Kuro Mahou: Difference between revisions
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Latest revision as of 18:59, 30 January 2024
Kuro Mahou
- Tradition: ???
- Nature: Investigator
- Demeanor: Survivor
- Avatar: Dynamic
Backstory
Waking up wearing blood battered clothes, the girl remembered nothing but fire and blood as she came to the Sanctum of the Kuro Mahou. Checking her belongings she discovered an ID card that displayed Ishida Megumi. Perhaps school would have the answer.
Magic
- Arte: 4
- Avatar 5
- Willpower: 7
- Foci
- Reciting from Grimoire of the Kuro Mahou (All Spheres)
- Knife or Dagger - Matter / Correspondence
- Flames or Fire - Prime
- Seal of Solomon - Spirit / Forces
- Hand designed mechanical clock - Time
- Blood - LIfe
- Nil - Entropy
- Nil - Mind
Spheres
- Forces: 3
- Life: 3
- Prime: 3
- Spirit: 3
Tracker
- WP: 7/7
- Quint: 5/5
- Dox: 0
Attributes and Abilities
Attributes
- Strength: 1
- Dexterity: 4 (Precise)
- Stamina: 2
- Perception: 4 (Discrepancies)
- Intelligence: 5 (Booksmart)
- Wits: 3
- Charisma: 3
- Manipulation: 3
- Appearance: 5 (Fairytale Heroine)
Abilities
- Alertness 3
- Athletics 3
- Awareness 3
- Brawl 1
- Expression 2
- Subterfuge 2
- Intuition 2
- Etiquette 1
- Melee 2
- Meditation 1
- Research 3
- Stealth 3
- Survival 1
- Technology 1
- Computer 3
- Cosmology 2
- Esoterica 4
- Enigmas 1
- Investigation 3
- Linguistics 2 (Latin, English,)
- Lore 3
- Occult 3
Backgrounds
- Arcane: 5
- Avatar: 5
- Black Witch's Sanctum: Node / Library / Sanctum 3
Merits and Flaws
Merits
- Unaging:
- Immunity (10)
Flaws
- Child
- Witch's Bane (3 point version) (Contact with iron provides 3 dots of counter magic
- Amnesia