Fenbeast of Solace

Essence: 1; Willpower: 7; Join Battle: 6 dice (+6 for 6m)

Personal Motes: 13; Peripheral Motes: 33

Health Levels: -0/-1x4/-2x4/-4/Incap.

Actions: Feats of Strength: 8 dice (+8 for 8m, may attempt Strength 3 feats); Resist Poison/Illness: 7 dice (+4 for 4m); Senses: 7 dice (+4 for 4m)

Appearance 1, Resolve 4 (+4 for 8m), Guile 1

Combat

Attack (Unarmed): 12 dice (+8 for 8m; damage 11)

Attack (Jade tetsubo): 12 dice (+8 for 8m; damage 18, minimum 5)

Attack (Grapple): 8 dice (+8 for 8m; 9 dice to control, +8 for 8m)

Combat Movement: 4 dice (+4 for 4m) Evasion 0, Parry 6 (+6 for 12m)

Soak/Hardness: 16/10 (Jade articulated plate)

Offensive Charms

Earth Dragon Form (8m; Simple; One scene): Add +2 dice to smashing attack rolls and attacks against prone enemies. Add +4 soak, and gain soak 2 against decisive attacks made by enemies with lower Initiative. May reflexively protect allies in close range against attacks made by lower- Initiative enemies as per a Defend Other action.

Earthshaker Attack (5m, 1wp; Simple; Instant; Decisive-only): Create a seismic tremor forcing all enemies in short range to make a (Dexterity + Athletics) roll at difficulty 4 or fall prone, losing two points of Initiative to the martial artist. Then, focus the tremor into a decisive attack against one enemy. Once per fight, unless reset by gaining 10+ Initiative in a single round.

Force of the Mountain (4m; Supplemental; Instant; Dual): Add two dice to the post-soak damage of a withering attack, or double up to two 9s on 10s on a decisive damage roll. Against prone enemies, this increases to four.

Shattering Strike (2m, 1wp; Supplemental; Instant; Withering-only): Subtract -8 from the armored soak of an enemy. On a feat of strength to destroy something, allows the Immaculate to attempt feats one category higher than their Strength rating and adds one non-Charm success.

Stillness of Stone Atemi (6m; Supplemental; Instant; Withering-only): Double 9s on a withering damage roll. The Immaculate gains no Initiative, but inflicts a -1 mobility penalty for every 4 points of damage that lasts until the end of the enemy’s next turn, or for the duration of Initiative Crash if caused by the attack.

Defensive Charms

Stone Dragon’s Skin (5m; Reflexive; Until next turn; Perilous): Add +4 soak and +2 hardness until next turn. This explicitly stacks with existing hardness.

Unmoving Mountain Stance (3m; Reflexive; Instant; Perilous): Deny an attacker up to 2 points of Initiative they would normally gain from a successful withering attack. Also negates being knocked prone or back by an attack unless it dealt 5+ damage.