Difference between revisions of "Chrysanth, Candidate for Zadkiel"

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:Grand:  The High Priests of the three Betrayers must be destroyed
 
:Grand:  The High Priests of the three Betrayers must be destroyed
 
:Personal:  Don't trust the servants of the Crusaders
 
:Personal:  Don't trust the servants of the Crusaders
Fears:  That the Correctors and their minions will have been proven correct.
+
Fears:  That the Correctors and their minions will have been proven correct.<br>
Goals:  To overthrow the Crusaders
+
Goals:  To overthrow the Crusaders.<br>
 +
Character Points: 215
  
 
Pseudonyms:  Chrysanth de Caritas
 
Pseudonyms:  Chrysanth de Caritas
  
:'''Physique''' 5
+
:'''Physique''' 5 + 1
:'''Senses''' 10
+
:'''Senses''' 5
:'''Intellect''' 10
+
:'''Intellect''' 7 + 2
:'''Aether''' 5
+
:'''Aether''' 7 + 1
 
 
'''Hero Level''' Local Hero
 
:Agent
 
::Deceiver
 
 
 
:Adrenaline  5
 
:Focus  10
 
:Willpower  10
 
:Core Ether  10
 
:'''Physical Stress'''  10
 
:'''Mental Stress'''  15
 
  
 
'''Skills'''
 
'''Skills'''
:Alertness:  3
+
:Alertness:  4
:Intuition:  3
+
:Concentration:  4
:Stealth: 3
+
:Intuition:  5
:Problem Solving: 3
+
:Aether Channel: 5
:Read Aura3
+
:Unarmed: 4
:Deception:  3
+
:Stealth4
:Graces: 3
+
:Deception:  5
:Quick Uptake: 3
+
:Graces: 4
:Unarmed: 3
+
:Languages: 1
:Drive: 2
+
:Social Circle: 2
:Conversation: 1
+
:Conversation: 3
:Aether Channel: 3
+
:Thaumatech: 1
:Athletics: 1
+
:Read Auras: 4
  
 
===XP===
 
===XP===
:Session 1+2 CP
+
:Character Generation215
:1 CP spent:  +1 Conversation
 
:1 CP spent:  +1 Aether Channel
 
:0 CP spent:  +1 Aether Channel (Boost Roll)
 
:Session 2 (The Party, Opening Act):  +3 CP (5 total)
 
:Session 3 (The Party, Ambushed):  +2 CP (7 total)
 
:Session 4 (The Reactor):  +4 CP (11 total)
 
:Session 5 (Inside Ingria's Mind):  +1 CP (12 total)
 
:1 CP spent:  +1 Conversation
 
:Session 6 (The Bike Patrol):  +3 CP (15 total)
 
  
 
===Traits===
 
===Traits===
 +
8/15 used
  
Physique Traits
+
Unbound Construct
 
 
Guard Stance (X): This character is trained to defend themselves in close combat, and can always spend a point of adrenaline to take a defensive close combat action.
 
 
 
Senses Traits
 
 
 
Combat Senses (X): This character can automatically dodge an attack by spending Focus.  1 Focus for a difficulty up to 20 dodge, 2 focus for difficulty up to 30, 3 focus for difficulty up to 40.  Can be spent even if a dodge would not be allowed, so long as the attack is still physically dodgeable.  Unlike a normal dodge, Combat Senses does not consume your action.
 
 
 
Intellect Traits
 
 
 
Nerves of Steel (X): This character does not suffer from the “Distracted” Bad Vibe effect.
 
 
 
Go with the Flow (X): This character can spend an extra action preparing an etheric effect to disguise it with the natural ether flows and add +10 to the DC to detect it.  This action can be stacked, however due to diminishing returns each additional action spent halves the DC increase (+5, +2, and finally +1).
 
 
 
Convincing (X): On a successful Conversation or Interrogation social combat the character can immediately spend 1 willpower to inflict a major Vibe rather than a minor one.
 
 
 
Aether Traits
 
 
 
Ether Receptive (X): This character is particularly receptive to Ether and gains +5 Core Ather.
 
 
 
General Traits
 
 
 
Natural Armour (X): The character has 5 DR at 90% coverage (my one weakspot!).
 
 
 
Solinarch (X): The character is implanted with Archenium circuitry, making them a living Thaumatech device.  This trait allows the purchase of Solo Praxis.  Solinarchs gain all their Core Aether as ready Ether.
 
 
 
::Solo Praxis:
 
 
 
::Aspex: As a Free Action, commit one Ether to see ether effects.  Ether flows through the world, pooling and eddying around people.  Ether can be seen through solid objects, allowing a measure of "X-Ray" vision against strong Ether sources. This interferes with normal sight, giving a -5 to normal perception checks.  While active the character's eyes will glow with ether light.  This effect lasts until cancelled upon which the committed Ether is regained.  This is an Aura effect<br>
 
 
 
::Mind Bolt: As a Shoot Action, spend one Ether to target a visible Aura within 50m.  This attack deals 1d3 Mental Stress (Ether damage) and one mental Vibe.  The Vibe will last for one long round (15 seconds).  Mind Bolt can only be used on any one target once a day.  This is an Aura effect.
 
