Difference between revisions of "Aranitha Fury Morrigan"

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==Aranitha Fury Mórrígan==
 
==Aranitha Fury Mórrígan==
Convictions:
+
'''Hero Level:''' Level 2, Rising Hero (200 CP, 15 trait points, +2 to stats) <br>
:Grand:  We can rebuild the world better <br>
+
'''Traits'''
:Personal: I'm the best, potentially or actually <br>
+
'''Positive Traits'''
Fears:
+
:Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals. Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill. Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura. No Elf can take the Sorcery trait or any Thaumatech trait.
:Grand: That this is the world I shall leave for others<br>
+
:Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions. Prerequisite: Physique of Intellect of 5
:Personal: To be normal and unassumed<br>
+
:Magi Adept (2 trait points): Magi Aspirant is the journeyman level of the Zenith style of Willwork. It provides access to the silver circle of common Zenith willwork spells. Prerequisites: Hero 1, Skill: Willwork 3
Goals: <br>
+
:Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options Prerequisites: Hero 2, Skill: Melee 6
Grand Goal: Free the Elves <br>
+
:Zenith Knight Combat Magi (3 trait points): Zenith combat spell options Prerequisites: Hero 2, Trait: Magi Adept
Personal Goal: Avenge my Friends <br>
+
:Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action. Prerequisite: Hero 1, Physique 5
 +
:Elven Fencing Style (2 trait points): Elven sword and magic combat options Prerequisites: Melee 3, Elf or Elven Circles
  
Hero Level: Local Hero  <br>
+
'''Flaws'''
Adventurer: Level 1, Champion <br>  
+
Thautech Lock (-2 trait points)
XP 11 (0 unspent) <br>
+
 
 +
 
 +
XP 56 (6 unspent) <br>
 +
XP spent to reroll: 5 <br>  
  
 
Distinguishing features
 
Distinguishing features
Line 18: Line 22:
 
:Dark Skin
 
:Dark Skin
 
:Awesome Tattoos  
 
:Awesome Tattoos  
===Core Stats===
 
:Physique 11
 
:Senses 8
 
:Intellect 3
 
:Aether 8
 
  
:Adrenaline 11 (7)
+
HP: 15 (13)
:Focus 9
+
HL: 3
:Willpower 4
 
:Core Ether 8 (8 used)
 
::Ether pendant 2 ready core ether without a channel.
 
::Cane contains 3 ready core ether without a channel  1d6, PF:8, inflicts an automatic wound on a +10 to hit
 
::Old Arclave: 1d6 Dagger, PF:8, 2d6 Sword PF:6, 5 ready Ether Armour Negate 5
 
  
===Skills===
+
===Core Stats===
:Alertness: 2
+
:'''Physique''' 9 +1 (58)
:Athletics: 2
+
:''Adrenaline:'' 10 (9 remaining)
:Circle: Elves 1
+
::Athleticism: 4 (7)
:Physical Condition: 1
+
::Graces: 4 +3 (4)
:Problem Solving: 1
+
::Melee Weapons: 7 (22) +5 (Heroic Skill)
:Stealth: 2
+
::Unarmed: 4 (7)
:Melee Weapons: 7
+
::Stealth: 4 (7)
:Tactics: 2
+
::Legerdemain: 1 (1)  
:Unarmed: 1
 
:Linguistics: 1
 
:Graces 1
 
:Deception 1
 
:Conversations 1
 
:One Liners 1
 
:Aether Channel: 5
 
:Read Auras: 1
 
:Will Work: 5
 
:Sorcery: 1
 
:Medical Practice 1
 
:Leadership 2
 
:Quick Draw 2
 
 
 
Stress 0 <br>
 
Max: 16 <br>
 
Mental Stress 0 <br>
 
Max: 8 <br>
 
 
 
===Spells:===
 
:Healing Touch
 
:Chaos Field
 
:Mimesis
 
:Glamour
 
:Smokestep
 
:Dyntron
 
:Haloshell
 
 
 
Physique Traits
 
 
 
Physical Training (X): Gain +5 maximum Physical Stress level.
 
 
 
Fleet Footed (X): Gain 5m extra movement each Move action.
 
 
 
Follow Through (X): This character can spend 1 Adrenaline to take another move action immediately after killing or disabling an opponent in close combat.  This ability can only be used once per round.
 
