Campaign:Betrayal of the Light/Audrey Krieger

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Basics

Name:Audrey Krieger
Concept:Dragon-Blooded Trainer
Caste:Serenity
Motivation: Make people happy.
Intimacies:
Anima Banner:A brilliant sapphire halo.
Anima Effect:Essence autosuccesses added to Performance checks of self and allies within Essencex10 yards.
Experience: 2 attribute xp left, 3 free form xp left, 5 charm xp.

Background

Appearance

Attributes

Strength     ●●      
Dexterity    ●●●●●
Stamina      ●●

Charisma     ●●●●●
Manipulation ●●
Appearance   ●●●●●

Perception   ●●
Intelligence ●●●●●
Wits         ●●●


Abilities

Craft (Air) ●●●●●
Craft (Fate)●●●●●
Dodge       ●●●●●
Linguistics ●●●●●
Performance ●●●●●
Socialize   ●●●
Resistance  
Ride        
Sail
Survival
Thrown
Archery
Athletics   ●●
Melee       
Presence    ●●
War         
Investigation
Larceny
Lore         ●●●
Occult       ●●
Stealth      ●●
Awareness    ●●
Bureaucracy  ●●
Integrity    ●
Martial Arts ●●●●● + ●●● unarmored
Medicine     ●●

Backgrounds

Acquaintances ●●●
A close-knit group welcomes her as warmly as they do their own. +3 concurrent astrology effects.
Henchmen ●●●●●
10 young combat-oriented dragon blooded.
Manse ●●●●●
1 level 5 manse, 1 level 4 manse, 1 level 1 manse.
Retainers ●●●●●
9 noncombative dragon blooded.
Salary ●●●●●

Charms

  • Absence: 2m reflexive. Ignore all penalties to DV for a single action. DV is still 0 against an undodgeable attack, however.
  • Duck Fate: 10m reflexive. Roll Dex+Dodge against a difficulty of the Essence of an attack or harmful effect.
  • Mending Warped Designs:
  • Elemental-Vision: No one cares.
  • World-Shaping Artistic Visionx3: Permanent, -3 to target number to craft fate while in cities.
  • Second Craft Excellency: 2m per essence to buy that many automatic successes to Craft rolls.
  • Fateful Craft Excellency: 3m1wp, turn all craft dice into automatic successes.
  • Excellent Implementation of Objectives:
  • Predestined Delivery Shaping:
  • Destiny-Knitting Entanglement:
  • Avoidance Kata: 2m reflexive illusion. Within her the first two actions of a combat, she may decide she'd rather be somewhere else, and vanish and reappear elsewhere. Observers must pay 2wp or else believe that person was never there.
  • Sifu's Useful Fingers: 1m simple, indefinite. Make someone a Shadow Finger, giving +1 MA dot and +(sidereal's MA rating) to MDV. Can maintain up to Essence x2 shadow fingers at once. If they are attacked anywhere in the world, you'll know.
  • Lotus Eye Tactics: 1m or 3m reflexive and indefinite, it is Obvious to the sidereal when an individual has MA (or combat skills, for 3m) equal to or higher than her own.
  • Methodology of Secrets: 5m, get 3 specialty dots until next time she sleeps. Also, can be applied to astrology, in which case it applies to all involved rolls.
  • Trouble Reduction Strategy: 5m simple (compassion), select a number of allies with total essence = own. Can then use any desired dodge charms on their behalf.
  • Lion Mouse Stratagem: 3m reflexive. -3 external penalty on attempts to gauge her nature and skill, and +(Essence) to rolls to re-establish surprise. Unnatural mental influence costing 2 wp to resist for one scene.
  • Throne Shadow Form: 5m, simple, form-type. All shadow fingers within dex*3 yards are protecting her with a Defend Other action at all times. May launch coordinated attacks with shadow fingers, always diff 1, and may strike dematerialized spirits.

Combos

  • One Handed Work Technique: 2nd excellency, Fateful Craft Excellency.
  • Bewildering Inspiration Ramble: 2nd excellency, Fateful Craft Excellency.

Charms to be Purchased Soon

  • Shadow Lost in the Court: 3m, 1wp, supplemental. Enhances an attempt to re-establish surprise in a crowd (20 people or 2 shadow fingers), producing a -2 external penalty on attempts to spot the Sidereal.
  • Pneuma-Sealing Strike: 4m, reflexive. Supplements an unarmed MA attack, and if it hits, their breath is sealed, and they begin suffocating. They may make Str+Ath every 30 seconds at a diff of the MA's Essence rating. Until this happens, there's a -2 internal penalty to actions.
  • Deadliest of All Weapons: 3m, reflexive. Inflicts a (Special/one hour, 5, -/- -1) poison that causes the victim to be forced to tell the truth.
  • Clear Eyes Defense: 4m, 1wp, reflexive, one scene, counterattack. May counterattack whenever any who attempt unnatural mental influence. If it hits, it perfectly negates the unnatural mental influence.
  • Welcoming the Uninvited Guest: 3m, simple, speed 3. Disrupts stealth within MAx10 yards, unless they beat the sid's attack roll sux on a dex+stealth roll.
  • Finger-Stealing Handshake: 5m, 1wp. Simple, servitude, one scene. Roll Cha+MA vs the highest MDV of any hostile extra; if successful, Essx2 extras switch side and obey the sidereal, and count as shadow fingers until end of scene. Costs 3wp to resist. At Ess4+, works vs mindless automatons, though they add their master's Essence to their MDV.

Colleges

  • The Musician: ●●●●●
  • The Crow:
  • The Sorcerer:

Current Astrological Effects

  • Artless Prodigy Blessing of the Musician, Sorcerer, and Crow: Apply a -3 to target number, or +3 to DV. These are three separate ascending destinies, applied separately and maintained by three separate intelligent, cunning pattern spiders, who have such as their sole duty. The effects trigger on any actions that are according to her plans, that she has approved of (or was benignly apathetic about), or that she, in the opinion of the pattern spiders, seemingly would express approval of. These three destinies, which required approximately 8 subjective years to create, are designed to last unto the 100th generation and endure for 2000 years. They affect all of Audrey's celestial circle-mates, plus 113 dragon-blooded (which includes all of the direct henchmen and retainers of PCs in the chronicle), plus an astrological direction corresponding to the Wyld beyond the Western Elemental Pole, also known as the Wyld Wyld West. Within Creation such an astrological working is impossible, but as nearly everything in the Wyld is outside of fate, there is little Essence Burden to deal with. In addition, successive generations of Dragon-Blooded within the Wyld West will be born with the blessing affecting them to some degree, as they begin their lives as Essence 1 children. However, the first-generation dragon blooded will only receive 2 iteration of this destiny, and the second-generation ones will only receive 1.

Essence

Essence: ●●●●
Regeneration: 4(8 when resting)/hour
Personal Essence Pool: 11
Peripheral Essence Pool: 32
Committed Essence: 0

Willpower

Willpower: ●●●●●
Temporary: □□□□□

Virtues

Virtues:

  • Compassion ●●●●●
  • Conviction ●●●
  • Temperance ●●●
  • Valor ●●●

Primary Virtue:Compassion
Flawed Fate:Serenity
Limit: □□□□□ □□□□□
Paradox: xxxxx □□□□□


Combat

Dodge DV:6
Dodge MDV:8
Soak: 1B/0L/0A
Pierced: 1B/0L/0A
Hardness: 0B/0L/0A

Attacks