Site hosted by Angelfire.com: Build your free website today!

Exalted Characters of Mine

Avalanche of Claws (Kusen)

Type: Lunar Exalted, Nature: Bravo, Caste: Full Moon, Face/Rank: (1) Nain-Ya-"the Kin"

Physical: Strength 3, Dexterity 4, Stamina 5
Social: Charisma 3, Manipulation 4, Appearance 2
Mental: Perception 4, Intelligence 3, Wits 3

Abilities
War: Archery 1, Athletics 3, Awareness 1, Brawl 5* (When Punching +2), Dodge 5* (Avoiding Unarmed Attacks +2), Endurance 3*, Melee 2*, Resistance 1, Thrown 1
Life: Presence 1, Ride 1, Survival 2*
Wisdom: Medicine 1, Occult 1
* - Caste or Favored Skill

Backgrounds: Artifact 4, Heart's Blood 2, Manse 1, Renown 2

Charms:
Finding the Spirit's Shape (polar bear)
Hide of the Cunning Hunter
Deadly Beastman Transformation x2 (1st: Str +5, Dex +1, Sta +1; Gifts: Horrifying Might (Str +2), Resilience of Nature) (2nd: Str +1, Dex +1; Gift: Terrible Beast Claws)
Towering Beast Form
Calling Luna's Favor
Rat Head Technique
Ox-Body Technique x2 (-1 x2, -2 x4)

Virtues: Compassion 2 (Succor: 4), Temperance 1 (Cunning: 2), Conviction 4 (Mettle: 14*), Valor 3 (Glory: 10)
Flaw: Curse of the Heartless Weasel

Willpower: 6
Essence: 2
Personal Essence 14 Peripheral Essence: 32
Health Levels: -0/-1 x4/-2 x6/-4/Incap

Soak (human form): 15B/9L/7A (Moonsilver reinforced buff jacket, 7L/10B, -0 mobility penalty)
Soak (war form): 16B/10L/7A (Moonsilver reinforced buff jacket, 7L/10B, -0 mobility penalty)

Attack (human form)
Base Initiative: 7
Punch: Speed 7, Accuracy 9, Damage 3B, Defense 9
Kick: Speed 4, Accuracy 8, Damage 5B, Defense 8
Moonsilver Rendclaws (Huror's Claws): Speed 10, Accuracy 12, Damage 7L, Defense 10

Attack (war form)
Base Initiative: 8
Bite: Speed 8, Accuracy 12, Damage 15L, Defense 10
Claw: Speed 11, Accuracy 11, Damage 15L, Defense 10 (assumes Huror's Claws are not beig used)
Punch: Speed 8, Accuracy 10, Damage 10B, Defense 10
Kick: Speed 5, Accuracy 9, Damage 12B, Defense 9
Moonsilver Rendclaws (Huror's Claws): Speed 11, Accuracy 13, Damage 14L, Defense 11

Regardless of form, Avalanche of Claws will likely use his Huror's Claws, even though their Essence demands can be irritating (to use his weapons and armor, he needs to spend 8 motes of Essence. Even though his natural claws are slightly more damaging, they can't block certain attacks, and Avalanche of Claws enjoys that ability. Obviously, in human form, they are better than his bare hands. If the need arises, of course, he will go without them, but this usually only happens in ritual fights, or places where the artifacts would draw unwanted attention (though less likely than his war form). Avalanche of Claws usually tries to focus on punches; he does not much favor kicking.

Other Notes:

Physical Appearance: In his human form, Avalanche of Claws is a pale man who looks to be in his early twenties. He has pale skin, ice blue eyes, and short hair that is as white as snow, except for the tips, which are crimson. He appears to be a thin man of average build. He usually wears a black trench coat over his clothes, and his hands are covered in shiny rendclaws (smashfist version of tiger claws). His clothes are black, and cover most of his skin, mostly because it's cold, and black clothes absorb more of what little heat there is.

