Ledaal Catala Tycho: Character Sheet: Difference between revisions
No edit summary |
|||
Line 15: | Line 15: | ||
{| border="0" cellpadding="2" cellspacing="2" width="100%" | {| border="0" cellpadding="2" cellspacing="2" width="100%" | ||
|- | |- | ||
| '''Motivation''' || | | '''Motivation''' || Solve the mystery surrounding his parents and origin | ||
|- | |- | ||
|valign="top"| '''Intimacies''' || | |valign="top"| '''Intimacies''' || Ledaal Catala household, Rings of Ledaal Catala, His fiance Sesus Izumi | ||
|} | |} | ||
Revision as of 02:54, 22 January 2012
Name: Ledaal Catala Tycho
Type: Dragon-Blooded Exalt
Player: Brian
Aspect: Air
Concept: Sorcerer Engineer
Political Affiliation: Ledaal Catala Household
Anima:
Ledaal Catala Tycho Info
Loyalties
Motivation | Solve the mystery surrounding his parents and origin |
Intimacies | Ledaal Catala household, Rings of Ledaal Catala, His fiance Sesus Izumi |
Attributes
Strength | ●●○○○ | Charisma | ●●●●○ | Perception | ●●○○○ |
Dexterity | ●●○○○ | Manipulation | ●●○○○ | Intelligence | ●●●●○ |
Stamina | ●●●○○ | Appearance | ●●●○○ | Wits | ●●●●○ |
Abilities
Air | Earth | Fire | |||
Linguistics | ●●●○○ | Awareness | ●●○○○ | Athletics | ●○○○○ |
Lore | ●●●○○ | Craft (Fire) | ●○○○○ | Dodge | ●●●○○ |
Occult | ●●●○○ | Craft (Air) | ●○○○○ | Melee | ●○○○○ |
Stealth | ●○○○○ | Integrity | ●○○○○ | Presence | ●○○○○ |
Thrown | ○○○○○ | Resistance | ●○○○○ | Socialize | ●●○○○ |
War | ●○○○○ | ||||
Water | Wood | Specialties | |||
Bureaucracy | ●○○○○ | Archery | ●●●○○ | Lore: Artifacts | ●○○○○ |
Investigation | ●●○○○ | Medicine | ●○○○○ | Investigation: Archaeology | ●○○○○ |
Larceny | ○○○○○ | Performance | ●○○○○ | ||
Martial Arts | ●○○○○ | Ride | ●○○○○ | ||
Sail | ○○○○○ | Survival | ●●○○○ |
Spirit and Body
Health and Soak
Charms & Sorcery
Name | Cost | Type | Duration | Summary |
1st Thrown Excellency | 1 + 1m/2 dice | Reflexive | Instant | Pg. ? |
1st Investigation Excellency | 1 + 1m/2 dice | Reflexive | Instant | Pg. ? |
Wind-Carried Word Technique | 1m + distance | Simple | Instant | Pg. 131 |
Ox-Body Technique | - | Permanent | Permanent | Pg. 146 |
Terrestrial Circle Sorcery | - | ? | ? | Pg. ? |
Emerald Countermagic | - | ? | ? | Pg. ? |
Stormwind Rider | - | ? | ? | Pg. ? |
Backgrounds
Background | Rating | Description | |||||
Allies | ●○○○○ | Sesus Izumi | |||||
Artifact | ●●●○○ | Lightning Staff ●●●○○, Sorcery Catching Glove ●●●○○ | |||||
Backing | ●○○○○ | Ledaal Catala Household | |||||
Breeding | ●○○○○ | +1 Personal essence; +2 Peripheral essence | |||||
Family | ●○○○○ | Ledaal Catala Household | |||||
Manse | ●○○○○ | undecided | |||||
Resources | ●●○○○ | Ledaal Catala Household | |||||
Retainers | ●●○○○ | Severen, Ankara, Malam Aristide, Serykh, one TBD |
Equipment
Lightning StaffArtifact ●●●○○Once a common personal weapon in the First Age regularly equipped to elite mortal soldiers, these weapons resemble fairly conventional spears forged of First Age alloys. Their only distinctive features are the bulbous nodes placed just above the grip, which contain integrated power cells, and the articulated blade heads that open like the petals of a flower to reveal a narrow spigot of red jade. On their own, fire lances are simply expensive spears. Each lance holds 20 motes in its battery, however, and these motes can be spent to achieve any of three effects. Alternatively, wielders with Essence pools may attune the spears for a cost of two motes, after which they may choose to power them directly from their own reserves. Charge: For a reflexive cost of one mote, the lance’s blade glows