Severnaya: Character Sheet

From The Whereabouts

Name: Severnaya
Player: Brian Kirkland
Caste: Night
Concept: Gambler, Daredevil
Motivation: Rule the North
Anima: Short-tailed weasel (Stoat)
Severnaya: Background/Personality
Severnaya: Current Stories
Severnaya: Story Archives

Loyalties

Motivation Eliminate the Realm's presence in the North
Intimacies Dice of the Heavenly Spectrum, Establishing Solar Rule in Covenant

Attributes

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

Abilities

Dawn Zenith Twilight
Archery ○○○○○ Integrity ●●○○○ Craft ○○○○○
Martial Arts ●●●○○ Performance ○○○○○ Investigation ●●○○○
Melee ●○○○○ Presence ●●○○○ Lore ●○○○○
Thrown ●●○○○ Resistance ●○○○○ Medicine ○○○○○
War ○○○○○ Survival ●○○○○ Occult ○○○○○
 
Night Eclipse Specialties
Athletics ●●○○○ Bureaucracy ○○○○○
Awareness ●●○○○ Linguistics ●○○○○
Dodge ●●○○○ Ride ●○○○○
Larceny ●●●●● Sail ○○○○○
Stealth ●●●○○ Socialize ●●○○○

Languages

Languages
Skytongue
Rivertongue

Spirit and Body

Essence ●●○○○○○○○○ Virtues
Personal Pool 12 Compassion ●●○○○ Conviction ●●●○○
Peripheral Pool 30 Temperance ●●○○○ Valor ●●●○○
Willpower ●●●●●●○○○○ Virtue Flaw: Foolhardy Contempt: Severnaya will always fight against losing odds,
always accept a challenge or an opportunity to prove her brevity
Willpower
Limit Break

Health and Soak

Movement Unarmored Armored
Move 3 yds. 3 yds.
Dash 9 yds. 9 yds.
Jump Type Unarmored Armored
Vertical 4 yds. 4 yds.
Horizontal 8 yds. 8 yds.
Soak
Natural 2 B 1 L 0 A
Armor 5 B 7 L 7 A
Total 7 B 8 L 7 A
Pierced 4 B 4 L 4 A
Hardness 3 B 3 L 0 A
Health Levels
-0
-1
-2
-4
Incap
Dying

Charms

Name Cost Type Duration Summary
Ox-Body Technique - Permenant Permenant Pg. 208
1st Martial Arts Excellency 1m per die Reflexive Instant Pg. 183
2nd Presence Excellency 2m per success Reflexive Instant Pg. 183
2nd Larceny Excellency 2m per success Reflexive Instant Pg. 183
2nd Stealth Excellency 2m per success Reflexive Instant Pg. 183
Flawless Pickpocketing Technique 3m Supplemental Instant Pg. 228
Lock-Opening Touch 3m Supplemental Instant Pg. 229
Integrity-Protecting Prana 5m, 2wp Reflexive (Step 2) One Day Pg. 199
Graceful Crane Stance 3m Reflexive One Scene Pg. 222
Flawlessly Impenetrable Disguise 7m Simple (6 ticks) Until Sleep Pg. 227
Stealing from Plain Sight Spirit 5m, 0-1wp Simple DV refresh (Essence) times Pg. 229
Striking Cobra Technique 1m per die Supplemental Instant Pg. 240

Backgrounds

Background Rating Description
Artifact ●●●○○ Dice of the Heavenly Spectrum
Artifact ●●○○○ Pair of Orachalcum Hook Swords
Artifact ●○○○○ Orachalcum Chain Shirt
Contacts ●○○○○ in Gethamane
Manse ●○○○○ in the Black Crag Mountains at Amaranth Pass; Memory Hearthstone
Resources ●●○○○

Attack Values

Attacks
Base Values
Join Battle 6
Dodge DV (Unarmored) 4
Dodge DV (Armored) 4
Mobility Penalty 0
Fatigue 0
Join War 2
Weapon Spd. Acc. Dmg. Def. Rate Rng. Att. Tags
Punch 5 7 2B 8 3 -- 0 N, M
Kick 5 6 5B 4 2 -- 0 N, M
Clinch 6 6 2B 6 1 -- 0 N, M
Pair of Hook Swords 4 11 6L 8 3ea. -- 6 D, M
Fine Daggers x2 5 8 4L 6 3 15 0 T
Gauntlet 5 6 7B 8 2 -- 0 M

Social Combat

Base Values Attacks
Join Debate 6
Dodge MDV 5
Weapon Speed Honesty Honesty MDV Deception Deception MDV Rate
Presence 4 5 3 6 3 2
Performance 6 1 1 2 1 1
Investigation 5 5 3 6 3 2

Equipment & Holdings

Item Value Description
Memory Hearthstone -- Allows user to have a photographic memory.
Orachalcum Chain Shirt --
Dice of the Heavenly Spectrum -- detailed below

Experience

EXPERIENCE 8/34

  • [3 XP] Occult 1 - 5/21 days of training complete
  • [1 XP] Socialize 2
  • [2 XP] Survival 2 - 5/7 days of training complete
  • [8 XP] Stealing From Plain Sight Spirit
  • [3 XP] Stealth 3
  • [8 XP] Stealth: 2nd Excellency
  • [1 XP] Investigation 2

SESSIONS PLAYED: 7

  • Session 1: 4 XP
  • Session 2: 5 XP
  • Session 3: 5 XP
  • Session 4: 5 XP
  • Session 5: 4 XP
  • Online Thread - The Search for a Weapon: 1 XP
  • Online Thread - Seeking a Thrill: 1 XP
  • Session 6: 5 XP
  • Session 7: 4 XP

WISH LIST

  • [3 XP] Athletics 3
  • [3 XP] Awareness 3
  • [3 XP] Dodge 3
  • [3 XP] Presence 3
  • [3 XP] Socialize 3
  • [3 XP] Performance 1
  • [8 XP] Serpentine Evasion
  • [8 XP] Easily Overlooked Presence Method
  • [8 XP] Hypnotic Tongue Technique
  • [16 XP] Essence 3
  • [3 XP] Martial Arts: Hook Swords
  • [10 XP] Body Mending Meditation (3 days training)

Dice of the Heavenly Spectrum

Each has a different magic metal: Orichalcum, Starmetal, Moonsilver, Jade, and Soulsteel. An individual can infuse each die with a mote of esence and make one roll per day. Different combinations produce different effects. The duration of the effect is until sunrise, at which time the dice can be used again.

