Difference between revisions of "TreeOfBounties/SavantTopaz"
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= Savant Topaz = | = Savant Topaz = | ||
− | a God-Blooded character by CrownedSun | + | a God-Blooded character by [[CrownedSun]] |
== History and stuff == | == History and stuff == | ||
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Archery Endurance Craft * | Archery Endurance Craft * | ||
Brawl Performance * Investigation *** | Brawl Performance * Investigation *** | ||
− | Martial Arts Presence /Lore/ **** | + | Martial Arts Presence [[/Lore]]/ **** |
Melee ** Resistance *** Medicine | Melee ** Resistance *** Medicine | ||
Thrown Survival Occult ** | Thrown Survival Occult ** | ||
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COMBAT STATISTICS | COMBAT STATISTICS | ||
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− | Inituative: 4 Soak (L/B): (1/2) Mobility: -0 | + | Inituative: 4 Soak (L[[/B]]): (1/2) Mobility: -0 |
− | ARMOR: None (0/0) w/Armor (n/a) Fatigue: 0 | + | ARMOR: None (0/0) w[[/Armor]] (n/a) Fatigue: 0 |
>>> REST EASE ACTIVE | >>> REST EASE ACTIVE |
Revision as of 09:05, 3 April 2010
Contents
Savant Topaz
a God-Blooded character by CrownedSun
History and stuff
The White Lady holds a special place in the eye of Great Forks, for that city is often held as a place of pleasure and inebriation and she is the Goddess of intoxicants, euphorics and hallucinogens. The temples and shrines dedicated to Burning Feather in Great Forks are many, and she is even said to keep a small sanctum within the city itself -- such rumors, Topaz knows, are in fact true for that is where he grew up along with his siblings Sapphire, Ruby and Lapiz.
Some 30 years ago, their mortal father gained the favor of the White Lady and found his way into her sanctum where he lived out the rest of his days in ease and a constant pleasurable high. From this union, four children were born, each named after a precious jewel after one of the current whims of their mother. The oldest of these was Topaz, and at first he seemed a disappointment to his mother, for he was a somber and unappealing lad. He was little interested in the domain of his mother, and she in turn paid little attention to him, instead lavishing attention and affection on his younger siblings. Instead of learning the proper way to cut drugs, young Topaz learned to read from a servant of his mother, and instead of experiencing the joys of the many pleasurable substances about her sanctum young Topaz learned the ways of reason and logic.
When Topaz turned 15, however, his mother began to pay attention to him -- promising him a number of rare books, if he would assist in balancing the books of one of her godly endeavors. The task was of little personal importance to Topaz, but it offered to him the approval of his mother -- which, like many ignored children, he craved. What followed was a long and maddening cycle of being alternatively ignored and pampered by his mother. The White Lady, after all, is the mistress of addiction and she well understands how the mind works -- making her oldest child, the hardest of her children to 'control', the most desired prize of all. Since she could not addict him to her drugs, she controlled him via his desire for respect and approval from his mother. Since he could not rely on her being maternal and loving to him, he did whatever he could to earn those rare moments.
It was, even Topaz will now admit, a great plan and it worked perfectly. Alternatively loving and hating his mother, he always desires to please him and even now at 28 years of age he still cannot resist her wishes. Even when she tells him that he needs to leave his home and trapise off into the jungle to help some Sidereal Exalted, well away from his comfortable home and typical enviroment, he meekly goes. It would not pay, after all, to disappoint mommy.
