Elementals: Calamity Hawks
Elementals: Calamity Hawks
Elementals: Calamity Hawks
Air:
Calamity Hawks
Straddling the line between mischievous and malicious, calamity hawks are formed from the tattered remains of storm serpents after their
demises. Calamity hawks do not remember the lives of their 'parents', but a fragment of their parent's love for destruction still lurks in their
hearts. The storm serpents do not have the ability to cause actual damage, however. Instead, they simply represent the desire for chaos and
confusion, which they gleefully spread in their wake.
Typically, calamity hawks disguise themselves as mortals and slip into town unannounced, chatting with various individuals and subtly
learning about the fears and concerns of the region. Once they have done so, they dematerialize, fly up and wait until their Essence is
restored, and then return and cause as much trouble as possible, spreading fears and confusion, convincing people that there are disasters
going on, and continuing until the local population is in a state of riot. Then, after basking in the glow of the damage that they've caused, they
travel on. Calamity hawks who've survived any length of time learn that their games can be uncovered easily, and that never hitting the same
location twice is the best way to avoid revenge by angry Immaculates, local gods, or the like.
Appearance
Naturally, calamity hawks are much like their description would suggest; their feathers are the same deep blue-grey of their sires, and their
eyes have the cold appearance of a snake's, but otherwise they seem to be simply oversized birds. When they speak, it is in a low rumble
that carries well over distance.
When in disguise, calamity hawks can appear to be almost any basic human. Regardless of their appearance and apparant age, however,
they always have grey hair and eyes - because of this, and because even as humans they do not have much physical strength, they usually
counterfeit harmless old travelers rather than anything else.
Character Sheet
Motivation: Cause as much trouble as possible.
Attributes: Strength 1, Dexterity 3, Stamina 3, Charisma 2, Manipulation 4, Appearance 2, Perception 2, Intelligence 2, Wits 4
Virtues: Compassion 1, Conviction 2, Temperance 3, Valor 3
Abilities: Athletics 2, Awareness 2, Dodge 3, Larceny 3, Linguistics 2, Martial Arts 2, Performance 3, Presence 3, Socialize 2, Stealth 3,
Survival 2
Charms:
These elementals appear to be to be made of an incredible mass of flowing, smoky streamers sprouting from a roughly tree-like stem. There
is no discernible head or face, the streamers act as tentacles for manipulation or whips for attacking, and the stem just slides across the
ground when moving. The spirit can fly, and when it does it reveals a very miniscule system of roots, that looks like little more than a scraggly
beard hanging from the trunk. Its streamers spread out in all directions, and looks something like a gargantuan dandelion seed. When
situated on the ground, the streamers droop, and the resemblance to a willow tree is often made. However, the dark grey, smoky
translucence of the spirit discounts it as any kind of plant life. Those that approach haradurs notice the potent scent of burning leaves that
clings to all porous possessions until they are thoroughly washed. They are very majestic elementals, and difficult to ignore.
They are extremely persuasive that burning an area is necessary, but they don’t necessarily believe their arguments, and sometimes can
even feel sorry for those that are affected. They deeply envy fire elementals and will do their best to impress them and champion their
opinions, all the while feeling ostracized by them. They pretend to be completely aloof to wood elementals. A haradur is an air elemental,
trapped between fire and wood, and as a result, insecurity is a haradur’s greatest fault.
Haradurs can only speak Old Realm, but their knowledge of history and the sciences are impressive. They are dominatingly logical, as they
often have to convince themselves of their duties when their hearts may be elsewhere.
They can vanish in a puff of smoke to their domains, which are often small forest clearings that bear some evidence of burning (either from
old forest fires or mortal campsites), where they like to root and exist and sleepy, smoky trees. Their smoke can distract and muddle minds.
They also enjoy feeding on the clean breath of those sleeping, depositing smoky residue within victims lungs. This can either result in a
terrible cough for a day or two, or permanent respiratory damage if the haradur needed more. A rash of coughs in a community can herald
the coming of a forest fire. And of course, they have great control over wind and air that they use to fuel and direct fires.
In combat, they will generally become intangible and fly away, but if forced to fight they will either unleash barrages of whip attacks with their
streamers, or toss great super-heated spheres of smoke at their enemies.
Stats
Attributes:
Strength 4, Dexterity 5, Stamina 2
Charisma 2, Manipulation 5, Appearance 0
Perception 4, Intelligence 3, Wits 2
(Appearance is intensity and utility, not beauty)
Abilities:
Awareness 5, Brawl 3, Craft 3, Endurance 5, Lore 4, Occult 1, Presence 5,
Thrown 4, Survival 2
Virtues:
Compassion 3, Conviction 1, Temperance 5, Valor 3
Willpower: 6
Health: -0,-0,-1,-1,-2,-2,-4,-4,Incap
Essence: 2
Essence pool: 62
CHARMS:
Mothers do not have the heart to kill the creature, despite its hideous appearance, not that they are generally capable of slaying an
elemental. The Niha then seeks out the closest male relation to the mother and emulates him. If the male tutors the Niha in his trade, he will
become blessed with incredible fertility and good health. The Niha will work loyally for the 'mentor' until their mortal death, after which the
Niha will step up and replace the mentor. If he refuses to train or allow the Niha to work with him, the Niha will slaughter him and the mother,
and then suddenly become unable to breathe, flopping about until it dies and dissipates into watery essence.
