- Location
- Brittany, France
- Pronouns
- He/Him
Here's another one.
Dynastic Assassin
This Dragon-Blood has been Exalted for some years and recently made a very advantageous marriage. Her public persona is that of an unassuming bureaucrat with a modest-by-Exalted-standards talent for numbers. Unbeknownst to most, she is actually a trained assassin pursuing a long quest for revenge. Some of her targets are personal business as part of this quest, but her mentors or family sometimes give her targets she has no connection to. She may be Iselsi, a Grass Spider, part of a Yozi cult, or pursuing a purely personal feud with idiosyncratic training. She is a powerful foe for a young Dragon-Blooded character, and proper use of stealth may allow her to threaten Celestial combatants.
Aspect: Air
Essence: 3; Willpower: 6; Join Battle: 10 dice
Personal: 14; Peripheral: 25 (max 35)
Health Levels: −0×1/−1×4/−2×4/−4×1/Incap.
Actions: Bureaucracy: 10 dice; Logistics: 9 dice; Feats of Strength: 8 dice (may attempt Strength 3 feats); Read Intentions: 11; Resist Poison/Disease: 6 dice; Senses: 9 dice; Social Influence: 11
Appearance 5, Resolve 4, Guile 6
Combat
Attack (Kakute): 14 dice (Damage 10L]/1)
Attack (Blue Jade Infinite Chakram): 15 dice at close range (Damage 13L/3)
Attack (Thrown Needle): 14 dice at close range, Damage N/A. This weapon inflicts no damage but may carry poisons.
Attack (Grapple): 11 dice (7 dice to control)
Combat Movement: 11 dice
Evasion: 6; Parry: 3
Soak/Hardness: 8/4 (Steel-Silk Robes)
Intimacies
Defining Principle: My life is in service of my vendetta.
Major Principle: A well-executed murder is like a work of art.
Major Tie: Mentors/House (Loyalty)
Minor Tie: My Spouse (Pragmatic Affection)
Escort
While in her public persona, this Dynast is rarely without mortal servants, or a spouse with the traits of an Arrogant Young Master. While conducting assassination, she operates alone.
Merits
Weapons: The Dynastic Assassin does not carry her weapons on her person, but banished Elsewhere. She may retrieve them reflexively.
Excellency
Bonus Dice: A Dragon-Blood can add +3 dice for 3m to any dice pool in which he has 6+ dice, and +6 dice to any dice pool in which he has 11+ dice.
Static Values: A Dragon-Blood can increase static values for two motes per +1 bonus, up to +2 for static values 4+ and up to +3 for static values 6+.
Offensive Charms
Seeking Throw Technique (-): When adding dice to a ranged attack, the Dynast ignores light cover. If she aims before attacking, she ignores one point of Defense from heavy cover.
Birdsong Over Blades (4m or 2m, 1wp; Reflexive; Decisive-only; Instant): A successful decisive kakute attack inflicts no damage and does not reset the Dynast's Initiative, but does carry the effects of poison. Noticing the attack requires a (Perception + Awareness) roll at difficulty 8. If she attacked from concealment, she does not break stealth. If the attack missed, she may pay 2m, 1wp instead of this Charm's cost to enjoy the same stealth benefits.
Blood-Chilling Strike (4m; Supplemental; Decisive-only; Instant): A successful unexpected decisive attack causes the target to lose one Initiative, or three Initiative in an ambush. If the attack deals 3+ damage, he cannot take a movement action until the end of his next turn, including movement created by Charms that does not count as an action.
Dust Cloud Eruption Strike (4m; Simple; Decisive-only, Mute; Instant): A decisive ranged attack creates difficult terrain within close range of the target and a cloud of smoke out to short range of him. This smoke inflicts blindness penalties and can be used to roll concealment, but fades away at the end of the Dynast's next turn. Attacking while the smoke is up adds +1 die to the attack and damage roll. Only below bonfire.
Mela's Twin Fangs (4m, 1wp; Simple; Withering-only; Instant): Make two ranged withering attacks against a single target, only gaining Initiative from the one that deals the most damage.
Persistent Hornet Attack (5m, 1wp; Simple; Withering-only; One scene): Make a withering Chakram attack. On a success, the Dynast does not gain any Initiative. Instead, that Initiative goes to a new track for her weapon, which enters battle as a flying weapon. The flying weapon uses the Dynast's attack pool and has Defense 5, Soak 5; each turn it can move, aim, or attack an enemy in close range. This Charm ends when the weapon suffers a successful disarm gambit or succeeds on a decisive attack.
