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The PerfecT LoTus from rooT To BuLB II - Exalted, character sheets

The PerfecT LoTus from rooT To BuLB II - Exalted, character sheets

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This Charm only works if the avalanche thunderer remains<br />

in contact with the earth or a solid stone surface. Should he<br />

break contact for more than (Essence) ticks, this form automatically<br />

terminates.<br />

Ea r t h s h a k i n g He r o Te c h n i q u e<br />

Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Reflexive<br />

(Step 1 or 2)<br />

Keywords: Combo-OK, Obvious<br />

Duration: Instant<br />

Prerequisite Charms: Inexorable Landslide Offense<br />

It is not easy to stand firm in the face of an avalanche, for<br />

the earth shudders and quakes with such ferocity that even the<br />

stoutest hearts cannot help but tremble too. <strong>The</strong> avalanche<br />

thunderer smites the Earth with the thundering force of an oncoming<br />

rockslide, and the land trembles before him.<br />

While this Charm is active, the area within melee range of<br />

the avalanche thunderer is considered be Unstable Terrain, applying<br />

a -3 penalty to the DVs of those in the area, and to have<br />

an Instability rating equal to the avalanche thunderer’s (Essence).<br />

This Charm can be employed in several ways. It may<br />

be used in step two of defense in an attempt to foil an attack,<br />

or in step 1 to set someone up for a devastating blow. However,<br />

it only works when the avalanche thunderer stands on solid<br />

ground or on a stone surface.<br />

This attack causes (Essence ×2)L damage to the land beneath<br />

the avalanche thunderer; if used in a stone building, this<br />

could cause the floor to give way, with disastrous results.<br />

Unencumbered Av a l a n c h e Me t h o d<br />

Cost: 2m; Mins: Martial Arts 4, Essence 2; Type: Reflexive<br />

Keywords: Combo-OK<br />

Duration: Until next action<br />

Prerequisite Charms: Thundering Avalanche Form<br />

This Charm allows to <strong>character</strong> to not only ignores their armor’s<br />

mobility penalty to their movement, but adds it as bonus<br />

to the distance of their move and dash actions equal to what<br />

the penalty would normally be. <strong>The</strong> mobility penalty still affects<br />

DDV as normal.<br />

This Charm only functions with armor made of substances<br />

that are of the Earth. This includes most metals and stones,<br />

and Jade, but explicitly excludes the Celestial Magical Materials,<br />

and non-metal substances like silk or cloth. Furthermore,<br />

this Charm only functions while the avalanche thunderer<br />

stands upon the earth.<br />

In e x o r a b l e La n d s l i d e Offense<br />

Cost: 4m; Mins: Martial Arts 4, Essence 2; Type: Reflexive<br />

Keywords: Combo-OK, Counterattack, Knockback<br />

Duration: Instant<br />

Prerequisite Charms: Thundering Avalanche Form<br />

<strong>The</strong> avalanche thunderer is a true juggernaut, unstoppable<br />

and irrepressible in his might. As his armored bulk trundles towards<br />

his hapless target, the poor soul’s allies often seek to stop<br />

the advance. With the stubbornness of a rock, the <strong>character</strong><br />

ignores such attempts to halt his progress. Attackers, failing to<br />

even slow his progress, are thrown aside by a savage sweep of<br />

his fist or club. This Charm may be activated upon successfully<br />

parrying a melee attack. It allows the avalanche thunderer to<br />

make an unarmed Martial Arts counterattack. If this counterattack<br />

inflicts at least one level of damage, convert all levels of<br />

damage after the first into knockback (at a rate of 2 yards per<br />

1 level). Targets who suffer knockback must check for knockdown<br />

upon landing, against a difficulty of the martial artist’s<br />

(Essence).<br />

Falling Mo u n t a i n Mi g h t<br />

Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Simple (Speed 5)<br />

Keywords: Combo-OK, Crippling<br />

Duration: Instant<br />

Prerequisite Charms: Unencumbered Avalanche Method<br />

When a mountain shrugs of a portion of its burden, and<br />

stones rain down to the land below, the land is made to feel the<br />

full weight of the mountain’s burden. <strong>The</strong> avalanche thunderer,<br />

similar to the mountain, may manipulate his weight in such a<br />

way that he can use it to maximum effect against his opponents.<br />

Channeling this force into a target he may pulp organs<br />

and shatter bones.<br />

<strong>The</strong> avalanche thunderer makes an unarmed martial arts attack,<br />

adding his armored mobility penalty to the raw damage.<br />

Anyone struck by this attack who suffers multiple levels of damage,<br />

instead has their damage reduced to 1 lethal level and suffers<br />

an external penalty equal to the remaining levels of damage<br />

to all actions, representing the horrible damage wrought upon<br />

his body by this fearsome blow. This wound often manifests as<br />

very serious blunt trauma, contused organs, or rather disgusting<br />

compound fractures. <strong>The</strong> penalty stacks with wound penalties<br />

and persists until the damage inflicted is healed.<br />

Tr a n s c e n d e n t Flesh-a n d-St o n e Un i t y<br />

Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple<br />

Keywords: Obvious<br />

Duration: One scene<br />

Prerequisite Charms: Falling Mountain Might, Earthshaking<br />

Hero Technique<br />

Standing with legs spread wide and muscles tensed, the avalanche<br />

thunderer is enveloped in a wave of earth essence that<br />

hardens into an invulnerable carapace. If he has an elemental<br />

aspect, he takes on the trappings of that aspect (flesh of molten<br />

magma, moss covered stone, or clear crystal). <strong>The</strong> armor he is<br />

wearing fuses to his flesh, and his hands fuse to his weapon (if<br />

he is carrying one made of Jade, or mundane metal or stone).<br />

While this Charm lasts, the avalanche thunderer’s armor<br />

carries no mobility penalty (though Charms that use that value<br />

to calculate effects still function based on the normal penalty),<br />

and his weapon cannot be disarmed. Because the armor has<br />

been fused to his body by the hardened stone essence, and cannot<br />

be removed for the duration of the Charm, the soak it provides<br />

is considered either armored or natural soak, whichever<br />

on is more beneficial.<br />

Finally, the avalanche thunderer’s flesh grows numb and<br />

deadened. He does not suffer wound or pain penalties for the<br />

scene. This Charm only functions while the avalanche thunderer<br />

stands on solid earth.<br />

Ch a p t e r On e • Th e Lo t u s Ro o t<br />

15

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