Kore the Sage: Difference between revisions

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== Paths ==
== Paths ==
'''Sage''' (Enigmas, Medicine, Mysticism, Persuasion)
'''Sage''' (Enigmas+, Mysticism+, Persuasion+, Technology)


'''Great Mystery''' (Culture, Empathy, Enigmas, Technology)
'''Great Mystery''' (Aim+, Culture+, Empathy+, Enigmas)


'''Curse-Breaker''' (Academics, Empathy, Medicine, Mysticism)
'''Curse-Breaker''' (Academics+, Empathy, Medicine+, Mysticism+)


== Attributes ==
== Attributes ==


Intellect: '''0'''
Intellect: '''4'''


Cunning: '''0'''
Cunning: '''4'''


Resolve: '''0'''
Resolve: '''2'''


Might:  '''0'''
Might:  '''1'''


Dexterity:  '''0'''
Dexterity:  '''3'''


Stamina: '''0'''
Stamina: '''2'''


Presence: '''0'''
Presence: '''2'''


Manipulation:  '''0'''
Manipulation:  '''4'''


Composure: '''0'''
Composure: '''2'''


Favored Approach:
Favored Approach: Finesse
== Skills ==
== Skills ==
Aim: '''0'''
Aim: '''1'''


Academics: '''0'''
Academics: '''1'''


Athletics: '''0'''
Athletics: '''0'''
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Command: '''0'''
Command: '''0'''


Culture: '''0'''
Culture: '''1'''


Empathy: '''0'''
Empathy: '''2'''


Enigmas: '''0'''
Enigmas: '''2'''


Integrity: '''0'''
Integrity: '''0'''


Larceny: '''0'''
Larceny: '''1'''


Medicine: '''0'''
Medicine: '''1'''


Mysticism: '''0'''
Mysticism: '''3'''


Persuasion: '''0'''
Persuasion: '''2'''


Ride: '''0'''
Ride: '''0'''
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Survival: '''0'''
Survival: '''0'''


Technology: '''0'''
Technology: '''1'''


== Other Traits ==
== Other Traits ==


===Trademarks===
===Trademarks===
Origin: ''Phrase'' ('''stat''')
Origin: ''There are more things in the empyrean heavens and unseen depths than are dreamt of in your philosophy.'' ('''Mysicism''')


Quest: ''Phrase'' ('''stat''')
Quest: ''Tell me about your ailment'' ('''Medicine''')


Archetype: ''Phrase'' ('''stat''')
Archetype: ''It is known'' ('''Academics''')


Archetype: ''Phrase'' ('''stat''')
Archetype: ''Have you been paying attention?'' ('''Persuasion''')


===Tropes===
===Tropes===
'''Trope''' ''effects''
'''Dreams aren't like they used to be:''' ''Your unusual thought processes grant you a +1 Enhancement on Enigma rolls. Additionally, once per story, assume Directorial Control to alter an element of an ongoing prophecy, such as the gender, species, or object involved to something more advantageous to the party.''


'''Trope''' ''effects''
'''Secret Entrance:''' ''Being old and knowledgeable in history has its advantages, one of which is being alive long enough to remember where significant landmarks once were and where hidden pathways lay. You gain a +1 Enhancement either to Larceny rolls, chosen at character creation. Once per story, you may reveal the hidden entrance to an enemy castle, temple, etc. This doesn’t necessarily mean that the passages inside are safe, but what’s the fun in that?''


'''Trope''' ''effects''
'''Large tracts of... charisma:''' ''Gain a +1 Enhancement on Persuasion rolls. Once per story, your heartfelt words move a character to believe in you and join your cause, regardless of how ridiculous it sounds.''


===Relationships===
===Relationships===

Revision as of 01:48, 29 August 2024

Kore

Concept: Wandering priestess(?) of Persephone

Aspirations

Short-Term Aspiration:

Short-Term Aspiration:

Long-Term Aspiration:


Paths

Sage (Enigmas+, Mysticism+, Persuasion+, Technology)

Great Mystery (Aim+, Culture+, Empathy+, Enigmas)

Curse-Breaker (Academics+, Empathy, Medicine+, Mysticism+)

Attributes

Intellect: 4

Cunning: 4

Resolve: 2

Might: 1

Dexterity: 3

Stamina: 2

Presence: 2

Manipulation: 4

Composure: 2

Favored Approach: Finesse

Skills

Aim: 1

Academics: 1

Athletics: 0

Close Combat: 0

Command: 0

Culture: 1

Empathy: 2

Enigmas: 2

Integrity: 0

Larceny: 1

Medicine: 1

Mysticism: 3

Persuasion: 2

Ride: 0

Survival: 0

Technology: 1

Other Traits

Trademarks

Origin: There are more things in the empyrean heavens and unseen depths than are dreamt of in your philosophy. (Mysicism)

Quest: Tell me about your ailment (Medicine)

Archetype: It is known (Academics)

Archetype: Have you been paying attention? (Persuasion)

Tropes

Dreams aren't like they used to be: Your unusual thought processes grant you a +1 Enhancement on Enigma rolls. Additionally, once per story, assume Directorial Control to alter an element of an ongoing prophecy, such as the gender, species, or object involved to something more advantageous to the party.

Secret Entrance: Being old and knowledgeable in history has its advantages, one of which is being alive long enough to remember where significant landmarks once were and where hidden pathways lay. You gain a +1 Enhancement either to Larceny rolls, chosen at character creation. Once per story, you may reveal the hidden entrance to an enemy castle, temple, etc. This doesn’t necessarily mean that the passages inside are safe, but what’s the fun in that?

Large tracts of... charisma: Gain a +1 Enhancement on Persuasion rolls. Once per story, your heartfelt words move a character to believe in you and join your cause, regardless of how ridiculous it sounds.

Relationships

PC - Feeling 1

PC - Feeling 2

PC - Feeling 3

PC - Feeling 1

PC - Feeling 1

Connections

Contact: Name - Path - Description

Faction: Name - Path - Description

Access: Name - Path - Description

Quips

Quip

Quip

Quip

Backstory

stuff