The Dragon Dies Screaming (6m, 6i, 1wp; Simple; Decisive-only, Mute; Instant): The Dynast makes a decisive kakute attack that exposes her opponent to a poison with Damage 4i/round (Aggravated in crash), Duration 8 rounds, Penalty -5. It is automatically enhanced with Birdsong Over Blades. If the attack succeeds, the Dynast may delay the poison's onset until she has left the scene and up to three weeks afterwards. Once per scene.
Venomous Thorn Attack (3m, 1i; Reflexive; Decisive-only; Instant): The Dynast reflexively poisons a weapon with curare, Damage 1i/round (B in Crash), Duration 10 rounds, penalty -2, when making a decisive attack. Waive the Initiative cost when making a Needle attack.
Defensive Charms
Blithe Unruffled Plumage (4m; Supplemental; Dual, Mute, Perilous; Instant): Gain +7 soak against a withering attack or 6 Hardness against a decisive attack, +1 if White Veil Form is active.
Flowing Shadow Stance (2m; Supplemental; Instant): Reroll 6s on a stealth roll until they cease to appear, gaining one Initiative if she beats the opposed roll of all enemies.
Hopping Firecracker Evasion (3m, 1i; Reflexive; Uniform, Perilous; Instant): When the Dynast dodges an attack that misses her Evasion by at least two successes, she may move one range band in any direction.
Silence-and-Stillness Technique (14m, 1wp; Simple; One scene): Ignore up to 2 points of penalty for using stealth in combat and ignore the effects of Charms that detect air motion. Each 10 on her stealth rolls rerolls a non-1 failed die. All sound out to close range is suppressed, defeating even supernatural hearing. This zone of silence can expand by one range band each turn up to long range if the Dynast wishes it.
Whispering Dragon Soul (-): The Dynast may pay a +2m surcharge to grant any Charm the Mute keyword.
White Veil Form (7m; Simple; Mute; One scene): The Dynast gains +1 Evasion and +1 Guile and takes no penalties for flurrying Social Influence rolls with combat actions. Opponents who roll Join Battle in response to their actions must roll with (Perception + [lower of Awareness or Socialize]). A successful unexpected attack on a nontrivial opponent allows her to activate this Charm reflexively.
Mobility Charms
Soaring Leap Technique (1m; Supplemental; Instant): 10s on a movement roll reroll non-failed 1s. Cannot be used if unable to jump.
Social Charms
Auspicious First Meeting Attitude (5m; Simple; Instant): When meeting a character for the first time, the Dragon-Blood makes a Social Influence roll against the lower of his Guile or Resolve. Success functions as both a Read Intentions action and an instill action to create a Tie towards herself that emphasizes her harmless nature and kind temperament.
Smoke-Wreathed Mien (3m; Reflexive; Instant): When a character the Dynast is aware of attempts to read her intentions, up to three 1s on his roll force him to reroll a successful die.
Sweeten-the-Tap Method (5m, 1wp; Simple; One scene): While supplying drinks at a social event, all characters who partake are treated as having a positive Minor Tie to one another and suffer -1 Guile.
Strategy
The Dynastic Assassin does not seek combat. Her preferred method of killing is to approach a character at a party and poison them with The Dragon Dies Screaming, then have the poison take hold days after when she is long gone. If this proves difficult, she will monitor her target's movements and attempt to ambush them at night, wearing a mask to conceal her identity should her victim survive.
In combat, the Dynastic Assassin typically activates Silence-and-Stillness Technique before the fight begins and opens with Venomous Thorn Attack to weaken her target. She attempts to remain outside of close range and use ranged attacks and mobility to maintain distance, wearing down her foe and re-establishing concealment whenever possible. If her opponent threatens to catch up with her, she uses Dust Cloud Eruption Strike to temporarily immobilize them and re-establish concealment. If forced into close range, she attempts to use The Dragon Dies Screaming with immediate onset as a desperation move.
The Dynastic Assassin always flees when outnumbered or when outsiders are drawn to the commotion. Her only pride is in her murder skills; she subtly undermines her own image in public so as to cultivate the impression that she is something of a disappointment. If her public persona is to play an important part in her game, consider adding further Charms from Dragon-Blooded Socialize and Integrity.
