Difference between revisions of "Character:De’aneir’a Sera Vestra"

From RPGnet
Jump to: navigation, search
(Night Caste Abilities)
(Eclipse Caste Abilities)
Line 69: Line 69:
 
===Eclipse Caste Abilities===
 
===Eclipse Caste Abilities===
 
* (C) Bureaucracy 4
 
* (C) Bureaucracy 4
* (C) Linguistics 2
+
* (C) Linguistics 3
** Flametongue (Native), Old-Realm, River Speak (Recently learned and not perfect)
+
** Flametongue (Native) Old-Realm, Earthtongue (Learned in the First age), Riverspeak (Recently learned and not perfect)
 
* (C) Ride
 
* (C) Ride
 
* (C) Sail 3
 
* (C) Sail 3

Revision as of 16:10, 8 September 2009

Game: Once More, With Feeling!'.

De’aneir’a Sera Vestra
Caste:' Eclipse
Concept: Charismatic Negotiator as well as a Sorcerer/Engineer of the Lost Age now in the Age of Sorrows!

http://public4.tektek.org/img/av/0909/d06/0031/d35a815.png
De'aneir'a is a young looking woman of six feet. Her southern coffee brown complexion gleams healthily, while red eyes curious look about the world around her. Her outfit, the standard work outfit, is a body suit of reds and golds, covering every inch of curvaceous body, she has a healthy firm body, with large but not so large breasts. Her silky strands of red hair fall down to her waist, a lock is wrapped up in golden bands, at the end. She has a pair of black wings, that are nearly twice her own height, something she has never considered until recently a problem.

Motivation

  • To destroy the forces of the Underworld and force them to Surrender to her

Intimacies

Natural Intimacies

  • The Sky!
  • Sleek and Graceful Flying Machines
  • Infinite Star Saber

Unnatural Intimacies

Anima

  • An angelic set of black feathered wings wrap around De'aneir'a then unfold as sparkling golden outlined black feathers gently fall around her.

Attributes

Physical

  • Strength 3
  • Dexterity 5
  • Stamina 2

Social

  • Charisma 5
  • Manipulation 4
  • Appearance 5 (+4, Infinite Resplendent Amulet)

Mental

  • Perception 5
  • Intelligence 4
  • Wits 3

Abilities

Dawn Caste Abilities

  • (F) Archery 5
  • Martial Arts
  • (F) Melee 3
  • Thrown
  • War

Zenith Caste Abilities

  • (F) Integrity 5
  • (F) Performance 4
  • Presence 3
  • Resistance 2
  • Survival

Twilight Caste Abilities

  • (F) Craft
    • Craft (Air) 2
    • Craft (Fire) 2
    • Craft (Wood) 1
    • Craft (Magitech) 5
  • Investigation 3
  • (F) Lore 5
  • Medicine
  • (F) Occult 5

Night Caste Abilities

  • Athletics 2
  • Awareness 3
  • Dodge 5 (+3 Hearthstone Bracers)
  • Larceny (+2 Infinite Resplendant Amulet)
  • Stealth (+2 Infinite Resplendant Amulet)

Eclipse Caste Abilities

  • (C) Bureaucracy 4
  • (C) Linguistics 3
    • Flametongue (Native) Old-Realm, Earthtongue (Learned in the First age), Riverspeak (Recently learned and not perfect)
  • (C) Ride
  • (C) Sail 3
  • (C) Socialize 5


