Severnaya: Character Sheet

From The Whereabouts

Basic Information - Background - Character Sheet
Search for a Weapon - Seeking a Thrill - Rumblings of Revolution - Dawn of New Covenant

Name: Severnaya
Player: Brian Kirkland
Caste: Night
Concept: Gambler, Daredevil
Motivation: Rule the North
Anima: Polar Bear

Loyalties

Motivation Eliminate the Realm's presence in the North
Intimacies Dice of the Heavenly Spectrum, New Covenant, Adamant Frost Lord, Mnemon Chronus, Ferem Haraku

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 ●●○○○ Occult: Ghosts ●●●○○
Awareness ●●●○○ Linguistics ●●○○○
Dodge ●●●●○ Ride ●○○○○
Larceny ●●●●● Sail ○○○○○
Stealth ●●●●○ Socialize ●●●○○

Spirit and Body

Essence ●●●○○○○○○○ Virtues
Personal Pool 15 / 15 Compassion ●●●○○ Conviction ●●●●○
       
Peripheral Pool 33 / 40 (7c) 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 5 yds. 5 yds.
Horizontal 10 yds. 10 yds.
Languages
Rivertongue
Skytongue
Old Realm
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
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
Integrity-Protecting Prana 5m, 2wp Reflexive (Step 2) One Day Pg. 199
Ox-Body Technique - Permenant Permenant Pg. 208
Body-Mending Meditation 10m Supplemental Until the day ends Pg. 208
Graceful Crane Stance 3m Reflexive One Scene Pg. 222
Flawlessly Impenetrable Disguise 7m Simple (6 ticks) Until Sleep Pg. 227
Flawless Pickpocketing Technique 3m Supplemental Instant Pg. 228
Perfect Mirror 10m, 1wp Simple One Hour Pg. 228
Lock-Opening Touch 3m Supplemental Instant Pg. 229
Stealing from Plain Sight Spirit 5m, 0-1wp Simple DV refresh (Essence) times Pg. 229
Easily Overlooked Presence Method 3m Simple One Scene Pg. 230
Striking Cobra Technique 3m Supplemental Instant Pg. 240

Backgrounds

Background Rating Description
Artifact ●●●○○ Dice of the Heavenly Spectrum
Artifact ●●○○○ Pair of Orachalcum Hook Swords
Artifact ●○○○○ Orachalcum Chain Shirt
Backing ●●●●● Frostgate
Contacts ●○○○○ Gethamane Underground
Contacts ●●●○○ Political
Contacts ●●●○○ Frostgate
Influence ●●●○○ Frostgate
Manse ●○○○○ in the Black Crag Mountains at Amaranth Pass; Memory Hearthstone
Manse ●●○○○ New Covenant Palace; Mind-Cleansing Gem
Resources ●●●●○ Frostgate

Attack Values

Attacks
Base Values
Join Battle 7
Dodge DV 6
Parry DV (Hook swords) 6
Mobility Penalty 0
Fatigue 0
Join War 2
Weapon Spd. Acc. Dmg. Def. Rate Rng. Att. Tags
Punch 5 9 2B +2 3 -- 0 N, M
Kick 5 8 5B -2 2 -- 0 N, M
Clinch 6 8 2B 0 1 -- 0 N, M
Pair of Hook Swords 4 11 6L +3 3ea. -- 6 D, M
Fine Daggers x2 5 8M/8T 4L 0 3 15 0 T
Excellent War Boomerangs x3 5 7 6L 0 2 30 0 T
Gauntlet 5 6 7B 2 2 -- 0 M

Social Combat

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

Equipment & Holdings

Item Value Description
Memory Hearthstone ●○○○○ Allows user to have a photographic memory.
Orachalcum Chain Shirt ●○○○○ +7L/5B soak, 3L/3B hardness, 0 mobility, 0 fatigue, 1 to attune
Dice of the Heavenly Spectrum ●●●○○ detailed below