the Character Sheet (pending approval)
NAME NATURE "Savant Topaz", of Great Forks Savant CONCEPT HOMELAND Bookish First Age Savant Great Forks, the East HERITAGE BIRTH Divine Shadow (God-Blood) Child of Burning Feather --------------------------------ATTRIBUTES--------------------------------------- PHYSICAL SOCIAL MENTAL Strength 2 Charisma 3 Perception 3 Dexterity 2 Manipulation 3 Intelligence 4 Stamina 2 Appearance 2 Wits 2 --------------------------------ABILITIES---------------------------------------- DAWN ZENITH TWILIGHT Archery Endurance Craft * Brawl Performance * Investigation *** Martial Arts Presence [[/Lore]]/ **** Melee ** Resistance *** Medicine Thrown Survival Occult ** NIGHT ECLIPSE SPECIALITIES Athletics Bureaucracy ** Resistance: Resist Drugs Awareness ** Linguistics *** Investigation: Books Dodge Ride Lore: the First Age, History Larceny Sail Linguistics: Old Realm script Stealth Socialize * Linguistics: Old Realm; Riverspeak, Flametongue, High Realm --------------------------------------------------------------------------------- TEMPERS ESSENCE * VIRTUES --------------------------------------------------------------------------------- Willpower 7 Personal: 22 Compassion ** x x x x x | x x - - - XXXXxx Conviction *** HEROIC? Commited: Temperance *** Yes Pers 6/28 Valor * --------------------------------------------------------------------------------- COMBAT STATISTICS --------------------------------------------------------------------------------- Inituative: 4 Soak (L[[/B]]): (1/2) Mobility: -0 ARMOR: None (0/0) w[[/Armor]] (n/a) Fatigue: 0 >>> REST EASE ACTIVE ESSENCE REGAIN 8/hour 4/hour 0/hour HEALTH LEVELS 0 1 2 4 Incapacitated ((/*xX)) / // // / / --------------------------------------------------------------------------------- PERSONAL WEAPONS --------------------------------------------------------------------------------- WEAPON DAMAGE ACC DEFENSE RATE SPEED Knife 5L (+3L) +2 (6) +1 (5) 7 +2 (6) * On a successful hit, may spend 3 motes to inject an essence poison. Roll Stamina + Essence, difficulty of opponent's Resistance. Each success is a -1 penality due to hallucinations. --------------------------------------------------------------------------------- CHARM DESCRIPTIONS --------------------------------------------------------------------------------- Charms page # type cost (duration) Harrow the Mind pg.291 Simple 10 motes, 1 willpower (one scene) BACKGROUNDS value notes Artifact * a Collar of Dawn's Cleansing Light (Jade), and a Serpent-Fang Dagger. Allies ** You know and are friends with Poaco, though you don't /realize/ that you know him -- having made contact with the fellow under one of his Resplendent Destinies. Contacts ** A fair number of contacts among the Scavenger Lords of the East. This includes a Guild factor that deals in such things, and the leader of a particularly good scavenging company. Savant ** Learning and ancient lore gained by your mother over a long period of service. Resources *** You live an affluent lifestyle, the favored child of a powerful God, half-divine in Great Forks, learned and studied in your chosen field with a lot of experience among the First Age. Inheritance *** You are one of the son's of Burning Feather, the god of drugs and intoxication. Quite unlike your parentage might suggest, you tend to be quite straight-laced and very reliable -- your mother utilizes this a lot, putting you to use as she can. Patron *** You are a favored child of your influential parent, often working in her stead. You can expect to perform a minor task each week and a handful of complicated tasks every year. +6 background points. MERITS & FLAWS Enemy <1pt flaw>; Ruby, your younger sister, who envies your rapport with mother and desires to make things difficult on you. GOD-BLOODED MERITS & FLAWS Longevity (2pt merit); you will live a very very long time. Material Resonance (4pt merit); you can attune to artifacts, manses, etc. Awakened Essence (5pt merit); you have awakened essence, having harnessed your divine heritage. Sanctum's Key (1pt merit); you have free entry into your mother's sanctum in Great Forks.
ARTIFACTS and OTHER GEAR
Collar of Dawn's Cleansing Light; commitment 3: Which doth provide my God-Blooded character with a perpetually clean person, and adds +2 dice to resist poison or disease.
Serpent Fang Dagger; commitment 3: Which doth give my God-Blooded character a pretty Jade dagger.
EQUIPMENT and OTHER GEAR
Comfortable and well-made clothes, a bit of light jewelry, a collection of books in a case, lots of paper, a stylus, collection of quills and a good amount of parchment, a number of weird stuff brought because it might be useful.