AlsaceAndLorraine/TheCravenWithBloodstainedSkirts
Character Sheet
Title: The Craven With Bloostained Skirts; The Burnt Sorceress With Rotting Feathers (former)
Caste: Daybreak
Anima: A pure white crane which rots and dies
Nature: Follower
Concept: Coward
XP Left/Total: 45/84
Attributes
- Strength: ☻oooo Charisma: ☻☻ooo Perception: ☻☻☻☻o
- Dexterity: ☻☻☻☻o Manipulation: ☻☻☻oo Intelligence: ☻☻☻☻☻
- Stamina: ☻☻ooo Appearance: ☻☻☻☻o Wits: ☻☻ooo
Abilities (Favored/Caste Abilties are named in bold
- Archery: ooooo Endurance: ☻oooo Craft: ☻☻☻☻☻
- Brawl: ☻☻☻☻o Performance: ☻☻☻☻o Investigation: ☻oooo
- Martial Arts: ooooo Presence: ☻☻☻oo Lore: ☻☻☻oo
- Melee: ☻☻☻oo Resistance: ooooo Medicine: ☻☻☻☻o
- Thrown: ooooo Survival: ooooo Occult: ☻☻☻☻☻
- Athletics: ooooo Bureaucracy: ooooo Occult:Necromancy ☻☻☻
- Awareness: ooooo Linguistics: ☻oooo Brawl:In Warstriders☻
- Dodge: ooooo Ride: ooooo
- Larceny: ooooo Sail: ooooo
- Stealth: ooooo Socialize: ooooo
Backgrounds
Abyssal Command ☻☻ooo
Allies ☻oooo
Artifacts ☻☻ooo
Liege ☻☻☻☻o
Manse ☻oooo
Necromancy ☻☻☻☻☻
Underworld Manse ☻oooo
Virtues
- Compassion: ☻☻☻oo Conviction: ☻☻oo
- Temperance: ☻☻☻oo Valor: ☻oooo
Resonance: 3 / 10 (-2 to Social Rolls)
Willpower: ☻☻☻☻☻☻oooo
Essence: ☻☻☻☻oo
Essence Pool: 18 Personal / 43 Peripheral
Health
- □ -0
- □□□ -1
- □□ -2
- □□ -2
- □ -4
- □ Incap
Charms
- Brawl
- Dead Man's Grasp
- Inescapable Iron Grip
- Owl Seizes the Mouse
- Melee
- Elegant Flowing Deflection
- Endurance
- Ox-Body Technique (1x-1, 2x -2)
- Occcult
- Shadowlands Circle Necromancy
- Labyrinth Circle Necromancy
- Performance
- Haunting Inflection Trick
- Medicine
- Flesh-Mending Discipline
- Craft
- Flaw-Finding Scruitny
- Decay Resistance Preparation
- Bone Graft Technique
Spells
- Shadowlands Circle
- Flesh-Sloughing Wave
- Summon Ghost
- Labyrinth Circle
- Rattled Bones of War
- Onyx Reanimation
- Arisen Legion
- Infinite Footsteps
- Onyx Countermagic
- Links Born of Tumult
- Ivory Razor Forest
Combat Statistics
- In Warstrider
- Speed Accuracy Damage Defense Rate
- Smashfist: 12 11 20L 11 5
- Kick: 6 8 17L 8 2
- Clinch: 6 9 0L 9 1
- Soak: 20L/20B/20A Hardness: 10 Dodge Pool: 2
- In Her Own Flesh
- Speed Accuracy Damage Defense Rate
- Punch: 6 9 1B 10 5
- Kick: 3 9 4B 5 3
- Clinch: 6 8 0B 8 1
- Scalpel: 6 8 3L 5 4
- Soak: 1L/2B Dodge Pool: 8
- In Her Shadow
- Speed Accuracy Damage Defense Rate
- Claws: 11 11 21L 12 5
- Kick: 8 11 12B 7 3
- Clinch: 11 10 0L 10 1
- Soak: 5L/5B Dodge Pool: 10 Health Levels: 3x-0 6x-1 8x-2 1x-4 Incap
Equipment and Artifacts
- Essence-Scrying Visor
- Emerald Sorcery Capturing Cord
- Collar of Dawn's Cleansing Light
- Miscellaneous Necromantic and Medicinal Tools
History
They tied her up to a stake and lit her on fire. She was accused of graverobbing. She was tried, and conviced, and guilty. It was justice; who knew how many hungry ghosts her experiments had stirred up? The Craven was the daughter of local gentility, the sister of an Immaculate monk, but it was not enough to save her when her curiosity lead her to attempts to understand the nature of death, which lead her to the graveyard. She was bright and beautiful and inquisitive, and most of all, bold.
No more.