As a general rule for the individual rolls, if an exalt type rolls his or her associated metal, the effect is greater. When both dice show such metals, the effect is maximized. Soulsteel has a negative effect for all exalt types except Abyssal, where it has a positive effect. Abyssals who roll the dice receive negative effects from Orachalcum.

The dice can also be used to settle a bet. The loser of the game is subject to a curse until the bet terms are met. The game is played with each exalt rolling one die. A roll of their associated metal wins them the game, unless the opponent has also rolled his or her associated metal. In this case, another roll is made. If a player rolls their opposite metal (for Abyssals, Orachalcum, for all other exalts, Soulsteel) then the player loses the game unless the opponent has also rolled his or her opposite metal. In this case, another roll is made. If a player rolls his or her associated metal while the opponent rolls their opposite metal, then the terms of the bet are doubled within reason.

The number rolled on a ten sided die corresponds to the metals as follows:

  • 0-9: Orichalcum
  • 7-8: Moonsilver
  • 5-6: Starmetal
  • 3-4: Jade
  • 1-2: Soulsteel

Roll Effects

  • Orichalcum/Orichalcum
    • Solars: +2 strength, +2 stamina, and +4 lethal and bashing soak.
    • Abyssals: Cannot spend peripheral essence in creation.
    • Others: good
  • Orichalcum/Starmetal
    • Solars: The charm Prior Warning is in effect for the duration.
    • Sidereals: great
    • Abyssals: bad
    • Others: good
  • Orichalcum/Moonsilver
    • Solars: +3 accuracy and +3 defense in melee combat; +2 accuracy and +50 yards in ranged combat.
    • Lunars: great
    • Abyssals: bad
    • Others: good
  • Orichalcum/Jade
    • Solars: Grants solars the ability to use dragon-blooded reflexive charm rules at a cost of one additional mote for the charm. Alternative: +1 Charisma, +1 Manipulation, and +1 Appearance
    • Dragon-Blooded: great
    • Abyssals: bad
    • Others: +1 Charisma and +2 Presence
  • Orichalcum/Soulsteel
    • Solars: The character's virtues become off-balance affecting the character's personality. -1 Temperance, -1 Compassion, +1 Valor, +1 Conviction. Double the number of limit break points the character receives for the duration.
    • Abyssals: The character's virtues become off-balance affecting the character's personality. +1 Temperance, +1 Compassion, -1 Valor, -1 Conviction. Double the number of limit break points the character receives for the duration.
    • Others: bad
  • Starmetal/Starmetal
    • Sidereals: best case
    • Others: The character receives visions from the loom of fate throughout the day.
  • Starmetal/Moonsilver
    • Sidereals: great
    • Lunars: great
    • Others: The moon and stars aid the exalt. From dusk until dawn, the exalt receives +1 Athletics, +1 Awareness, +1 Dodge, +1 Larceny, and +1 Stealth.
  • Starmetal/Jade
    • Sidereals: great
    • Dragon-Blooded: great
    • Others: All attacks deal +3L damage, attack rate increases by 1, and the speed of attacks is reduced by 1 tick to a minimum of 3.
  • Starmetal/Soulsteel
    • Sidereals: interesting
    • Abyssals: great
    • Others: There is an eerie silence after the dice fall; there is no flash of essence and no immediate effect. But the pattern spiders have been upset, and this exalt's strand in the loom of fate has a knot up ahead, usually within 24 hours of the roll. This roll has no effect if the character is outside fate.
  • Moonsilver/Moonsilver
    • Lunars: best case
    • Others: The character has a renewed sense of survival skills. +1 Stamina, +1 Survival, +1 Resistance, and +1 Ride. Increase the ability bonuses to +2 if the moon is out.
  • Moonsilver/Jade
    • Lunars & Dragon-Blooded: +1 Wits, +1 Manipulation, and +1 Dexterity
    • Others: +1 to Wits, Manipulation, or Dexterity, whichever is the character's primary attribute
  • Moonsilver/Soulsteel
    • Lunars: interesting
    • Abyssals: great
    • Others: The character physically ages at an accelerated rate. By the end of the effect, the character will appear extremely old and weak. Every 6 hours, the character suffers an additional -1 Strength, -1 Stamina, and -1 Appearance.
  • Jade/Jade
    • Dragon-Blooded: best case
    • Others: +1 Socialize, +1 Bureaucracy, and +1 Performance. Make this +2 if the ability is favored.
  • Jade/Soulsteel
    • Dragon-Blooded: interesting
    • Abyssals: great
    • Others: Essence drains at 2 motes per hour starting from peripheral essence and proceeding to personal when the peripheral is depleted. The essence drain is visible as the caste mark on the forehead. This essence cannot be regained until the end of the effect.
  • Soulsteel/Soulsteel
    • Abyssals: best case
    • Others: The character is haunted by visions from the underworld. Her thoughts and senses are clouded, resulting in -1 Perception and -1 Wits. She faces a small chance of stepping into the underworld; for example, she could get up from a botched athletics roll only to see the underworld.