| Player: |
Thoon |
Virtue: |
Justice |
| Age: |
25 |
Vice: |
Pride |
| Concept: |
Rin Tohsaka |
Path: |
Obrimos |
| Chronicle: |
The Body Snatcher |
Order: |
The Adamantine Arrow |
Attributes:
| Tertiary: |
Secondary: |
Primary: |
| Mental |
Physical |
Social |
| Intelligence: |
2 |
Strength: |
2 |
Presence: |
2 |
| Wits: |
3 |
Dexterity: |
3 |
Manipulation: |
3 |
| Resolve: |
2 |
Stamina: |
2 |
Composure: |
3 |
Skills:
| 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 |
Specialties:
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 |
| Derangements: |
|
| Merits |
| Familiar |
4 |
| Gnosis 2 |
3 |
| Hallow 2 |
6 exp |
| Sanctum 2 |
6 exp |
| Fame 1 |
2 exp |
Magic:
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
Supernal Vision (Prime •)
The mage gains the Mage Sight (see “Mage Sight,” p. 110). This is the most potent of the resonance-detecting senses and the Storyteller should be lavish with its details, explaining intricacies of any given source of resonance that would likely be invisible to one using another Arcanum. Some details, however, are best analyzed with other Arcana (in the way that Matter is best suited to “thick” or “ponderous” resonances), or better still in conjunction with Prime. Many mages describe this sense as sight, though
some claim to “smell” or “taste” lingering sorcery on a person or place. Others simply speak of a sixth sense or other esoteric perception that defies ordinary categorization.
Practice: Unveiling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
See “Resonance,” pp. 277-280, for rules on scrutinizing magic with this spell. A +1 dice bonus is gained on perception and scrutiny rolls to sense Awakened magic of any kind, as well as for detecting Mana, tass, enchanted items and Hallows. If the source of mystic power is concealed, the mage’s successes must exceed the Potency of the magic used to conceal the source. In addition, the mage concentrates
(an instant action during which he can move only his Speed and loses his Defense) to read a person’s aura to determine her nature (see “Aura Signifiers,” p. 206), but not her mental or emotional condition (which requires the Mind 1 “Aura Perception” spell, p. 205; adding Mind 1 to the casting of Supernal Vision allows the perception of both mental state and nature).
Mysterium Rote: Eye of the Magus
Dice Pool: Wits + Occult + Prime
Uncovering the hidden knowledge of the Awakened involves far more than the five mundane senses. Willworkers of the Mysterium use this magic to attune themselves to virtually any sort of paranormal phenomenon, detecting the presence of mystic artifacts and unseen spells. The mages of the Silver Ladder use this rote to discern the intricacies of nearby magical phenomena. After all, a diplomat from another Consilium carrying a small item heavily enchanted with potent Death magics may, in fact, be an assassin
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
Celestial Fire (Prime •••)
The mage manifests celestial fire.
Practice: Fraying
Action: Instant and aimed
Duration: Lasting
Aspect: Vulgar
Cost: None
The mage flings a ball of glowing, fiery energy at a target. This projectile is large enough that targets gain their Defense against it. One point of bashing damage is inflicted per success. (Note that “celestial fire” is not the same thing as mundane fire; vampires are not especially susceptible to it and it does not induce Rötschreck.) This spell affects beings or objects in the Twilight state (although the mage needs “Supernal Vision,” p. 221, or some other magical sense that allows him to see Twilight beings to be able to target such creatures, or else he fires blind). With Prime 4, damage is lethal and the mage can choose to directly attack a target’s Pattern instead of casting it as an aimed spell (the target resists, subtracting Stamina from the caster’s roll). With Prime 5, one Mana can be spent to make the damage aggravated.
Adamantine Arrow Rote: Bolt of Heaven
Dice Pool: Dexterity + Occult + Prime
A brutal and straightforward assault, this rote is used by Arrow mages to strike down their enemies, corporeal or otherwise, to destroy arms and armor, or to breach defenses. Perhaps one of the most efficient weapons in the Awakened arsenal, this rote sees use by members of all orders.
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
Channel Mana (Prime •••)
The mage can channel Mana from a Hallow without need of an hour-long oblation (see p. 77), or he can take it from tass or an enchanted item.
Practice: Weaving
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: None
Each success allows the mage to channel one Mana point from a source to his own Mana pool, up to a maximum of his Prime dots. The mage must touch the source (with Prime 4, he can channel within
sensory range, and with Prime 5 he can use Space 2 for sympathetic range). Tass can be drawn upon for its Mana with this spell, meaning that it can potentially serve as a form of currency. The mage must touch the tass to channel from it (with Prime 4, he can channel from it at sensory range). For each point
of Mana siphoned out of tass, subtract one point from the tass’ Mana and its Structure. If it is siphoned to zero Mana or Structure, the tass collapses back into the Tapestry. See “Create Tass,” below, for more information. An enchanted item that holds its own Mana stores (such as certain imbued items and Artifacts) can also be channeled. The subject must be touched, and one Mana is channeled per a success, up to a maximum of the caster’s Prime dots.
