Lijuan Archer/Hunter (crane) 2404 EPs, 2403 SPs Karma: 106 out of 138 used Money: 11 tael 8 li 88 zhu Misc: Quest: "To ask Xiao Fa your questions" Misc: Psych Lim: Disobedient Misc: Curse: Sea Monsters on next Boat Trip Misc: True Mastery. Personal Style: Living Forest Misc: True Mastery. Specialized Invincibility Misc: True Mastery. Not for Amateurs Strength: 12 Resistance: 12 Health: 20 Accuracy: 22 Dexterity: 21 Energy: 21 Intelligence: 12 Wit: 12 Resolve: 12 Charisma: 10 Grace: 10 Status: 10 Yang: 10 Yin: 10 Chi: 10 Hit Points: 205 Move:17 20 Acrobatics (x3 = 60) 12 Active Perception (x2 = 24) 2 Aikido (x3 = 6) 7 All Politics (x5 = 35) 1 All Swords (x4 = 4) 17 Animal Handling (x2 = 34) 21 Athletics (x5 = 105) 7 Bluff (x3 = 21) 50 Bureaucracy (x2 = 100) 12 True Bureaucracy (x2 = 24) 7 Ceremonies (x2 = 14) 1 Chi Mastery (x4 = 4) 10 Climbing (x2 = 20) 10 Combat Riding (x4 = 40) 10 Concealment (x3 = 30) 3 Conversation (x5 = 15) 1 Crayoning (x1 = 1) 1 Cryptography (x2 = 2) 14 Death Checks (x2 = 28) 10 Detective (x5 = 50) 18 Disguise (x3 = 54) 7 Distract (x3 = 21) 1 Dive for Cover (x3 = 3) 11 Dodge (x5 = 55) 6 Dreamwalking (x2 = 12) 10 Escape (x4 = 40) 10 Etiquette (x3 = 30) 9 Expressive Gestures (x2 = 18) 1 Eye for Detail (x1 = 1) 10 Fast Talk (x4 = 40) 9 First Aid (x3 = 27) 1 Foraging (urban) (x2 = 2) 17 Gather Information (x4 = 68) 5 Gossip (x3 = 15) 5 Grooming (x1 = 5) 1 Hardy (x4 = 4) 5 Heraldry (x2 = 10) 16 Hide (x3 = 48) 3 High Society (x3 = 9) 2 Hunting (x2 = 4) 10 Interpret Omens (x3 = 30) 10 KS: Children of the Empire (x2 = 20) 10 KS: Archery (x3 = 30) 10 KS: Demons (x2 = 20) 10 KS: Forest of Chin (x2 = 20) 10 KS: Immortals (x3 = 30) 10 KS: Post-Death (x4 = 40) 10 KS: Recurring NPCs (x5 = 50) 10 KS: Spirit/Demon World (x5 = 50) 10 KS: Spirits (x2 = 20) 10 KS: Street Kids (x1 = 10) 10 KS: Undying (x3 = 30) 2 Knot-Tying (x2 = 4) 10 Kung Fu (x3 = 30) 8 Language: Panda (x1 = 8) 2 Language: Silent Hunter Gestures (x1 = 2) 5 Language: Senatali (x1 = 5) 8 Language: Torghut (x1 = 8) 1 Leaping Flame Kung Fu (x3 = 3) 50 Longbow (x3 = 150) 20 True Longbow (x3 = 60) 3 Magic Ritual (x5 = 15) 10 Meditation (x2 = 20) 9 Memory (x3 = 27) 3 Music (x2 = 6) 1 Notice Things While Asleep (x1 = 1) 1 On Guard (x3 = 3) 10 Outdoorsman (x5 = 50) 4 Painting (x2 = 8) 7 Parenting (x3 = 21) 12 Passive Perception (x4 = 48) 15 Performing (x1 = 15) 10 Persuasion (x4 = 40) 5 Pick Locks (x3 = 15) 10 Precision Throwing (x5 = 50) 7 Propaganda (x2 = 14) 2 Research (x3 = 6) 12 Running (x1 = 12) 4 Sense Motive (x4 = 16) 3 Sewing (x1 = 3) 2 Showmanship (x2 = 4) 5 Sleight of Hand (x3 = 15) 16 Stealth (x4 = 64) 10 Storytelling (x2 = 20) 3 Streetwise (x3 = 9) 10 Strong Willed (x3 = 30) 10 Survival (x3 = 30) 1 Sweeping (x2 = 2) 12 Swimming (x1 = 12) 5 Teaching (x2 = 10) 16 Tracking (x3 = 48) 10 Traps (x5 = 50) 1 Turning Wave Kung Fu (x3 = 3) 2 Unimpressive (x3 = 6) 5 Use Fireworks (x2 = 10) 5 Use Magic Device (x2 = 10) 10 Veterinarian (x3 = 30) 5 Well Travelled (x4 = 20) Total skill cost: 2446 (57 left over) ==Level 