Priya Narang

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You gotta do the cooking by the book. You know you can’t be lazy!
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It's gotten a little colder, and the world's a little madder.

Vital Statistics

Name// Priya Narang
Concept// Joyous Restorer of the Wheel
S2 Theme// Shadow - Wild Nothing
Nature// Thrill-Seeker - "I feel most alive on the battlefield."
Demeanor// Bon Vivant - "The world is renewed by death. Nothing of value is ever truly lost."
Essence// Dynamic - "I art thou and thou art I."
Chantry// The Devon Chantry

Things to Track

Willpower// 10
Temporary Willpower// 10
Health Levels// -0 x 1, -1 x 2, -2 x 2, -5 x 1, Incapacitated
Current Damage// 0
Arete// 4
Quintessence// 4/4
Paradox// 5

Attributes

Strength 3//
Dexterity 5// Swift
Stamina 3//
Perception 3//
Intelligence 2//
Wits 2//
Charisma 4// Social Flexibility
Manipulation 2//
Appearance 3//

Abilities

TALENTS/

Alertness 3//
Athletics 4// Throwing
Awareness 2//
Brawl 1//
Dodge 3//
Expression 2//
Streetwise 1//
Subterfuge 3//

SKILLS/

Crafts (Cooking) 3//
Melee 4// Knives
Meditation 2//
Stealth 3//

KNOWLEDGES/

Investigation 1//
Linguistics 1// English, Sanskrit
Lore (Traditions) 3//
Occult 1//
Tactics 1//

Paradigm

"Washing and soaking restores life to that which was weakened, cutting removes that which is sick, fire chastens and purifies, and spices anoint and sanctify. In a way, assassination is a lot like cooking, you know?"
-Priya Narang, on her part-time job

Priya's paradigm is largely adherent to the orthodox Chakravanti viewpoint imparted to her by her parents, which ascribes to reality a cyclical and dynamic nature. The world began in a fundamentally sagacious and perfect state during the first of the yugas and has fallen slightly with each step to this current era- the flawed and corrupt kali yuga. This is an era of strife, where karmic actions resonate most deeply and the powers of intention and consequence are intensified. Where ascetics would have had to mediate and self-deny aggressively, a moment suffices. All may rise above their station through merit in a single life through the chaos of the times, and enlightenment must come swiftly to bring about a return to the sagacious first age.

Her style of magic combines evocation of divine forms and devotional ritual with elements of ayurvedic medicine. She calls upon Hindu myth for power, making vessels for the gods to borrow their strength, creating immanent manifestations of them within herself and her tools. Symbolically marking things of the current world with the shapes and names of holy things allows them to become the divinity, giving her the strength to cleanse, destroy and heal. When mere ritual does not fit, she draws on her own heart, reenacting not just their images but reaching out to godhead with her feelings to bring herself into companionship with them. Running alongside Vayu, she may become faster than the wind, while standing alongside Indra and seeing him fire the first shot may guide her hand in her marksmanship.

Priya organizes her most common offensive rotes into 'astras' patterned off of many of those used in the epics, although the names are meant to evoke vivid images and frighten orientalists rather than represent their true strength.

Foci and Spheres

  • Prana (Life) 3// Melee weapons, meditation, Ayurvedic medicine, the element of water.
  • Tamas (Entropy) 1// Melee weapons, meditation, Sanskrit etching.
  • Teios (Forces) 2//Melee weapons, meditation, the element of fire, Sanskrit etching.

Rotes

Lesser Nagaastra// Forces 2, Life 3
Gathers kinetic force to a specific point and softens flesh where the point touches, causing catastrophic damage to an enemy. This is an imperfect recreation of an Astra and requires greater understanding of Life.
Nagapaasha// Forces 2, Life 3
Smothers the eyes of the target in serpentine shapes, blinding them permanently.
Lesser Suryaastra// Entropy 1, Forces 2
Generates a blinding light, akin to a flashbang. This is an imperfect recreation of an Astra and requires greater understanding of Forces.
Eyes of Shiva// Entropy 1, Forces 1, Life 1
Perceives the weaknesses in the flesh of a target and allows one to optimally exploit and slice apart a living being with a simple blade by taking on the qualities of the Destroyer. Also gives nightvision and the ability to perceive living creatures at range and through surfaces. It will be improved by the comprehension of additional pattern spheres.
Legs of Vayu// Forces 2, Life 2
Renders the caster's body too supple to be harmed by simple stresses and drives kinetic force to where it is needed, allowing for tall drops and running across vertical surfaces. Their steps also become as quiet as the wind in spite of running at full stride.
Lesser Vajra// Forces 2
Overloads a point in the local electrical grid, potentially harming people and equipment. This is an imperfect recreation of an Astra and requires greater understanding of Forces.

