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Started by Corwin, May 14, 2016, 06:11:12 PM

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Corwin

Siri Tuesdottir

Derived Stats:
Personal Essence: Essence * 3 +10
Peripheral Essence: Essence * 7 + 26

Personal Essence: 13
Peripheral Essence: 33

Health: one -0 level, two -1 levels, two -2 levels, one -4 level, incapacitated

Natural Soak: Stamina + Charms (Soak: Stamina + Charms + Armor)
Soak: 2 (5)

Parry: ([Dexterity + Brawl, Martial Arts or Melee, whichever is appropriate to the character's current armament] / 2, round up) + Weapon's Defenses bonus
Parry: (Dexterity + Melee) /2 + bayonet defense bonus
Parry: 3

Evasion: ([Dexterity + Dodge] / 2, round up) – armor's mobility penalty
Evasion: 4

Resolve: ([Wits + Integrity + specialty] / 2, round up)
Resolve: 2

Guile: ([Manipulation + Socialize + specialty] / 2, round up)
Guile: 1

Disengage [Dexterity + Dodge] – armor's mobility penalty
Disengage: 7

Rush: [Dexterity + Athletics] – armor's mobility penalty
Rush: 6

Gun ranges:
+0/+4/+2/+0/-2
close/short/medium/long/extreme
Charms needed to shoot at medium or farther

Laevateinn (tags: lethal, archery (Short), slow and flame):
Attack: Dexterity + Martial Arts + Specialty + Artifact + Range
Attack: 11 + Range

An artifact archery weapon does +14 dice of damage, with an overwhelming value of 5 and an attunement cost of 5
That means it does lethal damage, can only be used up to short range wo/charms, it takes a turn to reload, and it does +4 damage each attackinstead of the str mod

Pistols:
Attack: 10 + Range
Those do +7 damage with an overwhelming value of one

Intimacies:
Spoiler: ShowHide

I want to help Mom find a worthy suitor for Magnhild (Minor)
I think Dad's ideas about our society changing the way it thinks about the surface are worthy of imitation (Minor)
I won't let Kari be burdened by Mom's expectations (Minor)
I need to heal Saga (Major)
I admire my older sister (Major)
I want to see the surface (Major)
I want to find Dad and bring him back (Major)
Honesty is godliness (Defining)


Background:
Spoiler: ShowHide

Siri grew up as a middle child of Alva and Tue during the recent boom in children this generation. From even before she could truly understand speech, she could sometimes see something in others that no one else could. Later, as she grew up a bit, Siri came to realize that people would sprout a pair of horns and a tail if they were lying, and given how often she saw it even between those purporting to be friends and allies has colored her perceptions of society. It also gave her a very strong need to be honest herself, and lead her to raptly listen to her father's stories of his trips to the surface world for she knew that they were as true as his love for his family.

One day he left for another of those trips, promising a surprise to Siri upon his return. Except he didn't return, not even for the birth of her younger sister Kari. Her mother grew bitter, denouncing his betrayal even as Siri could see her put up a front for her real feelings. Then came her elder sister Magnhild's Threefold Hunt... and she refused to participate, choosing to focus solely on her one passion in life, sorcery. Siri had learned the beginnings of the art from her, but even that hadn't truly given her the ability to understand her sister's grand research project. For all it sounds like, it could be as grand and fanciful as forcing the gates of Asgard open!

Her mother was less than pleased with this outcome and the loss of any chance at advancement for her oldest child who happened to lack entirely in ambition and shifted her focus on Siri. But while a burden, the realization that her mother genuinely wishes the best for her would have made Siri quite amenable to making her best effort even if she hadn't been intending as much from the start. She wouldn't miss out on this chance to reach the surface, not to mention gaining enough power to shift public opinion in favor of the views advocated by her father. Considered quasi-heretical a mere generation ago, the idea of the return to the surface has started to gain more ground amidst the young generation despite the best efforts of the church of Hel with the debate shifting on whether it should be conquest or rapprochement.

Born with a frail body and shoddy constitution, Siri trained up her strengths rather than painstakingly deal with her weaknesses. If she can't take many hits, she decided, then she better learn how to avoid being hit in the first place rather than bulk up. Since she's on the slim side and doesn't have much mass, that just means she can train what strength she can bring to bear to move herself in innovative ways. Because her fists can't muster the strength to put an opponent down, best to just bypass them altogether and use a weapon suited to her. And if her opponents come in droves, sorcery is there to put them in their place.

