Ledaal Catala Tycho: Character Sheet

From The Whereabouts
File:Tycho.jpg

Name: Ledaal Catala Tycho
Type: Dragon-Blooded Exalt
Player: Brian
Aspect: Air
Concept: Sorcerer Engineer
Political Affiliation: Ledaal Catala Household
Anima: At low levels, white essence creates circular wind currents, creating small dust devils (which are quite useful when unearthing artifacts). At totemic levels these converge into a larger cyclone that engulfs the area.
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

Essence ●●●○○○○○○○ Virtues
Personal Pool 10 Compassion ●●●○○ Conviction ●●○○○
       
Peripheral Pool 26 Temperance ●●●○○ Valor ●●●○○
       
Willpower ●●●●●●○○○○ Anima: *Triple leaping distance; Take no damage from falls of any height; Add Essence rating to Dodge DV against Archery and Thrown attacks
Willpower

Health and Soak

Movement Unarmored Armored
Move ? yds. ? yds.
Dash ? yds. ? yds.
Jump Type Unarmored Armored
Vertical ? yds. ? yds.
Horizontal ? yds. ? yds.
Languages
Riverspeak (Native)
Old Realm
High Realm
Foresttongue
Soak
Natural 3 B 1 L 0 A
Armor 0 B 0 L 0 A
Total 3 B 1 L 0 A
Pierced ? B ? L 0 A
Hardness 0 B 0 L 0 A
Health Levels
-0
-1
-2
-4
Incap
Dying

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 ●○○○○ Memory Stone
Resources ●●○○○ Ledaal Catala Household
Retainers ●●○○○ Severen, Ankara, Malam Aristide, Serykh, one TBD

Equipment

Lightning Staff

Artifact ●●●○○

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 Glove

Artifact ●●●○○

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.

Memory Stone

Manse ●○○○○

The character who carries this iridescent white, cubical hearthstone will never forget anything. Every image or incident, from a face seen in a crowd last week, to the contents of a treaty that he hurriedly read before being chased off by guards, will be remembered in perfect and exact detail. The wearer’s player can even make (Perception + Awareness) rolls after the fact for his character to notice further details about an event. Although this hearthstone does not allow the wearer to learn Abilities, Charms or spells any faster or easier, the wearer could read an ancient 1,000-page tome and perfectly remember every word and illustration 50 years later. These unnaturally sharp memories begin to fade to normal memories if the character ceases to be attuned to this stone for more than one day.

Attack Values

Attacks
Base Values
Join Battle 6
Dodge DV ?
Parry DV ?
Mobility Penalty 0
Fatigue 0
Join War ?
Weapon Spd. Acc. Dmg. Def. Rate Rng. Att. Tags
Punch 5 ? 2B +2 3 -- 0 N, M
Kick 5 ? 5B -2 2 -- 0 N, M
Clinch 6 ? 2B 0 1 -- 0 N, M

Social Combat

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

Experience

EXPERIENCE 2/5

  • [3 XP] Stealth 1

SESSIONS PLAYED: 0

BONUS POINTS

  • Essence 10
  • Virtues 3
  • Abilities 2