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empress:protagonists:rathimund:sheet

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Character Sheet

Fundamentals

  • Concept: Scholar, sorcerer-monk
  • Caste: Twilight
  • Essence: 5
  • Anima: Dragon of incandescent flame with a roar like a blazing furnace at full banner
  • Motivation: The acquisition of lost, ancient knowledge and arcane lore.
  • Languages: High Realm, Low Realm, Old Realm

Attributes

Physical Social Mental
Strength 3 Charisma 2 Perception 3
Dexterity 5 Manipulation 2 Intelligence 5
Stamina 3 Appearance 3 Wits 4

Abilities

Dawn Zenith Twilight Night Eclipse
Archery 0 Integrity 3 Craft 0 Athletics 2 Bureaucracy 0
Martial Arts (Fighting Gauntlets +3) 5 Performance 0 Investigation 2 Awareness 3 Linguistics 2
Melee 0 Presence 0 Lore 4 Dodge 5 Ride 0
Thrown 0 Resistance 3 Medicine 0 Larceny 0 Sail 0
War 0 Survival 0 Occult (Sorcery +3) 5 Stealth 0 Socialize 0

Underlined abilities are caste/favored.

Advantages & Health

Compassion Conviction Temperance Valor Willpower Peripheral Essence Health (B/L/A)
Maximum 1 4 2 3 10 (28+60=88) 79 10
Depleted 0 0 0 0 0 0 0/0/0

Regain [(2*(Manse=3))+1]=7 motes/hour when outside Manse. Inside, regain [(4*(Manse=3))+1]=13 motes/hour.

Mobility & Defenses

Type Yards Formula
Move 5 (DEX=5) + (Mobility=0)
Dash 11 (DEX=5) + (Mobility=0) + 6
Jump (Vrt) 6 (STR=3) + (Athletics=3) + (Mobility=0)
Jump (Hrz) 12 [(STR=3) + (Athletics=3) + (Mobility=0)]*2
Climb/Swim 3 (DEX=5)/2
Defense Value Formula
Dodge DV 9 [(DEX=5) + (Dodge+Bracers=5+3) + (ESS=4) + (Mobility=0)]/2)
Parry DV: Punch 6 [(DEX=5) + (Martial Arts=5) + (Specialization=0) + (Weapon=2)]/2
Parry DV: Kick 4 [(DEX=5) + (Martial Arts=5) + (Specialization=0) + (Weapon=-2)]/2
Parry DV: Clinch 5 [(DEX=5) + (Martial Arts=5) + (Specialization=0) + (Weapon=0)]/2
Parry DV: Spirit Sword 8 [(DEX=5) + (Occult=5) + (Specialization=3) + (Weapon=2)]/2
Soak (natural) 3B/1L (STA=3) Bashing / [(STA=3)/2] Lethal
Soak (w/armor) 11B/13L +8 Bashing / +12 Lethal, 0 Mobility
Hardness (w/armor) 3B/3L +3 Bashing / +3 Lethal

Attacks

Attack RNG DEF SPD RAT ACC DMG Note Cost
Punch M 2 5 3 11 5B
Kick M -2 5 2 10 8B
Clinch M 0 6 1 10 5B
Fighting Gauntlets (Fine) M 2 5 2 15 10B
Spirit Sword M 2 4 3 15 12L Ignores mundane armor, cannot parry mundane weapons, hits spirits 12m
Brilliant Raptor 1800 0 5 1 15 12+5L Knockdown, -1 Internal all Dex rolls per 2 damage; 1 tick later 4L (Tr 3) within 3yds, everything ignites, burns 1L/tick (Tr 2) in area. 1L/tick (Tr 1) to those that leave, put out with action. Burns 10 ticks. 10m