Her forays into medicine were driven by Siri's stubborn desire to fix her body in an unconventional way. She's since learned what a truly weak constitution is, or the cursed bodies some people are born with. A friend she had made, Saga, had been born without the ability to mirror the feats that were the heritage of any Myrkalfar! Siri had been split about her course of action, of whether to continue her studies of the field of medicine or seek a more comprehensive solution through sorcery. In the end, the answer continued evading her by the time the date of her Threefold Hunt came up.

To prove herself in the world, Siri relies on a pair of artifacts which are all she has of her father. A focus for sorcery that originally went to her elder sister, and was handed down to Siri at her own initiation, and Laevateinn. She had help mastering the former, though with the latter it was all a matter of endless hard work to get the forms right and develop her own unique style of combat. All Siri had to go on was the inscription on Laevateinn in Asgardian, according to her father who had read it out to her: "And I shall not be dark, but beautiful and terrible as the Morning and the Night! Fair as the Sea and the Sun and the Snow upon the Mountain! Dreadful as the Storm and the Lightning! Stronger than the foundations of the earth."

There was nothing else. No clues, no explanations, no attempt to help Siri understand what it meant. Even her innate power was helpless in getting her to understand, until it happened in a fit of anger and frustration. Humiliated at her failures, mocked for pursuing a strange form of archery in lieu of a true style and wanting beyond anything else to succeed, Siri's shots had been going wider and wider during her training when she willed beyond anything else to hit her target to prove her worth and the shot, already past the target, curved back to demolish it! Willpower was the key, and rather than continue her struggling Siri went in the other direction. There was nothing wrong with aiming carefully and training her body to handle the recoil. But the key component had been missing until then. She had to become as the elements, for they were eternal and beautiful and mighty and beyond measurement. And then she had to surpass them with Truth, so powerful and overwhelming that all despaired in its presence. And so was born the Righteous Devil Style.


Attributes:
Spoiler: ShowHide

Strength *
Dexterity ****
Stamina **

Charisma *****
Manipulation *
Appearance ***

Perception *****
Intelligence *****
Wits **


Abilities:
Dokkalfheim Caste: Athletics, Dodge, Martial Arts, Presence, Socialize
Preferred: Awareness, Investigation, Lore, Occult, Resistance
Supernal: Martial Arts
Spoiler: ShowHide

+Athletics: 2 (Specialty: Parkour)
+Awareness: 2
+Dodge: 3
+Investigation: 4
+Lore: 1 (Specialty: Surface)
+Martial Arts: 5 (Specialty: Firewands)
+Occult: 3 (Specialty: Sorcery)
+Presence: 3
+Resistance: 2
+Socialize: 1
Integrity: 1
Linguistics: 1
Medicine: 3


Charms:
Spoiler: ShowHide

Wound-Mending Care Technique (Medicine 3)
Reed in the Wind (Dodge 3) -> Reflex Sidestep Technique (Dodge 3)
Watchman's Infallible Eye (Investigation 1) -> Crafty Observation Method (Investigation 3) -> Judge's Ear Technique (Investigation 4)
Terrestrial Sorcery (Death of Obsidian Butterflies)
Medicine Excellency (free)

Watchman's Infallible Eye
Cost: ・ Mins: Investigation 1, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Lawgiver is attuned to her subconscious, and is preternaturally aware of her surroundings. If the Exalt possesses this Charm, she feels an instinct each time she encounters a scene in which a case scene or profile character action (p. 224) should be used. At this point, the Storyteller informs the player which action is appropriate, and vaguely why. If danger is present, the player is informed
that the Solar senses a trap and should use a case scene action; if there is a suspicious character, the player is made aware of that character so that a profile action can be used. This Charm does not entail automatic success at each prospective action. It merely informs the player which action should be performed, and why. As the Solar notices many things the player does not, this Charm can be used to generate reasons for investigations it would otherwise be impossible
for a normal character to perceive.

Crafty Observation Method
Cost: 5m; Mins: Investigation 3, Essence 1
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Watchman's Infallible Eye
By examining the undisturbed physical evidence of an event, the Solar can flawlessly reconstruct the physical process behind that event. Finding a corpse with a knife wound, she can tell what sort of knife was used, and from what angle the blow was struck. She can differentiate between blood spatters, assigning each to a different stroke of a weapon made at a different time, and so on. This Charm is not limited to crime scenes. The Solar can likewise reconstruct the evidence left behind by a liaison, examine the leavings of a camp site, etc. This acts as a normal case scene action, save that the Lawgiver does it in a handful of seconds, and gains (Essence) automatic successes and double 9s to her attempt.

