Veil Character Sheet: Difference between revisions

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==Advancement==
==Advancement==
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'''Major Milestones:''' Spent: 0 - Earned: 1
'''Major Milestones''' - ''Spent: 0 - Earned: 1''

Revision as of 02:55, 24 March 2022


Basic Information

Name: Veil
Title: The Alabaster-Faced Moon Veiled in Violet Shadows and Crimson Blossoms
Player: Dan K
Apparent Age: 30
Actual Age: 35
Caste: Twilight Solar
Concept: Historian and Sorcerous
Anima:
Likes:
Dislikes:
Theme Song:
The Alabaster-Faced Moon Veiled in Violet Shadows and Crimson Blossoms

Attributes

  • Force 4
  • Finesse 3
  • Fortitude 2

Skills

  • Athletics 2
  • Awareness 3
  • Close Combat
  • Craft
  • Embassy 4
  • Integrity 3
  • Navigate 2
  • Performance
  • Physique
  • Presence 3
  • Ranged Combat 1
  • Sagacity 5
  • Stealth
  • War

Essence 1

  • Max Motes 5


Essence Respiration

  • Recover 1 mote at the end of any combat scene and beginning of any non-combat scene.
  • Recover up to half of motes during downtime spent resting. Recover all motes with full night's rest.
  • Recover 1 mote at end of character's combat turn.
  • Recover 3 motes per hour in Manse or when wearing hearthstone.


Anima

  • 1-2 Dim: Caste Mark is visible (Stealth/Hiding it possible)
  • 3-4 Glowing: Lit by a soft light (Stealth/Hiding it possible)
  • 5-6 Burning: Aura of her anima can light up a room
  • 7-9 Bonfire: Aura is visible from long range
  • 10 Iconic: Naked essence becomes visible in the area around Veil. (Like being able to see the code in the matrix or individual atoms in real life.)

Combat


Knife (Melee)

  • Accuracy: 4 dice + 2 successes
  • Damage: +0
  • Defense: +1
  • Overwhelming: 1
  • Tags: Melee, Concealable


Knife (Ranged)

  • Ranged: Medium
  • Accuracy: 5 dice + 2 successes
  • Damage: +1 success
  • Overwhelming: 1
  • Tags: Thrown, Concealable


Hand Crossbow

  • Ranged: Long
  • Accuracy: 5 dice + 3 successes
  • Damage: +0
  • Overwhelming: 2
  • Tags: Ranged (Long), One-Handed, Balanced


Blazing Solar Bolt (1m)

  • Ranged: Short
    • Spend 1 anima to increase range from short to medium.
  • Accuracy: 9 (+5) dice + 2 successes
  • Damage: +2 successes
    • Spend 1 mote to increase decisive damage by 2.
  • Overwhelming: 3


Death of Obsidian Butterflies (5w)

  • Ranged: Long
  • Accuracy: 9 (+5) dice + 2 successes
  • Damage: +1 success
  • Overwhelming: 3
    • Notes: Affects rangeband out to long range, so long as it is in the sorcerer's field of perception.
    • Notes: Reduces Heavy cover to Light cover and destroys light cover.


Combat Defense

  • Parry 2
    • (Finesse 4 + Close Combat 0)/2
  • Evasion 3
    • (Finesse 4 + Athletics 2)/2
  • Soak 3
    • (Natural 1 + Steel Ribbed Corset 2)
  • Hardness 3
    • (Natural 2 + Essence 1)


Health

  • -0x2
  • -1x2
  • -2x2
  • Inc

Dramatic Injuries

  • Force:
  • Finesse:
  • Fortitude:
  • Manse:

Social

  • Resolve 4

Powers


Advantages

  • First Among Equals: Solars always win ties.
  • Supremacy of Ability: No cost to activate excellencies.
  • Divine Resonance: Solars are resonant with all magical materials.


Anima Effects

  • Joyous Pursuit (Passive): Reduce difficulty to overcome obstacles while working on a venture (p. XX) involving investigation, research, or planning by the Twilight’s Essence, to a minimum of one.
  • Indefatigable Genius (Active): Add the Solar’s Essence in automatic successes to Craft and Sagacity rolls, or to rolls to build Will for spellcasting purposes.
  • Summoner's Call (Iconic): Spend 5 anima. The Twilight may summon a minor elemental or first circle demon of her choice, instantly calling it to her side. It remains bound to her for the rest of the scene.


Excellencies

  • Sagacity
  • Embassy


Awareness Charms

  • Spirit-Cutting Glance: Commit 1 mote for the scene. the Exalt can see dematerialized spirits that are present in the scene. The Exalt may attack dematerialized spirits as if materialized.
    • Uncanny Perception Technique (Solar): Whenever a spirit enters within medium range of the Exalt, she experiences a warning sensation that may prompt her to activate this Charm. Spirits using concealing magic must contest against the Exalt’s Force + Awareness.
  • All-Encompassing Sorcerer’s Sight: Commit 1 mote for the scene. The Exalt perceives the presence of Essence, including dematerialized spirits and borders between worlds such as the Wyld or shadowlands as gauzy distortions. Attuned artifacts appear as though lit from within, and hearthstones burn like embers. Whenever a character uses Essence to power Charms or any other effects, these are always visible to the user as though the character had an active anima. They may make Force + Sagacity rolls to try to understand spirit magics, sorcerous workings and other strange phenomena like those produced by demesnes, the Wyld and the Underworld or to identify the use of a Charm. Such effects may have variable difficulty — typically three plus the creator’s Essence or a difficulty modified by the effect’s nature and complexity.
    • Eye of the Unconquered Sun (Solar): The Solar’s keen eyes burn with power, scouring deception from sight. The Exalt may see through illusions, magical disguises, and shapeshifting effects that conceal her enemies, adding her Essence in bonus successes to the roll to pierce the deception. Unless stated otherwise, seeing through magical deceptions is a difficulty 5 feat.


