Empyrean Dream Magistrate: Character Sheet: Difference between revisions

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|'''Journeys'''|| || '''Serenity''' || || '''Battles''' ||
|'''Journeys'''|| || '''Serenity''' || || '''Battles''' ||
|-
|-
| ''Resistance'' || {{Dot2}} || Craft (Fate) || {{Dot1}} || Archery || {{Dot1}}
| ''Resistance'' || {{Dot2}} || Craft (Fate) || {{Dot2}} || Archery || {{Dot1}}
|-
|-
| ''Ride'' || {{Dot3}} || Dodge || {{Dot1}} || ''Athletics'' || {{Dot3}}
| ''Ride'' || {{Dot3}} || Dodge || {{Dot1}} || ''Athletics'' || {{Dot3}}
|-
|-
| ''Sail'' || {{Dot0}} || Linguistics || {{Dot3}} || Melee || {{Dot1}}
| ''Sail'' || {{Dot1}} || Linguistics || {{Dot3}} || Melee || {{Dot1}}
|-
|-
| ''Survival'' || {{Dot3}} || Performance || {{Dot2}} || Presence || {{Dot1}}
| ''Survival'' || {{Dot3}} || Performance || {{Dot2}} || Presence || {{Dot1}}
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| Larceny || {{Dot1}} || Bureaucracy || {{Dot2}}  || Lore: The South || {{Dot1}}
| Larceny || {{Dot1}} || Bureaucracy || {{Dot2}}  || Lore: The South || {{Dot1}}
|-
|-
| ''Lore'' || {{Dot4}} || ''Integrity'' || {{Dot1}} || <!--Specialty --> || <!--Specialty Dots -->
| ''Lore'' || {{Dot4}} || ''Integrity'' || {{Dot1}} || Performance: Prayer || {{Dot1}}
|-
|-
| Occult || {{Dot2}} || ''Martial Arts'' || {{Dot3}} || <!--Specialty --> || <!--Specialty Dots -->
| Occult || {{Dot2}} || ''Martial Arts'' || {{Dot3}} || <!--Specialty --> || <!--Specialty Dots -->
|-
|-
| Stealth || {{Dot1}} || Medicine || {{Dot0}} || <!--Specialty --> || <!--Specialty Dots -->
| Stealth || {{Dot1}} || Medicine || {{Dot1}} || <!--Specialty --> || <!--Specialty Dots -->
|}
|}


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{| border="0" cellpadding="2" cellspacing="2" width="100%"
{| border="0" cellpadding="2" cellspacing="2" width="100%"
|+
|+
| '''Essence''' || {{Dot2}}{{Dot0}} || '''Virtues''' || &nbsp; || '''Colleges'''
| '''Essence''' || {{Dot3}}{{Dot0}} || '''Virtues''' || &nbsp; || '''Colleges'''
|-
|-
| Personal Pool || 11 || Compassion || {{Dot2}} || The Gull || {{Dot4}}
| Personal Pool || 11 || Compassion || {{Dot2}}<br>{{Box0x1}} {{Box0x1}} || The Gull || {{Dot4}}
|-
|-
| Peripheral Pool || 31 || Temperance || {{Dot4}} || The Quiver || {{Dot2}}   
| Peripheral Pool || 31 || Temperance || {{Dot4}}<br>{{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} || The Quiver || {{Dot2}}   
|-
|-
| &nbsp; || &nbsp; || Conviction || {{Dot3}} || The Messenger || {{Dot1}}   
| &nbsp; || &nbsp; || Conviction || {{Dot3}}<br>{{Box0x1}} {{Box0x1}} {{Box0x1}} || The Messenger || {{Dot1}}   
|-
|-
| &nbsp; || &nbsp; || Valor || {{Dot3}} || &nbsp; || &nbsp;
| &nbsp; || &nbsp; || Valor || {{Dot3}}<br>{{Box0x1c}} {{Box0x1}} {{Box0x1}} || &nbsp; || &nbsp;
|-
|-
| '''Willpower''' || {{Dot5}}{{Dot2}} ||rowspan="3"|  '''Virtue Flaw:''' ||colspan="3" rowspan="3"| ?
| '''Willpower''' || {{Dot5}}{{Dot2}} ||rowspan="3"|  '''Virtue Flaw:''' ||colspan="3" rowspan="3"| ?
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| '''Willpower ''' || {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}}
| '''Willpower ''' || {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}}
|-
|-
| '''Paradox ''' || {{Box0x1c}} {{Box0x1c}} {{Box0x1c}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}}  
| '''Paradox ''' || {{Box0x1c}} {{Box0x1c}} {{Box0x1c}} {{Box0x1c}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}} {{Box0x1}}  
|-
|-
| '''Anima Power: ''' ||colspan="5"| Triple running and dash speed for self and allies (including mounts) within (essence * 10) yards (10 motes)
| '''Anima Power: ''' ||colspan="5"| Triple running and dash speed for self and allies (including mounts) within (essence * 10) yards (10 motes)
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|-
|-
| Backing (Convention of Essence Wielders) || {{Dot1}} ||
| Backing (Convention of Essence Wielders) || {{Dot1}} ||
|-
| Backing (Convention of Deathlords) || {{Dot1}} ||
|-
|-
| Savant || {{Dot2}} ||
| Savant || {{Dot2}} ||
|-
| Allies || {{Dot1}} || Jato Danh Tu
|}
|}


