcerous motes with the shape sorcery action to cast it. You can find a description of its effect under your decisive attack options.)

      STANCES:
      • Sorcery: gain +3 dice on sorcery rolls and +1 Evasion.
      • Defense: gain +2 Evasion and two automatic successes on disengage actions.
      • Hex-Eater: if you choose this Stance for two consecutive rounds and take no actions other than countering and distorting enemy spells, you regain 1 point of spent Effort.

      TRAITS:

      Carried by the Wind: the Young Air Aspect can use her movement action to jump one range band in any direction and suffers no damage from falling.
      Clarity of Purpose: once per day, the Young Air Aspect may add (Intimacy) non-Charm dice to a sorcery roll that upholds a Principle.
      Hidden Secrets Whisper: roll an additional die for each 10 on sorcery rolls.
      Student of the Heptagram: once per story, the Young Air Aspect may reflexively add 8 sorcerous motes to a spell she is shaping.

      ATTACK, WITHERING:

      Throwing Knives: 7 dice plus range (+4/+3/-/-/-), damage 9 (min. 1). Ignore light cover.
      Elemental Bolt Attack (1E, Stance-independent): 14 dice plus range (+5/+4/+3/-/-), damage 12 (min. 3). Ignore light cover and (3 + armor’s mobility penalty) points of soak against opponents wearing metal armor (including armor made out of the five magical materials). Attacking out to medium range requires the user to spend 1a.

      ATTACK, DECISIVE:

      Throwing Knives: 7 dice, damage (Initiative). Ignore light cover.
      Elemental Bolt Attack (1E, Stance-independent): 14 dice, damage (Initiative). Ignore light cover and (2 + armor’s mobility penalty) points of Hardness against opponents wearing metal armor (including armor made out of the five magical materials). Attacking out to medium range requires the user to spend 1a.
      Death of Obsidian Butterflies: 11 dice, undodgeable, damage (attack’s threshold successes + 2); it does not include your Initiative and does not reset you to base. You reflexively launch this attack after successfully casting the Death of Obsidian Butterflies spell, applying the result of the roll against the Defense of every opponent in a line (length: medium, width: short). Battle groups take -2 Defense against the attack and suffer +5 extra damage. You can’t launch this attack without casting the spell first.

      OTHER ACTIONS:

      Five Winds Raiment (1E, 1a, Stance-independent): +7 dice on a shape sorcery roll. Gain +1 Defense until you successfully cast the spell or are prevented from doing so.
      Emerald Threads Unraveled (1E, Stance-independent): +7 dice on a roll to counter or distort a spell. For the rest of the scene, you count as knowing the spell for the purposes of countering and distorting it, even if you couldn’t learn it normally.

      DEFENSES:

      Evasion: 4, Parry (unarmed): 2, Soak/Hardness: 7/4 (jade chain shirt)
      • Shattered Spell Aegis (1E): announce before an attack is rolled to increase your Hardness by the amount of sorcerous motes you’ve gathered towards the completion of a spell; then, your spell is broken as if countered (Exalted, p.466). If you use your Student of the Heptagram trait in conjunction with this power, you gain Hardness from the additional sorcerous motes even if this would normally result in the spell being cast instead. Once per scene.


      Evocations for the demonic tattoos gained from the Pact with Mara sorcerous initiation || Pyre-Kindler (Soulsteel and Red Jade Grimscythe, Artifact 3) || Tenebrous Descent (Stormcaller's Black Jade Reaver Daiklave cousin, Artifact 5)
      Advice for running the corebook shikari antagonists

      Comment


      • #18
        YOUNG EARTH ASPECT

        Essence: 2; Effort: 3
        Health Levels: 0/-1*4/-2*6/-4/Inc
        Join Battle: 11 dice; Combat Movement: 5 dice; Resistance: 10 dice; Command: 9 dice

        STANCES:
        • Offense: gain +4 dice on attacks.
        • Command: during this turn, the Young Earth Aspect may flurry a command action with defend other or full defense, ignoring flurry penalties.
        • Devotion: if you choose this Stance for two consecutive rounds while defending another character with a Defend Other action, and neither you nor your ward take damage to Health Levels or becomes Crashed, you regain 1 point of spent Effort.
        TRAITS:

        Purifying Blood Ascendancy: gain 2 automatic successes and reroll 6s until they fail to appear on Resistance rolls.
        Seismic Force: the Young Earth Aspect may pay 2i before rolling anima flux damage to either knock all damaged foes prone or knock them one range band away from her.
        Unbreakable Pillar of the Earth: at bonfire, the Young Earth Aspect gains +3 natural soak and +1 Hardness. She also benefits from +1 non-Charm Defense against smashing attacks and grapple gambits.

        ACTIONS:
        Attack (spear): 9 dice withering (damage 12, min. 1), 7 dice decisive. Piercing, Reaching.
        Inspiring Dragon Commander (1E): gain 3 automatic successes on a command roll, reroll 6s until they fail to appear, and roll an additional die for each 10 on the roll.
        Rolling Boulder Momentum (1E): the Young Earth Aspect gains 3 automatic successes on a rush and rolls additional dice equal to (10s on her own roll + 1s on her opponent’s roll). If the rush succeeds by at least 2 and she moves into close range with her opponent before the start of her next turn, he is knocked prone.
        Flame Warden Stance (2i, Simple): the Young Earth Aspect takes a Defend Other action, extending its benefit for the duration of the scene as long as her ward remains in close range. This effect ends if she takes a Defend Other action on a different character, but not if either of them moves out of range.

        DEFENSES:

        Evasion: 1; Parry (shield): 5; Soak/Hardness: 16/10 (artifact heavy articulated plate)
        • Unyielding Stone Rebuke (1E): gain +3 Parry against an attack and ignore one point of wound penalty for the tick. If the attack originally targeted the Young Earth Aspect’s ward, she may pay an additional 1E to reflexively launch a Stance-independent decisive counterattack, gaining 6 bonus dice on the roll.


        Evocations for the demonic tattoos gained from the Pact with Mara sorcerous initiation || Pyre-Kindler (Soulsteel and Red Jade Grimscythe, Artifact 3) || Tenebrous Descent (Stormcaller's Black Jade Reaver Daiklave cousin, Artifact 5)
        Advice for running the corebook shikari antagonists

        Comment

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