Niha are startlingly humanlike in character despite their grotesque appearance. Their genderless voices are contemplative and smooth, often
waiting a few moments before someone else has finished speaking before speaking themselves, as though they are absorbing everything.
Their disfigured limbs move awkwardly, yet are as skilled as human hands in any endeavor.
Stats
Attributes:
Strength 3, Dexterity 3, Stamina 4
Charisma 3, Appearance 3*, Manipulation 1
Perception 2, Intelligence 4, Wits 3
*measures intensity and utility, not beauty
Abilities:
25 dots that mimic the abilities of the 'mentor', and they can be the skills of a tailor, the skills of a king, and anything in between. However, all
Niha have at least Athletics 2 for swimming.
Backgrounds:
Again, they can be anything, but only up to 6 background dots, maxing out at 3 for a given background. Young Niha whose families still live
tend to have dots in Allies or Contacts.
Virtues:
Compassion 4, Conviction 3, Temperance 1, Valor 2
Willpower: 8
Health: -0,-1,-1,-1,-2,-2,-2,-2,-4, Incap
Essence: 3
Essence pool: 64
Suggested Charms:
Affinity Element Control, Touch of Grace, Dematerialize, Principle of Motion, Tiny Gift, Benefaction, Summon Food
Elemental Powers:
Mobility, Aegis, Coarse Skin
Mistwardens
The islands of the Northwest are filled with oddities, but local pirates know to beware the fogs that can settle without warning onto reefs and
small fishing towns. Often, fog is merely fog, and can be ignored if you can sail through it safely. But sometimes it means that an island is
under the protection of a mistwarden, and those who bear it ill will should beware.
Mistwardens are an outgrowth of the endless war between the air and water courts; water elementals who have taken on a hint of the nature
of Air, and who are fully capable of defending themselves if needed. They tend to shun the organized courts, preferring to find people and
places to defend, and lurk quietly observing until their new charges need help. When this happens, fog sets in and comes alive, and would-
be attackers are disoriented, drawn off-course, and killed by choking strands of water that slide into their throats when they are unprepared.
The Mistwardens are ruthless to those that offend them, and protective of those they choose.
It usually does not take long for a town to realize it has been protected, and mistwardens can become upset if they feel that they are not
appreciated - in fact, if after several defenses their charge has not realized or recognized the source of his protection, a mistwarden will
typically leave in frustration to find someone more understanding. They enjoy sacrifices of fruits and small birds, and even small sacrifices
are usually enough to keep them around indefinitely.
Appearance
In their natural form, Mistwardens take the shape of willowy humans, their skin a mottled grey and their hair and eyes a pale blue. They move
in slow, broad motions, and tiny clouds of fog pool around their fingers. Mistwardens do not particularly wear clothing, but their bodies are
vague and indistinct, generally lending them the appearance of being dressed in a tight-fitting bodysuit. They do not typically carry weapons
or armor.
Character Sheet
Motivation:
Attributes: Strength 2, Dexterity 3, Stamina 4, Charisma 2, Manipulation 4, Appearance 3, Perception 4, Intelligence 2, Wits 3
Virtues: Compassion 3, Conviction 2, Temperance 2, Valor 3
Abilities: Athletics 3, Awareness 3, Dodge 2, Investigation 2, Linguistics 1 (Old Realm, Seatongue), Martial Arts 3, Occult 1, Presence 2,
Resistance 2, Socialize 3, Stealth 4
Charms:
Words of Power: Speed 6, Accuracy 7, Damage 3B (levels, ignores armor soak), causes penalties for 9
ticks
Character Sheet
Attributes
Physical: Strength 1, Dexterity 3, Stamina 2
Social: Charisma 5, Manipulation 4, Appearance 3
Mental: Perception 4, Intelligence 3, Wits 2
Abilities
War: Athletics 1, Awareness 4, Brawl 1, Dodge 4, Endurance 1, Melee 2, Resistance 1
Life: Craft (Gardening) 4 (Indoors Design +3), Crafts (Carpentry) 2, Linguistics (Old Realm and Regional) 1, Performance 5 (Singing +2),
Presence 2, Socialize 4 (Hosting +3), Stealth 3, Survival 2
Wisdom: Bureaucracy 1, Lore 2, Medicine 4 (Caring for the Sick +1), Occult 1
Advantages
Virtues: Compassion 4, Conviction 2, Temperance 3, Valor 2
Charms: Compassion (Commodity of Nature, Landscape Camouflage, Landscape Travel, Measure the Wind, Stoic Endurance, Touch of
Grace), Temperance (Hurry Home), Valor (Dematerialize, Will-o-Wisp)
Elemental Powers: Aegis, Element's Domain, Rejuvenation (when rooted to the ground; -3 to Intiative and -3 to all Dexterity rolls that require
Movement)
Essence 2
Essence Pool: 63
Willpower: 7
Health: -0, -1, -1, -1, -2, -2, -2, -4, Inc. [1L/2B]
Armor and Soak: No Armor
Lethal 1
Bashing 2
Aggravated 0
Cost to Dematerialize: 16
Base Initiative: 5
Attack:
Poke: Speed 5, Accuracy 5, Damage 1B, Block 6, Rate 5
Dodge Pool: 9
Willow Maiden
Predatory wood elementals that prefer to reside in grassy banks at the edge of rivers and streams, much as their namesake trees do, willow
maidens can be deadly to the unwary traveller. There have been many lone wanderers who have woken up one morning after a restful
night’s sleep only to find that their eyes have been stolen. Their form is that of a lithe young girl, with a massive spray of willow switches for
hair, their skin covered with cracked willow bark. The follow the same lifecycle as the willow tree itself, descending into a deep slumber
during the winter months, rousing and leafing out during the spring and summer, before losing their leaves and slowly returning back to
slumber in the autumn. This cycle also means that during spring and autumn the willow maidens are ravenously hungry, and any traveller
going through their wood would do his best to take precautions.
