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Продолжаем путь сквозь древнюю колонну.

Вся структура испещрена переплетающимеся


тоннелями и небольшими залами - но чем ближе продвигаешься к центру, тем очевиднее
становится их рукотворная природа. Грубые неровные стены сменяются ровными,
отесанными. Ты замечаешь, что трещины и проемы, что ты встречал до сих пор, казавшиеся
случайными, дальше превращаются в альковы.
Ты оборачиваешь угол и за каменной аркой, аскетичной, но искуссной, твой свет врывается в
огромную залу, оставляя дальнии ее стены в глубокой тьме. Здесь царят прямые линии. Углы.
Свод теряется далеко наверху. Ты никогда не видел подобной архитектуры. Стены покрытый
геометрическими узорами, странными абстрактными знаками и фресками.
Ты видишь еще два выхода из залы, оба — гораздо больше того, через который ты проник.
Один запечатан массивными каменными плитами, второй — зияет непроницаемой темнотой,
но тебе кажется, что оттуда тянет воздухом. Она ведет к другой зале, с глубокой ямой с
абсолютно гладкими стенами.
Миниатюрная, всего двух метров высотой, модель всей колонны, что ты видел снаружи.

THE DWELLING TOWERS levels of that city’s underways.


In addition to the pyramid temples, the above-ground On the inside, all of these towers are very similar. Each
sections of all Dragon King cities always contain a large level is three yards tall. On most levels, spacious
number of dwelling towers. During the First Age, these apartments line the exterior, while the tower’s center is a
structures contained the apartments and villas of the Dragon large open plaza filled with various furnishings to make it
Kings. These impressive edifices all possess large windows a comfortable gathering place. In one corner of the central
of shining quartz, and most are straight-sided and triangular area is a space containing three to five lift tubes (see p. 22)
or hexagonal in cross-section. The majority are between 25 and a spiral ramp for those who would rather walk up or
and 40 yards across at their base and between 100 and 300 down the height of their dwelling tower than take a tube.
yards tall. Their walls are made of brightly colored stone, On some levels, rather than a central meeting area, there is
and the structure of all Dragon King towers is reinforced a two-yard-wide semicircular hallway in from the lift
with potent enchantments. Lacking powerful artifacts or tubes. The remainder of the level is filled with one to three
equally impressive Charms or sorcery, the only way into a large apartment villas for the Dragon King elite. Levels
sealed tower is to find the entrances located in the lower consisting of a few large apartment villas are frequently
found near the apex of dwelling towers.

Undead Anklok
Str 7, Dex 4, Stamina 7
Perception 2, Intelligence 2, Wits 2
Awareness 2, Athletics 5 (Immesurable Strength +3, Running Jumps +2), Dodge 2, Melee 3
(Sword-club +3), Resistance 4, Thrown 3 (broken stone +2), War 1

Health:
-/
-/
-/
-/
-/
-2
-2
-2
-4
-4
Incapacitated

Soak: +10B/+10L
Hardness: 4
Join Battle: 4
Attacks:
Bite: Speed 5; Accuracy 10, Damage: 10L, Defence -, Rate 2
Claw: Speed 5, Accuracy 11, Damage 10L, Defence 4, Rate 3
Tail: Speed 6, Accuracy 9, Damage 11B, Defence 2, Rate 1
Massive Sword-club: Speed 6, Accuracy 14, Damage 15L, Defence 5, Rate 2

Dodge DV: 3

Merits:
Brutal Strikes: Can use Strength, instead of Dexterity, for calculating attacks.

«Сурразим».

В этом мире нет гармонии дня и ночи, дождя и огня, это мир, что сошел с ума. Это солнце,
что забыло милосердие. Это не свет, что питает — это жар, что убивает, без жалости, без
разбору. Ты видишь землю, что стала потрескавшимся, сожженным камнем. Пыльные
провалы оазисов, мертвые скелеты деревьев — пока они не обращаются в прах. Полюс Огня,
чье чистое элементальное пламя повергается и съедается силами извне, Сверкающая
Пустыня обращается в стекло бесконечной стеной пламени, чьи языки лижут адамантовые
небеса — пламя красное, синие, пламя цвета бессильной ярости Титанов и последнего плача
жаждущего дитя. Ты видишь стеклянные башни далекого Чиароскуро, стремящиеся спицами
вверх, возведенные творителями мира. Они плавятся, как свечи. Они трескаются как
хрусталь. Они разлетаются миллионами осколков и падают беззвучно вниз.
С этим видением, выжженым в твоих глазах, агония внезапно отступает. Твои глаза все еще
поражены жжущей слепотой, но тебе больше не кажется, что твоя плоть течет, а кости
обугливаются.
Ты чуствуешь... милосердие. Прощение. Сожаление.
Ты опускаешь голову, и ты не видишь больше ни слепящего солнца, ни апокалиптических
картин. У тебя перед глазами посреди песков расцветают бесконечные сады и золотые
города. Ты не уверен, картина это из прошлого или из будущего...
НО ТЫ ЗНАЕШЬ, КАК СДЕЛАТЬ ЭТО НАСТОЯЩИМ. ЭТОТ МИР ДОСТОЕН
МИЛОСЕРДИЯ. НО ЕМУ НУЖЕН ПРОВОДНИК. ЕМУ НУЖЕН ЗНАМЕНОСЕЦ.
...