 
 
::Mimesis: As a Special Action, spend one Ether to change physical appearance one "step".  This is a minor personal transmutation effect rather than an illusion.  Colour changes are one step.  Complex patterns like tatoos or designs are a second step, while vivid and completely unnatural colours such as glowing runes and rainbow hair are a third.  The transmutation can also be used to grow or shrink body parts, such as hair or fingernails (one step), and increase or decrease mass in parts of the body (two steps) or even lengthen and shorten bones to change height (three steps).  It has no effect on the character's physical stats. Any minor changes (one step) made are permanent, however particularly extreme changes will revert after a week (two steps) or a day (three steps).<br>
 
 
 
::Chaos Field: As a Free Action, spend one Ether to increase close combat damage for one round, adding the character's Ether Channel skill rating to the damage dealt.  This is an Aura effect.
 
 
 
::Cynosure: As a Special Action, commit Ether to increase social bonuses.  Every point of Ether committed grants a +1 bonus to social checks, and an additional +1 bonus to Grace checks, up to a maximum of 5 points of Ether or the characters Ether Channel level, whichever is lower.  This effect lasts until the comitted Ether is regained.  This is an Aura effect.<br>
 
 
 
::Dyntron: As a Special Action, spend Ether to increase Natural Stats.  The character can use this Praxis to make themselves stronger, faster, smarter and more dextrous. Every point of Ether spent grants a +1 bonus to Physique, Senses or Intellect. The character can spend as many points at once as their Ether Channel rating. No stat can be raised over 25% (round down) of its natural value, to a minimum of one. This effect lasts until the committed Ether is regained.
 
 
 
::Megabolt: As two Shoot Actions, spend five Ether to fire a 1m wide Megabolt beam out to a range of 100m.  This attack deals 3d10 Atomic damage to all targets in a line, ignores armour, and reduces the DR of armour it strikes by 1 for every 5 damage inflicted.  Because the attack takes time to coalesce it is obvious to anyone able to see ether, reducing its dodge DC to 20+the shooters Ether Channel Skill.
 
 
 
::Umbra: As a Special Action, the character can spend 1 Ether have their Aura deflect either light or Ether around themselves, becoming invisible either to normal sight, or ether sight.  If Umbra is used against Light it also provides 5DR against Laser weapons, and if used against Ether it also provides 5DR against ether attacks.  This effect last for one round, so the character must spend an action each turn to sustain it.  This is an Aura effect.
 
 
 
::Gravitron: As a Special Action, the character can merge and replace the gravitational effects of this universe with that of the universe from across the Veil.  For every Ether spent the Character can change the gravity on a 10m radius plane by 1g, lasting for 15 seconds.  Additional Ether can be spent to increase the area or effect strength up to the character's Ether Channel skill level, or 5, whichever is lower.  Multiple castings of this effect do not stack directly (so strength cannot be increased over 5gs), however multiple gravity fields can interact with each other.  This is a Veil effect.
 
  
::Metamorph (Cat): As two Special Actions, the character can commit 5 Ether to turn into another form.  While in this form most of the character's mass is translated to or from the Veil, being obvious to anyone able to view across dimensions.  The effect lasts until the committed Ether is regained.  This is a Veil effect.  While in this form the character cannot access Solo Praxis that are not Aura or Veil effects.
+
Solinarch
  
 +
Thaumatech Alpha
  
Negative Traits
+
Jibrilite Codex
  
Spacey (X): The character is prone to occasionally freezing and spacing out, perhaps seeing flashbacks or just admiring the scenery.  Gain 1 CP per session for spacing out for a round during an important event (such as combat!).  Gain one Power point if a space out directly prevents the defeat of a major enemy (it’s traditional to do this in response to the boss’ surprising revelation!).
+
====Quirks====
 +
:Short
 +
:Apellomancer
 +
:Cryptolingual

Revision as of 17:52, 1 April 2017

Having not a talent to our name, we must rely on the clothing provided by Lily.
Let us begin.

Convictions: The Chosen have betrayed us

Grand: The High Priests of the three Betrayers must be destroyed
Personal: Don't trust the servants of the Crusaders

Fears: That the Correctors and their minions will have been proven correct.
Goals: To overthrow the Crusaders.
Character Points: 215

Pseudonyms: Chrysanth de Caritas

Physique 5 + 1
Senses 5
Intellect 7 + 2
Aether 7 + 1

Skills

Alertness: 4
Concentration: 4
Intuition: 5
Aether Channel: 5
Unarmed: 4
Stealth: 4
Deception: 5
Graces: 4
Languages: 1
Social Circle: 2
Conversation: 3
Thaumatech: 1
Read Auras: 4

XP

Character Generation: 215

Traits

8/15 used

Unbound Construct

Solinarch

Thaumatech Alpha

Jibrilite Codex

Quirks

Short
Apellomancer
Cryptolingual