Campaign:SidCOPS/Bluesid

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Basics[edit]

Name: Fluttering Crow
Concept:
Caste: Serenity
Motivation:
Intimacies:
Anima Banner/Totem:
Anima Effect/Tell:
Experience: /
(write experience points as "unspent / total" plx)

Background[edit]

Appearance[edit]

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

Attributes[edit]

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

Abilities[edit]

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


Specialties[edit]

(Write here your specialties, if any)

Backgrounds[edit]

Artifact: ●●
Sifu: ●●
Connections (Gold Faction): ●
Backing (Convention of Water): ●
Celestial Manse: ●●
Acquaintances: ●●
Backing (Convention on Natural Disasters): ●●
Backing (Division of Serenities) ●
Backing (Convention on Oversight) ●
Salary: ●●

Charms[edit]

Even Blade Style[edit]

  • Death Between Heartbeats

2m, Combo-OK, Instant, Reflexive. When the character and another combatant act on the same tick, the character goes first. The character uses the better of DVs from the tick before this one and the current tick for this tick, and the opponent uses the worse.

  • Breath and Essence Control

3m, Combo-OK, Instant, Supplemental. Rather than rolling Join Battle, set the character's successes on the roll equal to her Martial Arts score.

  • Close Your Eyes And Look

4m, Combo-OK, Instant, Reflexive. When making an attack, this charm can be used to double any penalties to DV the defender might have. Additionally, the character may discover the answer to one Essence-based question, such as "Is this guy using Soak charms?" or "Why are those arrows glowing?" though not anything relating to numbers, such as "How much soak does that charm grant?" or "How many motes did that cost?

Socialize[edit]

  • Shun the Smiling Lady
  • Life Without Compunction

Performance[edit]

  • Second Performance Excellency
  • Perfection in Life
  • Song of Spirit Persuasion
  • Defense of SHining Joy

Linguistics[edit]

  • Favorable Inflection Procedure

Investigation[edit]

  • Auspicious Prospects for Secrets

Lore[edit]

  • Methodology of Secrets

Essence[edit]

Essence: ●●
Regeneration: 10 per hour
Personal Essence Pool: /
Peripheral Essence Pool: /
Committed Essence:
(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[edit]

Willpower: ●●●●● ●
Temporary: □□□□□ □

Virtues[edit]

Virtues:

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

Channels:

  • Compassion □
  • Conviction □
  • Temperance □
  • Valor □

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

Inventory[edit]

  • Starmetal Daiklaive, story unknown. Previously held by the same friend that redesigned the Divine Observatory, on request from her prior life.

Manses and Heartstones[edit]

Jewel of Fortuitous Concealment: Despite its name, this stone draws the eye, shimmering with cobalt blue and bright viridian hues in its immeasurable depths. When the gem is set in a magical material, however, its beauty is wasted. Whatever object the stone is set in becomes mysteriously hidden from sight; people will randomly walk in front of the object, blocking the view to any other onlookers; fabric will move in ways slightly off-kilter from the usual laws of physics in order to drape over a hearthstone amulet. The world will work together in mysterious accidents and serendipity to keep the object hidden from all but its owner. This power stops working after the first tick a weapon it is set into is used in combat, and only resumes when combat has stopped and the weapon is sheathed.

Divine Observatory, Manse 3: A large, oriental-style pagoda that dominates the area around it, the Divine Observatory has only recently been remodeled to give a new stone. The manse now acts as a palace, rather than a library, and its owner entertains anyone who seeks her there. This manse possesses the following traits:

  • Analytical Senses. The owner of the manse seeks to know everyone who enters or exits, the better to be prepared for them (Analyzes Obvious charms, unwarded Artifacts, and the souls of all who enter)
  • Well-Flavored Aspect. This manse is designed for Sidereal use, and the redecorator felt that it should represent that (+1 dice to all pools for the stone-bearer)
  • Magical Conveniences: It's only proper that a palace have such things. (Candles that light whenever someone enters a room, a kitchen that creates a feast from raw materials, and a map that can be summoned on any wall)

Combat[edit]

Dodge DV:
Dodge MDV:
Soak: B:0 L:0 A:0
Soak (Piercing): B:0 L:0 A:0
Hardness: B:0 L:0 A:0

Attacks[edit]

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

Health[edit]

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

Advancement[edit]

6 BP: Abilities
3 BP: Virtue