Their favoured hunting technique is to lie in wait in small groups, choosing areas that would be naturally attractive as campsites, clearings
close to water, etc… Upon the arrival of a traveller or group of travellers they stand utterly still, appearing as a small stand of willow trees,
and wait until nightfall. Then, they will use their Steal Sustenance Charm on one of the sleepers, stealing his eyes from their sockets with a
slow kiss, that feels highly pleasurable to the victim, and many of them report pleasant (even erotic) dreams as a result of the feeding. When
they wake, however, they are permanently blinded, their eye sockets now gaping fleshy holes. Although many of the larger groups have
sorcerers who can create wards that will hedge out any passing spirits or elementals, they provide no such protection against any that are
already within. It is this sense of confidence that the willow maidens rely on when preying on groups.
Although they prefer to avoid actual combat, the willow maidens are capable fighters if the need arises, their tough bark-like skin providing
adequate protection against attack. With vicious claws and serrated teeth, they are not to be trifled with but, in general, once discovered the
willow maidens will abandon their prey for one less knowledgeable.
Attributes
Strength 3, Dexterity 4, Stamina 3, Appearance 4, Charisma 2, Manipulation 1, Intelligence 2, Perception 4, Wits 2
Abilities
Athletics 3, Brawl 3 (Claws +1), Dodge 2, Endurance 3, Performance 3, Presence 2, Resistance 2, Survival 4
Virtues
Compassion 2, Conviction 4, Temperance 2, Valour 3
Charms
Dematerialise, Landscape Travel, Steal Sustenance, Stillness
Elemental Powers
Aegis
Initiative: 6
Dodge Pool: 6
Soak: 4L/6B (3L/3B barklike skin)
Attacks
Claws - Speed 8, Attack 8, Damage 6L, Parry 7
Bite - Speed 4, Attack 6, Damage 8L, Parry 4
Essence: 2
Willpower: 7
Essence Pool: 63
Cost to Dematerialise: 40
Health Levels -0 / -1 / -1 / -1 / -2 / -2 / -2 / -4 / Incapacitated
Gemhide Boars
Natives of a particular region of the North, near the borders of the Inner Sea, gemhide boars are somewhat misnamed, but aptly so. They are
rarely seen during daylight hours, as they are nocturnal creatures, but it is that sight that gave them their name, for from a distance their
hides seem to be studded with beautiful glowing sapphires and emeralds. As one draws closer to them, it can be seen that these spots are
not literal gems, but patterns of light that have attached themselves to the boars' bodies, creating swirls of colours that dance and shift
according to the moods of the creatures to which they are a part.
Gemhide boars alternate their time between the borderlands and Creation, seeming to have no clear definition of which is which. Their
breeding grounds, marvelous grottos of shifting patterns of light, are always within the borderlands, and they rarely travel farther; in fact,
when one of them develops another mutation, the other gemhides fail to recognize it as kin and drive it away, deeper into the Wyld. They are
silent beasts, using their strange skin to communicate, but otherwise behave much like ordinary boars. Their skins transmit light well, and
thus they are hunted as luxury pelts by local hunters, who skin them into odd pelts that can be made into thick curtains - these curtains catch
the light much like stained glass windows, when properly prepared.