In his hybrid form, he appears as a large, powerful man-bear, hulking on his hind legs, and swiping with huge paws. His fur is white, like a polar bear, but with red tips in various places. He isn't quite as massive as a real polar bear, but he is still quite impressive.

Avalanche of Claws has shown the ability to shift into a snowy owl, a snow leopard, an omen dog, a wolverine, and, of course, a large, powerful polar bear. As with the others, in these forms, he has white hair with red tips and paws.

Tell: Avalanche of Claws has a simple tell; any form he assumes has white hair or fur (or feathers), and somewhere on his form, the hair will have red tips, as if he had just visited a kill. In human form, it is along his bangs. In bird form, the edges of wing feathers and tail feathers. In other animal forms, it appears somewhere, usually near his face and/or paws.

Artifacts:
Huror's Claws- The Huror's Claws are a pair of artifacts acquired by Avalanche of Claws in a quest to the far North. Found in a cave protected by several polar bears, these weapons are a variant of smashfists, but clawed like tiger claws. They possess the same stats as smashfists, except that they have an additional +1 to damage, much as tiger claws have a +1 to damage, in comparison to cestas. Although the entire weapon is made of moonsilver, the gauntlet looks like shiny, silver metal, while the claw blades look like blue steel. They can be used to allow Brawl to block lethal attacks. A special power of the Huror's Claws, the set requires only 5 motes of Essence to attune, rather than 5 motes per gauntlet. However, the trade off is that both must be present; if AC lost a rendclaw, he cannot attune the other one, as the artifacts are a bound set. He rarely removes them.
Moonsilver Reinforced Buff Jacket- Though it is designed to look like a simple black trenchcoat, this garment is actually lined with moonsilver on its inside. While it appears to be a black leather duster, it grants rather fine protection. Still, its Essence demand, when added to the Claws, is excessive, for this character (almost every use of Essence would be peripheral), so he often leaves the heavy coat on Eria's horse. If need be, she could wear it (at double Essence cost), and Avalanche of Claws has a regular, black coat that looks pretty similar. His clan mates may not like it, but they'd have to fight him to change it. If he knows combat is coming (more than usual), Avalanche of Claws will commit peripheral Essence for his armor, wait for the anima banner to mute, and then hold the commitment (his Personal Essence is low, and he tries to keep it to fuel his Deadly Beastman Transformation, or Calling Luna's Favor). His presented stats assume he is wearing it, so they may need adjustments.
Hearthstones: Currently, Avalanche of Claws does not possess any hearthstones, but as he owns a small manse, that may eventually change.

Born with the name Kusen, Avalanche of Claws was a young man with a need to travel; a need that suited him, as he picked fights most places he stopped, and was thrown out of many villages in the North. When he was lost in the white one night, and the cold was close to taking him, he was saved by strangers. The next thing he knew, he was healed, and sitting in a pit, confronting a large polar bear. With nothing but a moonsilver dagger and his wits, he was expected to kill the beast, or to die. Managing to slay the brute, he was overtaken with a need, and, answering it, he cut out the bear's still-beating heart, taking a large bite out of the pulsing organ. The splattered blood tinted the bangs of his hair, which then turned white, like the snow, and the bear's fir. The people around the pit cheered, and finally explained o Ksen what was up; he was not a mortal, but a Lunar Exalted. Since then, he has continued to travel the wastes of the North, seeking fights and learning what it means to be a Lunar Exalted. After developing claws in his war form, and then acquiring his Huror's Claws, he has taken on the title Avalanche of Claws, like many Exalted do, and this is the name he now goes by.

"Kusen" is Japanese for hard fight. It is also a part of kyokusen, which is Japanese for "polar", as in polar bear, both an animal he is very familiar with, and killed a number of, and the animal that symbolizes him best (his totem). It seemed ridiculously appropriate.

This is my first attempt to create a Lunar Exalted, and fill out everything, I think. He is rather low-power, to me/for me, but still a very dangerous, damaging bruiser.