Dynastic Assassin
This Dragon-Blood has been Exalted for some years and recently made a very advantageous marriage. Her public persona is that of an unassuming bureaucrat with a modest-by-Exalted-standards talent for numbers. Unbeknownst to most, she is actually a trained assassin pursuing a long quest for revenge. Some of her targets are personal business as part of this quest, but her mentors or family sometimes give her targets she has no connection to. She may be Iselsi, a Grass Spider, part of a Yozi cult, or pursuing a purely personal feud with idiosyncratic training. She is a powerful foe for a young Dragon-Blooded character, and proper use of stealth may allow her to threaten Celestial combatants.
Aspect: Air
Essence: 3; Willpower: 6; Join Battle: 10 dice
Personal: 14; Peripheral: 25 (max 35)
Health Levels: −0×1/−1×4/−2×4/−4×1/Incap.
Actions: Bureaucracy: 10 dice; Logistics: 9 dice; Feats of Strength: 8 dice (may attempt Strength 3 feats); Read Intentions: 11; Resist Poison/Disease: 6 dice; Senses: 9 dice; Social Influence: 11
Appearance 5, Resolve 4, Guile 6
Combat
Attack (Kakute): 14 dice (Damage 10L]/1)
Attack (Blue Jade Infinite Chakram): 15 dice at close range (Damage 13L/3)
Attack (Thrown Needle): 14 dice at close range, Damage N/A. This weapon inflicts no damage but may carry poisons.
Attack (Grapple): 11 dice (7 dice to control)
Combat Movement: 11 dice
Evasion: 6; Parry: 3
Soak/Hardness: 8/4 (Steel-Silk Robes)
Intimacies
Defining Principle: My life is in service of my vendetta.
Major Principle: A well-executed murder is like a work of art.
Major Tie: Mentors/House (Loyalty)
Minor Tie: My Spouse (Pragmatic Affection)
Escort
While in her public persona, this Dynast is rarely without mortal servants, or a spouse with the traits of an Arrogant Young Master. While conducting assassination, she operates alone.
Merits
Weapons: The Dynastic Assassin does not carry her weapons on her person, but banished Elsewhere. She may retrieve them reflexively.
Excellency
Bonus Dice: A Dragon-Blood can add +3 dice for 3m to any dice pool in which he has 6+ dice, and +6 dice to any dice pool in which he has 11+ dice.
Static Values: A Dragon-Blood can increase static values for two motes per +1 bonus, up to +2 for static values 4+ and up to +3 for static values 6+.
Offensive Charms
Seeking Throw Technique (-): When adding dice to a ranged attack, the Dynast ignores light cover. If she aims before attacking, she ignores one point of Defense from heavy cover.
Birdsong Over Blades (4m or 2m, 1wp; Reflexive; Decisive-only; Instant): A successful decisive kakute attack inflicts no damage and does not reset the Dynast's Initiative, but does carry the effects of poison. Noticing the attack requires a (Perception + Awareness) roll at difficulty 8. If she attacked from concealment, she does not break stealth. If the attack missed, she may pay 2m, 1wp instead of this Charm's cost to enjoy the same stealth benefits.
Blood-Chilling Strike (4m; Supplemental; Decisive-only; Instant): A successful unexpected decisive attack causes the target to lose one Initiative, or three Initiative in an ambush. If the attack deals 3+ damage, he cannot take a movement action until the end of his next turn, including movement created by Charms that does not count as an action.
Dust Cloud Eruption Strike (4m; Simple; Decisive-only, Mute; Instant): A decisive ranged attack creates difficult terrain within close range of the target and a cloud of smoke out to short range of him. This smoke inflicts blindness penalties and can be used to roll concealment, but fades away at the end of the Dynast's next turn. Attacking while the smoke is up adds +1 die to the attack and damage roll. Only below bonfire.
Mela's Twin Fangs (4m, 1wp; Simple; Withering-only; Instant): Make two ranged withering attacks against a single target, only gaining Initiative from the one that deals the most damage.
Persistent Hornet Attack (5m, 1wp; Simple; Withering-only; One scene): Make a withering Chakram attack. On a success, the Dynast does not gain any Initiative. Instead, that Initiative goes to a new track for her weapon, which enters battle as a flying weapon. The flying weapon uses the Dynast's attack pool and has Defense 5, Soak 5; each turn it can move, aim, or attack an enemy in close range. This Charm ends when the weapon suffers a successful disarm gambit or succeeds on a decisive attack.