1 shticks:== ???: ??. Freq 6, Power 1. (Major, Taught) Cost: 6 Alpha stance: 1/scene, may use a reflex roll for animal handling. Freq 2, Power 3. (Major, Self-Taught) Cost: 12 Ambush: When striking from hiding or surprise, the target has no resistance. Freq 1, Power 6. (Major, Taught) Cost: 6 Choose Time: May reroll a speed roll (1/run). Freq 2, Power 3. (Major, Taught) Cost: 6 Deer Path: Once per scene, examine tracks on the ground (outdoors) and determine with high confidence what caused them. Freq 3, Power 2. (Major, Taught) Cost: 6 Flying Squirrel: 1/run, I can find hand/foot holds, swinging vines, springboards or jumping off points to move to a point up to twice my move away in any distance, including straight up. Costs 1 Yang. Freq 1, Power 6. (Major, Taught) Cost: 6 Pack Leader: If I can meet an animal's eyes, I can spend a Yang to impress upon it that I am the top predator in the vicinity. If it's a pack animal, it might defer to me. (1/scene). Freq 2, Power 3. (Major, Taught) Cost: 6 Pin: 1/run, spend a Yin on an arrow shot for 9s. If it hits, you can pin a hand or foot to an appropriately nearby surface; they must make a strength roll to beat half the successes of your attack, to free themselves. Freq 1, Power 5. (Major, Taught) Cost: 5 Watchful Hawk: Gain +1 die to all Outdoor/Environmental non-attack rolls (Tracking, Foraging, Hunting, etc.). Freq 6, Power 1. (Major, Taught) Cost: 6 Windfall Weapon: I can cobble together a bow and usable arrows out of nearly any sort of wood and string. (1/scene). Freq 3, Power 2. (Major, Self-Taught) Cost: 12 Lay of the Land: +3 dice to a KS roll for a place you have been before. Freq 3, Power 2. (Major, Self-Taught) Cost: 12 Seeking Arrow: Roll for 9s to send an arrow forth to hit something propitious. (Best used outside). Freq 2, Power 3. (Major, Taught) Cost: 6 Arrow Pin: 1/run, I can spend a Yang to roll for 9s to pin a foe's arm or leg to something convenient; behaves like a grab, but I don't need to maintain it. Freq 1, Power 4. (Major, Taught) Cost: 4 Speak with Kibo: 1/book I may sleep in the glade in front of Kibo's house, and speak with Kibo. Freq 1, Power 3. (Minor, Self-Taught) Cost: 9 Winter Hoard: Once per scene, I can produce a small plausible item from my pockets. Freq 3, Power 2. (Minor, Self-Taught) Cost: 18 ==Level 2 shticks:== ???: ??. Freq 6, Power 2. (Major, Taught) Cost: 12 Eagle's Accuracy: +5 skill to bow shots, only to reduce penalties. Freq 6, Power 2. (Major, Taught) Cost: 12 Go for the Eyes: 1/combat, I may throw an imaginary creature at a foe (Accuracy roll to approximately hit them); they flinch and dodge. Freq 3, Power 3. (Major, Self-Taught) Cost: 18 Pack Mate: Pet dog, trained as a retriever. Can do something useful 1/scene. Freq 3, Power 3. (Major, Taught) Cost: 9 Panda Companion: The panda is with me. It's perfectly safe. Really. (This lets me bring the panda any place I could bring a horse or large dog.). Freq 4, Power 3. (Major, Taught) Cost: 12 Prophetic Art: That thing Takanata does -- if you want