Resourceful Vren

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Resourceful Vren
Concept: Social Engineer, Caste: Night
Experience: Total: 3 XP • Unspent: 3 XP
Attributes
Physical: Strength 3, Dexterity 4, Stamina 2
Social: Charisma 2, Manipulation 3, Appearance 2
Mental: Perception 4, Intelligence 4, Wits 3
Abilities
Dawn: Melee 4
Zenith: Integrity 2, Presence 2, Resistance 1
Twilight: Craft(Earth) 4, Craft(Air) 2, Craft(Fire) 2, Craft(Magitech) 2, Lore 2, Occult
Night: Athletics 1, Awareness 1, Larceny 4, Stealth 1
Eclipse: Linguistics 4
Backgrounds
Artifact 3, Artifact 2, Allies (Other) 1, Contacts 2, Influence 1,
Willpower
10dot-5.jpg
Virtues
Compassion: 3 • Conviction: 3 • Temperance: 2 • Valor: 1
Virtue Flaw: Heart of Tears
Intimacies
The Elevators(Pride): 3
The Lord Protector and his government(Vitriol): 3
The Riverside Riots(Guilt): 3
Essence
10dot-3.jpg
Personal Pool: xxx • Peripheral Pool: xxx
Committed Essence: xxx
Anima
Manifestation: xxx
Anima Abilities: xxx
Combat
Join Battle: xxx • Dodge DV: xxx • Parry DV: xxx • Shield: xxx
Soak: xxx • Stunning Threshold: xxx • Knockdown Threshold: xxx
Health Levels: xxx
Attacks
xxx
Social Combat
Join Debate: xxx • Mental Dodge DV: xxx • Read Motivation: Lies xxx, Mood/Intimacy xxx • Hide Motivation: Mood/Lies xxx, Intimacy xxx
Social Attacks
xxx
Charms
Excellencies: Melee Triumphant, Craft Triumphant, Larceny Triumphant, Linguistics Triumphant

Craft: Object Strengthening Touch
Larceny: Flawlessly Impenetrable Disguise, Flawless Pick-pocketing Technique
Linguistics: Letter Within a Letter
Melee: Hungry Tiger Technique, Dipping Swallow Defense
Resistance: Ox Body Technique


Charms

  • Essence Triumphant: 2m/Success; Reflexive; Combo-OK; Instant. Add one success per 2 motes spent to a dice pool using the Excellency's Ability. May not increase successes by more than half the (Attribute + Ability) of the original pool. May also increase static values (including DV), increasing value by +1 per success purchased.
    • Abilities: Craft, Melee, Larceny, Linguistics

Resistance

  • Ox-Body Technique: – ; Permanent; Stackable; Permanent. May purchase once per dot of Resistance. Each purchase provides one of the following: one -0 health level • two -1 health levels • one -1 and two -2 health levels.
    • Purchases (1): -1 + -2 + -2

Socialize

  • Mastery of Small Manners: 1m; Reflexive (Step 1 for attacker, Step 2 for defender); Combo-OK, Social; Until next action. Treat all enemy social groups as one Magnitude lower in rating. Increases effective Appearance by +1. Other characters are more apt to do small favors and provide hospitality. Ensures character understands the basic motivations of everyone present in the scene, as though Solar had rolled three successes on a mundane Investigation roll to estimate each person's motives.

Terrestrial Circle Sorcery

  • Summon Elemental: 10+m. Shaping action takes four hours, during which the spell's cost is committed until the Cast Sorcery action is taken.
    • Choose an elemental, either by name or by type. It appears, and the sorcerer and elemental engage in a contest of wills, rolling (Essence + Willpower); first to gain three more cumulative successes than their opponent wins. (Sorcerer may spend motes beyond base cost of spell; each 5 motes inflicts a -1 cumulative penalty to the spirit during this opposed test.)
    • If the sorcerer wins, the spirit is bound into servitude, exerting unnatural mental influence, with the spirit becoming loyal and serving for a lunar month. May also choose to instead name a single task that the spirit must perform until it is complete or until a year and a day passes.
    • If the spirit wins, the sorcerer may immediately make a reflexive Wits + Occult (Dif 1) test to banish the spirit. If it fails, the spirit is free in that spot to do as it pleases.
    • The spell uses ritual implements and protective sigils. If dispensed with, subtract one success from first roll to bind spirit and two successes from any roll to banish it.
  • Infallible Messenger: 10m. Summons a cherub spirit from Essence and whispers a message of up to five minutes in length. May be a Social attack with a Speed no greater than 5 ticks. Then name and describe a target; the cherub travels from one point in Creation or Yu-Shan nearly instantly, traversing hundreds of miles in an hour and the world in less than a day. Cherub can find the target unless their location is mystically concealed. Message can be enhanced with appropriate social Charms.


Experience

Earned: 3
Attributes (rating x 4) • Ability (3 for 1st; rating x2 after, -1 for Favored/Caste) • Essence (rating x8) • Virtue (rating x3) • Willpower (rating x2) • Specialty (3) • Charm (10, 8 for Favored/Caste, 16 for non-Solar)

Investments

  • Stamina (3): 0/8
  • Presence (2): 0/2
  • Bureaucracy (3): 0/3
  • Conviction (4): 0/9
  • Bureaucracy Overwhelming: 0/8
  • Taboo Inflicting Diatribe (Socialize): 1/8
  • Peacock Shadow Eyes (spell): 0/8
  • Silent Words of Dreams and Nightmares (spell): 0/8
  • Essence (4): 1/32

Purchased

  • Bureaucracy (2): 1/1