Combat: More for myself than anyone else, I kind of broke down combat with AC for future use.
Dice Pools: To my understanding, if a player plans to use more than one of these in a round, they must use the smallest dice pool out of them, and split THAT pool among the various actions, unless they have a Charm or Combo that says otherwise. If Dexterity is 4, Melee is 5, and Dodge is 2, then any round in which you plan to try to both attack and dodge, you must limit your pool to 6 dice, and still split them between attacks and dodges. Multiple actions don't seem so wise, unless your enemies are lame, or you can get automatic successes.
Attack: Dex (4) + Brawl (5). One or more successes means it was a successful hit. Remember that specialties add dice (+2 dice to Brawl for punches).
Opponent's Shield/Cover: See the cover bonus, which subtracts successes from the opponent's Attack, found on p.229 of the Exalted book.
Parrying: If the opponent chooses to parry, they may roll Dexterity + whatever Ability fits with their weapon. Successes subtract from the attacker's attack successes. If this reduces them to zero successes, the attack is parried (no damage). As an action, parrying requires dice splitting, unless that is all you plan on doing.
Dodging: I'll get to it later. On p.231 of the Exalted book.
Damage: After all of this is done, damage is determined. Raw damage equals the weapon's base damage + successes left over after dodges and parries. The difficulty is 6, like most everything else here, and it cannot be botched, nor do 10s count as two successes.
Soaking: After total damage is determined, the target soaks; Stamina + Armor value for bashing, and just Armor value for lethal (Exalted may add half of their Stamina, rounded down, to their Armor value, to soak lethal damage). As for aggravated damage, only Armor can ever soak it, even for Exalted.
My Example #1: After entering a cave, AC discovers a polar bear guarding a relic (the Huror's Claws). Wanting the relic, assumes his own bear form (war form), and then he charges in. Flexing his claws, he prepares to take two swipes at the beast, (6 dice; 2,10,9,9,9,5, for 5 successes) followed by (4 dice; 7,9,6,4, for 3 successes). The bear can't really dodge in the close quarters, so it takes the full of both hits. The first does 12 damage, (1,8,5,4,7,8,2,7,10,7,8,9,2,10,2,8,5,9,7,1) of which the bear can try to soak 3 (3 dice; 6,3,5, for 1 success). Taking 11L, the bear falls over dead. With the second attack, AC punches through the bear's chest, gripping and tearing out its still-beating heart. Exalting in his victory, he takes a bite out of it. As he is enjoying his victory, another bear shambles out of an adjoining tunnel. Will AC see it in time?
My Example #2: AC is in combat with a lone Imperial Infantryman (p.278). Going first, AC closes with the soldier. The man tries to stab AC with his spear (5 dice; 3,9,4,9,6, for 2 successes). AC dodges it (9 dice; 7,9,1,2,10,1,6,7,4, for 4 successes), avoiding the spear thrust. Afterward, he spends Essence to transform into his war-form, while the soldier drops his spear to trade for his sword. The next round, now up close, AC swings with his Huror's Claws (13 dice; 9,1,5,2,2,4,8,8,8,6,2,9,2, for 4 successes). The Infantryman tries to deflect it with the shield (4 dice; 3,6,2,10, for 3 successes), leaving only a single success to AC's swipe. The Claws inflict 14L base, plus one for the success (15 dice; 1,1,2,8,8,9,8,8,9,7,7,5,6,4,10, for 9 successes). The Infantryman can only soak it with Armor (5 dice; 3,9,4,4,1, for no successes), and he takes 9L damage, dying a horrible death.
