Johnny Solar, Dawn Caste Ascendant
Caste Abilities: Melee, Martial Arts, Resistance, War,
Archery
Favored Abilities:
Awareness, Athletics, Ride, Survival, Integrity
Primary: Secondary: Tertiary:
Strength 4 Wits 3 Charisma
3
Stamina 3 Intelligence
3 Manipulation 1
Dexterity 5 Perception
3 Appearance 3
Melee: 5 (specialty daiklave)
Martial Arts: 4
Resistance: 5
War: 2 (specialty
against mortals)
Archery: 3 (specialty firewands)
Awareness: 3
Athletics: 4
Ride: 2
Survival: 2
Integrity: 2
Investigation: 1
Linguistics: 1
Stealth: 1
Presence: 1
Merits: Cult 1, Ally 3, Artifact 3, Artifact 3
Essence 1: Personal essence – 13, Peripheral essence - 2
Willpower 4 temp
Resolve: 3
Guile: 1
Parry Defense: 7
Join Battle: 6
Medium Artifact Armor: 7 Hardness, 11 Soak, -2 Mobility
Penalty
INITIATIVE: 7-3=4+3=7-10= -3-3 = -6 +20= 28
Weapon: Flashing Ascendance
Accuracy with 3 dot daiklave: 14,
Damage: 16
Overwhelming: 4
Health: -0,-1,-1,-2,-2,-4, Incap
Charms: Phantom Arrow(62), Fiery Arrow(63), Graceful Crane,
Monkey Leap, Foe Vaulting (pg 69), Increasing Strength (72), Thunderbolt
Attack, Durability of Oak (112), Sensory Acute Prana (pg 75), Excellent Strike
(102), Hungry Tiger, Fire and Stones, Call the Blade
Exalted Play Test Notes (3rd edition Beta)
I noticed,
during our first test of the 3rd edition system, that many things
remained the same, where one would expect them to change. Naturally, the
promises regarding the overhaul of the combat system were mostly true, but I
anticipated more of a shift with the charms than I noticed. To follow is a
comprehensive review of the new combat system, and a blow for blow retelling of
the test fight I ran with my roommate.
To begin, I
must express my satisfaction with the cinematic feel captured by the new
edition. The stunt system, here revised and improved, coupled with the new
'withering vs decisive attacks' system accomplishes the creators' goal of
creating a unique, movie-like fighting system. To explain, we will look at a
snippet of what one player will experience while their character engages in a
duel with another:
Johnik, a
newly risen and aimless Dawn Caste Solar Exalt, walks into a bar, where another
Dawn Exalt is already drinking. The two exchange greeting, but know not that
either are god-children. Their conversation becomes aggravated after a mistimed
joke about Johnik's mother, and followed by another regarding the size and
usefulness of his manhood. Johnik, quick to anger, lashes out physically. He
shoves the other exalt back and draws his medium artifact daiklave. The other
Solar does the same, and their shirts hang loose showing medium artifact armor.
They square off... and Join Battle is rolled. Johnik happily obtains a 7, while
the other Solar sits at 6. Johnik is first. Still unsure that this other man is
like him, he decides to quickly start and end this duel. He uses monkey leap to
quickly get into position, and foe-vaulting technique to strike at a surprised
(-2 defense) opponent. His opponent is caught off guard, but begins to glow as
well and, while he is struck, it is for no damage, due to the use of a
resistance charm called spirit strengthens the skin. Their rage grows, and the
battle truly begins.
To explain
the system, I fear I must get quite technical. The other solar then attacks
Johnik. He stunts this attack, spends a willpower point, and uses a few charms.
Specifically, he describes a 2 point stunt, giving himself 2 extra dice and one
free success, spends a willpower for a free success, and uses excellent strike,
hungry tiger, and fire and stones strike. His dice pool is thus: 3 (dexterity)
+ 5 (melee) + 1 (daiklave excellency) + 2 (stunt) + 3 (medium artifact
accuracy)
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