Stats
Strength 4, Dexterity 3, Stamina 4, Perception 2, Intelligence 1, Wits 3
Athletics 2, Awareness 3, Dodge 2, Integrity 2, Investigation 2, Martial Arts 3, Presence 3, Resistance 4, Stealth 1, Survival 3
Mutations: Bioluminescence, Night Vision, Thick Skin (All Poxes)
Willpower: 4, Health Levels: -0, -1, -1, -2, -2, -4, Inc, Dying x4,
Dodge DV: 2, Soak: 3L/5B (Gemhide skin, +1BFrivYeti/L)
Snowrunners
Sometimes, travellers in the Northern borderlands, or even within the boundaries of Creation, will be surprised to find a herd of six-legged
caribou racing towards them, around them, and past them. These creatures, with short antlers that curve back behind them, are known
colloquially as 'snowrunners'. The descendants of beasts that wandered into a space-warping region of the Wyld and were irrevocably
altered, they run endlessly throughout the Wyld, not stopping even to eat, sleep, or mate; all of their functions can be performed while
running.
Many northern tribesmen have learned to track the pathways followed by the snowrunners, and to co-opt them for journeys. The ability of the
caribou to cover over seventy miles per hour in the Wyld allows for extensive movement, and they are extremely docile; if a tribesman jumps
on one as it slows to eat, he can reasonably expect to hang on for the duration of the trip. Actually directing the creatures is all but impossible
(treat them as having a Control rating of 6), but few feel the need, and they can always jump off the next time the beasts begin to slow.
Stats
Attributes: Strength 4, Dexterity 3, Stamina 5, Perception 2, Intelligence 2, Wits 3 (Animal)
Abilities: Athletics 4, Awareness 2, Dodge 2, Integrity 1, Investigation 1, Martial Arts 1, Presence 1, Resistance 2, Survival 2
Willpower: 4, Dodge DV: , Soak: , Health: OK, -1, -1, -2, -2, -4, Inc
Move: 11 yards (22 miles per hour), Dash: 18 yards (36 miles per hour), Jump:</i> 16 yards
<b>Mutations: Wyldrunning* (Affliction), Inexhaustible (Affliction), Gazelle's Pace (Affliction), 'Allergy' [Stopping] (Deficiency)
Wyldrunning - As long as the snowrunners are within the Wyld, they can travel at immense speed by warping terrain that they pass over.
This effect halves the distance of any journey that they take, and multiplies fully with their enhanced movement rates. Note that if they suffer
a collison, they do so at their true speed, not their effective speed.
Allergy - Whenever a snowrunner moves less than 5 yards per tick, they suffer a -1 penalty to all actions. Stopping movement for more than
ten or fifteen seconds causes their bodies to start to rupture and bleed, dealing bashing damage unless they pass out, at which point they
continue to rupture until death. Someone else carrying or otherwise moving a wyldrunner at sufficient speed suffices to cancel this allergy.
The Bluzbug
A diminute breed of spirits, the bluzbugs have the shape of dragonflies, except they are about twice as large and have huge, peering human
eyes that seem to shimmer with illusion, making even the most attentive person that looks into them drowsy. They are a light blue, though
when their surroundings are hard-pressed for light they glow a sharp, darker blue. These critters are almost all nocturnal (although
they are seen during the day occasionally). Incredibly agile, these critters move faster than any average mortal could hope without magical
assistance.
Bluzbugs are friendly to anyone that hasn't been mean to them yet--everyone is a good person until proven otherwise to a bluzbug. Friendly
as they are, however, they are also mischevious and love to play pranks. Once a bluzbug decides you're it's friend, you're a target.
Sometimes it'll be days between pranks, and sometimes only seconds. It all depends on the bluzbug's mood and general demeanor. Of
course, they never harm anyone on purpose. People they don't like they simply ignore, dematerializing and vanishing into the spirit courts.
They not only play pranks, however...bluzbugs have different passions, from an incredibly high affinity for tea (if you accidentally make a
bluzbug mad, tea is a good way of getting them to at least hear your explanation). They can't drink the tea, of course, but more than one
bluzbug has sat at the tip of a teacup and then fallen over, bathing themselves in tea, a happening which they take with as much dignity as
they possess. Tea parties are the only places in which they are actively social, of course. Unless pushed into it, bluzbugs rarely have the
inclination to speak or carry on a conversation. It's not that they mind...they're just shy. As an extra to loving tea parties, they can turn into
maggoty old ladies when it comes to art--a bluzbug will critique a piece of art until there is nothing left to say about it. If a work of art is
perfect, then its too perfect.
As useless (aside from fun and games) as they may seem, the bluzbugs actually do have a function in the Spirit Courts. In Creation, the
bluzbugs are the guides of the forests, swamps, caverns and valleys. When a person is lost, it will be the bluzbug that can be most relied
upon, for they are honest to a fault and perfect when doing their duty. Usually they try to whisper the directions from a dematerialized form--
but occasionally, the travelers are just too dense, and they must materialize to be paid attention to. In Yu-Shan, they are often employed as
guides to visitors and guides to people visiting their employers' manses in Heaven.
Not only are bluzbugs guides in the world...they are also guides in dreams. They have a very unique understanding of what dreams means.
They know what things that appear in theminds of others mean, and have an incredible knowledge of how to manipulate dreams to make
them say what the dreamer needs to know. This is why they are also called the dreambugs (although not to their faces, as they don't like it).