Now she is always afraid. She creeps through the shadowy halls of her master, and trembles when her fellow Abyssal are near. She hates herself, to be so weak, but she cannot help it. Fear rules her, informs her every movement, her every breath..
The Deathlord came to her as she screamed at the pyre, and that first time, she did not fear it. But she was terrified to die, and so she accepted what it offered, and slew all those who sought to slay her. She regretted that, later.
She's a prodigy of necromancy. She has a supernatural understanding of oblivion-tainted essence, of bones and rotted flesh and how they might be woven together. She is her master's best necromancer, its best bonecrafter, and this makes her valuable. The warmachines she creates are her closest friends, and she talks and croons to them as they come together under her hands.
Once a week, she must climb the stair to its tower, and answers its questions, shivering, or sing it a song, or only sit there and watch as the Deathlord conducts its business . She lives in dread of this interview. She does not know why the Deathlord demands it of her.
She hates deeply. She hates her fellow Abyssals, and the Malfeans, and the tainted essence which runs so smoothly according to her will, and she hates the Deathlord most of all, but not more deeply than she fears it.
She knows what her master, and /its/ master, have planned for Creation, and she hates it, but she has not the courage to stand against it. And so she is instead an accomplice in the murder of a world...
Followers
Elephant and Snakechaser are ghosts, and the Craven's bodyguard. They dog her every step. The Craven is certain they are the Deathlord's spies. They are, to all appearances, identical.
The Craven also has a posse of mortal mercenaries known as the Bone Gang at her disposal; they are a group of thrillseeking mercenaries paid handsomely by the Walker for their services. They're hunters renowned for their taste for large prey, and the Craven uses them as graverobbers and behemoth-hunters when she gets low on bones and meat, or she needs something very particular. Their leader, Violet Pree, is a refined-looking woman who hails from Great Forks; she's a superior archer, a dashing adventurer, and as arrogant and contemptuous as they come. She has difficulty hiding her contempt for the Craven. They occasionally act as bodyguards as well.
Enemy
When her brother was fourteen years old, he Exalted as a Water-Aspected Dragonblood. The Craven was close to him, and secretly jealous, but she said her farewells to him with a clear heart. When he returned, he was an Immaculate. He awed her, which she hid with ribald jokes. He didn't laugh. He had changed, grown stern and cold, and he spoke contemptuously of her experiments with thaumaturgy. They were against the rules. She was angry, for wasn't his own visits home against the rules?
They pitted themselves into two opposing camps, quarreling bitterly about Immaculate doctrine. Again and again they went at it, and over the course of the scattered moments stolen to be with his family, the two forgot their friendship. The Craven delved ever deeper into darker magics, and her brother grew more obstinate and entrenched.
He blames himself for driving her to the Anathema, and would give anything to win her soul's release. He has requested, and been granted, permission to seek out the Anathema posessing his sister and slaying it. He is as much a prodigy of Martial Arts as she is of Necromancy, and he has already mastered Water-Dragon Style.
Manses
- Underworld Manse: the Bonespire
- Bonespire tower is an eerie spire of bone twisting jaggedly into the grey skies of the underworld. The tower is well-appointed, though ::somewhat montonous, as its unknown decorator restricted himself to gray, white, and black. The upper levels of the site house a vast ::necromantic library collected by some now-forgotten Solar in the First Age. The wind shrieks constantly through the many murder-holes, ::rendering it a difficult place to find rest, but constant draft does carry away the stench from the lower levels; the tower rises from a huge, ::squat base of iron and granite, which houses a laboratory, a workshop, and armory of vast undead warmachines. The laboratory smells and ::resembles a slaughterhouse, and the Disciple preserves her privacy: few are willing to hold their noses long enough to venture up to the ::liveable levels of the tower.
- The hearthstone room is the pinnacle of the tower. It is small, cramped, and generates a Gemstone of Surface Thoughts.
- Manse: Sun's Reflection Temple
- In the craggy mountains that border the Walker's shadowland to the south, there is a small, overgrown temple. Once, long ago, there was a ::stone path to it, and it lingers still as chunks of debris strewn the forest, but pilgrims long stopped making the ardurous journey to its ::gates. The temple's white marble is cracked, and a pillar has fallen into the reflective pool in the courtyard, but the abandoned manse still ::functions. A simple gloss above the temple's gate note "Enter All and Live in the Glory of the Sun." The Disciple chanced across it on a ::routine materials-gathering mission, and has kept it secret. It produces a Gem of Water-Walking.
Experience: 45/84
Spent: -5 Brawl 4->5
-8 Charm (Owl Siezes the Mouse) -8 Spell (Links Born of Tumult, p136 B&E) -8 Spell (Ivory Razor Forest, E:A 227) -4 Presence 1->3 -8 Charm (Ox-body)