Ты нашел свой ботинок. В нем скорпион.

CHARMS:

GENERAL:

First Excellency (Athletic, Presence, Survival, Dodge, Melee)

ATHLETICS:

LIGHTNING SPEED
Cost: 3m; Mins: Athletics 2, Essence 1; Type: Reflexive
Keywords: Combo-OK, Dawn
Duration: One scene
Prerequisite Charms: Any Athletics Excellency
The Exalt becomes a blur of motion. This Charm increases the distance she can cover with a Move
or Dash action by her Athletics score in yards. She can increase this further with Athletics
Excellencies, spending motes to increase the static rating of her (Dexterity + Athletics).

RACING HARE METHOD


Cost: 5m, 1wp; Mins: Athletics 5, Essence 2; Type: Simple (Dramatic Action, DV -6)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Lightning Speed
To the Lawgiver, the great distances between Creation’s territories are not so much an obstacle as a
place to keep their dominions. This Charm allows the character to travel ([her Stamina + Essence] x
10) miles per hour, for up to one hour. This is a single dramatic action. If the character invokes this
Charm again as her next action, she may ignore the Willpower cost.

THUNDERBOLT ATTACK PRANA


Cost: 3m, 1wp; Mins: Athletics 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Dawn
Duration: Instant
Prerequisite Charms: Any Athletics Excellency
The athletes of the Sun often master signature attacks. This Charm uses the Solar’s signature
athletic move to enhance an attack. A signature move is something like leaping into the air and
swinging the character’s fists in a brilliant Essence-laden arc, charging an opponent like a bull or
pouncing on an enemy like a tiger. If the character receives mechanical benefits such as extra
movement from his Athletics action, then it must be included in his current flurry. This Charm gives
one bonus success on this attack in Step 3 of attack resolution and doubles the post-soak damage of
the attack in Step 7 of attack resolution. This Charm is explicitly permitted to supplement actions of
other Abilities. The player chooses the signature attack when purchasing this Charm, but once this
Charm is purchased, the character can purchase new signature attacks for one experience point or
one bonus point each.

MONKEY LEAP TECHNIQUE


Cost: 3m; Mins: Athletics 1, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The heroes of the dawn leap with the grace of a flying crane and the speed of a striking hawk. For
the rest of the scene, the character can jump with a movement action instead of a miscellaneous
action, and she doubles the length of all jumps. While this Charm is active, the character may
reflexively Jump only once per action, on her action tick. This does not replace her Move actions,
and she may still only Jump once per action.

SOARING CRANE LEAP


Cost: 4m; Mins: Athletics 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Until next action
Prerequisite Charms: Monkey Leap Technique
Supported by Essence, the character can almost fly. Until her next action, the character can jump
with a Move action instead of a miscellaneous action, and she multiplies the length of all jumps by
five. This is not cumulative with the bonus of Monkey Leap Technique. As a point of clarification,
this Charm (along with Monkey Leap Technique) enables the character to take a Jump action
reflexively on her action tick, not in place of a Move action. The character may still only Jump once
per action.

DODGE:

SHADOW OVER WATER


Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Chosen move like shadows over water—with perfect grace and speed. The maneuver named
Shadow Over Water restores defensive advantage to a beleaguered or overextended fighter. This
Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her
Dodge DV when resolving that attack. Her Dodge DV is still 0 against an undodgeable attack, but
she takes no further penalties.

SEVEN SHADOW EVASION


Cost: 8m; Mins: Dodge 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Dawn
Duration: Instant
Prerequisite Charms: Shadow Over Water
The Solar hero is too quick for his enemies to land a blow. The Exalt invokes this Charm in
response to an attack. The attack must not be unexpected. This Charm is a dodge that perfectly
defends against the attack—even if the attack is undodgeable. This Charm has one of the Four
Flaws of Invulnerability (see p. 194).