Backgrounds

Cathedral Factory Syrise

  • Manse 5
    • A Southern Located Manse of Solar Aspect, De'aneir'a's father constructed the place for his daughter. It is here she has everything related to artificial flight, an archive of data crystals keep her information intact, if now quite unused. While it is buried the Factory is unable to send prayers to the sun or recieve blessing for Artifact Creation. The Stone it contains powers the Infinite Star Saber.
    • Stone of Inhuman Beauty (4)- This stone currently helps power the Infinite Star Saber.
    • Manse Powers (10 pts): Hearthstone lvl -1, Maintenance -4 (purification rituals), Cathedral Factory 5 (Altier, Temple, and an Ideal Workshop), Servitor Force 3, Archive 2, Archive 2, Control Center 2, Comfort Zone 1
    • Archive's Data: Skyship Design, Skyship Craft, Training on Essence Weapons, Automaton, Artificial Essence Sentience (Currently stored for use on the Infinite Star Sword, when its perfected that is) The second Archive contains spells gained via I AM when it was functional, from what she got from her mother and some from various other Solar Sorcerers. Celestial and Solar circle heavy, Spell design, Spell and Craft integration, as well the various schools.

Infinite Resplendent Amulet

  • Artifact 4 (Attune 5)
    • This small trinket provides her with her clothes and protection, as well as several other featurs as appropriate to various integrated Magical Materials. Orihalcum (+4 to App), Moonsilver (5L/5B +2 Stealth and Larceny), Starmetal (Elsewhere pockets)

Wings of the Golden Sun

  • Artifact 3- Orichalcum Long Powerbow (Attune 6)
    • This powerbow was granted to her as a present from her mother who had it crafted especially for her.