My Example #3: AC enters a frontier town, wanting to take a break for the evening. Going into a tavern, he sits at a table. Three men walk up, claiming that he has taken their table. Getting up, he looks at them, and a fight ensues. AC plans to take two separate attacks, at two of the drunks. The first one (5 dice; 6,9,9,7,4, for 4 successes) connects, doing 7 dice of damage (7,5,7,1,5,4,7, for 2B damage (soak 2B; 9,1, for no soak) which he takes. The second punch (4 dice; 6,2,5,6, for 2 successes) also connects with its target, for 5 dice of damage (2,9,5,10,5, for 3 successes), resulting in 3B damage (soak 2B, 7,7, for 2 soak), only 1 of which he takes. Each attacker takes a swing at AC, planning to punish him, (1,5,10, for 1 success; AC soak 15B, take no damage) (4,3,10, for 2 success; AC soak 15B, take no damage) (4,4,2, for no success; AC soak 15B, take no damage), but none of them hurt him. Quickly concentrating, he calls his beast-claws to him, and swings at one man (9 dice; 10,10,1,7,7,7,10,7,4, for 9 successes). The man can't dodge, due to his cohorts being too close, so he takes 17 dice of damage (10,4,9,8,7,3,8,9,4,4,10,5,3,7,2,5,6, for 11L), resulting in 11L of damage, none of which he can soak, so he dies, as his face caves in. His allies are terrified, and they turn and run. Looking around, AC sees the look of fear in everyone's eye, and he knows that guards will probably be there soon. Deciding not to bring too much unnecessary trouble on him, he walks out, into the night, kicking the corpse as he goes. When the militia do arrive, they hear a description of a man punching the drunk, and blood spraying out of his face from a mighty blow. Assessing the damage to the man's head, they count their blessings that he stopped at one, and then left.
My Example #4: The other examples consisted of AC battling considerably weaker opponents. In this example, he is attacked by Denovah Avaku of Cynus (Exalted, p.307), who believes him to be an Anathema. He begins by shooting a fireball (Dex (4) + Archery (3); 10,3,5,9,7,1,6, for 4 successes) inflicting 7 dice of damage (5,7,9,3,5,6,10 for 5L damage). AC tries to dodge it (Dex (4) + Dodge (5); 10,7,9,8,8,2,6,10,1, for 8 successes), succeeding. He runs at Avaku, taking on his war-form (if Avaku knows he is anathema, why hide it?), and they close together. Avaku draws his jade reaver daiklave, hoping to cleave AC down the middle. With a mighty swing (7 dice; 10,1,1,3,3,9,4, for 1 success), he connects with AC, who tries to deflect it (4 dice of 13; 2,4,3,4, for no successes), but fails. Avaku's attack deals 11 dice of damage (3,2,3,5,7,2,4,8,6,6,6, for 5L), causing 5L damage (soak 10L; 8,1,4,7,3,3,4,4,10,2, for 3 soak) 3L of which AC soaks. Being slightly injured, AC tries to return the favor with a slam from his Huror's Claws (9 dice of 13; 2,9,9,6,1,6,8,5,4, for 3 successes), connecting with an attack for 17 dice of damage (10,6,8,8,4,7,4,7,4,6,8,9,4,4,3,2,7, for 11 successes) for 11L damage, (soak 10L; 9,8,4,6,3,9,1,10,10,5, for 7 soak), 7L of which he soaks. Taking 4L, Avaku is down to his last -1 Health Level. Deciding to pull out the stops, he prepares to try and finish off his foe. Doing a spin, he plans to connect twice with his giant weapon, hoping to kill AC before he can connect again with the Claws. His first attack (4 dice of 7; 5,5,2,1, for a botch) is an abysmal failure, so he reflexively spends Essense to try again (4 dice; 6,8,3,4, for 2 successes) connecting for 12 dice of damage, which AC isn't prepared to dodge (1,1,10,4,7,1,8,3,2,5,8,2, for 4 successes) causing 4L damage (soak 10L; 