to learn it, ask him. Freq 2, Power 5. (Minor, Taught) Cost: 15 Rustling Leaves: Once per scene, +7 dice to gather information from local children. Freq 3, Power 4. (Minor, Self-Taught) Cost: 36 Sparrow's Sight: 1/turn, -1 difficulty to bow shot. Freq 4, Power 3. (Major, Taught) Cost: 12 Crack Shot: 1/run, spend a Yang to do x7 damage with bow and arrows. Freq 1, Power 8. (Major, Taught) Cost: 8 ==Level 3 shticks:== ???: ??. Freq 6, Power 3. (Major, Taught) Cost: 18 Detect Werewolf: Ho can smell out a werewolf (1/scene). Freq 3, Power 5. (Major, Self-Taught) Cost: 30 Panda Language: "Panda" is a language. Freq 6, Power 3. (Major, Taught) Cost: 18 Passive Panda: My panda won't attack except in combat, and won't attack people who it has been previously told not to attack (unless I cancel the request). Freq 6, Power 3. (Major, Taught) Cost: 18 Sparrow's Sight: Always on, -1 difficulty to bow shot. Freq 6, Power 3. (Major, Taught) Cost: 18 Swallow's Flight: +3 dice to bow shot. Freq 6, Power 3. (Major, Taught) Cost: 18 Got you in the Hand: 1/combat, ranged disarm. Freq 3, Power 5. (Major, Taught) Cost: 15 Sun through the Leaves: I can shoot flaming arrows that shed light, 1/action. Freq 5, Power 3. (Major, Self-Taught) Cost: 30 ==Level 4 shticks:== ???: ??. Freq 6, Power 4. (Major, Taught) Cost: 24 Bramble Patch: 1/combat, I can make an archery roll to "cover" a line of hexes (1 hex per success, with appropriate range penalties based on the closest hex). After that, any enemy who crosses the line takes that roll x3 damage. (Only once per enemy). Freq 3, Power 7. (Major, Taught) Cost: 21 Charging Boar: 1/combat, I can keep up with a single target I am chasing. This does not protect me from terrain damage (running through fire) or allow me to fly, but I can move as fast as my target does. This lasts until I catch my target, or stop running. Freq 3, Power 8. (Major, Taught) Cost: 24 Placed Shot II: 1/action, I can "call my shot". The GM will tell me the number of successes I need to succeed. This does not do increased damage, but is used to add a special effect (shooting someone in the leg to drop their move, or in the fragile crystal artifact they are holding to smash it...). If I fail to get the requisite number of successes, the shot may miss entirely. Freq 5, Power 4. (Major, Taught) Cost: 20 ==Level 5 shticks:== ???: ??. Freq 6, Power 5. (Major, Taught) Cost: 30 Falcon's Dive: Double Dice for archery, 1/action. Freq 5, Power 6. (Major, Taught) Cost: 30 Shoot Twice: In addition to whatever you are doing (in body), you can shoot someone. You can't shoot the same person you shot with your normal action. You can split these dice normally and add shticks to them normally. Freq 5, Power 5. (Major, Taught) Cost: 25 ==Level 6 shticks:== ???: ??. Freq 6, Power 6. (Major, Taught) Cost: 36 Crane's Force: X5 damage with bow and arrows, 1/action. Freq 6, Power 6. (Major, Taught) Cost: 36 ==Level 7 shticks:== ???: ??. Freq 6, Power 7. (Major, Taught) Cost: 42 Total ep cost: 2280 (224 left over)