Prancing Simhata

Description:

Nature: Commando (regain a point of Willpower when you accomplish a task at great risk to yourself)

Essence 4 Night Caste Solar Warstrider Pilot

  • Virtues: Compassion 5, Conviction 3, Temperance 3, Valor 3
  • Virtue Flaw: Unshakable Crusade. Limit Break Condition: Whenever Prancing Simhata notices an injustice, he must roll Compassion to gain Limit. When his limit breaks, he becomes obsessed with one of the injustices he saw and attempt whatever action he thinks will correct the injustice. This includes fighting enemies to strong for her, committing ritual suicide to increase awareness of a problem etc.
    Partial Control: You can moderate yourself enough to avoid suicidal actions but still must act in an extreme manner for a number of days equal to your Compassion.
  • Personal Essence: 19
  • Peripheral Essence: 62
  • Willpower: 7
  • Special Peripheral Essence: 10 (Granted by Radiant Essence Technique and recovered by basking in sunlight) but currently committed to the Warstrider.
    Backgrounds: Artifact (Royal Warstrider) 5, Awakened Intelligent Warstrider 3, Contact (the Golden Lord) 1, and Manse (hearthstone dedicated to powering the Warstrider 3

Charms:

  1. Graceful Crane Stance
  2. Hauberk Summoning Gesture
  3. Increasing Strength Exercise
  4. King of Masks Technique
  5. Invincible Armor Invocation (15m + 1 Willpower/Simple)
  6. Radiant Essence Technique
  7. Reed in the Wind
  8. Reflex Sidestep Technique
  9. Wind-and-Water Evasion
  10. Whirlwind Armor-Donning Prana

Attributes: Dexterity 4, Stamina 4, Strength 2 (16), Appearance 5, Charisma 2, Manipulation 1, Intelligence 3, Perception 4, Wits 2

Caste Abilities: Athletics 3, Awareness 1, Dodge 5, Larceny 1, Stealth 3
Favored Abilities: Endurance 2, Investigation 1, Lore 2, Performance 3, Resistance 5
Other Abilities: Brawl 2, Craft (Air) 1, Craft (Earth) 1, Craft (Fire) 1, Presence 1, Socialize 1

Specialties: +1 die to Compose Poetry, +1 die to Escape Clinches, and +1 die to Spot Ambushes

Warstrider Strength 16, Soak 24L/24B, Mobility penalty 2, Fatigue Value 2 and Attunement 10m

The Awakened Warstrider has an Essence of 1. It has a reserve of 10 motes of Essence, which can be used to fuel Essence weapons but for no other purposes. The Warstrider can speak to the pilot provided he is in the fuselage and fully attuned, and it can verbally alert the pilot to relevant aspects of its surroundings, reducing Perception and Awareness related penalties to only a -2 penalty. The Warstrider has one dot in each Mental Attribute and in Charisma and Manipulation, but it has no Appearance and no Physical Attributes. The Warstrider has no recollection of prior pilots or of the First Age and has no Abilities. The AI has no Virtues and can never succeed in a Virtue roll, except for Valor rolls, which it can never fail. The AI has no Charms.

Merit: Past Life 4 points
Four-point memories are thorough and comprehensive, like being transported into that forgotten time to witness its splendors. The character’s period of intermittent recall spans centuries if not millennia and may encompass more than one incarnation. The character’s player adds three dice to any roll related to knowledge of the First Age.

Flaw: Child 3 points
The character has not yet reached full maturity, and therefore, most adults treat him with patronizing amusement or disdain. His opinions are generally ignored in favor of those older and wiser, especially in matters for his own good. And that assumes anyone even bothers to hear what he has to say in the first place. The character’s player loses one to three dice from all Social rolls involving interactions with adults, depending on the tolerance of the adult in question.

Flaw: Small 3 points
A character with this Flaw stands only four and a half feet tall or less. She has difficulty reaching and manipulating objects designed for normal adult size, reducing her effective Strength by one dot for the sole purpose of meeting the minimum requirements of weapons and large tools. Her reduced size also costs her one -1 health level.

INVINCIBLE ARMOR INVOCATION
  • Cost: 15 motes, 1 Willpower
  • Duration: Instant
  • Type: Simple
  • Minimum Resistance: 5
  • Minimum Essence: 4
  • Prerequisite Charms: Hauberk-Summoning Gesture
    This Charm allows the Exalt to overcome the limitations of the Hauberk-Summoning Gesture and hide massive magical war machines Elsewhere. In order to activate this Charm, the character must be seated within and attuned to a warstrider or other piece of larger-than-human magical armor. If the armor requires hearthstones or reagents to be active, these must also be in place. Upon spending the motes and Willpower, the warstrider (along with any weapons it may be holding) vanishes Elsewhere, leaving the Exalt standing in its place. At any time, the Solar may activate this Charm again to return the warstrider; it appears in a flash of golden light, with the Solar encased within. The character may only store a single warstrider Elsewhere using this Charm.
WIND-AND-WATER EVASION
  • Cost: 3 motes
  • Type: Reflexive
  • Duration: Instant
  • Minimum Dodge: 5
  • Minimum Essence: 3
  • Charm Prerequisites: Reflex Sidestep Technique
    Moving with uninhibited grace, the Solar deftly maneuvers his body around the arc of an incoming blow, allowing it to pass by harmlessly without even needing to alter his position. When the Solar activates this Charm, he may add a number of successes equal to half of his Dexterity + Dodge pool, rounded down, to a single dodge attempt; alternately, he may make a reflexive dodge attempt with the same number of automatic successes.
Bio:

Prancing Simhata

Force Unvanquishable mrlost