7,1,10,9,3,7,2,9,3,6, for 6 soak), all of which AC absorbs. The second rotation fares well (3 dice of 7; 10,5,9, for 3 successes), connecting again for 13 dice of damage (5,3,1,8,9,6,4,8,8,6,5,3,7, for 6L), inflicting 6L damage, (soak 10L; 6,1,10,4,10,6,5,8,10,5, for 8 soak), but again AC absorbs it. Now planning two slams of his own, AC attacks, with his first strike (7 dice of 13; 3,5,7,4,4,4,7, for 2 successes) connecting, causing 16 dice of damage (6,10,4,5,7,7,5,2,9,1,10,7,9,9,1,10, for 10L), translating into 10L damage (soak 10L; 7,7,3,1,6,10,7,8,3,5, for soak 6L), 6L of which he ignores. Now down to his second to last -2 Health Level, Avaku feels he should put some space between himself and his prey, so he jumps back, and throws a fireball to delay AC (7 dice; 1,6,7,1,3, for no successes), but he misses in his hurry. Faster than Avaku, AC covers the distance, and takes one powerful swing, intent on finishing Avaku off (13 dice; 9,4,1,4,2,9,10,9,9,7,3,2,6, for 7 successes), connecting soundly for 21 dice of damage (10,10,9,8,6,4,4,4,2,10,3,3,6,3,10,1,4,6,4,3,8, for 10L), inflicting a withering 10L, (soak 10L; 6,8,3,7,2,10,10,4,4,6, for soak 8) of which Avaku absorbs the bulk of it. However, now reduced to his -4 Health Level, and nearly unconscious, Avaku decides to cut his losses, and he moves to flee. Not one to let his prey run off, AC pursues again. Avaku forgoes attacks, hoping to dodge anything coming toward him. AC decides to hammer-fist Avaku (smashing the two fists together, with Avaku's head in between). The one fist (7 dice; 10,8,3,3,2, for 3 successes begins to hit (dodge 5; 9,1,9,7,5, for 2 successes, while the other fist (6 dice; 1,10,5,4,8, for 2 successes) (dodge 3; 5,10,2, for 2 successes) misses. The fist that does connect inflicts 15 dice of damage (7,3,1,3,5,8,5,2,2,8,1,9,10,10,3, for 6L) that translates into 6L damage. Avaku soaks (soak 10L; 1,9,2,8,7,10,1,2,9,4, for soak 3L) 3L, but that is not enough, and the blow to the head cracks his skull. He falls dead. AC chooses to leave him; while eating his heart could be useful, the commotion they caused will almost certainly bring down other Dragon-Blooded soldiers, and even though he is only slightly injured, he didn't favor his odds against a group of Dragon-Blooded.
My Example #5: In this example, AC discovers what it means to fight another of his kind, when he and Eria are are attacked by a band of raiders, led by Magnificent Jaguar (Exalted, p.309). After some banter, AC, not liking his chances, pitted against a senior Lunar, and a group of beastmen, but certainly not willing to give Eria over to their wiles, challenged Magnificent Jaguar to single-combat. Gaging the power of his enemy, MJ agreed. For the first round of battle, both of them spend 5 motes of Essence, and assume their combat forms (Lunars, p.124). AC's aura glows bright, as he spends peripheral Essence to shift. Both wishing to end this fight quickly, they simply take a powerful swing at each other. Attacking consecutively, AC rolls (13 dice of 13: 2,2,1,7,8,6,6,5,3,4,2,10,5 for 6 successes), while MJ rolls (15 dice of 15: 4,6,3,3,5,8,7,2,3,3,5,9,2,9,7 for 5 successes). AC does 20 dice of damage (10,1,9,7,7,7,7,3,3,2,2,2,4,5,10,9,7,2,10 for 10L damage), while MJ does 20 dice of damage, too (7,2,5,9,8,2,4,0,5,3,4,7,5,3,3,10,2,2,6,4 for 7L damage); both seemed to be holding back. AC soaks (10L: 6,3,8,4,5,5,3,2,7,9 for 4L through the soak), while MJ's own soak attempt (15L: 10,10,10,1,1,9,9,7,5,7,4,6,7,4,6 for no damage) fared much better. Now at -1, AC needs to be more careful; he is learning how powerful is enemy is. CONTINUE LATER