Free Council Rote: Feedback
Dice Pool: Wits + Occult + Prime
Free Council mages often see use of this rote as nothing more than returning the energy bound up in physical form into the Tapestry, and some point to Einsteinian physics to explain the process. Silver Ladder willworkers view use of this magic (Manipulation + Occult + Prime) as their rightful due, the bounty owed a leader.
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
Create Tass (Prime •••)
The mage creates tass, solidified Mana. Tass can look like anything: a rock, a hammer, a table or even a car or a dog. (If it manifests as a seemingly living creature, the tass sits, inanimate, in CHAPTER THREE: MAGIC 225 whatever position it was created until such time as an outside force acts upon it. In other words, the mage could create a tass dog if he really wanted to, and curl it up by his fireplace, but as a lifeless, inanimate thing, it won’t go anywhere or do anything of its own accord.)
Practice: Weaving
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: 1 Mana (minimum)
Successes are allocated between the tass’ Size and Durability. At least one Mana must be channeled into the tass. This Mana can be siphoned out of the tass using the “Channel Mana” spell, above. While the object is real, it does not behave like an object made from the proper materials. In other words, a tass hammer is not as good as a metal one. If this spell is cast as an extended action, an extended Dexterity + Crafts roll can also be made for a mage to create tass that behaves much like its
representative object would. The target number of success is based on the Size and complexity of the object to be crafted (one success for a simple hammer, three successes for a table, five successes for a cushioned recliner chair.). Tass objects inflict only bashing damage, unless carefully crafted with sharp edges (add one success to the extended Crafts roll’s target number per lethal damage modifier). Tass dissolves into the Tapestry at the end of the spell’s Duration.
Free Council Rote: Celestial Sediment
Dice Pool: Resolve + Craft or Occult + Prime
Just as matter and energy are different ends on the same spectrum, so too are raw Mana and manifested tass.
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
Healer’s Trance (Life •)
The mage can discern the state of health of a living being and detect and identify any illnesses.
Practice: Knowing
Action: Extended
Duration: Concentration
Aspect: Covert
Cost: None
Obscure or rare diseases or conditions might levy a dice penalty to the roll (the rare hemorrhagic Ebola virus might be –3). The time per roll is one turn, and the target number depends on the condition of the subject. Only one success is needed to examine a perfectly healthy specimen, but a small cancerous tumor might need five or more successes to detect. The Storyteller should make the roll, so that the
player doesn’t know when his character misses a telling sign of illness.
Guardians of the Veil Rote: Root Out Illness
Dice Pool: Intelligence + Medicine + Life
Guardians occasionally come across strange illnesses in the course of their work, or are forced to quickly diagnose injuries caused by any number of malign entities. Adamantine Arrow mages use this rote for
similar reasons, assessing injuries sustained in the defense of their charges
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
Organic Resilience (Life ••)
The mage can shore up her living Pattern with magic, becoming far more resilient to most forms of attack. While this magic does not defend against any purely psychic forms of harm, or attacks to the mage’s spirit, it does foil (at least partially) everything from edged weapons to blunt trauma to fire or
other forms of energy. This protection usually means increased tissue resilience when cast covertly, which might be noticed with a medical doctor’s examination, assuming the doctor has examined the mage before without the spell’s effect and can note the disparity.
Practice: Shielding
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: 1 Mana (optional)
The mage gains one point of armor per dot he possesses in the Life Arcanum. By spending one Mana, the
Duration can be made to last for one day. Most mages cast such a shielding spell at the beginning of the day, as part of their morning rituals. Successes are used to combat attempts to dispel the shield.
Note that this magical armor does not apply against an opponent’s attempts to achieve a grappling hold on the mage (the Fate, Mind, Space and Time Arcana provide shielding spells to do that). Nor does the spell apply against a grappling opponent’s attempts to overpower the mage. It does, however, protect against attempts to inflict damage upon him (subtract the armor points from any overpower roll that intends to damage the mage or attack him with a drawn weapon).
Guardians of the Veil Rote: Bones of Steel
Dice Pool: Stamina + Athletics + Life
When going into a potentially perilous situation, Guardians with skill in Life magics often make use of this rote, armoring flesh and bone with a preternatural resilience. Some Mysterium mages use a variant rote (Resolve + Athletics + Life) that steels the body with a disciplined mind.
Self-Healing:
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
Self-Healing (Life ••)
The mage can heal herself of injuries
and wounds.
Practice: Ruling
Action: Instant
Duration: Lasting
Aspect: Covert
Cost: 1 Mana
Each success heals one point of bashing or lethal Health damage (the rightmost wound on the Health chart is healed first). This spell can be cast covertly, although Sleepers who witness it need some method of explaining its miraculous effects so the spell won’t seem Improbable; use of medical gear
might be enough to convince them. With Life 3, the mage can heal aggravated wounds, but the spell must be cast with a vulgar aspect.
