Haruka

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COPIED FROM HUNDRED DEVILS NIGHT PARADE

The huraka serve the lesser elemental dragons of Air known as the Wind Masters. Huraka have a mostly ursine shape, growing as tall as twelve to fourteen feet, with sharp teeth and soft pelts. However, their talons are more avian, and are spiked with thistles and thorns. A huraka’s cloud-soft fur matches the color of the Wind Master it serves: Blue Skulking Bear in the North, Green Frowning Bear in the East, Black Grinning Bear in the West, Red Stalking Bear in the South, and White Venerable Bear at the center of the world. Their breath steams constantly, even in humid air. As the Wind Masters are responsible for Creation’s five cardinal winds, the huraka are wind-herders as well, tasked with managing steady breezes over hundreds of square miles. They’re single-minded beings, focusing almost exclusively on the job at hand. While their duties mainly entail guiding the winds, the Wind Masters also use huraka as fighters, pitting them against their water elemental enemies.

The hurakas’ strength and unquestioning obedience makes them desirable targets for sorcerers’ attentions: a summoned huraka can haul massive loads, or direct a favorable wind for the duration of a ritual. A huraka will fight or defend its commander as well, though summoners use them for this purpose with caution. Abusing a summoned huraka risks angering the Wind Masters, who may try to free the newly created elemental from its summoner.

Essence: 2
Willpower: 6
Join Battle: 5 dice
Personal Motes: 70
Health Levels: −0x4/−1x4/−2x3/−4/Incap.
Actions: Control Winds: 7 dice; Feats of Strength: 8 dice (may attempt Strength 5 feats); Fly: 5 dice; Intimidate: 7 dice; Senses: 4 dice; Threaten: 6 dice Resolve 2, Guile 1

COMBAT Attack (Bite): 9 dice (Damage 14)
Attack (Claw): 9 dice (Damage 12)
Attack (Grapple): 8 dice (8 to control)
Combat Movement: 5 dice
Evasion 4, Parry 3 Soak/Hardness: 12/4

MERITS Berserker: Wound penalties that would apply to the huraka’s attack rolls are instead converted to bonus dice. Favored of the Masters: Though Wind Masters tend to leave huraka to their own devices, they are fiercely protective of their servants. A huraka in need can call upon its master for help to remove it from a situation, allowing it to disengage without a roll. The huraka catches a favorable current and moves one range band away in the direction the wind is blowing.

OFFENSIVE CHARMS Slicing Wind Technique (5m; Supplemental; Instant; Decisive-only; Essence 2): The huraka’s talons cut through the air so swiftly, the wind in their wake becomes a weapon. When the huraka makes a decisive claw attack, add two automatic successes to the damage roll.

MOBILITY CHARMS Graceful Updraft Movement (5m; Simple; Instant; Essence 2): The huraka relies on the winds it controls to aid its movement and carry it over obstacles, allowing it to ignore movement penalties or difficult terrain.

MISCELLANEOUS CHARMS Wind Master’s Roar (15m, 1wp; Simple; Instant; Decisive-only; Essence 2): The huraka roars with its master’s might: a blizzard-force breath from the north, a searing wave of heat from the south, etc. This is a decisive attack with a pool of 10 dice against an enemy within long range. If it deals damage, the target falls prone. The huraka can flurry this Charm with a bite or claw attack.

Storyteller Tactics Huraka aren’t combative creatures by nature, content to guide the winds and stay out of human conflicts as best they can. However, when called upon, they’re fierce and graceful fighters, using the swirling winds to enhance their attacks. A huraka follows its summoner’s directives, provided they’re simple and direct. It isn’t capable of advanced battle tactics, relying on straightforward attacks and defenses. A huraka flees when it suffers damage to its last –2 health level.