TBD (Eria)

Type: Solar Exalted, Nature: Caregiver, Caste: Eclipse, Anima:

Physical: Strength 2, Dexterity 3, Stamina 3
Social: Charisma 4, Manipulation 3, Appearance 4
Mental: Perception 3, Intelligence 3, Wits 3

Abilities
Dawn: Archery* 2, Brawl 1, Melee 1
Zenith: Endurance 1, Performance* 3, Presence* 4, Survival 1
Twilight: Lore* 2
Night: Awareness 1, Dodge* 4, Stealth 1
Eclipse: Bureaucracy* 3, Linguistics* 1, Ride* 2, Sail* 1, Socialize* 4
Specialties: None yet
* - Caste or Favored Skill

Backgrounds: Artifact 3, Mentor 2, Resources 2

Charms: Wise Arrow, Ox-Body Technique (two -1), Harmonious Presence Mediation, Integrity-Protecting Prana, Essence-Lending Method, Reed in the Wind, Reflex Sidestep Technique, Wise-Eyed Courtier Method, Motive-Discerning Technique, Mastery of Small Manners (think to let her use her Moonshadow ability to learn the Spirit Charm Touch of Grace, which will allow her to heal with a touch; remember to make sure she meets the requirements).

Virtues: Compassion 3, Temperance 3, Conviction 2, Valor 1
Flaw: Heart of Tears

Willpower: 8
Essence: 2
Personal Essence 14 Peripheral Essence: 31
Health Levels: -0/-1 x4/-2 x2/-4/Incap

Soak: B/L/A (Armor, if any, L/B, - mobility penalty)

Attack
Base Initiative: 6
Punch: Speed 6, Accuracy 4, Damage 4B, Defense 4
Kick: Speed 3, Accuracy 3, Damage 6B, Defense 3
Dagger: Speed 9, Accuracy 4, Damage 5L, Defense 2
Long Bow: Speed 6, Accuracy 6, Damage 6L, Rate 3, Range 200. This assumes she is firing broadhead arrows (Str+2). She also carries a small number of frog-crotch arrows (Str+4, armor lethal soak x2).

AC refused to let Eria travel with him if she could not defend herself, so Eria has begun to learn how to use several weapons, mostly the dagger and the bow. While combat is certainly not her forte, she will not shrink from aiding the people she cares about, to the best of her ability. The bracers her father procured for her allow her to deal more damage than otherwise possible (already figured in). He also used a few connections to assist her in learning how to use Essence to heal (Touch of Grace spirit charm, p.291; more efficient than many Medicine charms, and fewer prerequisites).

Other Notes:

Physical Appearance: She is a young woman, just pushing 19. Her hair is honey-blond, with blue eyes. She usually dresses in white clothing, appropriate to the terrain, with silver trim.

Artifacts:
If Any- Orichalcum Hearthstone Bracers (All atk dam +2). Currently, there is no hearthstone in the setting.
If Any- Orichalcum Breastplate (Soak 8L/6B, MP -0, Fat 0).

Against common wisdom, Eria's father "borrowed" some artifacts procured off of a long-dead solar, that were in the possession of a Gold Faction ally of his. Wanting for his daughter's safety, he supplied her with these items.
Hearthstones: Only if her father smuggled her one. As of now, she has none.

