Campaign:A Divided Center/ReporterSid

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Revision as of 09:35, 30 September 2009 by 1d4chan>Reiz (→‎Abilities)
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Basics

  • Campaign: A Divided Center
  • Name:
  • Concept: Sidereal Reporter
  • Caste/Aspect: Chosen of Secrets
  • Motivation: Empower Solars to rule creation again with the secrets he uncovers
  • Positive intimacies:
  • Negative intimacies:
  • Anima:
  • Experience: 0/0

Background

(write your background here. i like short, concise, to-the-point backgrounds that tell me all the important things you want me to know about your character. this space is meant mostly for character history, but try and talk a bit about his personality as well.)

Appearance

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

Attributes

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

Abilities

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

Languages:

(write aspect/caste and favored abilities in bold, please. also, you do not have a free dot in every ability. I put them for ease of comprension.)

Specialties

(Write here your specialties, if any)

Backgrounds

Backing (Gold Faction): ●●
Acquaintances: ●●●
Celestial Manse: ●●
Salary: ●●
Sifu: ●●●
Artifact (Starmetal Hearthstone Amulet): ●
Connections (Lookshy): ●●

Charms

  • (Dodge) Absence (Abil 2 Ess 2 p143): 2m, Reflexive (Step 2), Combo-OK, Instant. All penalties to Dodge DV are ignored.
  • (Dodge) Duck Fate (Abil 3 Ess 2 p143): 10m, Reflexive (Step 2), Combo-Basic, Instant. Dex+Dodge rolled against a difficulty equal to the permanent Essence of the foe responsible for the trouble. If successful, able to avoid the harmful effect.
  • (Linguistics) Favorable Inflection Procedure (Abil 3 Ess 2 p145): 5m, Simple, Emotion, Virtue (Compassion), Instant. Roll Charisma+Linguistics against targets MDV, add essence in auto successes. If the target is calm, success causes target to gain a single Intimacy towards the Sidereal. If upset/hostile, the target's hostility and cause evaporate from the target's mind.
  • (Investigation) Auspicious Prospects for Secrets (Abil 2 Ess 1 p162): 1m, Simple, Combo-Basic, Instant. With a Intelligence + Investigation roll, the Sidereal gets a sense if certain information should be obscured or revealed.
  • (Investigation) Efficient Secretary Technique (Abil 1 Ess 2 p162): 2m, Simple, One Miscellaneous Action. This charm lets the Sidereal ask a small emerald pattern spider for information, which it can fetch if the information is not actively concealed. It can also be sent to the Sidereal's library.
  • (Larceny) Avoiding the Truth Technique (Abil 2 Ess 1 p163): 3m, Supplemental, Fate, Illusion, Virtue (Conviction), Instant. This charm adds Larceny in successes to a social ability roll. If the result exceeds the targets MDV, he thinks he saw through the lie and believes that whatever the Sidereal said isn't true.
  • (Larceny) Thought-Swiping Distraction (Abil 2 Ess 1 p164): 5m, 1wp, Simple, Fate, Instant. The Sidereal makes eye contact with a target for a few moments, and gets a quick impression of what the target is thinking about. The target loses his train of thought.
  • (Lore) Methodology of Secrets (Abil 2 Ess 2 p166): 5m, Reflexive, Until the character next sleeps. The character receives a vision from the Maiden of Secrets, understanding how he fits into the Maiden's plan. Upon waking, the character gains three relevant bonus specialties that can be divided among up to three abilities. The dice from the specialties may also apply to the effect roll for Sidereal astrology that involves the corresponding college.
  • (Stealth) Soft Presence Practice (Abil 2 Ess 1 p170): 2m, Supplemental, One Action. This charm divides the number of motes spent by two for purposes of calculating the effect on a character's anima.
  • (Bureaucracy) Underling Invisibility Practice (Abil 3 Ess 2 p42): 4m, Simple, Illusion, Indefinite. A person who thinks themselves better than the Sidereal cannot see the Sidereal. The Sidereal's presence also gives the victim a sense of deja vu.
  • (Martial Arts) Leaping Mantis Technique (Abil 2 Ess 1 p97): 3m, Reflexive, Combo-OK, Obvious, Instant. The character leaps towards his opponent, adding her MA score to both the Join Battle dice pool and the maximum number of yards he can leap. The charm must be activated before the Join Battle action is rolled. During the fight, he mad add his MA in yards to his Move.
  • (Martial Arts) Iron-Arm Block (Abil 3 Ess 1 p97): 3m, Reflexive (Step 2), Combo-OK, Instant. The character takes a defensive stance, and adds his MA score to his Parry DV for one action, either unarmed or with a MA weapon. He can also parry lethal damage attacks unarmed.

Combos

Astrology

  • Paradox: 1/10

Resplendent Destinies

The Treasure Trove

  • Scope: ●●
  • Duration: ●●●
  • Endurance: ●●

Essence

Essence: ●●
Regeneration: 4 active, 8 relaxed, 12 sleeping
Personal Essence Pool: 10/10
Peripheral Essence Pool: 27/27
Committed Essence:

Willpower

Willpower: ●●●●●●
Temporary: 6/6

Virtues

Virtues:

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

Virtue flaw: Flawed Fate (Conviction)
Limit: □□□□□ □□□□□
Limit Break Condition: Spending willpower to resist virtue, resisting unnatural mental influences, affecting fate contrary to virtue

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. don't itemize your tacklebox, this isn't D&D)

Manses and Hearthstones

(write what hearthstones (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: (dex+dodge+Ess)/2 round up
Dodge MDV: (will+integ+Ess)/2 round down
Soak: 0A/0L/0B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/0L/0B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)

Attacks

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

Health

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

one Dying level per dot of Stamina

Advancement

3 BP on ● Conviction, 3 BP on ● Valor, 2 BP on ●● Larcency, 2 BP on ●● MA, 2 BP on ●● Stealth, 3 BP on ●●● Occult, 1 BP on ● Investigation, 1 BP on ● Linguistics, 1 BP on ● Socialize

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