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{|border="0" cellpadding="2" cellspacing="2" width="100%"
{|border="0" cellpadding="2" cellspacing="2" width="100%"
|  
|  
'''EXPERIENCE 0/8'''
'''EXPERIENCE 8/48'''
*[3 XP] Backing (Convention of Essence Wielders) 1
*[3 XP] Backing (Convention of Essence Wielders) 1
*[3 XP] War 1
*[3 XP] War 1
*[2 XP] Performance 2
*[2 XP] Performance 2
*[3 XP] Performance: Prayer 1
*[3 XP] Medicine 1
*[2 XP] Craft (Fate) 2
*[3 XP] Sail 1
*[3 XP] Allies 1 (Jato Danh Tu)
*[18 XP] Essence 3


'''THREADS: 1'''
'''THREADS: 1'''
*Thread 1: 2 XP - [[TBA: To The Ends of the Earth]]
*Thread 1: 2 XP - [[TBA: To The Ends of the Earth]]
*Thread 2: 2 XP - [[TBA: Every Story Begins with a Name]]
*Thread 2: 2 XP - [[TBA: Every Story Begins with a Name]]
*Session 1: 4 XP
*TBA Session 1: 4 XP
*Session 1: 10 XP
*Session 2: 10 XP
*Session 3: 10 XP
*Session 4: 10 XP


'''WISH LIST'''
'''WISH LIST'''
* Research Assistant Invocation || 5m || Simple || Five Days || Pg. 163
* Research Assistant Invocation || 5m || Simple || Five Days || Pg. 163
* [2 XP] Craft (Fate) 2
 
* [18 XP] Essence 3
* [3 XP] Performance: Prayer
* [3 XP] Medicine 1
* [3 XP] Sail 1


'''BONUS POINTS'''
'''BONUS POINTS'''
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*'''Life, Nature, Spirit, Survival - ''' The staff hardens and vines and bark grow up the hands of the holder, providing additional protection in the form of +6B/+3L soak.
*'''Life, Nature, Spirit, Survival - ''' The staff hardens and vines and bark grow up the hands of the holder, providing additional protection in the form of +6B/+3L soak.
*'''Logic, Illusion, Manipulation, Lore - ''' The staff projects an illusion that the scene is taking place at the scene of the most recent stored dream. This only works on groups of 10 people or less. 4 willpower can be spent to break from the illusion.
*'''Logic, Illusion, Manipulation, Lore - ''' The staff projects an illusion that the scene is taking place at the scene of the most recent stored dream. This only works on groups of 10 people or less. 4 willpower can be spent to break from the illusion.
==Destinies==
<pre>
The Gull - 12
scope - 2
duration - 2 (one year)
endurance - 5/8
Good Worker Spirit, one Endurance per month: (active on AA 22)
The Sidereal knows how to look as if she works an honest
day. While this effect is in operation, no one will believe
the Sidereal is slacking, no matter how little work she
does. This is an Illusion effect. The Bureau of Destiny has
persistent problems with Sidereals using this Resplendency
on the job.
• Joyous Grasshopper Spirit, one Endurance per (active for Air season)
season (three Endurance for the season of water): The
ant labors and saves for a long, hard life, but the carefree
grasshopper eats while there is plenty, loves every night and
if he dies of it, dies joyfully. For the purposes of regaining
Willpower only, the Sidereal gains an additional Motivation:
“Enjoy myself and fully express it.” In addition, she
reduces by 1 the target number of her Conviction rolls to
regain Willpower.
       