Eria was born just another normal girl, the result of her father being with a mortal noble woman, but that changed after she Exalted. At first, her father was pleased that his daughter was going to follow in his footsteps, as he learned that she was destined to exalt, but this excitement did not last, for she did not ascend to Sidereal status, like him, but as a Solar. The people who were raising her, at her father's request (her mother had died when she was young), learned of her odd nature, and had her arrested. Horrified that she was going to be executed, and forbidden from saving her, he convinced AC to do so. The Lunar had likewise been captured, by a large group of Dragon-Blooded, and was, likewise, going to be executed. He persuaded AC to accept his aide in escape, in return for saving Eria from the same executioner's block. After AC saved her, Eria became enamored with the Lunar brawler. She cannot stay with her father, and no one else can be trusted to watch her, (he wants her to live, but not to become a pawn of the Gold Faction; it's different when it's your child) so AC has grudgingly agreed to keep track of her, though he has his own reasons. AC's Lunar pack mates are uncertain as to how they feel about this seemingly defenseless outsider being in their midst, but few wish to challenge AC, in order to force her to leave. As he spends little time in any one place, including home, the others have little time that they must spend with her. Still, she can have her uses. As a negotiator, she can defuse bad situations, gather information about an enemy's will and ability to fight, and also watch AC while he travels, to help him keep his temper in check. Her "civilized" countenance also allows her to interact with other outsiders. She is not useless in combat, and her healing power is useful, as AC gets into fights a lot.

Eria is a very capable communicator and negotiator, and hopes to, someday, make herself useful to AC and his tribe.

This is my first attempt to create a complete Solar Exalted, and fill out everything, I think. Once again, the anime-lover in me hit, and so I built a love interest for Avalanche of Claws. Like many, she isn't a combat-monster, but she isn't completely useless, and will improve as time progresses. As with Avalanche of Claws, I did not spend Belladonna points, though I sort of wish that I had.

TBD (Name) [This will be the Sidereal who is Eria's father; ignore stats for now]

Type: Sidereal Exalted, Nature: #, Caste: #, Face/Rank: (1) Nain-Ya-"the Kin"

Physical: Strength 3, Dexterity 4, Stamina 5
Social: Charisma 3, Manipulation 4, Appearance 2
Mental: Perception 4, Intelligence 3, Wits 3

Abilities
War: Archery 1, Athletics 3, Awareness 1, Brawl 5*, Dodge 5*, Endurance 3*, Melee 2*, Resistance 1, Thrown 1
Life: Presence 1, Ride 1, Survival 2*
Wisdom: Medicine 1, Occult 1
* - Caste or Favored Skill

Backgrounds: Artifact 4, Heart's Blood 2, Manse 1, Renown 2

Charms:
Finding the Spirit's Shape (polar bear)
Hide of the Cunning Hunter
Deadly Beastman Transformation x2 (1st: Str +5, Dex +1, Sta +1; Gifts: Horrifying Might (Str +2), Resilience of Nature) (2nd: Str +1, Dex +1; Gift: Terrible Beast Claws)
Towering Beast Form
Calling Luna's Favor
Rat Head Technique
Ox-Body Technique x2 (-1 x2, -2 x4)

Virtues: Compassion 2 (Succor: 4), Temperance 1 (Cunning: 2), Conviction 4 (Mettle: 14*), Valor 3 (Glory: 10)
Flaw: Curse of the Heartless Weasel

Willpower: 6
Essence: 2
Personal Essence 14 Peripheral Essence: 32
Health Levels: -0/-1 x4/-2 x6/-4/Incap

Soak (human form): 15B/9L/7A (Moonsilver reinforced buff jacket, 7L/10B, -0 mobility penalty)
Soak (war form): 16B/10L/7A (Moonsilver reinforced buff jacket, 7L/10B, -0 mobility penalty)

Attack (human form)
Base Initiative: 7
Punch: Speed 7, Accuracy 9, Damage 3B, Defense 9
Kick: Speed 4, Accuracy 8, Damage 5B, Defense 8
Moonsilver Rendclaws (Huror's Claws): Speed 10, Accuracy 12, Damage 7L, Defense 10