The Dragon Dies Screaming (6m, 6i, 1wp; Simple; Decisive-only, Mute; Instant): The Dynast makes a decisive kakute attack that exposes her opponent to a poison with Damage 4i/round (Aggravated in crash), Duration 8 rounds, Penalty -5. It is automatically enhanced with Birdsong Over Blades. If the attack succeeds, the Dynast may delay the poison's onset until she has left the scene and up to three weeks afterwards. Once per scene.
Venomous Thorn Attack (3m, 1i; Reflexive; Decisive-only; Instant): The Dynast reflexively poisons a weapon with curare, Damage 1i/round (B in Crash), Duration 10 rounds, penalty -2, when making a decisive attack. Waive the Initiative cost when making a Needle attack.
Defensive Charms
Blithe Unruffled Plumage (4m; Supplemental; Dual, Mute, Perilous; Instant): Gain +7 soak against a withering attack or 6 Hardness against a decisive attack, +1 if White Veil Form is active.
Flowing Shadow Stance (2m; Supplemental; Instant): Reroll 6s on a stealth roll until they cease to appear, gaining one Initiative if she beats the opposed roll of all enemies.
Hopping Firecracker Evasion (3m, 1i; Reflexive; Uniform, Perilous; Instant): When the Dynast dodges an attack that misses her Evasion by at least two successes, she may move one range band in any direction.
Silence-and-Stillness Technique (14m, 1wp; Simple; One scene): Ignore up to 2 points of penalty for using stealth in combat and ignore the effects of Charms that detect air motion. Each 10 on her stealth rolls rerolls a non-1 failed die. All sound out to close range is suppressed, defeating even supernatural hearing. This zone of silence can expand by one range band each turn up to long range if the Dynast wishes it.
Whispering Dragon Soul (-): The Dynast may pay a +2m surcharge to grant any Charm the Mute keyword.
White Veil Form (7m; Simple; Mute; One scene): The Dynast gains +1 Evasion and +1 Guile and takes no penalties for flurrying Social Influence rolls with combat actions. Opponents who roll Join Battle in response to their actions must roll with (Perception + [lower of Awareness or Socialize]). A successful unexpected attack on a nontrivial opponent allows her to activate this Charm reflexively.
Mobility Charms
Soaring Leap Technique (1m; Supplemental; Instant): 10s on a movement roll reroll non-failed 1s. Cannot be used if unable to jump.
Social Charms
Auspicious First Meeting Attitude (5m; Simple; Instant): When meeting a character for the first time, the Dragon-Blood makes a Social Influence roll against the lower of his Guile or Resolve. Success functions as both a Read Intentions action and an instill action to create a Tie towards herself that emphasizes her harmless nature and kind temperament.
Smoke-Wreathed Mien (3m; Reflexive; Instant): When a character the Dynast is aware of attempts to read her intentions, up to three 1s on his roll force him to reroll a successful die.
Sweeten-the-Tap Method (5m, 1wp; Simple; One scene): While supplying drinks at a social event, all characters who partake are treated as having a positive Minor Tie to one another and suffer -1 Guile.
Strategy
The Dynastic Assassin does not seek combat. Her preferred method of killing is to approach a character at a party and poison them with The Dragon Dies Screaming, then have the poison take hold days after when she is long gone. If this proves difficult, she will monitor her target's movements and attempt to ambush them at night, wearing a mask to conceal her identity should her victim survive.
In combat, the Dynastic Assassin typically activates Silence-and-Stillness Technique before the fight begins and opens with Venomous Thorn Attack to weaken her target. She attempts to remain outside of close range and use ranged attacks and mobility to maintain distance, wearing down her foe and re-establishing concealment whenever possible. If her opponent threatens to catch up with her, she uses Dust Cloud Eruption Strike to temporarily immobilize them and re-establish concealment. If forced into close range, she attempts to use The Dragon Dies Screaming with immediate onset as a desperation move.
The Dynastic Assassin always flees when outnumbered or when outsiders are drawn to the commotion. Her only pride is in her murder skills; she subtly undermines her own image in public so as to cultivate the impression that she is something of a disappointment. If her public persona is to play an important part in her game, consider adding further Charms from Dragon-Blooded Socialize and Integrity.