The Quiver - 5
scope - 2
duration - 1 (ends Descending Water 28)
endurance - 2/2
The Messenger - 3
scope - 2
duration - 0 (ends Ascending Water 28)
endurance - 1/1
Ascendent - 12
scope - 2
duration - 4 (20 years)
frequency - 4 (whenever trigger is met)
Blissful Idiot Blessing (-1 to the difficulty of a roll related to the destiny [Performance Rolls]. +1 success on an opposed roll. +1 Defense if the roll is an application of an unrolled defense.)
</pre>

Latest revision as of 18:31, 6 April 2014

Background/Personality - Character Sheet - The Bishop's Albatross

Name: Empyrean Dream Magistrate
Type: Sidereal Exalt
Player: Brian Kirkland
Caste: Chosen of Journeys
Concept: Gold Faction Decision Adviser

Loyalties

Motivation Show the world (and the Gold Faction) that his way is the only way.
Intimacies
  • Gem
  • Chosen of the Sun

Attributes

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

Abilities

Journeys Serenity Battles
Resistance ●●○○○ Craft (Fate) ●●○○○ Archery ●○○○○
Ride ●●●○○ Dodge ●○○○○ Athletics ●●●○○
Sail ●○○○○ Linguistics ●●●○○ Melee ●○○○○
Survival ●●●○○ Performance ●●○○○ Presence ●○○○○
Thrown ○○○○○ Socialize ●●○○○ War ●○○○○
 
Secrets Endings Specialties
Investigation ●○○○○ Awareness ●●○○○ Survival: The South ●○○○○
Larceny ●○○○○ Bureaucracy ●●○○○ Lore: The South ●○○○○
Lore ●●●●○ Integrity ●○○○○ Performance: Prayer ●○○○○
Occult ●●○○○ Martial Arts ●●●○○
Stealth ●○○○○ Medicine ●○○○○

Spirit and Body

Essence ●●●○○○○○○○ Virtues   Colleges
Personal Pool 11 Compassion ●●○○○
The Gull ●●●●○
Peripheral Pool 31 Temperance ●●●●○
The Quiver ●●○○○
    Conviction ●●●○○
The Messenger ●○○○○
    Valor ●●●○○
   
Willpower ●●●●●●●○○○ Virtue Flaw: ?
Willpower
Paradox
Anima Power: Triple running and dash speed for self and allies (including mounts) within (essence * 10) yards (10 motes)

Health and Soak

Movement Unarmored Armored
Move ? yds. ? yds.
Dash ? yds. ? yds.
Jump Type Unarmored Armored
Vertical ? yds. ? yds.
Horizontal ? yds. ? yds
Languages
Flametongue
Low Realm
Old Realm
Riverspeak
Soak
Natural ? B ? L ? A
Armor ? B ? L ? A
Total ? B ? L ? A
Pierced ? B ? L ? A
Hardness ? B ? L ? A
Health Levels
-0
-1
-2
-4
Incap
Dying

Charms

Name Cost Type Duration Summary
2nd Integrity Excellency 2m/success Reflexive Instant Pg. 127
2nd Martial Arts Excellency 2m/success Reflexive Instant Pg. 127
Ordained Bridle of Mercury 10m + 1wp Simple (Speed 6 DV -2) Until Application Pg. 130
Yellow Path 2m Simple (Speed 6 DV -2) One Journey Pg. 132
Sky and Rain Mantra 10m Simple One Day Pg. 137
Burn Life 3m/dot Simple (Speed 5 DV -2) One Scene Pg. 153
Unswerving Juggernaut Principle 5m Simple (Speed 6 DV -1) Indefinite Pg. 153
Efficient Secretary Technique 2m Simple One Misc. Action Pg. 162
Methodology of Secrets 5m Reflexive Until sleep Pg. 166
Prior Warning 6m Simple (Speed 4 DV -0) 5 Hours Pg. 173
Secrets of Future Strife - Reflexive (Step 1) Permanent Pg. 180
Blade of the Battle Maiden 2m/die + 2wp Reflexive (Step 1) One Scene Pg. 182

Backgrounds

Background Rating Description
Artifact ●●●○○ The Dreamcatcher
Salary ●●○○○
Connections (Cult of the Illuminated) ●○○○○ South
Connections (Bureau of Heaven) ●○○○○ Heaven
Sifu ●●●○○ Voresyl
Backing (Division of Journeys) ●○○○○
Backing (Gold Faction) ●○○○○
Backing (Convention of Fire) ●○○○○
Backing (Convention of Essence Wielders) ●○○○○
Backing (Convention of Deathlords) ●○○○○
Savant ●●○○○
Allies ●○○○○ Jato Danh Tu