Adamantine Arrow Rote: Salve the Wounds of Battle
Dice Pool: Dexterity + Medicine + Life
No warrior goes her entire life without a scratch. The mages of the Adamantine Arrow use this rote to mend flesh and bone when skill fails or luck takes a turn for the worse. Such willworkers are careful to grit their teeth through the pain, so that a cursory inspection (and casting) can reveal even grievous hurts (to the eyes of the unenlightened, at any rate) to have been merely “flesh wounds.” Guardians of the Veil who practice such arts often prefer slightly calmer surroundings for their healing magics (Intelligence + Medicine + Life) than the frantic circumstances in which Arrow mages often find themselves.
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
Read Matrices (Forces •)
The mage gains the Mage Sight (see “Mage Sight,” p. 110). He can perceive energy and magical resonance, detecting the presence of all of the universe’s various forms of energy: heat, gravity,
electromagnetism and the like, including the presence or absence of different 164 sorts of radiation, such as x-rays or cosmic radiation, either visually or through tactile perception. An undiscerning mage
might be fairly blinded by the overwhelming variety and sheer quantity of energy that moves around her at all times, unable to process the ever-shifting tapestry of power that is all but invisible to the untrained eye. The mage is also especially aware of resonance’s energetic aspects and flow,
its vibratory frequency and movement.
Practice: Unveiling
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None
See “Resonance,” pp. 277-280, for rules on scrutinizing magic with this spell. When scrutinizing energetic phenomena (like the electromagnetic spectrum), the more invisible that energy is to the naked eye, the more dice penalties the mage suffers.
Spectrum Dice Penalties:
Gamma rays –3
X-rays –2
Ultraviolet rays –1
Visible light 0
Infrared rays –1
Radar –2
Radio, TV –3
Mysterium Rote: The Electric Invisible
Dice Pool: Wits + Occult or Science + Forces
The ancients sometimes buried secrets not in crude etchings on stone and clay, but in the unseen energies of the world. This rote enables a member of the Mysterium to sense such invisible forces for whatever purpose, and to witness their interplay. Members of all orders use this rote to discern the
patterns of energy that move around them, and to detect the presence of forceful or energetic resonance.
Special Qualities:
Mage:
- 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.
Merits:
- 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:
Attacks and number of Die:
- Standard brawling: 1 dice
- Weapons: 5 dice + Equipment Modifiers
- Celestial Fire: 8 Dice
Equipment:
- Magical focus: A fancy ruby necklace, written on the metal back of it is the words "Kyrsten Channing ♡ Carwyn Fletcher."
Resilience:
Health: 7
| Healthy |
Healthy |
Healthy |
Healthy |
Healthy |
Healthy |
Healthy |
Willpower: 5
| Unspent |
Unspent |
Unspent |
Unspent |
Unspent |
Fletcher:
Attributes:
| Tertiary: |
Secondary: |
Primary: |
| Mental |
Physical |
Social |
| Intelligence: |
2 |
Strength: |
3 |
Presence: |
2 |
| Wits: |
2 |
Dexterity: |
2 |
Manipulation: |
3 |
| Resolve: |
2 |
Stamina: |
3 |
Composure: |
2 |
Skills:
| Tertiary: |
Secondary: |
Primary: |
| Mental (-3) |
Physical (-1) |
Social (-1) |
| Academics: |
Untrained |
Athletics |
1 |
Animal Ken |
Untrained |
| Computer |
Untrained |
Brawl |
Untrained |
Empathy |
4 |
| Crafts |
1 |
Drive |
2 |
Expression |
1 |
| Investigation |
Untrained |
Firearms |
Untrained |
Intimidation |
Untrained |
| Medicine |
1 |
Larceny |
Untrained |
Persuasion |
Untrained |
| Occult |
1 |
Stealth |
2 |
Socialize |
Untrained |
| Politics |
Untrained |
Survival |
Untrained |
Streetwise |
Untrained |
| Science |
Untrained |
Weaponry |
4 |
Subterfuge |
1 |
Other Stats:
| Non-Combat: |
Combat |
| Size |
5 |
Initiative |
4 |
| Perception/Surprise |
4 |
Resist Poison/Disease |
4 |
| Speed |
10 |
Defense/Dodge |
2/4 |
| Essence |
10 |
Essence per day: |
1 |
Special Qualities:
Spirit:
- Love manipulation: For one essence, Fletcher can enhance love for a short time and/or for 2, make minor manipulation of it.
- Ban: Figure this out.
Numina:
- Innocuous: Unless he makes himself obvious, there is a -2 penalty for him to be noticed.
- One undetermined other:
Familiar:
- Contract: Fletcher and Kyrsten are empatheticly connected can feel the emotions of each other despite distance, she can also target him with sympathetic magic without penalty.
- Mana Transfer: Fletcher can give essence to Kyrsten which will be turned into mana and she can do the reverse at a 1:1 ratio and is unhindered by distance. The two however do this often, but won't hesitate in an emergency.
Resilience:
Health: 8
| Healthy |
Healthy |
Healthy |
Healthy |
Healthy |
Healthy |
Healthy |
Healthy |
Willpower: 4
| Unspent |
Unspent |
Unspent |
Unspent |
Experience:
XP Spent:
52:
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:
3