In Yu-Shan, this ability is used a bit less prophetically: it isn't uncommon for powerful gods to summon bluzbugs to them and have them alter
their dreams (for those gods that choose to sleep, of course) so that they may have the most pleasant dreams. If the bluzbug fails in this
task, they are punished. This is why most bluzbugs prefer dwelling in Creation instead of Heaven.
Character Sheet
Attributes
Physical: Strength 1, Dexterity 6, Stamina 2
Social: Charisma 5, Manipulation 4, Appearance 3
Mental: Perception 3, Intelligence 3, Wits 5
Abilities
War: Awareness 4, Dodge 3 (Full Dodge +3), Endurance 1, Resistance 1
Life: Larceny 3, Linguistics 3, Performance 2, Presence 4, Socialize 3, Stealth 5, Survival 2
Wisdom: Bureaucracy 3, Investigation 1, Lore 3, Medicine 1, Occult 4 (Dreamlore +3)
Advantages
Virtues: Compassion 4, Conviction 2, Temperance 2, Valor 3
Charms: Compassion (Dreamspeak, Tiny Gift, Benefaction, Landscape Travel), Conviction (Confusion), Temperance (Cunning Thief), Valor
(Materialize, Principle of Motion)
Essence 2
Essence Pool: 57
Willpower: 5
Health: -0, -1, -1, -2, -2, -4, Inc.
Armor and Soak: No Armor.
Lethal 1
Bashing 2
Aggravated 0
Cost to Materialize: 14
Base Intiative: 11
Attack: None (they don't fight)
Dodge Pool: 11
Specialties: Full Dodge 14
Appearance
Sharezah's most often-worn form is that of a Southern woman, veiled in a thousand layers of sandy wraps, which coil and shift around her,
constantly seeming as though they might slip without ever truly revealing anything. A slim scimitar sits at her hip, carrying with it the faint hint
of fresh water, and her sand-brown eyes sparkle with amusement. She usually takes a shape just slightly shorter than the group that she
encounters - she has remarked that it draws them off their guard.
Character Sheet
Motivation: Support the lifestyle of the desert peoples.
Attributes: Strength 4, Dexterity 6, Stamina 5, Charisma 5, Manipulation 7, Appearance 6, Perception 4, Intelligence 4, Wits 7
Virtues: Compassion 2, Conviction 3, Temperance 4, Valor 3
Abilities: Athletics 4, Awareness 3, Dodge 5, Larceny 4, Linguistics 2 [Old Realm, Flametonge, Southern Barbarian Languages], Integrity 3,
Lore 4, Martial Arts 3, Melee 5 (Scimitar +2), Occult 4, Performance 7, Presence 5, Resistance 2, Socialize 6 [Concealing Motives +2],
Stealth 7 (Concealing Others +2), Survival 3, War 3 (Tribal Tactics +1)
Backgrounds: Allies 4, Artifact 5, Cult 4, Influence 4, Resources 5, Sanctum 3
Charms: [36]
General Charms: Essence Plethora (x2), Hurry Home, Materialize, Measure The Wind, Principle Of Motion [8 Actions], Reserve of Will
(x2)
Blessings: Benefaction [+1 to Survival or Resistance rolls for a group of up to Magnitude 8 for up to one season]
Divinations: Sense Domain [Within the Southern Desert]
Hands of the Gods: Affinty Sand Control [Within the Southern Desert], Domain Manipulation Scenario [Turn fertile land into desert],
Weather Control [Sandstorms]
Eidola: Host of Spirits [Copies cannot be touched], Paper Tiger Arrangement [Requires lots of heat]
Relocations: Landscape Travel [Desert Land Movement, doubles speed], Portal [From Desert]
Enchantments: Harrow The Mind [Sight Only], Stoke The Flame [Emotion Towards Sharezah Only]
Aegis: Sheathing The Material Form [Controlling her Veil], Ox-Body (x1)
Curses: Plague of Menaces [Desert Hazards]
First Excellencies: Athletics, Larceny, Melee, Performance, Socialize, Stealth
Third Excellencies: Lore, Larceny, Stealth
All-Encompassing Divine Subordinations: Melee, Socialize, Stealth
Infinite Masteries: Melee, Stealth, Socialize
Join Battle: 10
Attacks:
Oasis Blade: Speed 5, Accuracy 15 (+2), Damage 9L (+8L), Defense 15 (+2), Rate 3
Soak: 15B/11L/9A (Mirage Veil 9L/10B) - increases to 29B/23L/9A with Charm use
Health Levels:
Dodge DV: , Willpower: 8 (10)
Essence: 8, Essence Pool: 160 Other Notes: The Oasis Blade is a Level-3 Artifact and part of Sharezah's regalia. Its statistics include a
starmetal damage bonus. In addition to its traits, Sharezah can twist the blade and spend 2 motes to have its blade dissolve into mist in the
heat of the day; the mist removes all Fatigue penalties for those within (Essence x50) yards.