Attack Values

Attacks
Base Values
Join Battle ?
Dodge DV (Unarmored) ?
Dodge DV (Armored) ?
Mobility Penalty ?
Fatigue 0
Join War ?
Weapon Spd. Acc. Dmg. Def. Rate Rng. Att. Tags
Punch 5 7 3B 8 3 -- 0 N, M
Kick 5 6 6B 4 2 -- 0 N, M
Clinch 6 6 3B 6 1 -- 0 N, M
The Dreamcatcher 5 +3 +7L/+15B +2 3 -- 6 2MPR

Social Combat

Base Values Attacks
Join Debate ?
Dodge MDV ?
Weapon Speed Honesty Honesty MDV Deception Deception MDV Rate
Presence ? ? ? ? ? ?
Performance ? ? ? ? ? ?
Investigation ? ? ? ? ? ?

Equipment & Holdings

Item Value Description
? ○○○○○ ?

Experience

EXPERIENCE 8/48

  • [3 XP] Backing (Convention of Essence Wielders) 1
  • [3 XP] War 1
  • [2 XP] Performance 2
  • [3 XP] Performance: Prayer 1
  • [3 XP] Medicine 1
  • [2 XP] Craft (Fate) 2
  • [3 XP] Sail 1
  • [3 XP] Allies 1 (Jato Danh Tu)
  • [18 XP] Essence 3

THREADS: 1

WISH LIST

  • Research Assistant Invocation || 5m || Simple || Five Days || Pg. 163


BONUS POINTS

  • 9 - Virtues
  • 4 - Abilities
  • 1 - 2 Favored Specialties
  • 4 - Attribute

The Dreamcatcher

The Dreamcatcher is a six foot tall staff with a dreamstone encased at the top of the staff. With the use of one mote of essence, the attuned user to the staff can download the most recent dream of whatever target the staff touches. With another mote of essence, that dream can be replayed in the attuned user's mind at any time. The dreamstone can store and replay any number of dreams, however only the most recent dream can be harnessed by the staff for bonus effects, as described below.

  • Fear, Macabre, Death, Greed, Corruption - After a blow dealing lethal damage, the opponent is haunted with visions of defeat and must make a Valor check to continue the fight. Regardless of the outcome of the Valor check, the user is at +1 DV against that opponent for the remainder of the battle because of these visions. This bonus does not stack with multiple successful hits.
  • Hope, Piety, Righteousness, Equality - The staff glows a vibrant white and is soothing to the touch. The holder's healing time is cut in half.
  • Passion, Chaos, Freedom, Rage, Impulse - The staff catches fire and is searing hot with the exception of the area where it is being held. This adds +4L damage to all attacks.
  • Life, Nature, Spirit, Survival - The staff hardens and vines and bark grow up the hands of the holder, providing additional protection in the form of +6B/+3L soak.
  • Logic, Illusion, Manipulation, Lore - The staff projects an illusion that the scene is taking place at the scene of the most recent stored dream. This only works on groups of 10 people or less. 4 willpower can be spent to break from the illusion.

Destinies

The Gull - 12
	scope - 2
	duration - 2 (one year)
	endurance - 5/8
Good Worker Spirit, one Endurance per month: (active on AA 22)
The Sidereal knows how to look as if she works an honest
day. While this effect is in operation, no one will believe
the Sidereal is slacking, no matter how little work she
does. This is an Illusion effect. The Bureau of Destiny has
persistent problems with Sidereals using this Resplendency
on the job.
• Joyous Grasshopper Spirit, one Endurance per (active for Air season)
season (three Endurance for the season of water): The
ant labors and saves for a long, hard life, but the carefree
grasshopper eats while there is plenty, loves every night and
if he dies of it, dies joyfully. For the purposes of regaining
Willpower only, the Sidereal gains an additional Motivation:
“Enjoy myself and fully express it.” In addition, she
reduces by 1 the target number of her Conviction rolls to
regain Willpower.
        
The Quiver - 5
	scope - 2
	duration - 1 (ends Descending Water 28)
	endurance - 2/2
The Messenger - 3
	scope - 2
	duration - 0 (ends Ascending Water 28)
	endurance - 1/1
Ascendent - 12
	scope - 2
	duration - 4 (20 years)
	frequency - 4 (whenever trigger is met)
	Blissful Idiot Blessing (-1 to the difficulty of a roll related to the destiny [Performance Rolls]. +1 success on an opposed roll. +1 Defense if the roll is an application of an unrolled defense.)