Judge's Ear Technique
Cost: 3m; Mins: Investigation 4, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Crafty Observation Method
The Lawgiver can evaluate the truth of any statement she hears. This Charm is infallible within limits: if she hears a lie the speaker believes to be true, she won't detect the untruth. Her sense of lies is keen enough that if a character speaks in half-truths, she'll know which part of the statement is false. Any magic which contests this effect goes to a roll-off against the Lawgiver's (Perception + Investigation), with (Essence) automatic successes on the Solar's roll, and 1s in the opposed roll acting as 10s to the Solar's result.

Reed in the Wind
Cost: 2i per 1 Evasion; Mins: Dodge 3, Essence 1
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisite Charms: None
The Exalt draws upon her own momentum to bend and flow with opposing forces. For every two Initiative spent in response to an attack, the player may raise the Exalt's Evasion by one. Reed in the Wind raises the cap on how much the Solar can enhance her Evasion by her Essence. At Dodge 5+, Essence 3+, a successful dodge with Reed in the Wind restores one mote. This bonus may only occur once per round.

Reflex Sidestep Technique
Cost: 5m; Mins: Dodge 3, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Reed in the Wind
The Solar's preternatural awareness of her surroundings makes her nearly impossible to harm. Even when struck unaware, she may part herself from her foe's attack, undoing the damage that was done to her. This Charm may be activated in response to an ambush attack, a trap, or other damaging effect the Solar is completely unaware of, setting her Evasion to two against the attack and adding an additional point of Evasion for every 1 or 2 in the attack (before Charms such as Excellent Strike). If the Solar's Evasion recovers to its full value, she may apply additional Dodge Charms if necessary.

Wound-Mending Care Technique
Cost: 5m, 1wp; Mins: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
Through mastery of Essence flows and a keen understanding of the body, the Solar can repair even the most ruinous damage at an incredible pace. The Solar spends
fifteen minutes to an hour doctoring the patient, depending on the severity of the wounds. She still requires the normal medicines, bandages, and any tools that might be needed for more complex operations, but her results are nonetheless miraculous. Roll (Intelligence + Medicine) with double 9s at the end of the treatment. This is the number of bashing or lethal health levels that will be
restored if the patient remains in bed for the rest of the day. In addition, if the Solar's treatment would raise her patient two or more wound levels, she gains a point of Willpower.

Terrestrial Circle Sorcery
Cost: ・ Mins: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Solar steps through the First Circle and is forever transformed. Upon learning this Charm, the Exalt gains the ability to learn and cast spells from the Terrestrial
Circle of sorcery. In addition, the Solar learns one shaping ritual (p. 466) and one Terrestrial spell for free. The spell selected becomes the sorcerer's control spell,and may feature in the anima iconography and be referenced in the mechanics of certain Charms.


Sorcery:
Spoiler: ShowHide

The Talisman of Ten Thousand Eyes
A phylactery of great sorcerous puissance, this talisman is wrought from rune-etched orichalcum and set with a gleaming ruby of ten facets. Each facet seems to reflect ten more within its depths, which reflect even more, creating
the illusion of infinity that gives this relic its name. You have claimed the talisman as your own, using it either to initiate yourself into sorcery or as a wellspring of power to draw upon. Its ten thousand eyes are ever watchful, giving warning when malefic forces roam unchecked, and serving as a lens through which you may cast your sight or presence.

Shaping Rituals
The sorcerer may hone her senses through the talisman to open her inner eye, paying a point of Willpower whenever she makes an Awareness roll to Join Battle or notice a hidden threat while wearing the talisman. She gains one sorcerous
mote for every two successes on this roll. These motes last for the duration of the scene, and can be spent towards any spell she casts. If she is joining battle against or searching out malevolent sorcerous forces, enemy sorcerers, bound demons, strange beings created by sorcery, she also adds her Occult in bonus dice to the roll. When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the talisman or draws on its power, she gains (stunt rating + 2) sorcerous motes towards completing this spell. This benefit can only be received once per scene. Stunts to enhance the sorcerer's control spell do not count against the once per scene limit.
A sorcerer with an Essence pool may spend a scene in meditation to commit ten motes to the talisman. Once she begins shaping a spell while wearing the talisman, she may draw on the power she's invested, contributing up to (Essence + 2) sorcerous motes towards the spell until the full commitment of ten motes has been converted into ten sorcerous motes, or the spell is cast (or countered).
Committed motes are converted to sorcerous motes on a one-to-one basis normally, butare converted into two sorcerous motes when casting the sorcerer's control spell. The sorcerer must wait until she's had a full night's sleep
before she can charge the talisman again.

