Kyrsten Channing
Player: Thoon Virtue: Justice
Age: 25 Vice: Pride
Concept: Rin Tohsaka Path: Obrimos
Chronicle: The Body Snatcher Order: The Adamantine Arrow


Tertiary: Secondary: Primary:
Mental Physical Social
Intelligence: 2 Strength: 2 Presence: 2
Wits: 3 Dexterity: 3 Manipulation: 3
Resolve: 2 Stamina: 2 Composure: 3


Tertiary: Secondary: Primary:
Mental (-3) Physical (-1) Social (-1)
Academics: 1 Athletics 2 Animal Ken Untrained
Computer Untrained Brawl Untrained Empathy Untrained
Crafts Untrained Drive Untrained Expression 1
Investigation 2 Firearms 1 Intimidation 3
Medicine 2 Larceny 1 Persuasion 3
Occult 2 Stealth Untrained Socialize 1
Politics 1 Survival Untrained Streetwise 1
Science Untrained Weaponry 3 Subterfuge 2


Merits & Other Stats

Non-Combat: Combat
Size 5 Initiative 6
Perception/Surprise 6 Resist Poison/Disease 4
Speed 10 Defense/Dodge 3/6
Wisdom 7 Mana 7/11
Armor: (Magic) 2 Mana per Turn: 2
Familiar 4
Gnosis 2 3
Hallow 2 6 exp
Sanctum 2 6 exp
Fame 1 2 exp


Prime 3:

Supernal Vision:
Enhanced Mage Sight, it can determine wonderful details of magical effects in the area, and can also focus on certain aspects of auras.
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
Dice Pool: Wits + Occult + Prime: 8

Celestial Fire:
Kyrsten shoots out a focused beam of raw magical energy, not quite fire and not quite light to obliterate her foes. Its nature allows it to even harm foes in twilight. It deals one bashing damage per a success.
Practice: Fraying
Action: Instant and aimed
Duration: Lasting
Aspect: Vulgar
Cost: None
Dice Pool: Dexterity + Occult + Prime: 8

Channel Mana:
Kysten can freely drain energy from an unattended source of energy, this saves her time with her hallow, and is often used to dismantle her conjured equipment.
Practice: Weaving
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: None
Dice Pool: Wits + Occult + Prime: 8

Create Tass:
Kysten can craft many theoretically complicated things out of tass, while they do not last terribly long and are often softer then normal, the sheer amount of options this offers has served her well and she is adapt at the spell. Each success rolled can be allocated to Size or Durability of an object, it can also be cast as an extended action to craft something with detail, if the time is available.
Practice: Weaving
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: 1 Mana (minimum)
Dice Pool: Resolve + Craft or Occult + Prime: 7

Life 2:

Healer's Trance:
Kyrsten can easily root out diseases or injuries that might be afflicting people. It made for a helpful trick to help during med school.
Practice: Knowing
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: None
Dice Pool: Intelligence + Medicine + Life + Rote specialty: 7

Organic Resilience:
One thing that annoyed Kyrsten most during her studies was her parents ideas about 'intelligent design' while the human body was so far from perfect. After her awakening and developing the craft, she managed to strengthen her own form with a few simple improvements on the original design. She gains 2 armor to any purely physical attacks, from knives to fire.
Practice: Shielding
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: 1 Mana (optional)
Dice Pool: Resolve + Athletics + Life + Rote specialty: 8

Even though she's a mage, Kyrsten is only human and can easily get hurt. She is aware of this all too well and worked to learn how she can fix that problem whenever it comes up. She heals one bashing or lethal damage per a success.
Practice: Ruling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
Dice Pool: Dexterity + Medicine + Life + Rote specialty: 8

Forces 1:

Read Matrices:
In learning to manipulate magical energy, she also has gained a magical method of understanding the more mundane forms of energy.
Practice: Unveiling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
Dice Pool: Wits + Occult or Science + Forces: 6

Special Qualities:


  • Unseen Sense (all): Kyrsten feels strange when she is near the supernatural, and is always able to detect supernatural energy in most forms.
  • Bonus resistance: Resolve The nature of the Aether demands a certain level of focus.
  • Rote Specialties: As part of the Adamantine Arrow training, Kyrsten gains a +1 dice bonus on Arcana rotes using Athletics, Intimidation and Medicine.


  • Familiar: Kyrsten has gained herself a powerful embodied familiar, in addition to the complications of living with what seems to be her recently deceased boyfriend and it being a alien minded spirit, it has to spend one essence a day to keep active, Kyrsten's mana can fill in for this, which she uses to keep him on some semblance of a leash. The two of them may also freely trade mana and essence to each other for emergencies.
  • Hallow: Kyrsten maintains a hallow in her home, it slowly generates magic, she routinely drains it dry, so it tends to not form up tass. It provides two mana a day.
  • Sanctum: Kyrsten's old sky rise apartment for two. It's quite roomy however since it was made by and for humans, it lacks real magical or supernatural protection.
  • Fame: It may be better described as infamy, but she has a certain reputation for being a sort of guardian of the city, and a bothersome one at that, she acts sort of like a spider, happily handling vermin that would have caused problems, she gains a +1 on social rolls where this reputation would help, but she's also easier to spot and identify from these acts.


Attacks and number of Die:

  • Standard brawling: 1 dice
  • Weapons: 5 dice + Equipment Modifiers
  • Celestial Fire: 8 Dice


  • Magical focus: A fancy ruby necklace, written on the metal back of it is the words "Kyrsten Channing ♡ Carwyn Fletcher."


Health: 7

Healthy Healthy Healthy Healthy Healthy Healthy Healthy

Willpower: 5

Unspent Unspent Unspent Unspent Unspent



XP Spent:

Investigation 2: 9 exp
Academics: 3 exp
Hallow 2: 6 exp
Sanctum 2: 6 exp
Create Tass: 6 exp
Read Matrices: 2 exp
Healer’s Trance: 2 exp
Organic Resilience: 4 exp
Self-Healing: 4 exp
Supernal Sight: 2 exp
Occult 2: 6 exp
Fame 1: 2 exp

XP Remaining:

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License