Backgrounds

Arcane 1// People tend to ignore the underage girl with the twisting, living shadow wandering the streets at night. More than normal.
Avatar 4// Wheels within wheels, always turning, always moving. Priya's avatar is especially strong for her age.
Contact 1 - Mohini Narang// "Mum is a skilled Chakravanti healer and works as a doctor at the local hospital. She's kinda busy nowadays and is always tired, though."
Mentor 4 - Jagannatha Narang// "Dad was a respected Vratir assassin before he almost fell into Jhor and needed to retire. He owns the cafe and cake shop where I work after school, and oversees my training for the most part."
Resources 1// Makes a nice bit of cash at the cake shop after school, and her parents give a decent allowance.
Talisman ?// Sacred Twins x2, recovered from the Kandel Estate.

Equipment

Outfits

Street Clothes//
Living at home and having a good allowance means Priya is kinda well-dressed for her age.
Combat Gear// Soak: 1, Penalty: 0
It's actually bargain-rate hoodie and elastic jeans with form-fitted sports pads, a rugby helmet and protective athletic underwear underneath. All in black for maximum concealment and conspicuousness.

Transport

Cargo Bike//
Technically owned by the cakeshop (and by extension, her dad). Kind of slow, but gives an alibi and can be used to smuggle weapons. (Note to self: Get Corr or Mind to smuggle guns and knives in cakeboxes safely.)
Road Bicycle//
Speedy and agile, lacks a suspension so it's a bit hard on the bum and designed for paved roads rather than dirt or gravel. Makes a great foci due to enabling athleticism and possessing wheels inlaid within wheels.

Weapons

Sacred Twins// Strength +2L, Conceal: J
Pair of finely-carved knives. Str +2 damage, hit and damage at diff 5. If the holder of a knife concentrates, it will point at its twin. Priya has one and let Naomi keep the other.
Ritual Kukri// Strength +2L, Conceal: J
A deadly knife of Nepalese make made by her father as her 16th birthday gift, made of spring leaf steel reclaimed from the site of a car crash in India that killed many people (and thus has imparted upon it a certain amount of death resonance) and using a handle made out an old oak rifle stock picked up at a wood scrap dealership. It is not a wonder in any sense, although it has been prepared to act as a good foci for Priya's willworking.
Balisong// Strength +1L, Conceal: P
A compact knife of Filipino design which flips out of the handle, often used by hoodlums.
Throwing Knives// Strength +1L, Conceal: P
Small knives meant for throwing rather than stabbing. The normal penalty for throwing these is applied to melee combat instead.
Telescoping Baton// Strength +1L, Conceal: P
A baton stolen from a policeman during a kerfuffle with some gang kids. Allows for nonlethal takedowns.
Pepper Spray// ?B, Conceal: P
Priya's dad might have a habit of going slightly overboard in protecting her. Allows for nonlethal takedowns and bypassing combat encounters.

Misc

Rope//
Never know when you'll need fifty feet of good old-fashioned rope.
Duct Tape//
Apply to broken object: fixed object. Apply to clothes: parkour rotes are coincidental.

Merits and Flaws

Merits

Catlike Balance// Running on walls and across the tops of fences is small-time. All difficulties for rolls involving balance or body coordination are reduced by -2.
Concentration// Priya was trained by a former member of the Chalice who might secretly be grooming her to do the same, and organizes all sorts of arduous training exercises on weekends. She takes no penalties from non-harmful environmental conditions or things like being thrown around, hung upside down, etc.
Daredevil// Priya is spirited and tends to lose herself to the whims of dynamism, but always comes out of it better than her peers. Risky actions reward an additional 3 dice and ignore a single rolled 1.
Light Sleeper 2// Priya can manage a hectic lifestyle that involves being a full-time student, fighting crime and an exhaustive training due to a very basic ritual she carried out about a year ago. The only consequence of it is that she needs to have quite a large portion of caffeine every day.