Other Benefits
Astral Meditation (Merit ・: The talisman serves as a gateway through which the sorcerer may send her presence to distant corners of Creation. Once per day, while wearing the talisman, she may waive the Willpower costs of a spell that allows her to sense things remotely or project her presence from afar, such as Silent Words of Dreams and Nightmares.
Eye of Crimson Warning (Merit ・・): The ruby set in the talisman pulses with warning light when it comes within ten miles of dangerous sorcerous forces, a sorcerer wreaking havoc with spells, a demon bound to ill ends or unbound and rampaging, an ancient curse fallen upon the land. Any tracking rolls the wearer makes to pinpoint or chase down such perils enjoys double 9s.
Evocations: Exalted sorcerers may master Evocations of the Talisman of Ten Thousand Eyes. These Evocations typically enhance the wearer's senses, both mundane and spiritual, or directly enhance or alter spells.


Death of Obsidian Butterflies
Cost: 15sm, 1wp
Keywords: Decisive-only, Perilous
Duration: Instant
Sculpting Essence into volant black glass, the sorcerer unleashes a cascade of obsidian butterflies. She rolls (Perception + Occult) as an undodgeable decisive attack applied in a line against enemies out to medium range. This line is wide enough to strike all opponents within the width of a single range band and reaches high enough to strike aerial enemies who are at short range to the ground (medium range enemies in the air can still be targeted by directing the butterflies to fly along an upward path, rather than a horizontal one). Battle groups are
especially vulnerable to being cut down by this spell, taking a -2 penalty to Defense against it.
The attack deals raw damage equal to the sorcerer's (Essence + extra successes), or (Essence + Occult + extra successes) against a battle group. It does not reset the sorcerer to base Initiative. Scenery made of wood, glass, or other fragile
materials is generally destroyed. After this spell has been cast, the obsidian butterflies fall to the ground and shatter, creating terrain that may be hazardous for barefooted characters to traverse, treat as an environmental hazard
inflicting two dice of lethal damage, difficulty 2 to resist with a (Dexterity + Athletics) roll, and if the character is barefoot, difficult terrain as well. Any character wearing armored boots can generally ignore the debris.
A sorcerer who knows Death of Obsidian Butterflies as her control spell gains (Essence) bonus dice to the spell's attack roll. When her emotions run hot, butterfly silhouettes rise from her shadow. When she is angry, her fingernails
turn to sharp volcanic glass, making it possible to cut cloth or paper, rend wood or flesh and other similar stunts.


Traits:
Spoiler: ShowHide

Ally (Older sister) ***
Artifact Firewand (Laevateinn) ***
Language (Vili) *
Exalted Healing (free)
Martial Arts (free)


Essence: *
Willpower: *****
Sorcerous Shaping: The Talisman of Ten Thousand Eyes (p470)
<Steph> I might have made a terrible mistake

Ebiris

#1
Concept: Brawny thief type

Myrkalfhar
Caste: Survival, Lore, Awareness, Stealth, Occult
Preferred: Socialize, Larceny, Resistance, Integrity, Brawl
Supernal: Resistance

Willpower *****
Essence *
Personal Essence 13
Peripheral Essence 33

Health -0 -1 -1 -1 -1 -3

Soak (stamina + charms): 4
Parry (dexterity + brawl)/2: 4
Evasion (dexterity + dodge)/2: 2
Resolve (wits + integrity + specialty)/2: 4
Guile (manipulation + socialize)/2: 3
Disengage (dexterity + dodge): 3
Rush (dexterity + athletics): 6

Attributes
Physical
Strength ****
Dexterity ***
Stamina ****

Social
Charisma **
Manipulation ***
Appearance **

Perception ***
Intelligence **
Wits ****

Abilities
Athletics *** (climbing)
Brawl ***** (fists)
Integrity ***
Larceny *** (sleight of hand)
Lore *** (artifacts)
Occult **
Resistance *****
Socialize **
Stealth ***
Survival ***

Merits
Boundless Endurance **
Pain Tolerance ****
Iron Stomach *
Contacts ***

Charms

Graceful Crane Stance
Fists of Iron Technique
Seasoned Criminal Method
Durability of Oak Meditation > Spirit Strengthens the Skin > Iron Skin Concentration
Perfect Shadow Stillness

Bonus Points
3 points in contacts
2 points in resistance
2 points in brawl