a dim red. Whenever it next strikes a target, these banked energies erupt in a surge of fire, increasing the strike’s raw damage by +4L and immediately setting any flammable inanimate target alight. Type Speed Acc. Damage Defense Rate Minimums Attune Tags Charge 5 +1 +4L/7L +2 2 Str •• 2 2, L, R (+8L/11L charged) Streamer: For a reflexive cost of two motes, the spear fires a twisting jet of flames at a target using the wielder’s Archery. While firing a streamer, the lance is considered a firewand for the purpose of Archery Charms. Type Speed Acc. Damage Rate Range Minimums Attune Tags Streamer 5 +2 10L 2 150 (max. range) – 2 2, F Fire Fan: By reflexively spending five motes, the wielder may spray a continuous wash of flames across an arc. The fan can hit up to three separate targets within three yards of each other with a single attack roll. Type Speed Acc. Damage Rate Range Minimums Attune Tags Fire Fan 5 +5 7L 1 100 (max. range) – 2 2, F |
Sorcery-Catching GloveArtifact ●●●○○Sorcery-capturing cords come in three styles and three levels of power. One is made of threads woven from white, green, red, black, blue and yellow jade; it is Artifact 3. One is made of intertwining moonsilver and starmetal threads and is Artifact 4. The five-dot version consists of orichalcum alone. The cord is about two feet long and immensely strong. It requires no commitment. When the character is the target or in the path of a spell, he may use a miscellaneous action to capture it in a knot tied in the cord. Essence channeled into the spell disappears into the knot in a dwindling display of power. Jade cords can capture Terrestrial Circle sorcery. Moonsilver and starmetal cords can capture that and Celestial Circle sorcery. Orichalcum cords can capture spells of all three circles. Capturing a spell requires that the character be able to take an action on the tick that the spell is released and spend temporary Willpower equal to the spell’s circle: one for Terrestrial, two for Celestial and three for Solar. Cords can hold no more than three spells at one time, regardless of circle. Releasing a spell is a miscellaneous action to untie the knot. The character must again spend Willpower equal to the spell’s circle in order to channel the energies he is releasing. Spells with multiple versions take the shape intended when originally cast when released. Despite the names, these cords can also capture necromantic spells of the appropriate circles (see The White and Black Treatises for necromancy). Capturing and redirecting Emerald Circle sorcery is very useful, but not overwhelming, and it costs a significant resource (Willpower). It is Artifact 3—about as useful as Emerald Circle Countermagic. Doing the same with the Sapphire Circle means that nearly every sorcerous opponent the characters might face can be subject to the cord. It enables the character to direct significantly more powerful sorceries, though it also costs more Willpower. It is very powerful, and qualifies for Artifact 4. Wielding this power over all circles of sorcery is unbelievable, not to mention the spells a character might traipse around with ready to set off. It should definitely be Artifact 5. Even with all this power flying around, the cords’ enchantments are tempered somewhat by the fact that the character must time his action precisely. |
Attack Values
Attacks | |||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
Social Combat
Base Values | Attacks | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
Experience
EXPERIENCE 2/5
SESSIONS PLAYED: 0 BONUS POINTS
|