Flaws

Addiction 1// Priya is hopelessly addicted to caffeine and cannot maintain her exhaustive, nearly sleepless schedule without it.
Child 1// A teenager with a youthful face. Gets carded a lot.
Echoes 2// A swirling, undulating shadow with white eyes darts beneath Priya's feet, restless and acting out her unspoken desires against the people and scenery around her.
Ward 1// "My boyfriend? He's pretty cute... but kind of clueless and starting to poke around the magick scene in Devon. I'm a little worried, honestly."

Lessons

  • 1.1. Sylvan spirits are sylvan spirits anywhere you go: untrustworthy and fundamentally tied to flawed emotions.
  • 1.2. Anything can happen on a seemingly normal day, so prepare for anything. Fortune favors the prepared.
  • 1.3. Sometimes death takes as much as it gives, even by the deaths of the wicked.
  • 1.4. It never hurts to recover valuables from the enemy to uncover their strengths and weaknesses- but always exercise caution.
  • 1.5. Always stick to your strengths- always. You're no good to an ally if you're fulfilling a duty to them at which you do not excel.
  • 1.6. Have a plan when undertaking something dangerous. In the absence of such, your first action should be to assume preparedness.
  • 1.7. Perception of the group matters. They might be enlightened willworkers trying to protect the region, but to some, they're two underage ethnic girls and an Arab man in a suspicious van.
  • 1.8. Naomi is a powerful ally, but her drive to win (or perhaps kill) must be channeled and guided to something more productive than stubborn gnashing.
  • 1.9. The spirits of England are aware of something momentous. Even if they are unaware of the true name, the whole world knows that Kali Yuga is coming to an end.
  • 1.10. There is so much that you could learn, that you haven't. A weapon of the Wheel in the modern age must know how to drive, use firearms and work with technology- for starters.
  • 2.1. You walk a very fine line as a mage of death. Remember that.

Chargen

Attributes

Attribute Points 56/32/24

Strength 2 (4)
Dexterity 5 (40)
Stamina 3 (12)
Perception 3 (12)
Intelligence 2 (4)
Wits 2 (4)
Charisma 4 (24)
Manipulation 2 (4)
Appearance 3 (12)

Abilities

Ability Points 80/80

5 Ability 3 (45)
3 Ability 2 (15)
5 Ability 1 (15)
1 Field 3 (5)

Backgrounds

Background Points 21/21

Arcane 1 (3)
Avatar 4 (12)
Mentor 1 (3)
Resources 1 (3)

Spheres

Sphere Points 62/65

Entropy 1 (10)
Forces 2 (18)
Life 3 (34)

Freebie Points

Freebie Points 78/78

Addiction 1 (-3)
Child 1 (-3)
Ward 1 (-3)
Echoes 2 (-6)
Willpower 10 (35)
Catlike Balance 1 (3)
Concentration (3)
Daredevil (9)
Light Sleeper (6)
Mentor 4 (12)
Streetwise 1 (3)
Lore (Traditions) 3 (5)
Meditation 2 (2)

XP

Experience Gains

Experience Total/Spent/Unspent (57/43/14)

Session 1.1 (5)
Session 1.2 (4)
Session 1.3 (5)
Session 1.4 (6)
Session 1.5 (4)
Session 1.6 (4)
Session 1.7 (3)
Session 1.8 (4)
Session 1.9 (6)
Session 1.10 (5)
Session 2.1 (6)
Session 2.2 (5)

Experience Spending

Experience Total/Spent/Unspent (57/43/14)

Stealth 3 (4 -3 Mentor = 1)
Brawl 1 (3 -1 Mentor = 2)
Athletics 4 (6 -3 Mentor = 3)
Melee 4 (6 -1 Mentor = 5)
Strength 3 (8)
Arete 4 (24)

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