The Mirage Veil is a Level-4 Artifact that covers Sharezah from head to toe. It allows her to collapse her body into the form of a sandstorm as
a Miscellaneous; in this form, she is immune to damage not caused by Essence attacks, but cannot hurt her foes. She also doubles her
speed and can fit through anything that sand could slide through. In many situations in the desert, it also provides her with massive Stealth
bonuses.
Sharezah also bears a Collar of Dawn's Cleansing Light, keeping her perfectly clean and composed despite the realms where she usually
stays.
Appearance
Usually, Tesuno-Gani takes the form of a massive black and white snowy owl, towering twelve feet tall. In this form, the god flies between the
levels of his library and uses gusts of wind to call up books that he needs. Occasionally, he reverts to the form he once held - that of a seven-
foot tall man with jet-black skin and featureless white eyes, with a cape of feathers hanging down behind him and a simple set of silk robes
that he wears. He typically takes such a form only when required to, as he finds it confining.
Character Sheet
Motivation: Guard ancient knowledge. Intimacies: My Library, Peace, Mortal Scholars
Attributes: Strength 6, Dexterity 4, Stamina 4, Charisma 4, Manipulation 3, Appearance 4, Perception 6, Intelligence 7, Wits 4
Virtues: Compassion 2, Conviction 3, Temperance 4, Valor 3
Abilities: Athletics 4, Awareness 6, Bureaucracy 5, Crafts (Water, Wood) 3, Dodge 5, Integrity 5, Investigation 4 (Academic +3), Linguistics 6
(All Languages*), Lore 6 (First Age +2), Martial Arts 5, Occult 6 (First Age +2), Presence 4, Resistance 4, Socialize 3, Stealth 3, Survival 2,
Thrown 3
Background: Backing (Yu-Shan) 2, Connections (Scholarly Orders) 2, Allies 2
Charms:
General Charms: Measure The Wind, Reserves of Will (2), Essence Plethora (2)
Second Excellencies: Awareness, Lore, Martial Arts, Occult, Presence
Third Excellencies: Dodge, Lore, Occult
Infinite Masteries: Martial Arts
Divine Subordinations: Lore (Research and Remembering), Occult (Research and Remembering)
Benefaction (Blessing): Tesuno-Gani can give targets a 1-die bonus to all rolls to study or retain knowledge.
Intrusion-Sensing Method (Divination): The owl god can always tell when someone enters his library. He keeps this Charm active at all
times.
Natural Prognostication (Divination): Tesuno-Gani can always tell which aspects of his books are true, and which are false.
Call (Sending): Tesuno-Gani can communicate with everyone in his domain, no matter where he is.
Affinity Elemental Control (Divine Work): Tesuno-Gani can control the wind, as a reflection of air's association with hidden knowledge.
Calculated Order of Immediate Action (Divine Work): With a thought, Tesuno-Gani can reproduce any work of knowledge that falls
within his domain.
Spice of Custodial Delight (Tantra): Tesuno-Gani recovers a mote of Essence in any scene in which people study in his library. Trained
scholars net one mote each, while dabblers net (Magnitude) motes.
Banish (Relocation): Tesuno-Gani uses this Charm to remove interlopers from his library. Interlopers are dropped up to 90 miles away,
and resist with a Stamina + Integrity roll at a -5 external penalty.
Warding (Relocation) Tesuno-Gani can ban individuals or groups from his library. This requires 10 motes and a Willpower. Anyone thus
banned must succeed at a Willpower + Essence roll at difficulty 6 to enter his library, and suffer a -4 die environmental penalty to all
actions while inside if they succeed.
Divine Perogative (Aegis): Tesuno-Gani's Intimacy towards his library is a perfect defense, and no force can make him damage or
destroy it.
Scourge (Curse): Tesuno-Gani's Scourge takes away a character's ability to reason and know. It reduces a target's Intelligence, Lore,
and Occult by 1 for a scene for 15 motes and 1 Willpower. Tesuno-Gani can spend an additional Willpower to extend the duration of
the effect to last for a full season. Tesuno-Gani's curses do not pass on to an heir if the original cursed being dies.
Martial Arts: Tesuno-Gani has learned the secrets of martial arts, and knows Violet Bier of Sorrows Style up to its form Charm. He will
not, as a rule, teach this style, as he fears the penalties for doing so.
Join Battle: 20
Attacks:
Wing Buffet: Speed 5, Accuracy 9 (to 18), Damage 8B, Defense 9 (to 18)
Soak: 12B/10L/8A (Inky Feathers 8B/8L/8A, Hardness 8)
Health Levels: OK, -1, -1, -1, -1, -1, -1, -2, -2, -2, -2, -2, -4, Inc
Dodge DV: 8, MDV: 10, Willpower: 7 (9)
Essence: 6, Essence Pool: 115 Other Notes:
Tesuno-Gani's panoply comes in two parts - the ink that stains his feathers, and the silver pendant that he always wears, hidden under his
feathers. The former is a physical manifestation of the immortal nature of ideas, and provides him with armor soak that cannot be reduced
except by effects that ignore all non-natural soak, but does not count as armor. The latter is a powerful talisman that provides Tesuno-Gani
with total awareness, reducing environmental penalties to his Awareness rolls by three, and granting him three bonus successes to notice
unexpected attacks.
