LoranClementine: Difference between revisions
Jump to navigation
Jump to search
Andronicus (talk | contribs) No edit summary |
Andronicus (talk | contribs) mNo edit summary |
||
Line 56: | Line 56: | ||
'''Etheric Skills''' (4) | '''Etheric Skills''' (4) | ||
:Thaumatech: 3+1 (4) | :Thaumatech: 3+1 (4) | ||
:Willwork: 3 | :Willwork: 5 | ||
:Read Auras: 3 | |||
:Sorcery: 6 | |||
'''Exotic Skills''' (2) | '''Exotic Skills''' (2) | ||
Line 138: | Line 140: | ||
::3 CP left | ::3 CP left | ||
::Power Point gained, cashed in. +50CP +25CP spirit knowledge | ::Power Point gained, cashed in. +50CP +25CP spirit knowledge | ||
:::Willwork to 5, 7 CP | |||
:::Read Auras to 3, 4 CP | |||
:::Sorcery to 6, 16 CP | |||
::48CP Left | |||
[[Category:Rexism]] | [[Category:Rexism]] |
Revision as of 17:50, 25 August 2018
PC version of Loran Clementine
Quote: “My family is considerate, not cowardly. Say that again, and I promise you I’ll be neither.”
Name: Loran Clementine
Heroic Ascent: Local Hero. 100 CP. Five additional trait points and one free stat point.
Distinguishing Features
- 1) Silver hair, strong roman nose.
- 2) Etheric colour
dark purplebrilliant ice blue - 3)
Exploits 50 CP
- Physique 4 (Adrenaline: 4/4) 14 CP
- Senses: 4 (Focus:4/4) 14 CP
- Intellect: 3 (Willpower: 3/3) 8 CP
- Aether: 5 (Core Aether: 7/7) 14 CP
Health
- First Health Level: (9PS) 4 Physical Stress.
- Second Health Level: (9PS)
50 CP left
General Skills (13)
- Alertness: 3 (4) + 1, Temp from the Sword.
- Athleticism: 4 (7)
- Concentration: 2 (2)
- Intuition: 1 (1)
- Aether Channel: 5+1 (4) Heroic Skill
Covert Skills (4)
- Stealth: 2+1 (2)
- Disguise: 2 (2)
Combat Skills (19)
- Firearms: 3+1 (4)
- Melee Weapons: 7 + 1 (22) (Sword: +3)
- Medicine: 1 (1)
- Unarmed: 1 (1)
- Tactics: 1 (1)
- Leadership: 1 (1)
Vehicles Skills (4)
- Drive: 1 (1)
- Mecha Pilot: 2 (2)
- Weapon Systems: 1 (1)
Social Skills (4)
- Social Circles: 2 (2) Noble, Crusade
- Graces: 1 (1)
- Conversation: 1 (1)
- One-Liners: 1 (1)
Etheric Skills (4)
- Thaumatech: 3+1 (4)
- Willwork: 5
- Read Auras: 3
- Sorcery: 6
Exotic Skills (2)
- Seances 2 (2)
Quirks
- Chivalrous: Your character is unfailingly polite and correct, following the ideals of noble decorum. Gain 1 CP if you respond to a heated event with haughty politeness. Gain 2 CP if your character spends the time before a fight starts to challenge their foes with a one liner.
Traits 1/10 Points
- Jibrilite Noble (2 trait points) - Nobles are the leaders of the Jibril Dominions and are trained from birth to be paragons of their Chosen. They gain a +1 bonus to five skills and +2 Core Aether. As Jibrilites they get access to the Thaumatech Alpha trait for free.
- Thaumatech Alpha Access (Free): Thaumatech Alpha Access is the basic ability to use and program Thaumatech praxi. It is not required to operate most Thaumatech machines, but can be required to maintain them and can be used to override or control them. This ability is mostly based on genetic encoding and some basic training. Because the Alpha level Thaumatech safeties can be breached with little effort, it can also be purchased by any character, however it is free for Jibrilites. Prerequisites: Skill: Thaumatech 1
- Omega Logitike (1 trait point): Jibrilite combat Lotek Praxi.
- (Aether + Aetherchannel mostly)
- Can spend ether to do a spell follow-up attack, if first attack or spell was successful
- Convert Combat Advantage to Aura, up to characters Ether stat
- Dyntron
- Simple Transmutation
- Aspex
- Ether Bolt
- Halo
- Icicle
- Deepfreeze (Requires 10 Aura)
- Armour Skin
- Fimbulwinter
- Ice Puppet
- Synergent Autoclaire Operator (3 trait points)
- Jibrilite Duelling Style (1 trait points)
- Allows character to spend Adrenaline in Follow on actions up to their Advantage
- Offensive Stance: Advantage bonus to initiative, no movement restriction
- Defensive Stance: Advantage bonus to parry, no movement restriction
- Standard melee Advantage gain (+1 for hits, +1 per 5 Initiative threshold)
- Every 2 Advantage spent gives +1 damage die.
- Aetheric Aura (1 trait point): When a character spends Core Aether to gain Aura they gain one extra Aura. Prerequisite: Hero 1, Aether 4
- Aerodyne Piloting (1 trait point)
Gear
- Mattock Trion 4PS Custom
- 2d6+2, Range: 15m, Recoil +1, Ammunition: 1, Semi-automatic
- Heirloom Arclave, the cursed sword Zychovour.
- 1d10, Physical Factor 3 (?), +3 to Melee
- Expneo, the Last Breath. Pay a willpower.
- Breastplate
- DR25, Coverage 6.
- Skyhook, +3 Initiative rolls. Restricted in close quarters. Used for grappling.
Experience
- Cameo 1: +1 CP
- Session 1: +5 CP
- Session 2: +3 CP
- Session 3: +4 CP
- Session 4: +3 CP
- Session 5: +3 CP + 1 for Chivalrous
- 20 CP Open
- Melee to 7, 11-CP
- Athleticism to 4, 5-CP
- 1 CP, One-Liners to 1.
- 3 CP left
- Session 6: +4 CP
- 7 CP left
- Session 7: +3 CP
- Session 8: +4 CP
- -1 CP reroll
- 13 CP Left
- Session 9:
- +4 CP
- 17 CP Left
- Willwork to 3, -4 CP
- Session 10
- 13 CP at start
- +5 CP, 18 CP
- Aether to 5, 8 CP
- Aether Channel to 4, 3 CP
- Aether Channel to 5, 4 CP
- 3 CP left
- Power Point gained, cashed in. +50CP +25CP spirit knowledge
- Willwork to 5, 7 CP
- Read Auras to 3, 4 CP
- Sorcery to 6, 16 CP
- 48CP Left