Kassandra/Character Sheet

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Path: Obrimos Order: Free Council
Virtue Charity Vice Hedonist/Cautious
Obsessions: Figure out who is calling me
Aspirations: Be overwhelmed by dreams, Get work from Laura Fox PI, Find out what is going on in my soul
Conditions: Drunk
Attributes
Mental: Intelligence 2, Wits 4, Resolve 2
Physical: Strength 1, Dexterity 4, Stamina 2
Social: Presence 3, Manipulation 2, Composure 3
Skills
Mental: Crafts 1, Investigation 1, Occult (mythology) 3
Physical: Athletics 1,Firearms 1, Larceny (sleight of hand) 3, Stealth 2
Social: Empathy 3, Expression 1, Persuasion (bars) 2, Socialise 2, Streetwise 2, Subterfuge 1
Other Traits
Merits: Barfly, Contacts (nightlife, students), Dream 1, High Speech, Keen Periphery, Professional Training (bartender – Empathy, Socialise) 1, Sleight of Hand, Status (Free Council) 1, Vice Ridden
Arcana: Forces 2, Prime 3, Spirit 1
Attainments: Counterspell (Forces, Prime, Spirit), Mage Armour (Forces, Prime), Precise Force, Targeted Summoning (Prime), Universal Counterspell
Advantages
Gnosis: 1 Mana: 10 (1/turn)
Health 7 Willpower: 5 Wisdom: 7
Combat
Size: 5 Speed: 10 Initiative: +7
Defence: 5 Armour: 2 (Forces armour)

XP: 0 spent; Unspent: 3 mundane, 2 arcane

Attainments

  • Counterspell (Forces, Prime, Spirit): Can counter a spell that uses one of the selected arcana while it is being cast.
  • Mage Armour (Forces, Prime) Spend 1 mana as a reflexive action to gain the benefits of a Mage Armour for a scene. Remains active even if she falls unconscious. Can only benefit from one armour at a time, but can change between arcana by spending 1 mana as a reflexive action.
    • Forces Armour: Apply Forces as general armour against all damaging physical attacks and the automatic damage from electricity and fire. No effect on mental or psychic attacks.
    • Prime Armour: Reduce damage from all wholly supernatural attacks by Prime eg. a damaging spell or bolt of energy, but not supernatural claws.
  • Precise Force: Spend a full turn studying an object or target to augment any subsequent physical attack or spell that uses a projectile against that target. Against inanimate object, bypass 2 points of Durability and deal +2 Structure damage on a hit. Against an armoured target, bypass and destroy 1/1 Armour. Does not work on a target moving faster than walking pace.
  • Targeted Summoning (Prime): Can spend 1 mana when summoning a Supernal being to add greater specificity in the type of being sought.
  • Universal Counterspell: Can use Counterspell on any Awakened spell.

Rotes

  • Control Electricity (Ruling Forces; Crafts): Control or diminish the flow of electricity; cannot increase current without a device capable of generating it. This can direct how electricity flows around circuits, cause it to arc to harm a target. This deals damage as the standard electricity rules and likely burns out the device unless it is built to withstand intense power fluctuations. Each level pf Potency enables control of one line of power, or may diminish the level of power by Potency (see MtAw2e, pg. 146 for levels of power).
  • Pierce Deception (Unveiling Prime; Occult): Subject of the spell automatically recognise all mundane falsehoods as untruths, and provokes a Clash of Wills against any magical illusions or deceptions. Only reveals "active" falsehoods.
    • +1 Reach: Subject also gains some symbolic sense of what the actual truth is.
  • Words of Truth (Ruling Prime; Expression; Withstood by Composure): When speaking words that are objectively truth and that she knows to be true, all subjects of the spell can hear and understand her clearly, regardless of distance, noise or language barrier. Further, they also know, on a soul-deep level, that what she is saying is true. This does not compel the subjects to act on this information but ignoring it or refuting it may be grounds for a Breaking Point. In a Social Manoeuvring action, this may remove one Door or improve the impression level by one step per Potency.
    • +1 Reach: Listeners that go along with what the caster says gain the Inspired condition. Those that go against it gain the Guilty condition

Praxes

  • Know Spirit (Knowing Spirit; Withstood by Rank): Gain information about a spirit, gaining 1 piece of information per Potency. Can learn name, Rank, Manifestations, Numina, Influences, and Ban or Bane.

Merits

  • Barfly: Any roll to identify her as an outsider at a social function is penalised by Socialise ranks.
  • Dream: Can enter her own dreams without a meditation roll, and has prescient dreams. Each chapter, can ask the Storyteller one Yes-or-No question about a chosen topic per dots in Dream.
  • Keen Periphery: When sensing an effect via Peripheral Mage Sight, also senses the Arcanum under whose purview the effect falls.
  • Professional Training (bartender – Empathy, Socialise)
    • Networking: Gain 2 dots of contacts in fields relating to chosen field.
  • Sleight of Hand: Can take a Larceny-based instant action reflexively once per turn. Her Larceny actions go unnoticed unless someone is trying specifically to catch her.
  • Vice Ridden: Has two Vices, though can only regain one Willpower per scene through indulging a vice.