Due to his nature, Tesuno-Gani speaks every language known to mortals, as long as it has a written form. Languages with only a spoken
form are not known to him, nor are the languages of most of the Darkbrood. He speaks both the High Holy Speak of the Dragon Kings and
the Rocktongue of the Mountain Folk, as mortals have learned them. Tesuno-Gani does not speak Autochthonian, but would learn it if
Autochthonians wrote anything within Creation.
Tesuno-Gani does not like violence, and prefers to use his Banish and Ward abilities to forestall problems. At the same time, he is a Manse
guardian as well as a god of knowledge, and is thus a fully capable fighter when enemies attack en masse or he suspects his Banishings will
not work (or if a foolish explorer defies his wards and gains entrance).
Kaede, the Silk-Winged Ghost Spirit Type: Minor Divinity Concept: Pretty but Scatter-Brained Butterfly God Nature: Caregiver Inheritance: 3
Picture: (Bug) Here and (Non-Bug) Here
Str 1 Dex 5 Stm 2
Chr 4 Man 1 App 5
Per 3 Int 3 Wts 1
Performance 5
Dodge 5
Awareness 2 Bureaucracy 1 Investigation 1 Larceny 1 Linguistics 1 (Native: Old Realm, High Realm) Lore 2 Occult 3 Presence 2 Socialize 3
Stealth 2
Merits: Alternate Shape: Butterfly (4) Prodigy: Dodge (2) Enchanting Feature: Wings (2) Awakened Essence
Flaws: Mute (4) Climate Sensitive: Cold (2) Affected by Spirit Wards
Backgrounds: Salary 2 Savant 3 Contacts 3 Reputation 2 (Sidereal Sidekick) Influence 1 (Ranking Spirit in Suyu’s Household) Artifact 2
(Multiform musical instrument. Green jade, moonsilver, and willow: Koto, biwa, hand drum, and long-flute)
Essence 2 Willpower 7
Compassion 4 Conviction 1 Temperance 2 Valor 3
Spirit Charms: Materialize (Valor) Principle of Motion (Valor) Touch of Grace (Compassion)
Appearance
Generally, Laughing Wind appears to be a tall man, his body wrapped in a leafy toga, and a vine running along up his neck to perch its flower
behind one ear. His voice is musical but distracted, and he gives the air of a being that is a little bit vague at all times. His skin is a faint green
year-around, although it pales towards white in the winter, and his eyes are deep brown.
Character Sheet
Motivation: Look after his tribes
Attributes: Strength 3, Dexterity 4, Stamina 5, Charisma 5, Manipulation 2, Appearance 4, Perception 4, Intelligence 3, Wits 3
Virtues: Compassion 3, Conviction 3, Temperance 2, Valor 2
Abilities: Awareness 3, Athletics 2, Crafts (Wood) 2, Dodge 3, Integrity 3, Linguistics 2 (Native: Old Realm, Other: Skytongue, Barbarian
Tongues), Lore 2, Medicine 3, Performance 4, Socialize 3, Survival 4
Backgrounds: Allies (Guild) 1, Cult 2
Charms:
General Charms: Hurry Home, Materialize, Measure The Wind, Essence Plethora x1
First Excellencies: Medicine, Performance, Socialize, Survival
Third Excellencies: Performance
Infinite Masteries: Performance, Socialize
Eye of Inspiration (Blessing): If Laughing Wind is impressed by a performer, he can grant them the use of his Performance
Excellencies, which he will activate on the target's behalf.
Intrusion-Sensing Method (Divination): Laughing Wind can sense damage to any Gudi vine reflexively.
Impromtu Messenger (Sending): Laughing Wind can use guid vines to speak through without materializing or being present.
Paper Tiger Arrangement (Eidola): As the vines hide beneath trees, Laughing Wind can mask areas to make it appear as though no
one is present.
Landscape Travel (Relocation): Laughing Wind can travel quickly through forests, doubling his land speed for such travel.
Stoke The Flame (Enchantment): Laughing Wind is particularly good at inducing joy in his followers.
Malediction (Curse): Laughing Wind abhors violence, and can inflict 1-die penalty on offensive combat rolls. He can also spend 1
willpower to affect a Magnitude 2 unit with this Curse all at once.
Words of Power (Edge): Laughing Wind uses Charisma + Valor to attack with his angered songs, dealing a base 2B damage. He rarely
unleashes this power, weak though it is, but those afflicted become woozy and disoriented. The attack is considered a Crippling effect.