Embassy Charms

  • Deft Official's Way: Spend 1 mote while navigating a bureaucracy. The Exalt chooses one of the following effects to apply to a leadership or bureaucratic venture. She chooses this when she spends the mote: 1) Once per session, make a second roll on the venture during an interval, regardless of the time scale involved. 2) Reduce the difficulty of a venture roll by one to a minimum of one. 3) Ignore the results of cutting corners once per scene.
  • Vacant Station Scheme: Roll Finesse + Embassy as part of a dramatic action to create temporary laws or phantom employees in the target organization. Spend one mote to buy a point of fraudulent Backing in the organization for every margin of success. This does not gain the Sanctity of Merits.


Ranged Attack Charms

  • Blazing Solar Bolt: Spend 1 mote. Make a ranged essence attack at short range using Sagacity or Ranged Combat. Treat as a heavy ranged weapons with short range and the Artifact tags. Spend 1 anima to increase range to medium. May be used to clash. Spend 1 additional mote to add two bonus successes to damage on a decisive attack.
  • Dazzling Flare: Spend 1 mote on Step 5 to add a four-dice bonus to the damage of a decisive ranged attack. If the Solar’s ammunition is magically created by a Charm or artifact, also ignore one point of the enemy’s soak. At Essence 3, this bonus increases to five dice, and at Essence 5, it increases to seven dice. Every two dice that would exceed the dice limit become automatic successes. This may be used during a clash. Gain an additional Anima.


Sagacity Charms

  • Sorcerous Initiation: Gain the ability to learn and cast First Circle Spells. Repurchase for higher circles. Each purchase comes with a shaping ritual and spell for free.
  • Truth-Rendering Gaze: Spend 1 mote. The Exalt may automatically divine the purpose and function of a mundane object, a structure, or even the geomancy and advantages of natural terrain. For Artifacts, First Age Artifice and other magical objects and technologies, make a Force + Sagacity roll against difficulty 5 to achieve the same effect. Success may reveal details like the name of an Artifact, its history and previous wielders or momentous events it may have been involved in. If applicable, add their Essence in dice to a single relevant Craft, Navigate or War rolls based on information gleaned from this Charm.
    • Wake the Sleeper (Solar):The Solar draws out an Artifact’s power with her touch. Once per story, as a simple action, success on a roll to learn about an Artifact awakens the first Evocation for the Exalt at no cost.


Sorcery - Shaping Rituals

  • Theanoan Method: Bank 1 extra Will per Focus Will action if you can take a reflexive action to inscribe as part of the casting. Up to three times per session.


Terrestrial Circle Sorcery

  • Infallible Messenger: Spend 2 will. Send a small messenger spirit with a message up to 5 minutes long that can convey social influence but cant benefit from charms. The spirit flies at immense speed, capable of crossing hundreds of miles in seconds and all of Creation in less than a day. Only the boundaries between realms of existence will stop it from delivering their missive.
  • Death of Obsidian Butterflies:Spend 5 Will. Make an attack as a medium ranged weapon that affects every ranged band up to long range, so long as it is within the character’s field of perception. This attack reduces Heavy cover to Light and destroys Light cover. The player may optionally treat the character’s remaining Will as though it were Power for the purposes of making a decisive attack. The butterflies remain after the spell is cast, creating difficult terrain.
    • Flight of the Brilliant Raptor (Sorcerous Mode): The sorcerer conjures an eagle-sized bird of diamond and ruby flame that possesses the Flame tag. The bird explodes when it reaches a target within long range, making an attack against everything in the target’s close range and creating an environmental hazard equivalent to a burning building that persists for three rounds.
  • Theft of Memory: Spend 3 Will. Make a Finesse + Sagacity or Stealth roll to steal the character’s memories of an event or a character in up to the previous year. The standard difficulty is 5, but stealing especially important events or characters increases the difficulty by one, or two if the target has Essence 5 or higher. The target cannot recover the memory until the crystal is destroyed. Once the gem contains a memory, any creature may clasp the gem to its forehead and concentrate to relive the memory. During this time, the creature can perform no other action and is unaware of sights and sounds around it, though physical contact can break the experience.
  • Cirrus Skiff: Spend 4 Will. The cirrus skiff can carry up to 1,000 pounds of cargo and passengers, and travels as fast as a horse. It can fly up to a mile off the ground, and disappears if the caster travels underground, falls asleep, or is rendered unconscious. When used as part of a travel venture (p. XX), it reduces the number of obstacles by one.


Sorcerous Means

  • The Academy of Athena'Ra: Sorcerous Infrastructure
  • Bones of a Wendigo: Exotic Component

Advancement


Major Milestones - Spent: 0 - Earned: 1