Bonus Content: Siwiss the Howler

Hello all, and welcome back with another piece of custom game content from my own table. In this installment, we have one of my first pieces for the new edition of Exalted from Onyx Path. I’ve recently done a few sessions of the new edition, and have been having a blast, although I’m still acclimatizing to all the changes (largely for the better).

My players recently overcame a storm spirit named Siwiss the Howler, and as he won’t be showing up in my campaign any more, what with having been devoured by a player’s Ghost-Eating Technique, I thought I’d see if anyone else could get use out of my work. If you are playing or interested in playing Exalted, feel free to take a look and use as much of it as you like for your games.

Description

When materialized, Siwiss appears as an angry, fanged mask of white and blue porcelain, trailed by several dozen clawed armed of mist and lightning. (Think a big kabuki demon mask being followed around by a thundercloud).

Intimacies (from my game, feel free to adjust for context in yours)

“The fury of the storm is my greatest pleasure,” Defining principle
The Sky Axes* (ownership) Major Tie
“My children must serve their father,” Major Principle
Flows-With-Wisdom** (resentment) Minor Tie

*A barbarian tribe over which Siwiss ruled. He populated them with his God-blooded children, and used them to enforce his will.

**A river-spirit of some significance to the area in which Siwiss dwelled.

Quick Character Stats

Willpower 5, Essence 3, Join Battle 9 dice
Personal Motes: 80
Health Levels: -0/-1×3/-2×3/-4/Incap
Appearance 3 (Hideous), Resolve 3, Guile 3

Actions
Local Knowledge: 6 dice
Feats of Strength: 8 dice (May attempt strength 4 feats)
Resist Poison/Sickness: 8 dice
Senses: 9 dice
Threaten: 8 dice
Read Intentions: 6 dice
Social Influence: 6 dice

Combat
Attack (Raking winds): 13 dice (Damage 14, minimum 2)
Attack (Grapple) 8 dice (7 dice to control)
Combat Movement: 9 dice
Evasion 5, Parry 4
Soak/Hardness: 10/3

Merits
Cult 2

Offensive Charms
Chilling Mist Breath (10m; Simple; Instant; Withering-only) Siwiss breathes a freezing mist as a withering attack that affects all other characters within close range. The attack roll is 12 dice, and cannot be defended against with Parry. Compare the attack roll against all applicable Defense values separately. Those hit suffer damage as if struck by Siwiss’s Raking Winds. Siwiss gains initiaitve for the single highest amount of damage dealt only.
Howling Winds Offensive (9m; 1 wp; Instant; Decisive-only) Siwiss batters his enemies with a tempest of blows, splitting his initiative between (Essence+1) decisive attacks agaist the same target. The initiative must be split as evenly as possible, although Siwiss may assign any leftover initiative as he sees fit. Each attack may add a number of extra success on the attack roll to the attack’s raw damage equal to the number of previous attacks generated by this charm that have already hit.

Defensive Charms
Cage-the-Wind Futility (3m; Reflexive; Instant; Uniform) By dissipating into the winds around him, Siwiss may avoid attacks or attempts to trap him. By invoking this charm, he either adds 2 to his Evasion, or reduces the rounds of control possessed by an opponent holding him in a grapple by 2. At the GM’s discretion, this charm may allow a similar level of defense against other means of holding Siwiss in place.
Into Mists Escape (25m; Reflexive; Instant; Decisive-only) Siwss may abandon his material form in response to a decisive attack, negating all damage unless the attack can affect immaterial targets. Using this charm leaves Siwiss dematerialized for the remainder of the scene, and he cannot voluntarily rematerialize after using it.

Miscellaneous Charms
Storm-Summoning Howl (10+m, 0+ wp; Simple; One scene or longer) Siwiss howls a storm into being, causing the weather in a designated region no greater than [Essence] miles across to suddenly turn for the worse. For every 10m Siwiss spends on this charm, the fierce weather imposes -1 penalty to all actions due to pouring rain, crashing thunder, and other distractions, to a maximum penalty equal to Siwiss’ Essence. Siwiss himself is immune to this penalty, as are any individuals he has granted protection with All-Weathers Fortitude. By default, the charm lasts for a single scene, but by spending one temporary willpower, it lasts for a day, plus one day for each additional willpower spent. If Siwiss uses this charm too freely, he risks drawing attention from the authorities of Heaven.
All-Weathers Fortitude (3m, or 4m per point of Size; Simple; One week) Siwiss blesses a target with protection from storms and other hazards of the weather. The target gains immunity to penalties imposed by inclement weather, and gains double 9s on rolls to resist cold, heat, or other ill effects of the local climate. Siwiss may bless a battlegroup with this charm for an increased cost of 4m per point of Size.
Hurry Home (10m, 1 wp; Simple; Instant) Siwss vanishes into the wind on his next turn, drawn instantly back to his sanctum.
Materialize (40m, 1 wp; Simple; Instant) A sudden gust of wind passes, leaving Siwiss formed in its wake.
Measure the Wind (5m; Simple; Instant) Siwiss may take the measure of someone currently standing in a storm.

 

 

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About Jordan Goldfarb

I am a freelance writer working in the Role-Playing Game industry. My goal is to bring passion, creativity and intelligence to whatever I do, wherever I do it.
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