Experience

EXPERIENCE 16/181

  • [3 XP] Occult 1
  • [1 XP] Socialize 2
  • [2 XP] Survival 2
  • [8 XP] Stealing From Plain Sight Spirit
  • [3 XP] Stealth 3
  • [8 XP] Stealth: 2nd Excellency
  • [1 XP] Investigation 2
  • [10 XP] Body Mending Meditation
  • [8 XP] Easily Overlooked Presence Method
  • [16 XP] Essence 3
  • [8 XP] Perfect Mirror
  • [3 XP] Socialize 3
  • [2 XP] Linguistics 2 (Old Realm)
  • [9 XP] Valor 4
  • [3 XP] Presence 3
  • [3 XP] Athletics 3
  • [3 XP] Performance 1
  • [3 XP] Occult: Ghosts
  • [9 XP] Conviction 4
  • [3 XP] Occult: Ghosts 2
  • [3 XP] Occult: Ghosts 3
  • [6 XP] Compassion 3
  • [3 XP] Dodge 3
  • [3 XP] Awareness 3
  • [5 XP] Martial Arts 4
  • [7 XP] Martial Arts 5
  • [12 XP] Willpower 7
  • [3 XP] Thrown 3
  • [2 XP] Performance 2
  • [5 XP] Stealth 4
  • [5 XP] Dodge 4
  • [3 XP] Bureaucracy 1 - Training finishes on Ascending Water 26
  • [2 XP] Bureaucracy 2 - Training finishes on Resplendent Water 5

SESSIONS PLAYED: 32

  • 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
  • Session 8: 6 XP
  • Session 9: 5 XP
  • Session 10: 5 XP
  • Session 11: 4 XP (not present)
  • Session 12: 5 XP
  • Session 13: 5 XP
  • Session 14: 5 XP
  • Session 15: 5 XP
  • Session 16: 5 XP
  • Session 17: 4 XP
  • Session 18: 5 XP
  • Session 19: 5 XP
  • Session 20: 5 XP
  • Session 21: 5 XP
  • Session 22: 5 XP
  • Session 23: 5 XP
  • Session 24: 6 XP
  • Session 25: 5 XP
  • Session 26: 5 XP
  • Session 27: 7 XP
  • Session 28: 5 XP
  • Session 29: 4 XP
  • Session 30: 5 XP
  • Session 31: 5 XP
  • Session 32: 6 XP
  • Session 33: 10 XP
  • 1 Year Passes: 10 XP

WISH LIST

  • [4 XP] Integrity 3 (2 weeks)
  • [10 XP] Righteous Lion Defense (4 days)
  • [4 XP] Bureaucracy 3 (2 weeks)
  • [10 XP] 2nd Bureaucracy Excellency (2 days)
  • [10 XP] Speed the Wheels (5 days)
  • [4 XP] Performance 3 (2 weeks)
  • [10 XP] Respect Commanding Attitude (5 days)
  • [6 XP] Performance 4 (3 weeks)
  • [10 XP] 2nd Performance Excellency (2 days)
  • [10 XP] Heart-Compelling Method (6 days)
  • [8 XP] Hypnotic Tongue Technique (3 days)

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 essence 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: The character's thread in the loom of fate is illuminated, bringing to attention an obvious blight on creation to anyone examining the loom.
    • 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: The character loses its status as a creature of darkness for the day.
    • 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: The character gains the ability to regain essence in creation.
    • 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: The first person the character kills today will create a shadowland with a radius of Essence*50 yards that persists for one week.
    • 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.

Incapacitation

An exalt can take a great risk when taking an incapacitating blow by rolling the dice. The effect for Solar exalts is as follows if such a roll is made:

  • Orachalcum/Orachalcum
    • In one miscellaneous action, the Solar resurrects with full health, essence, and willpower restored.
  • Orachalcum/Any Other Metal
    • The Solar cannot be killed for the remainder of the dice effect's duration (usually overnight, or 24 hours)
  • Soulsteel/Soulsteel
    • In one miscellaneous action, the Solar resurrects immediately as an Abyssal exalted with full health, essence, and willpower restored.
  • Soulsteel/Any Other Metal
    • The dying Solar is presented to the Neverborn as a candidate for deathknighthood.