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 purple brilliant 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
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.
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