Charms, Spells, & Anima

Ability Charm Name Cost Type Duration Note
Occult Terrestrial Circle Sorcery 1w PER Permanent Allows 1st Circle sorcery actions.
Occult Celestial Circle Sorcery 1w PER Permanent Allows 2nd Circle sorcery actions.
Occult First Occult Excellency 1m per die REF Instant Adds dice to a roll, maximum (Int + Occult)
Occult Second Occult Excellency 2m/1s REF Instant Adds successes to a roll, maximum (Int + Occult)/2
Occult Third Occult Excellency 4m REF Instant Reroll and choose best. Adds (Occult/2) to relevent DVs.
Occult Infinite Occult Mastery 1w, 2+m SIM One Scene Excellency cost reduced by 1m per 2m spent.
Occult All-Encompassing Sorcerer's Sight 6m REF One Scene Can see Essence patterns. (Ex2 pg. 222)
Occult Spirit-Detecting Glance 3m REF One Scene Can perceive dematerialized creatures.
Dodge Seven Shadow Evasion 8m REF Instant Perfectly dodge a (not unexpected) attack. Flaw: Conviction
Dodge Shadow Over Water 1m REF Instant Ignore all penalties to Dodge DV.
Integrity Righteous Lion Defense NA PER Permanent Treat any mental influence to betray or forsake an Intimacy as unacceptable.
Integrity Shedding Infinite Radiance NA PER Permanent When anima flare at 11+ motes, sorcery costs (Ess x2) less or halved, whichever is less, min 1 mote.
Resistance Ox-Body Technique NA PER Permanent Gain one -1 and two -2 health levels.
Resistance Essence Gathering Temper NA PER Permanent 10-mote overdrive pool. Refilled: +1 non-damaging attack, +2 bashing, +3 lethal to me or allies.
Resistance Willpower-Enhancing Spirit 4m REF Instant When damaged, may roll 1 die for each Health lost. Gain 1 temp Willpower plus 1 per success.
Fire Dragon Searing Fist Attack 3m SUP Instant -1 Internal penalty to all actions for rest of scene. Stackable.
Fire Dragon Perfect Blazing Blow 3m SUP Instant Automatically hits DV of less than ESS
Fire Dragon Flash-Fire Technique 1m SUP Instant Add dice equal to (Martial Arts) to Join Battle.
Fire Dragon Flame-Flicker Stance (Up to ESS)m REF Until next action Increase Parry and Dodge DVs by 1 per mote.
Fire Dragon Firey Hand Attack 4m SUP Instant Add (Martial Arts) damage, all damage is Lethal. Target rolls (Stam + Resistance) or take 4L for (Martial Arts) actions, ignoring armor. A (Stam + Resistance) Diff 3 reduces to bashing on each action.
Fire Dragon Fire Dragon Form 5m SIM One Scene Increase Dodge DV by (Martial Arts /2). All Bashing damage is Lethal.
Terrestrial Spell Cost Note
Conjuring the Azure Chariot 15m Flying chariot carries 4 passengers or (Essence x 200) lbs at 200mph. Passengers have 90% cover. Ends at sunset.
Curtain of Quartz 10m All within 3 yds suffer -2 external penalty to DVs and all rolls. Immaterial ranged attacks suffer (ESS) external. Lasts 1 scene.
Emerald Countermagic 10 or 20m As a reflexive 0 tick action, protect self from spells (10m) or shatter existing sorcery or one being cast (20m)
Flight of the Brilliant Raptor 10m Fiery exploding eagle, see Attacks.
Impervious Sphere of Water 15m Breathable water (or air if underwater) barrier 10ft radius around caster for as long as he concentrates. 20L/20B soak, 35 Health.
Infallible Messenger 10m Cherub delivers message up to five minutes long to one target anywhere in Creation or Yu-Shan.
Invulnerable Skin of Bronze 20m Until sun next crosses horizon, gain +6L/+12B soak, +6L/+12B hardness, +2 dice damage barehand attacks, +100 lbs
Spirit Sword 20m Sword (or paired swords) of fiery spirit energy. See Attacks.
Summon Elemental 10+m 4 hours to cast. Elemental will serve up to 1 lunar month, or perform task taking up to a year and a day.
Solar Spell Cost Note
Adamant Circle Banishment 20+m As Emerald Circle Banishment, 1st / 2nd circle demons within (Ess x 15) yards banished, 3rd circle needs contest of wills.
Adamant Countermagic 20 or 25m As Emerald Countermagic but shatters up to Third Circle spells.
Essence Inversion 50m Perfect attack (Int+Occult if dodged/parried with charms) dealing 10 lethal every 5 ticks, soaked only with Stam and Charms.
Light of Solar Cleansing 30m Creatures/objects of darkness within (Ess) miles take (Ess x2) aggravated damage, ignoring armor.
Rune of Singular Hate 10m Debilitating curse, see B&WT pg 96.

Anima: If after damage has been rolled, a Twilight Exalt will lose health levels, she may instead spend five motes of Essence to strengthen her anima in an attempt to resist the attack. Subtract one health level from the damage for every dot of Essence she possesses. This effect can turn an otherwise deadly blow or reduce a weak attack to harmlessness. This effect comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence.

Anima (Dragon-Blooded): By spending five motes of Essence, the Exalt may surround himself with a corona of flames for the duration of the scene. These flames inflict no damage on his body or possessions, but affect anything else he touches as normal flames would. Any bare-handed or grappling attacks against the Exalt cause the attacker to suffer a number of lethal damage dice equal to the Exalt’s Essence, and any similar attacks made by the Exalt inflict an additional number of damage dice equal to his Essence as well. The Exalt can also ignite flammable materials with a touch.

Artifacts & Hearthstones

Type Name Note
Artifact: 2 Hearthstone Bracers, Orichalcum +3 to Dodge, +2 damage on all attacks
Artifact: 2 Silken Armor Soak: +3B/+5L, Mobility=0, Fatigue=0, stacks with other armor.
Artifact: 1 Hearthstone Amulet, Orichalcum Gain +1m/hour
Artifact: 1 Chain Shirt, Orichalcum Soak: +5B/+7L, Hardness: +3B/+3L, Mobility=0, Fatigue=0
Hearthstone: 3 Key of Mastery Affinity: Spirit Sword, reduces mote cost by Essence x2, maximum of half.
Hearthstone: 2 Hearth's Fire Creates 2 meter diameter flame that burns without fuel. Can snuff with a thought.
Hearthstone: 1 Memorial Iron +1w regained per day.

Backgrounds

Type Name Note
Breeding: 3 Hot Blooded +3 Personal Essence, +5 Peripheral Essence
Mentor: 2 Teacher's Pet stuff
Manse: 3 stuff Dragon's Nest (Fire), Archive, Well Flavored Aspect
Resources: 2 Modest Stipend stuff
Artifact: 2 Hearthstone Bracers, Orichalcum Attunement: 4, Hearthstone: Key of Mastery
Artifact: 1 Hearthstone Amulet, Orichalcum Attunement: 1, Hearthstone: Memorial Iron
Artifact: 1 Chain Shirt, Orichalcum Attunement: 2, Concealable under normal clothes

Merits & Flaws

Type Name Note
Flaw Oathbound: 1 No alcohol (loses 2 points of Martial Arts: Fighting Gauntlets specialty for 24hrs)
Flaw Beacon of Power Personal Essence pool folded into Peripheral Essence Pool
empress/protagonists/rathimund/sheet.txt · Last modified: 2014/03/02 03:08 by tara