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