Join Battle: 6
Attacks:
Words of Power: Speed 5, Accuracy 7, Damage 2B (ignores armor), Defense --, Rate 3
Soak: 9B/6L/4A (Leafy Clothing 4B/4L)
Health Levels: OK, -1, -1, -1, -1, -2, -2, -2, -4, Inc
Dodge DV: 5, Willpower: 6
Essence: 3, Essence Pool: 70 Other Notes:
Laughing Wind's entire panoply consists of his elegant gudi flute. This tool reduces the MDVs of anyone who listens to its playing by 3
(Gudi's Compassion rating) for the duration of the scene in which it is played, against his social attacks or Charms. (This is considered an
Emotion effect that can be resisted by spending 1 Willpower per MDV dot; most save their Willpower for his actual attacks.) The flute is also
exceptional, providing +1 die to Performance rolls made using it.
Alchemical Golem
A large, humanoid-shaped creature with swollen, unformed features. Fluid bulges beneath its skin.
Attributes: Strength 12, Dexterity 3, Stamina 8; Charisma 1, Manipulation 1, Appearance 1; Perception 3, Intelligence 2, Wits 3
Virtues: Automaton: Never fails Valor checks, never makes others
Abilities: Athletics 5, Awareness 2, Craft (Water) 2, Dodge 3, Integrity 2, Linguistics 1 (Native: Old Realm; Forest-tongue), Martial
Arts 6 (Fists +4), Presence 1, Resistance 6, War 2
Join Battle: 5
Attacks: (Ping 6)
Punch: Speed 5, Accuracy 14, Damage 12B plus Acid Touch, Parry DV 7 (15d), Rate 3
Kick: Speed 5, Accuracy 9, Damage 15B plus Acid Touch, Parry DV 3 (7d), Rate 2
Clinch: Speed 6, Accuracy 9, Damage 12B plus Acid Touch, Parry DV –, Rate 1
Soak: 16L/32B (Natural 4L/8B; Armor plating 12L/24B, Pierced 10L/20B; Hardness: 5L/10B)
Health Levels: -0/-1 ×9/-2 ×10/-4 ×4Rafilar/AssortedGolemsAndAutomata/I
Move: 4 yd. Dash: 8 yd.
Dodge DV: 3 (6d)
Essence: 1 Willpower: 10
Acid Touch: An alchemical golem's surface gleams with acid. The golem's touch deals 4L acid damage. Any creature who hits an
Alchemical golem with an unarmed attack or touch, or who is hit by the golem's unarmed attacks, suffers this damage as well, as
a separate damaging effect, soakable normally (to a minimum of 1 die). Any creature who takes post-soak damage from this
effects suffers it again on their next action; it does not recur after that.
Achemical Healing: An alchemical golem can heal to full by consuming a large barrel of a special alchemical mixture.
Breath Weapon: The alchemical golem may breath a 5-yd. cone of toxic vapor as a miscellaneous action. Every creature within
the cloud takes a 15-die, unblockable attack. Those who are hit take 8L lethal damage, which ignores armor. If they take even one
level of damage from this effect, they must make a (Stamina + Resistance) roll, difficulty equal to the levels of damage taken, or
lose one dot of Stamina. A creature knocked to 0 Stamina falls unconscious; lost Stamina recovers at one point per day. Even
those who are not hit take 4L damage, but do not risk Stamina loss.
Rupture: Any single hit that deals damage to an alchemical golem ruptures its membrane. This releases a spray of chemicals that
fills one 5-ft. hex in teh direction from which the attack originated. Its efefcts are identical to the breath weapon listed above,
except that the damage increases by 1-die for each point of wound penalty affecting the golem. The membrane then closes,
reducing the spill to a mere trickle.
When an alchemical golem is destroyed, the membrane collapses, spilling out all the remaining chemicals. The noxious materials
fill a 5-yd. radius with the same effect as the breath weapon.Other Notes: This is a conversion of the Alchemical Golem from the
D&D 3.5e Monster Manual 3.
Force GolemHumanoid in shape but covered in reflective blue-green metal plates, this creature looks as though it has
been mangled or rent by powerful hands. Its body sags as though its armor has melted, or perhaps was reshaped by great force.
Attributes: Strength 4, Dexterity 4, Stamina 6; Charisma 3, Manipulation 1, Appearance 2; Perception 3, Intelligence 3, Wits 3
Virtues: Automaton: Never fails Valor checks, never makes others
Abilities: Archery 5 (Pulse +2), Athletics 5, Awareness 4, Dodge 7, Integrity 3, Linguistics 3 (Native: Old Realm; Forest-tongue,
High Realm, Riverspeak), Martial Arts 5, Presence 2, Resistance 3, War 4
Join Battle: 7
Attacks: (Ping 3)
Diamond Golem
Attributes: Strength 12, Dexterity 7, Stamina 7; Charisma 1, Manipulation 1, Appearance 4; Perception 2, Intelligence 2, Wits 3
Virtues: Automaton: Never fails Valor checks, never makes others
Abilities: Athletics 5, Awareness 5, Integrity 2, Linguistics 0 (Native: Old Realm), Martial Arts 2, Melee 6 (Sword +3), Presence 1,
Resistance 5, Stealth 2, War 5
Join Battle: 8
Attacks: (Ping 7)