Infinite Star Saber

  • Artifact 5 (Skyship) Attune 6? (Custom Artifact)
    • The Infinite Star Saber was concieved about the same time as the Five Metal Shrike. Sadly three sorcers were hard on work on the Shrike and its impressive intelligence, De'aneir'a on the other hand was the only one to work on hers. The Knowledge on the Shrike was locked away from prying eyes, and yet De'aneir'a managed the best she could with the Infinite Star Saber. Deep in the Hanger in the Cathedral Factory Syrise, De'aneir'a designed her child as best as she could. She herself conceptualized such items as the Godspear, the Aegis of the Unconquored Sun, the Flight of Shooting Stars, the Grasp of Maidens, and Luna's Magnanimity, though in all respects hers were flawed and incomplete. Only one item has worked on its test and its the Sunlight Drive, a weaker version of the Shrikes Flight of Shooting Stars. Nonetheless, De'aneir'a has carefully crafted the Infinite Star Saber, granting it a weaker and limited form of sentience as well as a smaller less powerful Reactor.
    • The Infinite Star Saber is unlike the Shrike or the Manta class in shape, though sleek and long at nearly 50 yards, the vessel's three hulled shape is impressive on its own. Its essence sail wings unfold from the two side hulls and the back top and bottom of the Essence Engines, these sails glitter with varied colors. The control center sits in the center hull. The center hull has four features, the Control Center, the Habitation Block, the Cargo bay, and the Essence Reactor Core/Engine Block. The two side hulls contain smaller engine blocks and the primary weapons. The entire thing hovers on a cushion of air when on the ground. Its colors are black and red, the red are simple trimmed lines, along the frames of the Wings, and body. The family crest sits upon the sides of the vessel, where the Essence Cannon turrets are affixed. The Infinite Star Saber was built with only some of the Magic Materials, her mother was gracious enough to acquire the Starmetal, it was no trouble to get the Orihalcum, and some one granted her the Moonsilver as a gift. She didn include Jade in some of the structure but without the soulsteel she knew she was missing something. Still the Infinite Star Saber has been operating as it should since its test flight recently.** Currently she has built into archive data crystals, the flawed designs of the System: Autorepair, System: Golden Barrier, System: On the Fly Recharger, as well as the Starlight Cannon, a seperate data crystal holds the data on creating a more sentient, independant AI. The AI has a projection, of that a of woman dressed outfits depending on the situation (in peacetime, a red silk dress that has flowers, in combat, she has celestial battle armor, and a pair of reaver daiklaves... all just a simple glyph projection). She is a pale young woman, with shoulder length black hair, with various blue ends.
    • Operation of the Infinite Star Saber is a simple affair. The Control Center is an armored, enclosed place, where two seats are placed, one at dead center that can move freely to any of the various stations, this seat is for the Primary Piloting position, the second seat is for the co-pilot, this seat doesn't move. Flying is done by two pressure sensitive orbs set in the sides of both chairs. Extending though out the ship, starting from under the heart of the Control Center is the Crystalline System that houses the Ship's limited and child-like sentience. The halls are curved and an armored door sits at the end. There are five large staterooms just beyond the Control Room, a seperate bedroom lies under the Control Bridge, lit by the soft glow of the Crystalline AI. Beyond the Armored door after the Five rooms is the Cargo Bay. The Floor of the Cargo Bay opens in case cargo needs to be dumped quickly, otherwise side doors open to allow loading. Finally beyond the Cargo bay is the Armored and inaccessible to anyone other than the Attuned Pilot(s) this is the Essence Reactor Crystal as well as the powerful Engines. The Sunlight Drive is in here. Access to the two Side Hulls is limited, only crawlspaces from the Cargo Bay leads into those sections, a single crawlway leads towards the satellite engine systems, as well as Essence Cannon Systems. Unfinished Systems lie in here.
    • Speed: 50/100mph (Up to 250 Using its Sunlight Drive this however puts strain on the engine causing damage to the systems and/or Attuned Essence Users)
    • Maneuverability: +5S (Lore 3, Sail 3)
    • Crew 1/2 (Lore 1, Sail 2)
    • Endurance: Requires 1 Level 4+ Hearthstone and 6 committed Motes. Requires Maintenance after 125 hour of operation or takes 1 level of Unsoakable lethal damage.
    • Armor: 20L/40B
    • Health Levels: Ux25, Mx20, Cx10, Ix5/D
    • Weapons: 2 Light Essence Beam Cannon (Speed 5, Accuracy 8, 15L P, Range 500, Rate 5
    • Passengers/Cargo: At least up to 5 comfortably, each of the 5 rooms can theoretically hold 2 people, but it get's tight then. The Cargo bay can hold atleast up to 20 tons of raw materials, or 40 of manufactured items.
    • SPECIAL: De'aneir'a built the Infintite Star Saber knowing some places it was foolish to bring her creation, despite is beauty. So using easy to understand Elsewhere technologies she crafted two Orihalcum bracelets/anklets with starmetal and moonsilver integrated, these items can send the Infinite Star Saber into Elsewhere as well as call it forth. To call it forth requires a simple mental command through the bracelet/anklet (Misc Action). The effect of stashing and calling a 50 yard vehicle to and from Elsewhere is a spectacularly visual thing. The twin bracelest/anklets can also call it from any other place and it will come to the attune pilot that called.
    • Other Notes: The vessel has a password protection system and only allows De'aneir'a control of it. Unless she touches the single entrance hatch it remains closed. This is also true for the second attuned pilot. Several devices are incomplete and require the Manse to be completed. (Future additions, semi-perfect barrier field, Reinforced Engine system, Sunlight Cannon Main Cannon, the Essence Core and Recovery system, and an auto repair feature using the Moonsilver already built in the system.

Tyrise Alayne

  • Ally 3- Sidereal of Secrets (Convention of the South, Independant)
    • During the Usurpation Tyrise killed her husband personally. Long had he started to become warped and cruel and she knew that only she could safely end him without destroying the area around them. Which nearby lay the Manse that her daughter was sealed by the spell Eternal Crystalline Encasement. Now its several hundred years later and the 1000+ year old Sidereal agent has sensed the spell around her daughter released. She has left Yu Shan on a hunt for her daughter to determine if she must be put down or ... protected. Because of this she knows nothing of the affairs currently happening in Yu Shan and they are too busy to recall her.
    • Formerly known as Tyrise Vestra.

Resources 5

Savant 4

  • De'aneir'a was a smart child, and her passion in artificial flight helped propell her in all her studies. She is not a genius by First Age standards, her time to prove this was cut short by the Usurpation. Now however could probably get recognition for her work... if Creation wasn't aligned against the Solars.