Attack (war form)
Base Initiative: 8
Bite: Speed 8, Accuracy 12, Damage 15L, Defense 10
Claw: Speed 11, Accuracy 11, Damage 15L, Defense 10 (assumes Huror's Claws are not beig used)
Punch: Speed 8, Accuracy 10, Damage 10B, Defense 10
Kick: Speed 5, Accuracy 9, Damage 12B, Defense 9
Moonsilver Rendclaws (Huror's Claws): Speed 11, Accuracy 13, Damage 14L, Defense 11

Regardless of form, Avalanche of Claws will likely use his Huror's Claws. Even though his natural claws are slightly more damaging, they can't block certain attacks, and Avalanche of Claws enjoys that ability. Obviously, in human form, they are better than his bare hands. If the need arises, of course, he will go without them, but this usually only happens in ritual fights, or places where the artifacts would draw unwanted attention (though less likely than his war form). Avalanche of Claws usually tries to focus on punches; he does not much favor kicking.

Other Notes:

Physical Appearance: In his human form, Avalanche of Claws is a pale man who looks to be in his early twenties. He has pale skin, ice blue eyes, and short hair that is as white as snow, except for the tips, which are crimson. He appears to be a thin man of average build. He usually wears a black trench coat over his clothes, and his hands are covered in shiny rendclaws (smashfist version of tiger claws). His clothes are black, and cover most of his skin, mostly because it's cold, and black clothes absorb more of what little heat there is.

In his hybrid form, he appears as a large, powerful man-bear, hulking on his hind legs, and swiping with huge paws. His fur is white, like a polar bear, but with red tips in various places.

Avalanche of Claws has shown the ability to shift into a snowy owl, a snow leopard, an omen dog, a wolverine, and, of course, a large, powerful polar bear. As with the others, in these forms, he has white hair with red tips and paws.

Tell: Avalanche of Claws has a simple tell; any form he assumes has white hair or fur (or featers), and somewhere on his form, the hair will have red tips, as if he had just visited a kill.

Artifacts:
Huror's Claws- The Huror's Claws are a pair of artifacts acquired by Avanache of Claws in a quest to the far north. Found in a cave protected by several polar bears, these weapons are a variant of smashfists, but clawed like tiger claws. They possess the same stats, except that they have an additional +1 to damage, much as tiger claws have a +1 to damage, in comparison to cestas. Although the entire weapon is made of moonsilver, the gauntlet looks like shiny, silver metal, while the claw blades look like blue steel. They can be used to allow Brawl to block lethal attacks.
Moonsilver Reinforced Buff Jacket- Though it is designed to look like a simple black trenchcoat, this garment is actually lined with moonsilver on its inside.
Hearthstones: Currently, Avalanche of Claws does not possess any hearthstones, but as he owns a small manse, that may eventually change.

Born with the name Kusen, Avalanche of Claws was a young man with a need to travel; a need that suits him, as he picked fights most places he stopped, and was thrown out. When he was lost in the white one night, and the cold was close to taking him, he was saved by strangers. The next thing he knew, he was healed, and sitting in a pit, confronting a large polar bear. With nothing but a moonsilver dagger and his wits, he was expected to kill the beast, or to die. Managing to do so, he was overtaken with a need, and, answering it, he cut out the bear's still-beating heart, taking a large bite out of the pulsing organ. The splattered blood tinted the bangs of his hair, which then turned white, like the snow, and the bear's fir. Since then, he has continued to travel the wastes of the North, seeking fights and learning what it means to be a Lunar Exalted. After developing claws in his war form, and then acquiring his Huror's Claws, he has taken on the title Avalanche of Claws, like many Exalted do, and this is the name he now goes by.

"Kusen" is Japanese for hard fight. It is also a part of kyokusen, which is Japanese for "polar", as in polar bear, both an animal he is very familiar with, and killed a number of, and the animal that symbolizes him best (his totem).

This is my first attempt to create a Lunar Exalted, and fill out everything, I think. He is rather low-power, to me, but still a very dangerous, damaging bruiser.

Site Links

Back to Exalted Characters