  
Vital Strikes (X): The physical factor for all melee weapons used by this character is reduced by 1 to a minimum of 2.
+
:'''Senses''' 4 (22 points)
 +
:''Focus:'' 4
 +
::Alertness: 4 (7)  
 +
::Firearms: 3 (4)
 +
::Read Auras: 3 (4)
 +
::Concentration: 1 (1)
  
Senses Traits
+
:'''Intellect''' 4 (22 points)
 +
:''Willpower'' 4
 +
::Intuition: 2 (2)
 +
::Tactics: 3 (4)
 +
::Navigation: 1 (1)
 +
::Deception: 2 (2)
 +
::Languages: 3 (Zenith, Jibrilite, Alfar) (4)
 +
::Ecosphere: 1 (1)
 +
::Codes: 1 (1)
 +
::Social Circles: 2 (city elves, Zenith High Society)  (2)
 +
::Conversation: 2 (2)
 +
::One-Liners: 4 (7)
 +
::Local Knowledge: 1 (1)
 +
::Critical Thinking:  1 (1)
  
Intellect Traits
+
:'''Aether''' 6 +1 (32)
 +
:''Core Ether:'' 6 +1 +3 +2 Sword (12) (8 +2 remaining)
 +
::Aether Channel: 7 (Heroic Skill) (22)
 +
::Willwork: 5 (11)
  
Geas (Fey Commoner) (X): On a successful social attack (Intellect+Graces), this character can spend 1 WP to add the goal “Obey (character’s name)” to the targeted character.  This ability can only be used once per day.
+
Aura: 3
  
Aether Traits
+
===Equipment===
 +
'''Moralltach - Sword of Great Fury'''<br>
 +
Aran's arclave, a powerful Fey artifact.  Moralltach is a long, thin curved two-handed blade edged with the tales of those the Morrigan has defeated.<br>
 +
Damage: 1d10,  Damage Threshold: 3 (2), +2 Attack Advantage, +2 Max Core Aether, +2 Max Aura<br>
 +
Moralltach is a Fey arclave, and does not fold up like Jibrilite devices.  Instead it can dematerialize into the weilder's aura.  Calling it forth requires the commitment of one point of Core Aether as a free interrupt.  Reclaiming the Core Aether dematerializes the weapon.  If the Aether is spent rather than committed the sword will remain materialized until the user decides to dematerialize it again.<br>
 +
By spending 1 Aether as a free interrupt the wielder may reduce the Damage Threshold of Moralltach from 3 to 2 for a round.<br>
 +
By spending 3 Aether when making an attack declaration the wielder my give Moralltech APx3 and Overwhelming 1<br>
 +
On a hit, Moralltach inflicts one of the following automatic wounds, of the user's choice:<br>
 +
::1d6 additional fire damage for every damage die rolled (can crit)
 +
::1 point of lost Aura for every damage die rolled
 +
::1 point of lost Core Aether
  
Ether Receptive II (X): This character is extremely receptive to Ether and gains +10 Core Ather.
+
===Pools===
 +
:Initiative +14
 +
:Melee +22 +2 with sword.
  
Natural Channel (X): The Channel factor for all Ether Channel rolls by this character is reduced by 1.
+
===Aura and Ether===
 +
Aura: 4 <br>
 +
Ether: 8 (2 committed) <br>
  
Magi Adept (X): This character is a Zenith Magi Adept, able to use Adept level Prana from the Zenith spell list.
+
===Zenith Arclave Training===
 +
-You are always in the Stance you want
 +
-Gain a bonus advantage whenever you gain advantage from melee
 +
-Regains exploits
 +
-Hit Location pick or bonus
  
General Traits
+
===Magi Adept===
 +
-Crafting
  
Fairest of Them All (X): This character is extremely beautiful, and scores criticals on Graces rolls of 9 or 10.
+
===Zenith Combat Magi===
 +
-Combat Spells.