Observatory Mask's Glory

Manse 2 (Repairable to 5)

  • Her Mother's Manse in the South, it lies two days south from the Cathedral Manse Syrise. It is an information gather, Astrology observing Observatory. It has an Observatory and a Network Mode, and recently added Essence Vents.
  • Hearthstone: Jewel of Celestial Mandarin (inset in the Bracers) Reduces the Difficulty of all Social rolls in regards to Gods, Elementals, and Demons by 2 to a minimum of 1

Defender Fortress The Unconquored Sun's Sword

Manse 2 (Repairable to 5)

  • Her father's Manse, this once glorious fortress once guarded the area from Fair Folk and other enemies to creation. The City that housed it, the Mask's Glory, and Cathedral Factory Syrise was a once a fine city of art and farming, but once De'aneir'a's father started becoming warped by reasons unknown he started oppressing the poeple in the City. It contains weapons to defend all three Manses, though Mask's Glory and Syrise were equipped with defenses, only this one has managed to keep functioning weapons, though many of them are in disrepair.
  • Hearthstone: Sphere of Courtesan's Constellation (Inset in the Amulet) Brings Appearance to 3 (Though De'aneir'a no longer needs this part) but it also adds to +2 to Performance and +2 Presence
  • These two Manses are only 2 of a set of 5, the other 2 Manses are so far buried and unfound, and De'aneir'a needs funds and teams to help uncover the former First Age City of Excelsior and its remaining Manses.

Orihalcum Hearthstone Bracers

  • Artifact 2 (+3 to Dodge +1m an hour)

Orihalcum Hearthstone Amulet

  • Artifact 1 (+1m an hour)

Charms

Dawn Caste: Archery

  • Essence Arrow Attack -2m Instant/Supplimental- pg 188
    • Dazzling Flare
  • Phantom Arrow Technique -1m per attack- pg 189
  • Summoning the Loyal Bow -1m Indefinate- pg 189
  • Inexhaustible Bolts of Solar Fire -8m 1wp Simple 1 Scene- pg 189

Zenith: Resistance

  • Ox Body tech (2) -1 and -2x2

Twilight Caste: Craft

  • Crack Mending Technique -10m 1wp Supplimental/Instant- pg 212
  • Wonder-Forging Genius (2) -Reduces requirements by 2 for Lore, Occult, Medicine, and Craft for Artifact 5+- Oadenol's Codex pg 29
  • Craftsmen Needs No Tools -7m 1wp Supplimental/Instant- pg 213
  • Words-As-Workshop -16m 2wp Supplimental/Varies- Oadenol's Codex pg 28

Twilight Caste: Occult

  • Terrestrial Circle Sorcery
  • Celestial Circle Sorcery
  • Solar Circle Sorcery
  • Salinian Absorption -White and Black Treatises pg 22-

Twilight Caste: Occult: Terrestrial Circle Sorcery

  • Death of Obsidian Butterflies -15m Core pg 252-
  • Flight of the Brilliant Raptor -10m White and Black Treatises pg 46-
  • Emerald Circle Banishment -10+ White and Black Treatises pg 44-
  • Emerald Countermagic -10/20m Core pg 253-

Twilight Caste: Occult: Celestial Circle Sorcery

  • Demon of the Second Circle -30+ Core pg 255-
  • Mercury's Deliverance -30m White and Black Treatises pg 77-
  • Sapphire Circle Banishment -15+m White and Black Treatises pg 80-
  • Sapphire Countermagic -15/20m Core pg 46-

Twilight Caste: Occult: Solar Circle Sorcery

  • Adamant Circle Banishment -20+ White and Black Treatises pg 87-
  • Demon of the Third Circle -40+ Core pg 256-
  • Cleansing of Solar Fire -50m + 10m per sq mile White and Black Treatises pg 89-
  • Adamant Countermagic -20/25m Core pg 256-