REFLEX SIDESTEP TECHNIQUE


Cost: 1m; Mins: Dodge 3, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK, Dawn
Duration: Instant
Prerequisite Charms: None
The heroes of the dawn are in tune with the Essence of the world. The Exalt invokes this Charm in
response to an unexpected attack. The attack is no longer unexpected (but if an appropriate Charm,
it remains unblockable). This allows the character to use his Dodge DV and Charms such as Seven
Shadow Evasion against the attack.

BURNING CORONA EVASION


Cost: 2m Mins: Dodge 4, Essence 2 Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shadow Over Water
Streams of golden anima trace the Solar’s movement in shimmering after-images, as light itself
pays homage to the perfection of the Sun’s Chosen. Whenever the Solar applies his Dodge DV
against an attack, he can use this Charm to penalize the attacker’s roll as though they were blind
(see Exalted, p. 152). His enemies are unable to target him clearly through the blinding light and
refracted images of his anima.
With Essence 3+, the Solar can extend the duration of this Charm to one tick for a surcharge of
three motes.

SURVIVAL:

HARDSHIP-SURVIVING MENDICANT SPIRIT


Cost: 10m; Mins: Survival 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
The wilderness cannot subdue the heroes of the dawn. This Charm negates any environmental
external penalties to Survival rolls made for the Solar. This means that the coldest glacier and the
hottest desert are no more deadly for the Solar than the gentlest rolling plain. She can find food and
water easily, she ignores inclement weather even when lightly dressed, and she does not suffer
undue blisters, bug bites or plant poison even walking barefoot through the Far East. This Charm
does not protect against environmental damage, however, so if the environment is deadly enough to
force regular Resistance rolls, the Solar needs Element-Resisting Prana to endure it.

PRESENSE:

HYPNOTIC TONGUE TECHNIQUE


Cost: 10m, 1wp; Mins: Presence 3, Essence 2; Type: Simple
Keywords: Combo-OK, Social, Stackable, Touch
Duration: Solar’s Charisma in days
Prerequisite Charms: Any Presence Excellency
It is hard for mortals to resist the shining glory of the Solar Exalted. This Charm exerts unnatural
mental influence to create a Compulsion effect. The Lawgiver’s player rolls (Manipulation +
Presence). If the result exceeds the target’s Mental DV, the target receives a compulsion to follow
one order given by the Solar. The order can be as complicated as the Solar desires. The target must
spend one Willpower to resist the order but need pay this cost only once per day. The influence
fades when the Charm expires.
When the Solar uses Hypnotic Tongue Technique, the target is not aware of the compulsion, nor
does the Solar need to spell out the order explicitly in words. If the target wishes to recognize the
influence or remember it later, doing so costs four Willpower, which must be spent all at once, and
the target is thenceforth fully aware of the effect. Recognizing or remembering the influence is not
considered “resisting” it, and the target does not gain Limit from doing so.

LISTENER-SWAYING ARGUMENT
Cost: 5m; Mins: Presence 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion, Social
Duration: One scene
Prerequisite Charms: Any Presence Excellency
Locked in debate, the Solar’s words fall so sweetly upon the ears of listeners that those of her
opponent become harsh and discordant in comparison; such tonal inflections render the content of
the conversation irrelevant. While this Charm is active, third-party observers to any debate the Solar
engages in believe the Lawgiver to have decisively won the argument, regardless of the merit of her
words (or lack thereof). Where possible, this is achieved by subtle introduction of bias. The
observer glosses over the Solar’s flaws and strictly judges his opponent’s words and delivery.
Against more rational opponents or those using objective criteria, Listener-Swaying Argument
induces outright hallucinations—whatever is necessary for the witness to believe in the Solar’s
victory.
The unnatural mental influence imposed by Listener- Swaying Argument affects all observers with
a Dodge MDV lower than the Solar’s ([higher of Charisma or Appearance] + Essence), and costs
2wp to resist at the time of activation. Characters can also correct memories clouded by this Charm,
but only with external prompting to remember the debate or a personally compelling reason
approved by the Storyteller. The victim must pay three Willpower to fix each scene of damaged
memory.
IRRESISTIBLE SALESMAN SPIRIT
Cost: 3m; Mins: Presence 4, Essence 2; Type: Supplemental
Keywords: Combo-Basic, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency
The glamour of the Lawgivers inspires others to dream of glorious things. This makes the Solars the
ultimate salesmen and recruiters. Irresistible Salesman Spirit enhances a Presence-based roll to
exert mental influence and make a favorable bargain or encourage a specific action. This Charm
doubles the Solar’s successes on the roll before comparing them to the target’s MDV.

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