Campaign:Era Of Nightmares/Hahn Mahalay: Difference between revisions

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== Basics ==
== Basics ==
'''Name:''' Lutz Thray<br/>
'''Name:''' Lutz Thray<br/>
'''Concept:''' Wizard<br/>
'''Concept:''' [[Wizard<br/>]]
'''Caste:''' Twilight<br/>
'''Caste:''' Twilight<br/>
'''Motivation:''' <br/>
'''Motivation:''' <br/>

Revision as of 21:55, 12 February 2010

Basics

Name: Lutz Thray
Concept: [[Wizard
]] Caste: Twilight
Motivation:
Intimacies:
Anima Banner/Totem:
Anima Effect/Tell:
Experience: /
(write experience points as "unspent / total" plx)

Background

To explain Lutz Thray requires first that one explain the first Lutz, all the way back in the First Age. A brilliant, if a little paranoid, Twilight caste, Lutz devoted a good portion of the twilight of his own life to building a special room within one of his favorite Manses. During the Usurpation, this manse was stormed, only to find a very calm looking Lutz waiting at the front door. While he did fight off the Terrestrial host that was gathered, he used only his own Essence and power, and never stepped foot outside his home. This all was to protect the Telepathy Ball, the one thing that secured his legacy.

The Telepathy Ball was a custom-made artifact that could store someone's memories at the time of its creation, and could pass them on. In addition, it could sense the motives of mortals within miles around its resting-place, and would draw those who would do well with the knowledge within it to the Manse. The Terrestrial Host never found the ball, and trashed the Manse, but soon forgot it for other things. The ball did not forget its purpose, however, and continued to draw those who were worthy of the memory to the mansion. This meant little until the Solars were released anew, and Lutz' shard could inhabit a body that held all of his old knowledge.

Fast forward to the now. Five 'generations' of Lutz have passed by, with a cult revering each one, and members of all ages praying that they may be next. It has become tradition for those who inherit the knowledge to take on the name of the first Twilight, whatever name is most important to them becoming their surname. Lutz Thray is the sixth generation of Lutz, wearing the ancient white cloak (really orichalicum covered with white cloth), with the memories stored in the ball and the Key of Mastery stone set in the cloak's clasp. He wanders Creation, seeking to not only live up to his predecessors, but outdo them in every way, such that future generations will talk about The Thray.

Appearance

(what other people see when they look at your character.)

Attributes

Strength  ●●●     Charisma       ●●●●    Perception   ●●●●
Dexterity ●●●●    Manipulation   ●●●     Intelligence ●●●●●
Stamina   ●●●●    Appearance     ●●●●    Wits         ●●●●

Abilities

Solar/Abyssal Block
Archery      0      Integrity   ●●●●  Craft         ●●    Athletics ●●●    Bureaucracy 
Martial Arts 0      Performance 0     Investigation ●●●●  Awareness ●●●●●  Linguistics ●●●
Melee        0      Presence    ●●●●● Lore          ●●●●● Dodge     ●●●●   Ride        
Thrown       ●●●●●  Resistance  ●●●●● Medicine      ●●●   Larceny   0      Sail        ●●●●●
War          0      Survival    ●●●   Occult        ●●●●● Stealth   ●●     Socialize   ●●●●

(8 celestial, 4 solar)

Craft

Specialties

  • Thrown: Essence Constructs ●

Backgrounds

Cult: ●
Manse: ●●●
Resources: ●●●●
Artifact: ●●●
Background 3: ●
(cult 1, manse 1 free)

Charms

(Resistance) Ox-Body Technique
(Thrown) Second Thrown Excellency
Returning Weapon Concentration
Spirit Weapons
Torrent of Inner Light (1m per 2L, Simple, Combo-Basic, Obvious, Duration: Variable. Invest up to (Essence x 2) motes in one attack, which attacks with a pool of (Dex + Thrown) + 2, an (Essence x 100) yard Range, and (Motes spent x 2L) damage. Alternately, Lutz may store the power, adding 2 to the accuracy and stacking the motes spent for every invocation, up to Essence actions. (Occult) Second Occult Excellency
Spirit Detecting Glance
All-Encompassing Sorcerer's Sight
Sorcerer's Burning Chakra Charm
Spirit Cutting Attack
Ghost-Eating Technique
Rings of Spiritual Frailty
Terrestrial Circle Sorcery
(Lore)
First Lore Excellency
Third Lore Excellency
Chaos repelling Pattern
Wyld Shaping Technique
Lore Essence Flow
(Awareness)
First Awareness Excellency
Surprise Anticipation Method
(Dodge)
Shadow over Water
Seven Shadow Evasion
(Sail)
Second Sail Excellency
Sail Essence Flow
Ship-Claiming Stance
Invincible Solar Vessel
(SORCERY)
Commanding Presence of Fire
Emerald Countermagic
The Eye And The Mouth
The Parting of the Seas

Essence

Essence: ●●●●●
Regeneration: (4 per hour plus twice the rating of your hearthstone(s) under normal conditions. remember you gain an additional 4 motes per hour when you're resting)
Personal Essence Pool: 23/23
Peripheral Essence Pool: 37/40
Committed Essence: 3 (Ancient Mantle)
(write your essence pools as "current / maximum". current should be lower than maximum if you have motes committed to artifacts or if we finished a session while you wasn't at your maximum essence.)

Willpower

Willpower: ●●●●● ●●●
Temporary: □□□□□ □□□

Virtues

Virtues:

  • Compassion ●●●
  • Conviction ●●●●
  • Temperance ●●
  • Valor ●●

Flawed Virtue:
Limit Break: □□□□□□□□□□

Inventory

(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of.)

Manses and Heartstones

(write what heartstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)

Combat

Dodge DV:
Dodge MDV:
Soak: B:11 L:10 A:10
Hardness: B:5 L:5 A:5

Attacks

(example:)
Example Attack (Speed X, Accuracy X, Damage XL, Parry DV X, Rate X, Tags X, Y, Z)

Health

□ -0
□ -1
□ -1
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated

Advancement

7 BP: Essence 5