Talk:Hawsie Brunanburh

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Character

Biography

Vital Statistics

Craft Name: Hawsie Brunanburh bani Verditius
Shadow Name: Hawsie Millifred Louise-Eloise Brunanburh' 'bani Verditius;
Player: Andronicus
Affiliation: Council Mage (Order of Hermes)
Hermetic House: The Most Noble House Verditius
Avatar:
Demeanor: Hermetic Deviant (Shatter Boundaries; Perversion) Not a chantry brat anymore.
Nature: Survivor (Perseverance; Lack of Trust) Whatever it takes at whoever it costs.
Arete: 3
Willpower: 5/5 (Always roll full WP unless the WP track is completely empty)
Quint: 4/4 + 0 (Overcharge)

Avatar [1][1][1][0] + Parma Magica [0][0][0][0] + Free Quint [0][0][0][0][0][0][0][0][0][0][0][0] + Paradox

Initiative: 0
Paradox: 0
Chantry Affiliations:

Health:

Bruised (-0) [ ]
Hurt (-1) [ ]
Injured (-1) [ ]
Wounded (-2) [ ]
Mauled (-2) [ ]
Crippled (-5) [ ]
Incapacitated [ ]

Attributes [

Physical [32]
Strength: 2 [4]
Dexterity: 4 (Lightning Reflexes) [24]
Stamina: 2 [4]
Social [56]
Charisma: 2 [4]
Manipulation: 5 (Persuasive) [40]
Appearance: 3 [12]
Mental [24]
Perception: 1 (She wears glasses for a reason)
Intelligence: 3 [12]
Wits: 3 [12]

Abilities [80 xp + 9]

Alertness: 0
Awareness: 0
Meditation: 1 [3]
Athletics:0
Brawl:
Dodge: 2 [5]
Intimidation:
Subterfuge: 3 [9]
Linguistics: 1 (English, School French) [3]
Disguise: 3 [9]
Fast-Draw:
Firearms:
Melee: 3 [9]
Stealth: 2 [5]
Jury-Rig: 1 [3]
Technology: 1 [3]
Science (Chemistry): 2 [3]
Law:
Occult: 2 [5]
High Ritual: 3 [9]
Academics (Cosmology): 3 [5 XP]
Academics (Enochian): 4 [8 XP]
Lore (Infernalism): 1 [2 XP]
Craft (Occult): 4 [8 XP]


Backgrounds and Merits

Backgrounds [21]

Arcane: 4 (12 xp)
Avatar: 3 (9 xp)
Legend: 0
Allows overcharging. 3 quint per success. 1 quint if you use it in some situation where you're not really being legendary. 5 if you use it in the middle of some INCREDIBLY LEGENDAY moment
Resources: 0 (Inheritance trust)

Merits and Flaws

Amnesia [+6 xp] May set aside two to five (6 to 15 XP) pts of flaws for use of the ST; however the ST gets one pt less to assign to flaws.
+12xp from Amnesia-flaws (Or four points)


Primal Marks (+2 pt Flaw): Irish Witch
Dark Fate: Battle of Camlann?

Freebie [60]

20 FB Spheres
High Ritual 3 (9)


Ars Hermetici

Spheres [65+20]

The Foundation, Modus: ***

Ars Animae (The Refining Fire):
Ars Conjunctionis (Similitude): 2 [10+8]
Ars Essentiae (The Gateway): 2 [10+8]
Ars Fati (Venom): 0
Ars Manium (The Pharaoh's Army):
Ars Materiae (Clay): 3 [10+7+14]
Ars Mentis (The Watcher):
Ars Temporia (All Men Know): 0
Ars Vis (The South): 2 [10+8]

Paradigm

Ars Hermetici Stang

Everything has a True Name. By commanding the True Name one has Power. Words, especially the magickal language Enochian, Forms, and Gestures have three-fold significance which can be manipulated through Reason. These all exist in order to manipulate/command the Great Forces of the universe and form the basis of Hermetic Thaumaturgy. And beyond this is the knowledge that the Magus IS Magick, that the Wonders worked by the Mage come from within.

Word: Gevurah, strength, power, severity and the judgment.

Root Styles

Goetia, precision of instruments and rites.
Theurgia, the symbolic union with the divine.
Magia, willing Change through personal thaumaturgy. Only Ars Animae has reached this last state.

Sealing

Step 1: Make a Pentagram (Seals of Solomon) or/and Magic Circle.
Step 2: Ritual incantation
Step 3: Inscribe Enochnian or Paracelsian dweomer
Step 4: Final incantation

Wonder-Making

Enochian calligraphy. (Dex+Enochian)

General Foci: Enochian invocations, Runes (Enochian) to write changes with, Sympathetic Laws (Essences; take the strength of something, use something of it etc), Geometric Designs, sometimes themed with Ma'at. Theurgy, power over and of the godforms. Anything that reflects a universal divine order/harmony. "Cutting" towards the truth, etc. German and Nordic mythology and occult favoured. Blood, as a conductor of life and ones own essence. Mirrors. Enochian calligraphy.
Ars Animae: Drawn pentagram, or words of power. Ankh's. Staff or wand of certain woods. Azrael, the Angel of Death, as the Word. Owl-feathers. The numbers 3 and 11.
Ars Essentiae: The Iron Key of the Elements. Iron. Smoke, fire. Swords. Runes; Mars. The number 8.
Ars Manium: Hood, black eyebands, spirit pentacles. The number 5 and 6. The names of Odin [1], the All-Father. Oski, God of Wishes, and so on.
Ars Mentis : Runic or adorned swords. Crowns, circlets. Unbroken circles. Diamond, silver, mirrors. Unique for Ars Mentis via Sword Forms. The key element is truth and the cutting towards it. The number 14. Kether.
Ars Vis: Tree of Life, Liquids prepared or not to represent the flow of magick (Waters of Magic/Life), geometric designs, or sword forms (which are akin to the Forms of Truth). Gold, sun-imagery. The Chalice is the primary Tool for Ars Vis, or rather the act of pouring or filling which represent the Waters of Life. The number 1.

Used Foci
Noetung, Enochian Rune-Sword. Draws upon the Legend of Siegfried. Also Unique foci. Also a talismen. For Ars Mentis. The most important Foci.
Glasses, adorned with pentegrams. Used to chase down Westin. For Ars Mentis.
Iron Key, old and slightly rusted. Invested with arcane meaning and essence. For Ars Essentiae.
Owl-feather quill

Rotes

Hermetic Mercury Matter 3, Prime 2.

Hawsie summons a bodysuit/armoured covering of hermetic mercury around her entire form granting protection from those foolish to attack.

Inventory

Magickal Panoply

Regular Weapons

Glock-17 (Hit Difficulty: 7, Dmg: 4, Range:20, Rate:4, Clip:17+1)


Fashionables

SF0 Bodyarmor
"Friday" suit. Skintight silver catsuit. Worn under the clothes more often then not. 3d Soak, no penalty. (Cost 10 tass)

Misc

Experience

Possible Plans

Life Lessons

Probably not a Lasombra. Probably.
Another possibility.

Wondermaking

ARTIFACT Dragonash Wand (2pts)

Correspondence 1 (Never misses! -3 difficulty to aim) Continuous



6 points (Arete 6, 25 quint)
2 points (-3 damage, diff)
1 Point (Corre 4/Entropy 1) *free sphere
3 Points Kagutsuchi (Forces 5/Prime 2/Corr)
2 Points (+d3 damage)
2 Points (Permanent, prime 2 Enchant Weapon)
-2 "whenever drawn it must kill someone in the same scene or the wielder takes 1 unsoakable agg" Flaw