LoranClementine
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PC version of Loran Clementine
Pilot of the Seraphim Heartbreaker
Quote: “My family is considerate, not cowardly. Say that again, and I promise you I’ll be neither.”
Vital Statistics
Name: Loran Clementine
Heroic Ascent
Local Hero. Level 1. 100 CP.Five additional trait points and one free stat point.- Rising Hero. Level 2. +5 Traits, +1 Heroic Skill and one free stat point (Aether).
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: 8 (Core Aether: 10/10) 14 CP
Health
- First Health Level: (9PS)
- Second Health Level: (9PS)
- Third Health Level: (9PS)
50 CP left
General Skills (13)
- Alertness: 3 (4)
- Athleticism: 4 (7)
- Concentration: 2 (2)
- Intuition: 1 (1)
- Aether Channel: 9 + 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)
- Pilot: 2 (2)
- Weapon Systems: 1 (1)
Social Skills (4)
- Social Circles: 2 (2) Noble, Crusade
- Graces: 1 (1)
- Conversation: 4 (1)
- One-Liners: 1 (1)
Technical Skills
- Legalese: 1
- Theory: 2 (Sorcery, Thaumatech)
Etheric Skills (4)
- Thaumatech: 3+1 (4)
- Willwork: 5
- Read Auras: 3
- Sorcery: 8 + 1 Heroic
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.
- Impetus:
Traits
6/16 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
- Intergent Autoclaire Operator (3 trait points)
- Controls a mecha with Aether+Aetherchannel
- 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)
- Cyber-Newtype (Sorcerer). Fused with Iridor, Hero of Iris and Knight of the Green Sun.
- Thou art Thou (2 trait points) - The manifestation of the Iridor outside of Loran, to great distances!
- 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, can be used as a follow-up attack to build Aura. Spend a point of core ether. Transmutes a liquid into ice to impale somebody with icicles.
- Deepfreeze (Requires 10 Aura). Everything freezes!
- Armour Skin. Ice armor, add's DR.
- Fimbulwinter (Storm)
- Ice Puppet
- (Aura 8) Senses+Read Auras to find their dead pathways then Aether+Sorcery to Wake them (spend 8 Aura).
Gear
- Mattock Trion 4PS Custom
- 2d6+2, Range: 15m, Damage Threshold: 4, Recoil +1, Ammunition: 1, Semi-automatic
- 2d6+2, Range: 15m, Damage Threshold: 4, Recoil +1, Ammunition: 1, Semi-automatic
- Heirloom Arclave, the cursed sword Zychovour.
- 1d10, Physical Factor 3 (?), Pierce of 8. +3 to Melee.
- Every time you hit someone you gain +1 Social advantage to be used in Social Attacks.
- Expneo, the Last Breath. Pay a willpower.
- Breastplate
- DR25, Coverage 6.
- Skyhook, +3 Initiative rolls. Restricted in close quarters. Used for grappling.
- Bank Card, worth 10,000 talents.
- Endus Praxis Glove, plus basic Thaumatech Praxi
- X Endus Uniforms, X Endus Priestess Outfits
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
- Aether Channel to 8, 18 CP
- Aether to 7 from 5, 22 CP
- 8 CP left
- Session 11
- 8 CP at start, +4 CP +1 Chivalrous, 13 CP open.
- Legalese to 1, 1 CP. 12 CP open.
- 8 CP at start, +4 CP +1 Chivalrous, 13 CP open.
- Session 12
- 12 CP at start, +2 CP. 14 CP.
- Session 13 "Is it alright to pick up girl on airships crewed by zombies?" +3 CP
- Theory to 2 (-2 CP)
- 15 CP
- Session 14 15 CP start
- Conversation to 4,- 6 CP
- +4 CP + 1 Impetus
- Session 15
- +3 CP
- 17 CP left over
- Session 16
- +6 CP
- 23 CP at end
- Session 17 (243 CP total)
- +4 CP, +1 Trait
- 27 CP session end
- Aether Channel to 9 (-8 CP), Sorcery 6 to 8 (-13 CP), -21 CP, 6 CP left
- Session 18 (248 CP total)
- +5 CP
- 11 CP session
- Session 19(248 CP total) 11 cp
- +5 CP
- 16 CP session
- Session 20(251 CP total) 16 cp
- +3 CP
- 19 CP session end
- Session 21(253 CP total) 19 cp
- +2 CP
- 21 CP