Campaign:Betrayal of the Light/Audrey Krieger

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Basics

Name:Audrey Krieger
Concept:Dragon-Blooded Trainer
Caste:Serenity
Motivation: Make people happy.
Intimacies:
Anima Banner:A brilliant sapphire halo.
Anima Effect:Essence autosuccesses added to Performance checks of self and allies within Essencex10 yards.
Experience: 2 attribute xp left, 3 free form xp left,

Background

Appearance

Attributes

Strength     ●●      
Dexterity    ●●●●●
Stamina      ●●

Charisma     ●●●●●
Manipulation ●●
Appearance   ●●●●●

Perception   ●●
Intelligence ●●●●●
Wits         ●●●


Abilities

Craft (Air) ●●●●●
Craft (Fate)●●●●●
Dodge       ●●●●●
Linguistics ●●●●●
Performance ●●●●●
Socialize   ●●●
Resistance  
Ride        
Sail
Survival
Thrown
Archery
Athletics   ●●
Melee       
Presence    ●●
War         
Investigation
Larceny
Lore         ●●●
Occult       ●●
Stealth      ●●
Awareness    ●●
Bureaucracy  ●●
Integrity    ●
Martial Arts ●●●●● + ●●● unarmored
Medicine     ●●

Backgrounds

Henchmen ●●●●●
10 young combat-oriented dragon blooded.
Manse ●●●●●
1 level 5 manse, 1 level 4 manse, 1 level 1 manse.
Retainers ●●●●●
9 noncombative dragon blooded.
Salary ●●●●●
Sifu ●●●
Three MA styles and two sidereal styles.

Core Charms

  • Absence: 2m reflexive. Ignore all penalties to DV for a single action. DV is still 0 against an undodgeable attack, however.
  • Duck Fate: 10m reflexive. Roll Dex+Dodge against a difficulty of the Essence of an attack or harmful effect.
  • Mending Warped Designs:
  • Elemental-Vision: No one cares.
  • World-Shaping Artistic Visionx3: Permanent, -3 to target number to craft fate while in cities.
  • Second Craft Excellency: 2m per essence to buy that many automatic successes to Craft rolls.
  • Fateful Craft Excellency: 3m1wp, turn all craft dice into automatic successes.
  • Excellent Implementation of Objectives:
  • Predestined Delivery Shaping:
  • Destiny-Knitting Entanglement:
  • Avoidance Kata: 2m reflexive illusion. Within her the first two actions of a combat, she may decide she'd rather be somewhere else, and vanish and reappear elsewhere. Observers must pay 2wp or else believe that person was never there.
  • Sifu's Useful Fingers: 1m simple, indefinite. Make someone a Shadow Finger, giving +1 MA dot and +(sidereal's MA rating) to MDV. Can maintain up to Essence x2 shadow fingers at once. If they are attacked anywhere in the world, you'll know.
  • Lotus Eye Tactics: 1m or 3m reflexive and indefinite, it is Obvious to the sidereal when an individual has MA (or combat skills, for 3m) equal to or higher than her own.
  • Methodology of Secrets: 5m, get 3 specialty dots until next time she sleeps. Also, can be applied to astrology, in which case it applies to all involved rolls.
  • Trouble Reduction Strategy: 5m simple (compassion), select a number of allies with total essence = own. Can then use any desired dodge charms on their behalf.
  • Lion Mouse Stratagem: 3m reflexive. -3 external penalty on attempts to gauge her nature and skill, and +(Essence) to rolls to re-establish surprise. Unnatural mental influence costing 2 wp to resist for one scene.
  • Throne Shadow Form: 5m, simple, form-type. All shadow fingers within dex*3 yards are protecting her with a Defend Other action at all times. May launch coordinated attacks with shadow fingers, always diff 1, and may strike dematerialized spirits.
  • Shadow Lost in the Court: 3m, 1wp, supplemental. Enhances an attempt to re-establish surprise in a crowd (20 people or 2 shadow fingers), producing a -2 external penalty on attempts to spot the Sidereal.


Charms to be Purchased Soon

  • Pneuma-Sealing Strike: 4m, reflexive. Supplements an unarmed MA attack, and if it hits, their breath is sealed, and they begin suffocating. They may make Str+Ath every 30 seconds at a diff of the MA's Essence rating. Until this happens, there's a -2 internal penalty to actions.
  • Deadliest of All Weapons: 3m, reflexive. Inflicts a (Special/one hour, 5, -/- -1) poison that causes the victim to be forced to tell the truth.
  • Clear Eyes Defense: 4m, 1wp, reflexive, one scene, counterattack. May counterattack whenever any who attempt unnatural mental influence. If it hits, it perfectly negates the unnatural mental influence.
  • Welcoming the Uninvited Guest: 3m, simple, speed 3. Disrupts stealth within MAx10 yards, unless they beat the sid's attack roll sux on a dex+stealth roll.
  • Finger-Stealing Handshake: 5m, 1wp. Simple, servitude, one scene. Roll Cha+MA vs the highest MDV of any hostile extra; if successful, Essx2 extras switch side and obey the sidereal, and count as shadow fingers until end of scene. Costs 3wp to resist. At Ess4+, works vs mindless automatons, though they add their master's Essence to their MDV.

Other Charms

Essence

Essence: ●●●
Regeneration: 3(6 when resting)/hour
Personal Essence Pool: 11
Peripheral Essence Pool: 32
Committed Essence: 0

Willpower

Willpower: ●●●●●
Temporary: □□□□□

Virtues

Virtues:

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

Primary Virtue:Compassion
Flawed Fate:Serenity
Limit: □□□□□ □□□□□

Combat

Dodge DV:6
Dodge MDV:8
Soak: 1B/0L/0A
Pierced: 1B/0L/0A
Hardness: 0B/0L/0A

Attacks