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    Valusians (Water Elemental)

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    Spastic_Clapper

    Posts : 23
    Join date : 2016-01-18

    Valusians (Water Elemental)

    Post by Spastic_Clapper on Fri Oct 21, 2016 10:44 pm

    Valusians (Water Elemental)

    A lizard-like elementals with thick green and blue scales covering their bodies.  From their arms and legs extend large colorful fins that flare out when they wish to show off.  The colors of these fins shows both their emotional state as well as can be used to judge the health of the elemental.  The Valusians have a ten foot long eel like tail has fins along the length that can be used to flare out and used to attract other Valusians or to distract an enemy.  Each valusian carries a sword that is as much a part of them as their own body, these coral blades coloration shift to mirror the colors of their fins and posses the traits of a daiklave.  

    Valusians are born guardians, and elemental courts which contain Valusians are usually much safer places than other courts.  They tend to patrol miles out from their home and they tend to act as the courts guards and act on behalf of the spirit courts leader enacting justice.  Summoners often summon them to act as guards and bodyguards.  



    Essence: 3; Willpower: 9; Join Battle: 8 dice
    Personal Motes: 75
    Health Levels: -0/-1x6/-2x6/-4/Incap.
    Actions: Feats of Strength: 8 dice (may attempt Strength 4 feats); Swim: 10 dice; Read Intentions: 6 dice; Senses: 8 dice; Threaten: 10 dice; Track 9 dice
    Appearance 3, Resolve 5, Guile 2

    Combat
    Attack (Coral Blade): 12 dice (Damage 16, minimum 5).
    Attack (Claws): 9 dice (Damage 11)
    Attack (Clinch): 10 dice (Control 11 dice, Damage 11)
    Combat Movement: 8 dice
    Evasion 4, Parry 6
    Soak/Hardness: 9/0

    Merits

    Amphibious: They operate equally well on land as they do in the water.  Treating water as normal terrain and able to breath water as easily as air.  

    Keen Smell: Valusians get +2 dice to perception based rolls based on smell.  They can use their keen sense of smell to track in the water much like a shark. In the water they can use smell to roll against stealth.

    Offensive Charms

    Tail Distraction Technique (5m, Essence 3, Supplemental, Instant. The elemental flares the fins on its fail and waves its tail around in a distracting way.  As the colors of the tail shift and move they make it harder to concentrate on the battle. This charm supplements a distraction gambit, reducing the difficulty of the gambit to one, and re-rolling 1's until 1's fail to appear.  Should the gambit be successful, the elemental can transfer the normal maximum of 6, plus up to Essence additional initiative. The Valusian can not transfer more initiative than it has.

    Eel-Tail Constriction (7m, Essence 3, Supplemental, Instant, The Elemental wraps its eel like tail around its target and constricts.  This charms supplements a grapple gambit, granting Essence dice to the roll, and if the elemental chooses to crush it makes the damage lethal and gives it the Piercing tag.)

    Defensive Charms

    Elemental Guardian's Vigor (5m, Essence 3, Reflexive, Instant, The Valusians are vigilant guardians who never abandon a charge.  Upon activating this charm the Valusian can reflexively move a range band and declare a defend other action upon a target.  

    Thick scale charm (8m, Essence 3, Reflexive, One Scene, When the Valusian activates this charm his scales harden and thicken becoming incredibly hard to penetrate.  This charm adds +6 to the Elemental's natural soak for a scene.

      Current date/time is Mon Sep 25, 2017 7:19 pm