Night Caste: Dodge

  • Shadows Over Water -1m Instant/Reflexive- pg 227
  • Seven Shadows Evasion (Temperance) -3m Instant/Reflexive- pg 227

Eclipse: Socialize

  • Taboo Inflicting Diatribe -3m 1wp Instant/Simple 6 Long Ticks- pg 238
  • Understanding the Court -20m Instant/Simple (Dramatic Action)- pg 239

Essence

  • Permanent Essence: 5
    • Personal Motes: 22 of Twenty-Two
    • Peripheral Motes: 53 of Fifty-Three
  • Committed Motes:
    • 6 motes, Peripheral -- Orichalcum Long Powerbow
    • 5 motes, Peripheral -- Infinite Resplendent Amulet

Willpower

7 of Seven

Virtues

  • Compassion: 3
  • Conviction: 2
  • Temperance: 4
  • Valor: 2

Limit Break

  • Ascetic Drive- After the character’s Limit Breaks, she must seek tranquility and purification through withdrawal and meditation. She immediately turns her back on worldly affairs, however pressing. She can defend herself normally and attack anyone who threatens her, but she cares nothing for her previous plans or allies. The character shows some sign of penitence and retreats somewhere from all worldly concerns. To further withdraw, she might destroy or give away possessions, including artifacts and manses. The character will be uncommunicative if disturbed and will become violent if the disturbance continues.
  • Partial Control: The character needn’t retreat from the world or destroy her possessions, but she cannot accept luxuries such as sleeping indoors or dressing in anything other than the most utilitarian clothes (including armor). She also cannot make small talk or discuss trivial matters and takes no actions to increase her own comfort.
  • Duration: One full day
  • Limit Break Condition: The character is confronted by her own inadequacies or human weakness.
  • Limit 0/7

Equipment

  • Orichalcum Long Powerbow (Speed 6, Accuracy 12, Damage 7L, Rate 3, Range 400)
  • Perfect Straight Sword (Speed 4, Accuracy 11, Damage 8L, PDV 5, Rate 2)
  • Various jewelry
  • And various mundane Items stashed away in her Manse.

Combat Stats

Physical

  • Join Battle 6
  • DDV 9

Soak

  • Charms/Spells: None
  • Unarmoured: 2B/1L
  • Armoured: 7B/6L/5A (Infinite Resplendant Amulet)

Health

  • Charms: 2 Purchases of Ox Body Tech -1 and -2x2s
  • -0 [ ]
  • -1 [ ] [ ] [ ] [ ]
  • -2 [ ] [ ] [ ] [ ] [ ] [ ]
  • -4 [ ]
  • I [ ]
  • D [ ] [ ]

Social

  • Join Debate 6
  • MDDV 9


  • Investigation -Speed 5 ACC 8/7 MPDV 4/4 Rate 2-
  • Performance -Speed 6 ACC 8/7 MPDV 5/4 Rate 1-
  • Presence -Speed 4 ACC 8/7 MPDV 4/4 Rate 2-

Massive

  • Join War 6

History

De’aneir’a was born a very long time ago, in fact in the height of the High First Age she herself watched as the Solars started their spiral into destruction. Then she was a child of a Solar father and a Sidereal Mother, the father controlled a small country in the South and was a heavy supporter of Aerial War Forces. De’aneir’a as a child loved the sky, she had a strange admiration for the Air Folk, she was fascinated by all things that flew. Her father encouraged this love, and every year on her birthday gave her some small trinket that could fly. On the year before her Exaltation her father grafted onto her with the finest bio-modifications possible, these modifications granted her a pair of beautiful black wings.