Latest revision as of 20:05, 26 March 2020

Aranitha Fury Mórrígan

Hero Level: Level 2, Rising Hero (200 CP, 15 trait points, +2 to stats)
Traits Positive Traits

Elven Noble (2 trait points) Nobles may take the “Ethereal Beauty” trait for free. Nobles suffer a -5 edge in social conflict against Royals. Elven Nobles the primary agents of the courts of the Alfar and some have gained tremendous skill in their chosen speciality over the centuries, and gain a +5 bonus to one skill. Elven Nobles gain +1 Aether, +3 Core Aether and +3 maximum Aura. No Elf can take the Sorcery trait or any Thaumatech trait.
Flawless Beauty (1 trait point): Can reroll Graces rolls for free, and spend no exploits for Graces based Reactions. Prerequisite: Physique of Intellect of 5
Magi Adept (2 trait points): Magi Aspirant is the journeyman level of the Zenith style of Willwork. It provides access to the silver circle of common Zenith willwork spells. Prerequisites: Hero 1, Skill: Willwork 3
Zenith Knight Arclave Training (5 trait points): OP magic sword bullshit combat options Prerequisites: Hero 2, Skill: Melee 6
Zenith Knight Combat Magi (3 trait points): Zenith combat spell options Prerequisites: Hero 2, Trait: Magi Adept
Shake it Off (2 trait points): Cancel one wound immediately after it is inflicted by spending 1 Adrenaline as a free action. Prerequisite: Hero 1, Physique 5
Elven Fencing Style (2 trait points): Elven sword and magic combat options Prerequisites: Melee 3, Elf or Elven Circles

Flaws Thautech Lock (-2 trait points)


XP 56 (6 unspent)
XP spent to reroll: 5

Distinguishing features

Smug
Dark Skin
Awesome Tattoos

HP: 15 (13) HL: 3

Core Stats

Physique 9 +1 (58)
Adrenaline: 10 (9 remaining)
Athleticism: 4 (7)
Graces: 4 +3 (4)
Melee Weapons: 7 (22) +5 (Heroic Skill)
Unarmed: 4 (7)
Stealth: 4 (7)
Legerdemain: 1 (1)
Senses 4 (22 points)
Focus: 4
Alertness: 4 (7)
Firearms: 3 (4)
Read Auras: 3 (4)
Concentration: 1 (1)
Intellect 4 (22 points)
Willpower 4
Intuition: 2 (2)
Tactics: 3 (4)
Navigation: 1 (1)
Deception: 2 (2)
Languages: 3 (Zenith, Jibrilite, Alfar) (4)
Ecosphere: 1 (1)
Codes: 1 (1)
Social Circles: 2 (city elves, Zenith High Society) (2)
Conversation: 2 (2)
One-Liners: 4 (7)
Local Knowledge: 1 (1)
Critical Thinking: 1 (1)
Aether 6 +1 (32)
Core Ether: 6 +1 +3 +2 Sword (12) (8 +2 remaining)
Aether Channel: 7 (Heroic Skill) (22)
Willwork: 5 (11)

Aura: 3

Equipment

Moralltach - Sword of Great Fury
Aran's arclave, a powerful Fey artifact. Moralltach is a long, thin curved two-handed blade edged with the tales of those the Morrigan has defeated.
Damage: 1d10, Damage Threshold: 3 (2), +2 Attack Advantage, +2 Max Core Aether, +2 Max Aura
Moralltach is a Fey arclave, and does not fold up like Jibrilite devices. Instead it can dematerialize into the weilder's aura. Calling it forth requires the commitment of one point of Core Aether as a free interrupt. Reclaiming the Core Aether dematerializes the weapon. If the Aether is spent rather than committed the sword will remain materialized until the user decides to dematerialize it again.
By spending 1 Aether as a free interrupt the wielder may reduce the Damage Threshold of Moralltach from 3 to 2 for a round.
By spending 3 Aether when making an attack declaration the wielder my give Moralltech APx3 and Overwhelming 1
On a hit, Moralltach inflicts one of the following automatic wounds, of the user's choice:

1d6 additional fire damage for every damage die rolled (can crit)
1 point of lost Aura for every damage die rolled
1 point of lost Core Aether

Pools

Initiative +14
Melee +22 +2 with sword.

Aura and Ether

Aura: 4
Ether: 8 (2 committed)

Zenith Arclave Training

-You are always in the Stance you want -Gain a bonus advantage whenever you gain advantage from melee -Regains exploits -Hit Location pick or bonus

Magi Adept

-Crafting

Zenith Combat Magi

-Combat Spells.