De’aneir’a Exalted at the age of seventeen, in a brilliant show of Charisma and negotiation between two neighboring nations that were very easily and readily about to waste lives on a silly war. Once she was discovered to be chosen her father was greatly pleased but her mother seemed to have melancholy fall over her. For years she was trained as a Chosen of the Sun should and she followed her dreams. She studied sorcery, she learned engineering, and in the end started to build her very own air craft. This was helped by the Cathedral Factory that was given to her by her father, and the help of one Ornamental Raksha, and several mechanical automaton and people. For years she worked and worked, designing and learning, and then when the vessel, Infinte Star Sword was nearly finished her mother came to her with a sorrowful, grim look.

Apparently, as De'aneir'a had noticed, so had all of the Sidereal, her mother begged her daughter not to go with her father that Calibration party in Meru, she begged her to hide and never fly. Horrified at this De’aneir’a refused, but this was where her time in the First Age ended. An Eternal Crystalline Encasement spell later and she was sealed with her creation and the Factory was buried after the mortal help was sent away.

When the spell was removed mysteriously De’aneir’a found herself facing her incomplete creation, and the glyph projection of her Creation’s AI. For awhile she was unaware of the distant presence of a Lunar and the Manse, which was now in great disrepair. All of her teams were gone save her automatons that required some work to get back online, and her allied Fair Folk Noble artisan had probably left for other things after the Usurpation (In reality the Raksha joined the Balorian Crusade but was slain by the Five Metal Shrike on its attack on the Behemoth Scorpion Nashkriya, the Raksha had almost thought it the Infinite Star Saber). Doing the best she could she completed her aerial vessel opened the hanger door and launched into the sky for test flight. However when she escaped the boundless Southern Sand dunes that had buried her Manse and Factory she found Creation a very different place. Her creation alerted her to all the changes, as well as the loss of I AM. She landed her craft outside of Chiaroscuro and sent it into Elsewhere for easy, if not mote intensive, transport as she began to learn about the new Creation.

De’aneir’a has learned firsthand of the Underworld’s invasion of Creation, as she was caught nearly off guard by a pair of deathknights hunting for easy Solar prey it appears. She managed to defeat one and learned much in that encounter before using her flying vessel to defeat the other. Angry and incensed at their invasion she has determined to wage war against the underworld. But first she needs to get allies and her Cathedral-Factory up and running and so she explores the South and now the East in an attempt to get the funds she needs. Currently she is headed for Densandor, knowing that city before was a place for artisans before surely she could find more things to create or repair there.

Personality

De'aneir'a is a curious cheerful woman, despite the tragedy that she knows has befallen the First Age. She is also playful, perhaps a side effect of having an Ornamental Raksha to help her back in the First age. She has yet to know anything about relationships so she is usually shy when placed in such situations that might be considered intimate. Still she is focused and will complete any task she deems important, sometimes important is seeing how far she can go before failing, this shows in her gambling and drug taking.

Merits

  • (6) Wings

Flaws

  • (3) Greater Curse
  • (3) Vice: Gambling
  • (3) Enemy (Currently her Mother)

Experience 1/174

Attributes

  • None

Abilities

  • 09 Awareness 0 to •••
  • 07 Socialize •••• to •••••
  • 12 Integrity ••• to •••••
  • 05 Performance ••• to ••••
  • 03 Linquistics •• to •••

Advantages

  • None

Backgrounds

  • 6 Hearthstone Bracer
  • 6 Manse 2
  • 6 Manse 2
  • 3 Hearthstone Amulet

Charms

  • 10 Resistance: Ox Body Tech +1 -1 and -2x2
  • 10 Presence: Enemy Castigation Solar Judgement
  • 08 Occult: Salinian Absorption
  • 08 Integrity: Temptation Resistance Stance
  • 08 Integrity: Elusive Dream Defense
  • 08 Integrity: Transcendent Hero's Meditation
  • 08 Socialize: Understanding the Court
  • 08 Archery: Inexhaustible Bolts of Solar Fire

Spells

  • 08 Emerald Countermagic
  • 08 Emerald Banishment
  • 08 Sapphire Countermagic
  • 08 Sapphire Banishment
  • 08 Adamant Countermagic
  • 08 Cleansing of Solar Flames